#![allow(dead_code, unused_variables)] use std::collections::HashMap; use teleia::*; struct Assets { font: font::Bitmap, shader_flat: shader::Shader, mesh_square: mesh::Mesh, texture_test: texture::Texture, } impl Assets { fn new(ctx: &context::Context) -> Self { Self { font: font::Bitmap::default(ctx), shader_flat: shader::Shader::new( ctx, include_str!("assets/shaders/flat/vert.glsl"), include_str!("assets/shaders/flat/frag.glsl"), ), mesh_square: mesh::Mesh::from_obj(ctx, include_bytes!("assets/meshes/square.obj")), texture_test: texture::Texture::new(ctx, include_bytes!("assets/textures/test.png")), } } } pub struct Game { assets: Assets, } impl Game { pub fn new(ctx: &context::Context) -> Self { Self { assets: Assets::new(ctx), } } } impl teleia::state::Game for Game { fn initialize_audio(&self, ctx: &context::Context, st: &state::State, actx: &audio::Context) -> HashMap { HashMap::from_iter(vec![ ("test".to_owned(), audio::Audio::new(&actx, include_bytes!("assets/audio/test.wav"))), ]) } fn update(&mut self, _ctx: &context::Context, _st: &mut state::State) -> Erm<()> { Ok(()) } fn render(&mut self, ctx: &context::Context, st: &mut state::State) -> Erm<()> { ctx.clear(); self.assets.font.render_text( ctx, st, &glam::Vec2::new(0.0, 0.0), "hello computer", ); st.bind_2d(ctx, &self.assets.shader_flat); self.assets.texture_test.bind(ctx); self.assets.shader_flat.set_position_2d( ctx, st, &glam::Vec2::new(40.0, 40.0), &glam::Vec2::new(16.0, 16.0), ); self.assets.mesh_square.render(ctx); Ok(()) } }