Minor cleanup

master
Mark 2023-12-30 19:06:36 -08:00
parent a2c45ba5a2
commit ca3f289de5
Signed by: Mark
GPG Key ID: C6D63995FE72FD80
1 changed files with 29 additions and 42 deletions

View File

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// All other errors (Outdated, Timeout) should be resolved by the next frame // All other errors (Outdated, Timeout) should be resolved by the next frame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