pub fn run(mut self) -> Result<()> {
        // timing infomation
        const DT: f32 = 1.0 / 60.0;
        let mut current_time = Instant::now();
        let mut accumulator = 0.0;

        // The layers pushed and poped during a single loop, allocated outside
        // the loop to reduce reallocation of these vectors, they are cleared
        // at the end of a loop if required.
        let mut layer_push = vec![];
        let mut layer_pop = vec![];

        'main: loop {
            let new_time = Instant::now();
            let frame_time = (new_time - current_time).as_secs_f32();
            current_time = new_time;

            accumulator += frame_time;

            self.state.window.update_mouse(&mut self.state.inputs);

            // poll for events
            'event: while let Some(event) = self.state.window.event() {
                for &layer in &self.update_order {
                    let mut state = EngineStateRef {
                        state: &mut self.state,
                        layer_push: &mut layer_push,
                        layer_pop: &mut layer_pop,
                        layer_id: layer,
                    };

                    let res = self.layers[layer].handle_event(&mut state, &event);
                    match res {
                        EventResult::Handled => continue 'event,
                        EventResult::Exit => break 'main,
                        EventResult::Ignored => (),
                    }
                }

                if default_event_handler(&mut self.state, &event) == EventResult::Exit {
                    break 'main;
                }
            }

            // run updates
            while accumulator >= DT {
                for &layer in &self.update_order {
                    let mut state = EngineStateRef {
                        state: &mut self.state,
                        layer_push: &mut layer_push,
                        layer_pop: &mut layer_pop,
                        layer_id: layer,
                    };
                    self.layers[layer].update(&mut state, DT);
                }

                accumulator -= DT;
                self.state.run_time += DT;
            }

            // render a scene
            for &layer in &self.render_order {
                let mut state = EngineStateRef {
                    state: &mut self.state,
                    layer_push: &mut layer_push,
                    layer_pop: &mut layer_pop,
                    layer_id: layer,
                };
                self.layers[layer].render(&mut state)?;
            }

            // update layers
            if !layer_pop.is_empty() || !layer_push.is_empty() {
                layer_pop.sort_unstable();

                for &layer in layer_pop.iter().rev() {
                    self.layers.remove(layer);
                }

                for layer in layer_push.drain(..) {
                    self.layers.push(layer);
                }

                self.set_call_order();

                layer_pop.clear();
            }

            self.state.window.swap_window();
        }

        Ok(())
    }
/// Start the game loop, this function will not return until the main window
/// is closed, only saving, error reporting, etc should happen afterwards.
Start the game loop, this function will not return until the main window
is closed, only saving, error reporting, etc should happen afterwards.
Start the game loop this function will not return until the main window is closed only saving error reporting etc should happen afterwards .
pub fn run(mut self) -> Result<()> {
        // timing infomation
        const DT: f32 = 1.0 / 60.0;
        let mut current_time = Instant::now();
        let mut accumulator = 0.0;
        // The layers pushed and poped during a single loop, allocated outside
        // the loop to reduce reallocation of these vectors, they are cleared
        // at the end of a loop if required.
        let mut layer_push = vec![];
        let mut layer_pop = vec![];
        'main: loop {
            let new_time = Instant::now();
            let frame_time = (new_time - current_time).as_secs_f32();
            current_time = new_time;
            accumulator += frame_time;
            self.state.window.update_mouse(&mut self.state.inputs);
            // poll for events
            'event: while let Some(event) = self.state.window.event() {
                for &layer in &self.update_order {
                    let mut state = EngineStateRef {
                        state: &mut self.state,
                        layer_push: &mut layer_push,
                        layer_pop: &mut layer_pop,
                        layer_id: layer,
                    };
                    let res = self.layers[layer].handle_event(&mut state, &event);
                    match res {
                        EventResult::Handled => continue 'event,
                        EventResult::Exit => break 'main,
                        EventResult::Ignored => (),
                    }
                }
                if default_event_handler(&mut self.state, &event) == EventResult::Exit {
                    break 'main;
                }
            }
            // run updates
            while accumulator >= DT {
                for &layer in &self.update_order {
                    let mut state = EngineStateRef {
                        state: &mut self.state,
                        layer_push: &mut layer_push,
                        layer_pop: &mut layer_pop,
                        layer_id: layer,
                    };
                    self.layers[layer].update(&mut state, DT);
                }
                accumulator -= DT;
                self.state.run_time += DT;
            }
            // render a scene
            for &layer in &self.render_order {
                let mut state = EngineStateRef {
                    state: &mut self.state,
                    layer_push: &mut layer_push,
                    layer_pop: &mut layer_pop,
                    layer_id: layer,
                };
                self.layers[layer].render(&mut state)?;
            }
            // update layers
            if !layer_pop.is_empty() || !layer_push.is_empty() {
                layer_pop.sort_unstable();
                for &layer in layer_pop.iter().rev() {
                    self.layers.remove(layer);
                }
                for layer in layer_push.drain(..) {
                    self.layers.push(layer);
                }
                self.set_call_order();
                layer_pop.clear();
            }
            self.state.window.swap_window();
        }
        Ok(())
    }
pub fn run ( mut self ) -> Result < ( ) > { // timing infomation const DT : f32 = 1.0 / 60.0 ; let mut current_time = Instant :: now ( ) ; let mut accumulator = 0.0 ; // The layers pushed and poped during a single loop, allocated outside // the loop to reduce reallocation of these vectors, they are cleared // at the end of a loop if required. let mut layer_push = vec ! [ ] ; let mut layer_pop = vec ! [ ] ; ' main : loop { let new_time = Instant :: now ( ) ; let frame_time = ( new_time - current_time ) . as_secs_f32 ( ) ; current_time = new_time ; accumulator += frame_time ; self . state . window . update_mouse ( & mut self . state . inputs ) ; // poll for events ' event : while let Some ( event ) = self . state . window . event ( ) { for & layer in & self . update_order { let mut state = EngineStateRef { state : & mut self . state , layer_push : & mut layer_push , layer_pop : & mut layer_pop , layer_id : layer , } ; let res = self . layers [ layer ] . handle_event ( & mut state , & event ) ; match res { EventResult :: Handled => continue ' event , EventResult :: Exit => break ' main , EventResult :: Ignored => ( ) , } } if default_event_handler ( & mut self . state , & event ) == EventResult :: Exit { break ' main ; } } // run updates while accumulator >= DT { for & layer in & self . update_order { let mut state = EngineStateRef { state : & mut self . state , layer_push : & mut layer_push , layer_pop : & mut layer_pop , layer_id : layer , } ; self . layers [ layer ] . update ( & mut state , DT ) ; } accumulator -= DT ; self . state . run_time += DT ; } // render a scene for & layer in & self . render_order { let mut state = EngineStateRef { state : & mut self . state , layer_push : & mut layer_push , layer_pop : & mut layer_pop , layer_id : layer , } ; self . layers [ layer ] . render ( & mut state ) ? ; } // update layers if ! layer_pop . is_empty ( ) || ! layer_push . is_empty ( ) { layer_pop . sort_unstable ( ) ; for & layer in layer_pop . iter ( ) . rev ( ) { self . layers . remove ( layer ) ; } for layer in layer_push . drain ( .. ) { self . layers . push ( layer ) ; } self . set_call_order ( ) ; layer_pop . clear ( ) ; } self . state . window . swap_window ( ) ; } Ok ( ( ) ) }
Start the game loop, this function will not return until the main window
is closed, only saving, error reporting, etc should happen afterwards.
Start the game loop this function will not return until the main window is closed only saving error reporting etc should happen afterwards .
mut self
mut self