tirbofish/dropbear · diff
preparing for wasm scripting. this is so tedious :(
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@@ -50,7 +50,7 @@ wgpu = "26" winit = { version = "0.30", features = [] } zip = "4.6" walkdir = "2.3" -wasmtime = "36.0" +wasmer = { version = "6.0" } [workspace.dependencies.image] version = "0.25" @@ -32,7 +32,6 @@ hecs.workspace = true once_cell.workspace = true parking_lot.workspace = true lazy_static.workspace = true -tokio.workspace = true [target.'cfg(not(target_os = "android"))'.dependencies] rfd.workspace = true @@ -17,9 +17,9 @@ use std::io::Write; use chrono::Local; use egui::TextureId; use egui_wgpu_backend::ScreenDescriptor; +use futures::executor::block_on; use gilrs::{Gilrs, GilrsBuilder}; use spin_sleep::SpinSleeper; -use tokio::task::LocalSet; use std::{ fmt::{self, Display, Formatter}, sync::Arc, @@ -404,20 +404,10 @@ impl App { /// - setup: A closure that can initialise the first scenes, such as a menu or the game itself. /// It takes an input of a scene manager and an input manager, and expects you to return back the changed /// managers. - pub async fn run<F>(config: WindowConfiguration, app_name: &str, setup: F) -> anyhow::Result<()> + pub fn run<F>(config: WindowConfiguration, app_name: &str, setup: F) -> anyhow::Result<()> where F: FnOnce(scene::Manager, input::Manager) -> (scene::Manager, input::Manager), { - // if cfg!(debug_assertions) {
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