how do I make eventing extensible without cluttering this file with standalone functions
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64
src/event_system.rs
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64
src/event_system.rs
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use std::sync::Arc;
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use specs::{Component, Entities, Join, System, VecStorage, Write, WriteStorage};
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use vulkano::swapchain::Surface;
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use winit::window::Window;
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use crate::canvas::canvas_frame::CanvasFrame;
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use crate::canvas::compu_frame::CompuFrame;
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use crate::PersistentState;
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use crate::render_system::Position;
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use crate::util::tr_event::{TrEvent, TrEventExtension, TrWindowEvent};
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use crate::vkprocessor::VkProcessor;
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use winit::event::ElementState;
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#[derive(Debug, Clone)]
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pub struct Evented {
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pub subscribed: fn(event: TrEvent<TrEventExtension>) -> bool,
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}
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impl Component for Evented {
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type Storage = VecStorage<Self>;
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}
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pub struct EventSystem;
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impl<'a> System<'a> for EventSystem {
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type SystemData = (
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Entities<'a>,
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WriteStorage<'a, Position>,
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WriteStorage<'a, Evented>,
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Write<'a, PersistentState>,
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Write<'a, VkProcessor>,
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Write<'a, Vec<TrEvent<TrEventExtension>>>
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);
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fn run(&mut self, (
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entity,
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mut position_list,
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mut evented_list,
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mut state,
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mut vk_processor,
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event_stack
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): Self::SystemData) {
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for (position, evented) in (&mut position_list, &evented_list).join() {
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for event in &*event_stack {
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match event {
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TrEvent::WindowEvent { window_id, event } => {
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match event {
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TrWindowEvent::MouseInput { device_id, state, button, modifiers } => {
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if *state == ElementState::Pressed {
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position.x += 100.0;
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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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for (entity, evented) in (&*entity, &mut evented_list).join() {}
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}
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}
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35
src/main.rs
35
src/main.rs
@@ -46,6 +46,7 @@ use crate::util::tr_event::{TrEvent, TrEventExtension};
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use crate::util::vertex::{TextureVertex3D, VertexTypeContainer};
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use crate::util::vertex::{TextureVertex3D, VertexTypeContainer};
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use crate::vkprocessor::VkProcessor;
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use crate::vkprocessor::VkProcessor;
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use crate::compu_system::{CompuSystem, Compu};
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use crate::compu_system::{CompuSystem, Compu};
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use crate::event_system::{EventSystem, Evented};
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pub mod util;
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pub mod util;
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pub mod vkprocessor;
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pub mod vkprocessor;
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@@ -53,15 +54,7 @@ pub mod drawables;
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pub mod canvas;
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pub mod canvas;
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pub mod render_system;
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pub mod render_system;
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pub mod compu_system;
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pub mod compu_system;
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pub mod event_system;
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#[derive(Debug, Clone)]
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pub struct Evented {
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subscribed: fn(event: TrEvent<TrEventExtension>),
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}
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impl Component for Evented {
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type Storage = VecStorage<Self>;
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}
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#[derive(Default)]
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#[derive(Default)]
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pub struct PersistentState {
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pub struct PersistentState {
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@@ -72,25 +65,6 @@ pub struct PersistentState {
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compu_frame: CompuFrame,
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compu_frame: CompuFrame,
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}
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}
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struct EventSystem;
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impl<'a> System<'a> for EventSystem {
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type SystemData = (
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Entities<'a>,
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WriteStorage<'a, Evented>,
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Write<'a, PersistentState>,
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Write<'a, VkProcessor>,
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Write<'a, Vec<TrEvent<TrEventExtension>>>
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);
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fn run(&mut self, (entity, mut evented_list, mut state, mut vk_processor, event_stack): Self::SystemData) {
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for (entity, evented) in (&*entity, &mut evented_list).join() {
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}
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}
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}
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pub fn main() {
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pub fn main() {
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//hprof::start_frame();
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//hprof::start_frame();
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//let g = hprof::enter("vulkan preload");
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//let g = hprof::enter("vulkan preload");
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@@ -152,6 +126,7 @@ pub fn main() {
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processor.get_texture_handle(String::from("sfml.png")).unwrap();
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processor.get_texture_handle(String::from("sfml.png")).unwrap();
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let mut world = World::new();
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let mut world = World::new();
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world.register::<Evented>();
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world.register::<Compu>();
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world.register::<Compu>();
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world.register::<Position>();
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world.register::<Position>();
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world.register::<Geometry>();
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world.register::<Geometry>();
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@@ -175,14 +150,14 @@ pub fn main() {
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.with(Images { images: vec![compu_image], image_resolutions: vec![image_dimensions_u] })
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.with(Images { images: vec![compu_image], image_resolutions: vec![image_dimensions_u] })
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.build();
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.build();
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world.create_entity()// just a drawable
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world.create_entity()
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.with(Evented { subscribed: |event| {true} })
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.with(Position { x: 0.0, y: 0.0, z: 0 })
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.with(Position { x: 0.0, y: 0.0, z: 0 })
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.with(Geometry { size_x: 300.0, size_y: 300.0, rotation: 0.0 })
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.with(Geometry { size_x: 300.0, size_y: 300.0, rotation: 0.0 })
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.with(Textures { textures: vec![funky_handle] })
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.with(Textures { textures: vec![funky_handle] })
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.build();
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.build();
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// call the run method for the following systems & deps
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// call the run method for the following systems & deps
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let mut dispatcher = DispatcherBuilder::new()
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let mut dispatcher = DispatcherBuilder::new()
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// .with(SysA, "sys_a", &[])
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// .with(SysA, "sys_a", &[])
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