Minor cleanup
parent
a2c45ba5a2
commit
ca3f289de5
71
src/main.rs
71
src/main.rs
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@ -24,28 +24,19 @@ fn main() -> Result<()> {
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consts::STARFIELD_TEXTURE_NAME.to_owned(),
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consts::STARFIELD_TEXTURE_NAME.to_owned(),
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)?;
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)?;
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pollster::block_on(run(content))?;
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return Ok(());
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}
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async fn run(content: content::Content) -> Result<()> {
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let event_loop = EventLoop::new();
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let event_loop = EventLoop::new();
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let window = WindowBuilder::new().build(&event_loop).unwrap();
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let window = WindowBuilder::new().build(&event_loop).unwrap();
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let mut gpu = pollster::block_on(render::GPUState::new(window, &content))?;
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let mut gpu = render::GPUState::new(window, &content).await?;
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let mut game = game::Game::new(content);
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let mut game = game::Game::new(content);
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gpu.update_starfield_buffer(&game);
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gpu.update_starfield_buffer(&game);
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event_loop.run(move |event, _, control_flow| {
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event_loop.run(move |event, _, control_flow| {
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match event {
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match event {
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Event::RedrawRequested(window_id) if window_id == gpu.window().id() => {
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Event::RedrawRequested(window_id) if window_id == gpu.window().id() => {
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game.update();
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match gpu.render(&game) {
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match gpu.render(&game) {
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Ok(_) => {}
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Ok(_) => {}
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// Reconfigure the surface if lost
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Err(wgpu::SurfaceError::Lost) => gpu.resize(&game, gpu.window_size),
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Err(wgpu::SurfaceError::Lost) => gpu.resize(&game, gpu.window_size),
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// The system is out of memory, we should probably quit
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Err(wgpu::SurfaceError::OutOfMemory) => *control_flow = ControlFlow::Exit,
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Err(wgpu::SurfaceError::OutOfMemory) => *control_flow = ControlFlow::Exit,
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// All other errors (Outdated, Timeout) should be resolved by the next frame
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// All other errors (Outdated, Timeout) should be resolved by the next frame
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Err(e) => eprintln!("{:?}", e),
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Err(e) => eprintln!("{:?}", e),
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@ -53,45 +44,41 @@ async fn run(content: content::Content) -> Result<()> {
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}
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}
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Event::MainEventsCleared => {
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Event::MainEventsCleared => {
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// RedrawRequested will only trigger once unless we manually
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game.update();
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// request it.
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gpu.window().request_redraw();
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gpu.window().request_redraw();
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}
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}
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Event::WindowEvent {
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Event::WindowEvent {
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ref event,
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ref event,
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window_id,
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window_id,
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} if window_id == gpu.window.id() => {
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} if window_id == gpu.window.id() => match event {
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match event {
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WindowEvent::Focused(state) => {
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WindowEvent::Focused(state) => {
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game.set_paused(!state);
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game.set_paused(!state);
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}
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WindowEvent::CloseRequested => *control_flow = ControlFlow::Exit,
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WindowEvent::KeyboardInput {
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input:
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KeyboardInput {
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state,
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virtual_keycode: Some(key),
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..
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},
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..
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} => game.process_key(state, key),
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WindowEvent::MouseInput { state, button, .. } => {
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game.process_click(state, button);
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}
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WindowEvent::MouseWheel { delta, phase, .. } => {
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game.process_scroll(delta, phase);
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}
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WindowEvent::Resized(physical_size) => {
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gpu.resize(&game, *physical_size);
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}
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WindowEvent::ScaleFactorChanged { new_inner_size, .. } => {
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// new_inner_size is &&mut so we have to dereference it twice
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gpu.resize(&game, **new_inner_size);
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}
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_ => {}
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}
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}
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}
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WindowEvent::CloseRequested => *control_flow = ControlFlow::Exit,
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WindowEvent::KeyboardInput {
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input:
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KeyboardInput {
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state,
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virtual_keycode: Some(key),
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..
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},
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..
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} => game.process_key(state, key),
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WindowEvent::MouseInput { state, button, .. } => {
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game.process_click(state, button);
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}
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WindowEvent::MouseWheel { delta, phase, .. } => {
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game.process_scroll(delta, phase);
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}
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WindowEvent::Resized(physical_size) => {
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gpu.resize(&game, *physical_size);
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}
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WindowEvent::ScaleFactorChanged { new_inner_size, .. } => {
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gpu.resize(&game, **new_inner_size);
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}
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_ => {}
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},
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_ => {}
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_ => {}
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}
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}
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});
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});
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