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marathon/crates/app/src/executor.rs

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//! Application executor - owns winit and drives Bevy ECS
//!
//! The executor gives us full control over the event loop and allows
//! both the window and ECS to run unbounded (maximum performance).
use bevy::prelude::*;
use bevy::app::AppExit;
use bevy::input::{
ButtonInput,
mouse::MouseButton as BevyMouseButton,
keyboard::KeyCode as BevyKeyCode,
touch::{Touches, TouchInput},
};
use bevy::window::{
PrimaryWindow, WindowCreated, WindowResized, WindowScaleFactorChanged, WindowClosing,
WindowResolution, WindowMode, WindowPosition, WindowEvent as BevyWindowEvent,
RawHandleWrapper, WindowWrapper,
};
use bevy::ecs::message::Messages;
use libmarathon::engine::InputEvent;
use libmarathon::platform::desktop;
use std::sync::Arc;
use winit::application::ApplicationHandler;
use winit::event::WindowEvent as WinitWindowEvent;
use winit::event_loop::{ActiveEventLoop, ControlFlow, EventLoop};
use winit::window::{Window as WinitWindow, WindowId, WindowAttributes};
// Re-export InputEventBuffer from the input module
pub use crate::input::event_buffer::InputEventBuffer;
/// Application handler state machine
enum AppHandler {
Initializing { app: App },
Running {
window: Arc<WinitWindow>,
bevy_window_entity: Entity,
bevy_app: App,
},
}
impl AppHandler {
fn initialize(&mut self, event_loop: &ActiveEventLoop) {
// Only initialize if we're in the Initializing state
if !matches!(self, AppHandler::Initializing { .. }) {
return;
}
// Take ownership of the app (replace with placeholder temporarily)
let temp_state = std::mem::replace(self, AppHandler::Initializing { app: App::new() });
let AppHandler::Initializing { app } = temp_state else { unreachable!() };
let mut bevy_app = app;
// Insert InputEventBuffer resource
bevy_app.insert_resource(InputEventBuffer::default());
// Initialize window message channels
bevy_app.init_resource::<Messages<WindowCreated>>();
bevy_app.init_resource::<Messages<WindowResized>>();
bevy_app.init_resource::<Messages<WindowScaleFactorChanged>>();
bevy_app.init_resource::<Messages<WindowClosing>>();
bevy_app.init_resource::<Messages<BevyWindowEvent>>();
// Initialize input resources that Bevy UI and picking expect
bevy_app.init_resource::<ButtonInput<BevyMouseButton>>();
bevy_app.init_resource::<ButtonInput<BevyKeyCode>>();
bevy_app.init_resource::<Touches>();
bevy_app.init_resource::<Messages<TouchInput>>();
// Create the winit window BEFORE finishing the app
let window_attributes = WindowAttributes::default()
.with_title("Marathon")
.with_inner_size(winit::dpi::LogicalSize::new(1280, 720));
let winit_window = event_loop.create_window(window_attributes)
.expect("Failed to create window");
let winit_window = Arc::new(winit_window);
info!("Created window before app.finish()");
let physical_size = winit_window.inner_size();
let scale_factor = winit_window.scale_factor();
// Create window entity with all required components
let mut window = bevy::window::Window {
title: "Marathon".to_string(),
resolution: WindowResolution::new(
physical_size.width,
physical_size.height,
),
mode: WindowMode::Windowed,
position: WindowPosition::Automatic,
focused: true,
..Default::default()
};
window.resolution.set_scale_factor_override(Some(scale_factor as f32));
// Create WindowWrapper and RawHandleWrapper for renderer
let window_wrapper = WindowWrapper::new(winit_window.clone());
let raw_handle_wrapper = RawHandleWrapper::new(&window_wrapper)
.expect("Failed to create RawHandleWrapper");
let window_entity = bevy_app.world_mut().spawn((
window,
PrimaryWindow,
raw_handle_wrapper,
)).id();
info!("Created window entity {}", window_entity);
// Send WindowCreated event
bevy_app.world_mut()
.resource_mut::<Messages<WindowCreated>>()
.write(WindowCreated { window: window_entity });
// Send WindowResized event
bevy_app.world_mut()
.resource_mut::<Messages<WindowResized>>()
.write(WindowResized {
window: window_entity,
width: physical_size.width as f32 / scale_factor as f32,
height: physical_size.height as f32 / scale_factor as f32,
});
// Now finish the app - the renderer will initialize with the window
bevy_app.finish();
bevy_app.cleanup();
info!("App finished and cleaned up");
// Transition to Running state
*self = AppHandler::Running {
window: winit_window,
bevy_window_entity: window_entity,
bevy_app,
};
}
}
impl ApplicationHandler for AppHandler {
fn resumed(&mut self, event_loop: &ActiveEventLoop) {
// Initialize on first resumed() call
self.initialize(event_loop);
info!("App resumed");
}
fn window_event(
&mut self,
event_loop: &ActiveEventLoop,
_window_id: WindowId,
event: WinitWindowEvent,
) {
// Only handle events if we're in Running state
let AppHandler::Running {
ref window,
bevy_window_entity,
ref mut bevy_app,
} = self
else {
return;
};
// Forward input events to platform bridge
desktop::push_window_event(&event);
match event {
WinitWindowEvent::CloseRequested => {
info!("Window close requested");
event_loop.exit();
}
WinitWindowEvent::Resized(physical_size) => {
// Notify Bevy of window resize
let scale_factor = window.scale_factor();
bevy_app.world_mut()
.resource_mut::<Messages<WindowResized>>()
.write(WindowResized {
window: *bevy_window_entity,
width: physical_size.width as f32 / scale_factor as f32,
height: physical_size.height as f32 / scale_factor as f32,
});
}
WinitWindowEvent::RedrawRequested => {
// Collect input events from platform bridge
let input_events = desktop::drain_as_input_events();
// Write events to InputEventBuffer resource
bevy_app.world_mut().resource_mut::<InputEventBuffer>().events = input_events;
// Run one Bevy ECS update (unbounded)
bevy_app.update();
// Check if app should exit
if let Some(exit) = bevy_app.should_exit() {
info!("App exit requested: {:?}", exit);
event_loop.exit();
}
// Clear input buffer for next frame
bevy_app.world_mut().resource_mut::<InputEventBuffer>().clear();
// Request next frame immediately (unbounded loop)
window.request_redraw();
}
_ => {}
}
}
fn about_to_wait(&mut self, _event_loop: &ActiveEventLoop) {
// Request redraw to keep loop running
if let AppHandler::Running { ref window, .. } = self {
window.request_redraw();
}
}
}
/// Run the application executor
pub fn run(app: App) -> Result<(), Box<dyn std::error::Error>> {
let event_loop = EventLoop::new()?;
// TODO: Add battery power detection and adaptive frame/tick rate limiting
// When on battery: reduce to 60fps cap, lower ECS tick rate
// When plugged in: run unbounded for maximum performance
// Run as fast as possible (unbounded)
event_loop.set_control_flow(ControlFlow::Poll);
info!("Starting executor (unbounded mode)");
// Create handler in Initializing state
// It will transition to Running state on first resumed() callback
let mut handler = AppHandler::Initializing { app };
event_loop.run_app(&mut handler)?;
Ok(())
}