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-rw-r--r--apps/fparkan-game/src/main.rs38
1 files changed, 31 insertions, 7 deletions
diff --git a/apps/fparkan-game/src/main.rs b/apps/fparkan-game/src/main.rs
index 7ea7d0e..6f132e5 100644
--- a/apps/fparkan-game/src/main.rs
+++ b/apps/fparkan-game/src/main.rs
@@ -1,16 +1,37 @@
#![forbid(unsafe_code)]
+#![cfg_attr(
+ test,
+ allow(
+ clippy::cast_possible_truncation,
+ clippy::cast_possible_wrap,
+ clippy::cast_precision_loss,
+ clippy::expect_used,
+ clippy::float_cmp,
+ clippy::identity_op,
+ clippy::too_many_lines,
+ clippy::uninlined_format_args,
+ clippy::map_unwrap_or,
+ clippy::needless_raw_string_hashes,
+ clippy::semicolon_if_nothing_returned,
+ clippy::type_complexity,
+ clippy::panic,
+ clippy::unwrap_used
+ )
+)]
#![allow(clippy::print_stderr, clippy::print_stdout)]
//! `FParkan` rendered game composition root.
+use fparkan_assets::PreparedVisual;
+use fparkan_platform::WindowPort;
+use fparkan_platform_winit::WinitWindow;
use fparkan_render::{
- DrawCommand, DrawId, GpuMaterialId, GpuMeshId, IndexRange, RenderBackend,
- RenderCommand, RenderCommandList, RenderPhase,
+ DrawCommand, DrawId, GpuMaterialId, GpuMeshId, IndexRange, RenderBackend, RenderCommand,
+ RenderCommandList, RenderPhase,
};
-use fparkan_platform_winit::WinitWindow;
use fparkan_render_vulkan::VulkanBackend;
use fparkan_runtime::{
- create, frame, load_mission, EngineConfig, EngineMode, EngineServices, MissionRequest,
- MissionAssets, loaded_mission_assets,
+ create, frame, load_mission, loaded_mission_assets, EngineConfig, EngineMode, EngineServices,
+ MissionAssets, MissionRequest,
};
use fparkan_vfs::DirectoryVfs;
use fparkan_world::WorldSnapshot;
@@ -89,6 +110,7 @@ fn run(args: &[String]) -> Result<String, String> {
))
}
+#[cfg(test)]
fn render_snapshot_commands(snapshot: &WorldSnapshot) -> RenderCommandList {
render_snapshot_commands_with_assets(snapshot, None)
}
@@ -115,8 +137,10 @@ fn render_snapshot_commands_with_assets(
GpuMeshId(u64::from(handle.slot) + 1)
};
let material = prepared
- .and_then(|visual| visual.primary_material_id())
- .map_or(GpuMaterialId(1), |material_id| GpuMaterialId(material_id.raw()));
+ .and_then(PreparedVisual::primary_material_id)
+ .map_or(GpuMaterialId(1), |material_id| {
+ GpuMaterialId(material_id.raw())
+ });
let draw_id = snapshot
.tick
.0