add threading

This commit is contained in:
2025-10-17 19:16:19 +02:00
parent fcca1a2db4
commit 3f21afadb2
3 changed files with 317 additions and 0 deletions
+93
View File
@@ -49,6 +49,7 @@
pub mod builders;
pub mod circle_geometry;
pub mod commands;
pub mod commands_channel;
pub mod drawing;
pub mod execution;
pub mod general;
@@ -60,6 +61,7 @@ pub mod tweening;
// Re-export commonly used types
pub use builders::{CurvedMovement, DirectionalMovement, Turnable, TurtlePlan, WithCommands};
pub use commands::{CommandQueue, TurtleCommand};
pub use commands_channel::{turtle_command_channel, TurtleCommandReceiver, TurtleCommandSender};
pub use general::{Angle, AnimationSpeed, Color, Coordinate, Length, Precision};
pub use shapes::{ShapeType, TurtleShape};
pub use state::{DrawCommand, Turtle, TurtleWorld};
@@ -74,10 +76,13 @@ pub use macroquad::prelude::{
};
use macroquad::prelude::*;
use std::collections::HashMap;
/// Main turtle application struct
pub struct TurtleApp {
world: TurtleWorld,
// Receivers for turtle command channels
receivers: HashMap<usize, TurtleCommandReceiver>,
// Mouse panning state
is_dragging: bool,
last_mouse_pos: Option<Vec2>,
@@ -91,6 +96,7 @@ impl TurtleApp {
pub fn new() -> Self {
Self {
world: TurtleWorld::new(),
receivers: HashMap::new(),
is_dragging: false,
last_mouse_pos: None,
zoom_level: 1.0,
@@ -102,6 +108,78 @@ impl TurtleApp {
self.world.add_turtle()
}
/// Create a turtle and a command channel for it
///
/// This is the preferred way to set up turtles when using threading.
/// Call this ONCE per turtle during setup, before spawning game logic threads.
///
/// # Arguments
/// * `buffer_size` - Maximum pending command batches before sender blocks (typically 50-200)
///
/// # Returns
/// A `TurtleCommandSender` that can be cloned and sent to game logic threads.
/// The turtle is automatically managed by TurtleApp.
///
/// # Examples
/// ```no_run
/// # use turtle_lib::*;
/// # #[macroquad::main("Threading")]
/// # async fn main() {
/// let mut app = TurtleApp::new();
///
/// // Create turtle and get sender
/// let turtle_tx = app.create_turtle_channel(100);
///
/// // Send to game threads
/// let tx_clone = turtle_tx.clone();
/// std::thread::spawn(move || {
/// let mut plan = create_turtle_plan();
/// plan.forward(100.0);
/// tx_clone.send(plan.build()).ok();
/// });
/// # }
/// ```
pub fn create_turtle_channel(&mut self, buffer_size: usize) -> TurtleCommandSender {
let turtle_id = self.world.add_turtle();
let (tx, rx) = commands_channel::turtle_command_channel(turtle_id, buffer_size);
self.receivers.insert(turtle_id, rx);
tx
}
/// Process all pending commands from all turtle channels
///
/// Call this once per frame in your render loop, before `update()`.
/// Drains all receivers and applies commands to their respective turtles.
///
/// # Examples
/// ```no_run
/// # use turtle_lib::*;
/// # #[macroquad::main("Threading")]
/// # async fn main() {
/// # let mut app = TurtleApp::new();
/// # let _tx = app.create_turtle_channel(100);
/// loop {
/// clear_background(WHITE);
/// app.process_commands(); // ← Process channel commands
/// app.update();
/// app.render();
/// next_frame().await;
/// }
/// # }
/// ```
pub fn process_commands(&mut self) {
// Collect all turtle IDs to avoid borrow issues
let turtle_ids: Vec<usize> = self.receivers.keys().copied().collect();
for turtle_id in turtle_ids {
if let Some(receiver) = self.receivers.get(&turtle_id) {
for queue in receiver.recv_all() {
self.append_commands(turtle_id, queue);
}
}
}
}
/// Add commands from a turtle plan to the application for the default turtle (ID 0)
///
/// Speed is controlled by `SetSpeed` commands in the queue.
@@ -157,6 +235,21 @@ impl TurtleApp {
}
}
/// Append commands from a CommandQueue to a turtle's animation queue
///
/// Used internally by `process_commands()` and can be used directly
/// when you have a `CommandQueue` instead of a `TurtlePlan`.
pub fn append_commands(&mut self, turtle_id: usize, queue: CommandQueue) {
// Ensure turtle exists
while self.world.turtles.len() <= turtle_id {
self.world.add_turtle();
}
if let Some(turtle) = self.world.get_turtle_mut(turtle_id) {
turtle.tween_controller.append_commands(queue);
}
}
/// Update animation state (call every frame)
pub fn update(&mut self) {
// Handle mouse panning and zoom