X5EMQBC4BFNJOOHS2QMF4UB4QH6JKSALK6RXLK6B7SP6MNYSAP6QC let inner_size = self.window.inner_size();let screen_descriptor = egui_wgpu::renderer::ScreenDescriptor {size_in_pixels: inner_size.into(),pixels_per_point: self.window.scale_factor() as f32,};for (tex_id, delta) in &input.egui_output.textures_delta.set {self.egui.update_texture(&self.device, &self.queue, *tex_id, &delta);}self.queue.submit(self.egui.update_buffers(&self.device,&self.queue,&mut encoder,input.paint_jobs,&screen_descriptor,));// This is the final composite pass that draws the game, then all overlays on the game
let scene_library = SceneLibrary;let mut assets = AssetCache::new("assets")?;let mut world = hecs::World::new();let mut view = GameView {assets: &mut assets,world: &mut world,};let mut initial_scene = scene_library.get_scene(&mut view, SceneReference::Init);initial_scene.on_enter(&mut view);let egui = egui::Context::default();let egui_winit =egui_winit::State::new(egui.clone(), egui::ViewportId::ROOT, &window, None, None);
/// Runs egui codepub fn gui_egui(&mut self) -> (egui::FullOutput, Vec<egui::ClippedPrimitive>) {egui_winit::update_viewport_info(&mut self.egui_winit.egui_input_mut().viewports.get_mut(&egui::ViewportId::ROOT).unwrap(),&self.egui,self.screen.window(),);let input = self.egui_winit.take_egui_input(self.screen.window());let full_output = self.egui.run(input, |ctx| {egui::Window::new("Welcome").show(ctx, |ui| {ui.label(">> Welcome to Cat Waiter <<");});});let prims = self.egui.tessellate(full_output.shapes.clone(), full_output.pixels_per_point);(full_output, prims)}
_ = dt;
let mut view = GameView {assets: &mut self.assets,world: &mut self.world,};if let Some(reference) = self.current_scene.update(dt, &mut view) {let new_scene = self.scene_library.get_scene(&mut view, reference);self.current_scene.on_exit(&mut view);self.current_scene = new_scene;self.current_scene.on_enter(&mut view);}
//! Scenes describe all the resources required to display the current game state.//!//! Only 1 scene can be active at any given moment.use winit::event::WindowEvent;use super::GameView;pub trait Scene {/// Activates the scenefn on_enter(&mut self, game: &mut GameView);/// De-activates the scenefn on_exit(&mut self, game: &mut GameView);/// Scene input handing, true if handledfn input(&mut self, event: &WindowEvent, game: &mut GameView) -> bool;/// Updates the scene (and can return a SceneReference to go to another scene)fn update(&mut self, dt: std::time::Duration, game: &mut GameView) -> Option<SceneReference>;// Notice there's no "render" method? Yeah, the scene's responsibility is to adjust Game::world (and Game)// so that when the renderer comes around to rendering the world, the desired state is present to be rendered.}/// Scenes that can be referenced#[derive(Debug, Clone, Copy, PartialEq, Eq, Hash)]pub enum SceneReference {/// Initial scene that starts the gameInit,}/// Library of all scenes that existpub struct SceneLibrary;impl SceneLibrary {pub fn get_scene(&self, game: &mut GameView, scene: SceneReference) -> Box<dyn Scene> {let _ = game;match scene {SceneReference::Init => Box::new(MainGameScene),}}}pub struct MainGameScene;impl Scene for MainGameScene {fn on_enter(&mut self, game: &mut GameView<'_>) {let _ = game;// todo!()}fn on_exit(&mut self, game: &mut GameView<'_>) {let _ = game;todo!()}fn input(&mut self, event: &WindowEvent, game: &mut GameView<'_>) -> bool {let _ = game;let _ = event;false}fn update(&mut self,dt: std::time::Duration,game: &mut GameView<'_>,) -> Option<SceneReference> {let _ = game;let _ = dt;None}}
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