hulk smashing all these states together for da world
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19
src/main.rs
19
src/main.rs
@@ -28,8 +28,8 @@ use winit::window::WindowBuilder;
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use crate::canvas::canvas_frame::{CanvasFrame, Drawable, Eventable, Updatable};
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use crate::canvas::canvas_state::CanvasState;
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use crate::canvas::managed::handles::{CanvasFontHandle, CanvasTextureHandle, Handle};
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use crate::compute::compu_frame::CompuFrame;
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use crate::compute::managed::handles::{CompuBufferHandle, CompuKernelHandle};
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use canvas::compu_frame::CompuFrame;
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use crate::canvas::managed::handles::{CompuBufferHandle, CompuKernelHandle};
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use crate::drawables::compu_sprite::CompuSprite;
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use crate::drawables::rect::Rect;
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use crate::drawables::sprite::Sprite;
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@@ -45,7 +45,6 @@ pub mod util;
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pub mod vkprocessor;
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pub mod drawables;
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pub mod canvas;
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pub mod compute;
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extern crate specs;
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@@ -102,10 +101,11 @@ impl<'a> System<'a> for RenderSystem {
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struct SysA;
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impl<'a> System<'a> for SysA {
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// These are the resources required for execution.
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// You can also define a struct and `#[derive(SystemData)]`,
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// see the `full` example.
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type SystemData = (WriteStorage<'a, Pos>, ReadStorage<'a, Vel>);
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type SystemData = (
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WriteStorage<'a, Pos>,
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ReadStorage<'a, Vel>
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);
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fn run(&mut self, (mut pos, vel): Self::SystemData) {
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// The `.join()` combines multiple components,
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@@ -198,8 +198,13 @@ pub fn main() {
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// So I would have to go full in on the ECS in order to do rendering...
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// That would probably look like a canvasFrame and compuFrame component which would
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// be added to the world.
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// Though canvasFrame and compuFrame have to share the command_buffer
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// which means I should just keep the vk processor lol
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// The `World` is our
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// container for components
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