2024-02-03 21:52:42 -08:00
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use std::sync::Arc;
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2024-02-02 22:32:03 -08:00
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2024-01-17 10:17:18 -08:00
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use galactica_content::{Content, SystemHandle};
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use galactica_playeragent::PlayerAgent;
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2024-01-23 15:53:50 -08:00
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use galactica_system::phys::PhysImage;
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use galactica_util::timing::Timing;
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use nalgebra::Vector2;
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/// Bundles parameters passed to a single call to GPUState::render
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#[derive(Debug)]
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pub struct RenderInput {
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/// Camera position, in world units
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pub camera_pos: Vector2<f32>,
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/// Player ship data
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pub player: Arc<PlayerAgent>,
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/// The system we're currently in
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pub current_system: SystemHandle,
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/// Height of screen, in world units
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pub camera_zoom: f32,
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/// The world state to render
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pub phys_img: Arc<PhysImage>,
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// TODO: handle overflow. is it a problem?
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/// The current time, in seconds
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pub current_time: f32,
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2024-01-25 21:25:21 -08:00
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/// The amount of time that has passed since the last frame was drawn
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pub time_since_last_run: f32,
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/// Game content
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pub ct: Arc<Content>,
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/// Time we spent in each part of the game loop
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pub timing: Timing,
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}
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