this is a week or so worth of brainstorming. Looking at pulling everything sprite related into it's own little struct. And also doing a message everything arch
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@@ -6,30 +6,34 @@ use crate::canvas::managed::shader::dynamic_vertex::RuntimeVertexDef;
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use crate::canvas::managed::handles::{CanvasTextureHandle, CanvasImageHandle, CanvasFontHandle, Handle};
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use vulkano::pipeline::vertex::Vertex;
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use std::any::Any;
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use crate::{VertexTypeContainer, Move, Geom};
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use crate::{VertexTypeContainer};
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use winit::event::Event;
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use crate::util::tr_event::TrEvent;
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use crate::util::tr_event::{TrEvent, TrUIEvent};
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use crate::drawables::sprite::{Velocity, Geometry};
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/// Trait which may be inherited by objects that wish to be drawn to the screen
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pub trait Drawable {
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fn get(&self,
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window_size: (u32, u32),
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position: (f32, f32),
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rotation: f32,
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size: (f32, f32),
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depth: f32,
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// Render expects the implementer to create custom render logic based on interior data within
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// the struct. This data as of right now, will *only* be mutatable via events & update
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fn render(&self,
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window_size: (u32, u32),
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position: (f32, f32),
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rotation: f32,
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size: (f32, f32),
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depth: f32,
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) -> Vec<VertexTypeContainer>;
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// Update simply passes the delta time. The implementor doesn't necessarily need to use delta_time
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// or even add anything other than a Vec::new() to the function.
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fn update<T>(&self, delta_time: f32) -> Vec<TrUIEvent<T>>;
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// Notify is where custom events created in other parts of the system will be ingested. It
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// might be a good idea in the future to have some of pre-function-call filtering so we
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// don't have as many notifies that just immediately reject.
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fn notify<Y, T>(&self, tr_event : Vec<TrEvent<Y>>, ui_events: Vec<TrUIEvent<T>>) -> Vec<TrUIEvent<T>>;
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}
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/// Trait which may be inherited by objects that wish to receive events
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pub trait Eventable<T> {
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fn notify(&mut self, event: &TrEvent<T>) -> ();
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}
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/// Trait which may be inherited by objects that wish to be updated
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pub trait Updatable {
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fn update(&mut self, delta_time: f32) -> ();
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}
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/// Accumulator for Vectors of VertexTypes
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#[derive(Default)]
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@@ -54,8 +58,8 @@ impl CanvasFrame {
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}
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/// Push this drawable onto the back of the accumulator
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pub fn draw(&mut self, drawable: &dyn Drawable, mv: Move, geom: Geom) {
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for i in drawable.get(
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pub fn draw(&mut self, drawable: &dyn Drawable, mv: Velocity, geom: Geometry) {
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for i in drawable.render(
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self.window_size,
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(mv.pos_x, mv.pos_y),
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geom.rotation,
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