diff options
| author | LLLL Colonq <llll@colonq> | 2025-03-03 19:17:47 -0500 |
|---|---|---|
| committer | LLLL Colonq <llll@colonq> | 2025-03-03 19:17:55 -0500 |
| commit | 901fe3013ea86242f403d6dc867dd45f12700b7a (patch) | |
| tree | cced23ca909ee3bf71bb3054c99d9927dd5b49a7 /src/state.rs | |
| parent | 0200a960c0266abfa3be29792e9b28eab8805dbb (diff) | |
Update
Diffstat (limited to 'src/state.rs')
| -rw-r--r-- | src/state.rs | 15 |
1 files changed, 10 insertions, 5 deletions
diff --git a/src/state.rs b/src/state.rs index 4d23af6..7b2de9e 100644 --- a/src/state.rs +++ b/src/state.rs @@ -4,7 +4,7 @@ use bimap::BiHashMap; use enum_map::{enum_map, Enum, EnumMap}; use serde::{Serialize, Deserialize}; -use crate::{context, framebuffer, shader, audio}; +use crate::{audio, context, framebuffer, shader, utils}; const DELTA_TIME: f64 = 1.0 / 60.0; @@ -23,6 +23,7 @@ pub struct Response { } pub trait Game { + fn initialize(&self, ctx: &context::Context, st: &State) -> utils::Erm<()> { Ok(()) } fn initialize_audio(&self, ctx: &context::Context, st: &State, actx: &audio::Context) -> HashMap<String, audio::Audio> { @@ -32,8 +33,8 @@ pub trait Game { fn mouse_move(&mut self, ctx: &context::Context, st: &mut State, x: i32, y: i32) {} fn mouse_press(&mut self, ctx: &context::Context, st: &mut State) {} fn request_return(&mut self, ctx: &context::Context, st: &mut State, res: Response) {} - fn update(&mut self, ctx: &context::Context, st: &mut State) -> Option<()> { Some(()) } - fn render(&mut self, ctx: &context::Context, st: &mut State) -> Option<()> { Some(()) } + fn update(&mut self, ctx: &context::Context, st: &mut State) -> utils::Erm<()> { Ok(()) } + fn render(&mut self, ctx: &context::Context, st: &mut State) -> utils::Erm<()> { Ok(()) } } #[derive(Debug, Enum, Clone, Copy, PartialEq, Eq, Hash, Serialize, Deserialize)] @@ -494,7 +495,9 @@ impl State { if self.acc >= DELTA_TIME { self.acc -= DELTA_TIME; self.tick += 1; - game.update(ctx, self); + + // TODO: handle failure here in a nicer way + game.update(ctx, self).expect("game update failed"); // if a lot of time has elapsed (e.g. if window is unfocused and not // running update loop), prevent "death spiral" @@ -504,7 +507,9 @@ impl State { pub fn run_render<G>(&mut self, ctx: &context::Context, game: &mut G) where G: Game { self.render_framebuffer.bind(&ctx); - game.render(ctx, self); + + // TODO: handle failure here in a nicer way + game.render(ctx, self).expect("game render failed"); self.screen.bind(&ctx); ctx.clear_color(glam::Vec4::new(0.0, 0.0, 0.0, 0.0)); |
