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|
use crate::{GfxEvent::*, NetEvent};
use std::time::Instant;
use tokio::sync::mpsc;
use winit::{
event::{DeviceEvent::*, Event::*, WindowEvent::*},
event_loop::ControlFlow::ExitWithCode,
platform::run_return::EventLoopExtRunReturn,
window::CursorGrabMode,
};
mod camera;
mod debug_menu;
mod font;
mod gpu;
mod map;
mod media;
mod util;
pub async fn run(
mut event_loop: winit::event_loop::EventLoop<crate::GfxEvent>,
net_events: mpsc::UnboundedSender<NetEvent>,
) {
let window = winit::window::WindowBuilder::new()
.build(&event_loop)
.unwrap();
window.set_cursor_visible(false);
let mut gpu = gpu::Gpu::new(&window).await;
let mut map: Option<map::MapRender> = None;
let mut font = font::Font::new(&gpu);
let mut debug_menu = debug_menu::DebugMenu::default();
let mut media = media::MediaMgr::new();
let mut camera = camera::Camera::new(&gpu);
let mut nodedefs = None;
let mut last_frame = Instant::now();
let mut fps_counter = fps_counter::FPSCounter::new();
let mut game_paused = false;
let update_cursor_mode = |game_paused| {
let modes: &[CursorGrabMode] = if game_paused {
&[CursorGrabMode::None]
} else {
&[CursorGrabMode::Confined, CursorGrabMode::Locked]
};
for mode in modes {
if window.set_cursor_grab(*mode).is_ok() {
return;
}
}
};
update_cursor_mode(game_paused);
event_loop.run_return(|event, _, flow| match event {
MainEventsCleared => window.request_redraw(),
RedrawRequested(id) if id == window.id() => {
let now = Instant::now();
let dt = now - last_frame;
last_frame = now;
debug_menu.fps = fps_counter.tick();
camera.update(&gpu, dt);
if let Some(map) = &mut map {
map.update(&gpu);
}
net_events
.send(NetEvent::PlayerPos(camera.pos, camera.rot.y, camera.rot.z))
.ok();
let mut render = || {
let size = (gpu.config.width as f32, gpu.config.height as f32);
let mut frame = gpu::Frame::new(&mut gpu)?;
{
let mut pass = frame.pass();
if let Some(map) = &mut map {
map.render(&camera, &mut debug_menu, &mut pass);
}
}
debug_menu.render(size, &camera, &mut font);
font.submit(&mut frame);
frame.finish();
font.cleanup();
Ok(())
};
use wgpu::SurfaceError::*;
match render() {
Ok(_) => {}
Err(Lost) => gpu.configure_surface(),
Err(OutOfMemory) => *flow = ExitWithCode(0),
Err(err) => eprintln!("gfx error: {err:?}"),
}
}
WindowEvent {
event,
window_id: id,
} if id == window.id() => match event {
Focused(false) => camera.input = Default::default(),
CloseRequested => *flow = ExitWithCode(0),
Resized(size)
| ScaleFactorChanged {
new_inner_size: &mut size,
..
} => {
gpu.resize(size);
camera.resize(size);
}
KeyboardInput {
input:
winit::event::KeyboardInput {
virtual_keycode: Some(key),
state: key_state,
..
},
..
} => {
use winit::event::{ElementState, VirtualKeyCode as Key};
if key == Key::Escape && key_state == ElementState::Pressed {
game_paused = !game_paused;
window.set_cursor_visible(game_paused);
update_cursor_mode(game_paused);
if game_paused {
camera.input = Default::default();
}
}
if game_paused {
return;
}
if key == Key::F3 && key_state == ElementState::Pressed {
debug_menu.enabled = !debug_menu.enabled;
}
if !game_paused {
*(match key {
Key::W => &mut camera.input.forward,
Key::A => &mut camera.input.left,
Key::S => &mut camera.input.backward,
Key::D => &mut camera.input.right,
Key::Space => &mut camera.input.jump,
Key::LShift => &mut camera.input.sneak,
_ => return,
}) = key_state == ElementState::Pressed;
}
}
_ => {}
},
DeviceEvent {
event: MouseMotion { delta },
..
} => {
if !game_paused {
camera.input.mouse_x += delta.0 as f32;
camera.input.mouse_y += delta.1 as f32;
window
.set_cursor_position(winit::dpi::PhysicalPosition::new(
gpu.config.width / 2,
gpu.config.height / 2,
))
.ok();
}
}
UserEvent(event) => match event {
Close => *flow = ExitWithCode(0),
NodeDefs(defs) => nodedefs = Some(defs),
MapBlock(pos, blk) => {
if let Some(map) = &mut map {
map.add_block(pos, blk);
}
}
Media(files, finished) => {
media.add_server_media(files);
if finished {
map = Some(map::MapRender::new(
&mut gpu,
&camera,
&media,
nodedefs.take().unwrap_or_default(),
));
net_events.send(NetEvent::Ready).ok();
}
}
PlayerPos(pos, pitch, yaw) => {
camera.pos = pos;
camera.rot.y = yaw;
camera.rot.z = pitch;
}
MovementSpeed(speed) => {
camera.speed = speed;
}
},
_ => {}
});
}
|