use bevy_ecs::event::Events;
use bevy_ecs::schedule::Schedule;
use bevy_ecs::world::World;
use egui::Context;
use tracing::info;
use crate::ecs::Camera;
use crate::input::MouseWheelEvent;
use crate::rendering::Renderer;
use crate::rendering::ui::UiRenderable;
#[cfg(target_arch = "wasm32")]
#[path = "wasm/mod.rs"]
pub mod platform;
#[cfg(not(target_arch = "wasm32"))]
#[path = "native/mod.rs"]
pub mod platform;
pub mod ecs;
pub mod input;
pub mod rendering;
// Hi, you've found the real main function! This is called AFTER platform-specific initialization code.
pub fn start() {
info!("Hello, world! StarKingdoms.TK v{} says hello, running on {}", env!("CARGO_PKG_VERSION"), if cfg!(target_arch = "wasm32") { "wasm" } else { "native" });
info!("Creating the ECS world...");
let mut world = World::new();
world.insert_resource::<Events<MouseWheelEvent>>(Events::default());
world.insert_resource(Camera {
x: 0.0,
y: 0.0,
zoom: 1.0,
});
let mut start_schedule = Schedule::default();
// Add startup things here
// Caution: This will run before there are things on-screen
start_schedule.run(&mut world);
let mut update_schedule = Schedule::default();
// Add things to run every frame here
// Caution: This will run once before there are things on screen
}