Executor
Executor is a simple wrapper that drives your game plugins, it is intended to be used for production builds of your game.
The editor runs the executor in a separate process when you're entering the play mode. Basically, there is no significant
difference between running the game from the editor or running it as a separate application. The main difference is that
the editor passes scene_path
parameter for the executor when entering the play mode.
Motivation
Why there's a need for such a thing like executor? The first reason was already highlighted - game process isolation
during the game development. The next major reason is the fact that your game can be run on a number of different platforms.
If you check the list of supported platforms, you'll understand
why there's such a need. Each platform has its own way of how the native code is processed. For example, on WebAssembly
the game code is compiled into an WASM module which is then loaded by a web browser and executed. This platform requires
the native code to be compiled into a "dynamic library", while, for instance, the PC builds can be compiled directly
into an executable file. Android, for instance, requires the game to be compiled into a shared library (.so
) and then
loaded by a bunch of "glue" code and executed.
Usage
Executor is meant to be a part of your project's workspace, its typical look could something like this:
extern crate fyrox; use fyrox::{ core::{pool::Handle, uuid::Uuid}, engine::executor::Executor, plugin::{Plugin, PluginConstructor, PluginContext}, scene::{Scene}, }; struct GameConstructor; impl PluginConstructor for GameConstructor { fn create_instance( &self, _scene_path: Option<&str>, _context: PluginContext, ) -> Box<dyn Plugin> { todo!() } } fn main() { let mut executor = Executor::new(); // Register your game constructor here. executor.add_plugin_constructor(GameConstructor); executor.run() }
The executor has full access to the engine, and through it to the main application window. You can freely change desired
parts, Executor
implements Deref<Target = Engine> + DerefMut
traits, so you can use its instance as an "alias"
to engine instance.
To add a plugin to the executor, just use add_plugin_constructor
method, it accepts any entity that implements
PluginConstructor
traits.
Typical Use Cases
This section covers typical use cases for the Executor
.
Setting Window Title
You can set window title when creating executor instance:
fn main() { let executor = Executor::from_params( EventLoop::new().ok(), GraphicsContextParams { window_attributes: WindowAttributes { // Set window title. title: "My Game".to_string(), ..Default::default() }, vsync: true, msaa_sample_count: None, graphics_server_constructor: Default::default(), named_objects: false, }, ); // ... }