use std::sync::Arc; use galactica_content::{Content, System}; use galactica_playeragent::PlayerAgent; use galactica_system::phys::PhysImage; use galactica_util::timing::Timing; /// Bundles parameters passed to a single call to GPUState::render #[derive(Debug)] pub struct RenderInput { /// Player ship data pub player: PlayerAgent, /// The system we're currently in pub current_system: Arc, /// The world state to render pub phys_img: PhysImage, // TODO: handle overflow. is it a problem? /// The current time, in seconds pub current_time: f32, /// Game content pub ct: Arc, /// Time we spent in each part of the game loop pub timing: Timing, }