veloren/voxygen/src/window.rs

487 lines
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Rust
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use crate::{
render::{Renderer, WinColorFmt, WinDepthFmt},
settings::Settings,
ui, Error,
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};
use hashbrown::HashMap;
use log::{error, warn};
use serde_derive::{Deserialize, Serialize};
use vek::*;
/// Represents a key that the game recognises after keyboard mapping.
#[derive(Clone, Copy, Debug, PartialEq, Eq, Hash, Deserialize, Serialize)]
pub enum GameInput {
Primary,
Secondary,
ToggleCursor,
MoveForward,
MoveBack,
MoveLeft,
MoveRight,
Jump,
Sit,
Glide,
Climb,
ClimbDown,
WallLeap,
Mount,
Enter,
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Command,
Escape,
Map,
Bag,
QuestLog,
CharacterWindow,
Social,
Spellbook,
Settings,
ToggleInterface,
Help,
ToggleDebug,
Fullscreen,
Screenshot,
ToggleIngameUi,
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Roll,
Respawn,
Interact,
}
/// Represents an incoming event from the window.
#[derive(Clone)]
pub enum Event {
/// The window has been requested to close.
Close,
/// The window has been resized.
Resize(Vec2<u32>),
/// A key has been typed that corresponds to a specific character.
Char(char),
/// The cursor has been panned across the screen while grabbed.
CursorPan(Vec2<f32>),
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/// The cursor has been moved across the screen while ungrabbed.
CursorMove(Vec2<f32>),
/// A mouse button has been pressed or released
MouseButton(MouseButton, PressState),
/// The camera has been requested to zoom.
Zoom(f32),
/// A key that the game recognises has been pressed or released.
InputUpdate(GameInput, bool),
/// Event that the ui uses.
Ui(ui::Event),
/// The view distance has changed.
ViewDistanceChanged(u32),
/// Game settings have changed.
SettingsChanged,
/// The window is (un)focused
Focused(bool),
}
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pub type MouseButton = winit::MouseButton;
pub type PressState = winit::ElementState;
#[derive(Clone, Copy, Debug, PartialEq, Eq, Hash, Deserialize, Serialize)]
pub enum KeyMouse {
Key(glutin::VirtualKeyCode),
Mouse(glutin::MouseButton),
}
pub struct Window {
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events_loop: glutin::EventsLoop,
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renderer: Renderer,
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window: glutin::ContextWrapper<glutin::PossiblyCurrent, winit::Window>,
cursor_grabbed: bool,
pub pan_sensitivity: u32,
pub zoom_sensitivity: u32,
fullscreen: bool,
needs_refresh_resize: bool,
key_map: HashMap<KeyMouse, Vec<GameInput>>,
keypress_map: HashMap<GameInput, glutin::ElementState>,
supplement_events: Vec<Event>,
focused: bool,
}
impl Window {
pub fn new(settings: &Settings) -> Result<Window, Error> {
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let events_loop = glutin::EventsLoop::new();
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let win_builder = glutin::WindowBuilder::new()
.with_title("Veloren")
.with_dimensions(glutin::dpi::LogicalSize::new(1920.0, 1080.0))
.with_maximized(true);
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let ctx_builder = glutin::ContextBuilder::new()
.with_gl(glutin::GlRequest::Specific(glutin::Api::OpenGl, (3, 2)))
.with_vsync(false);
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let (window, device, factory, win_color_view, win_depth_view) =
gfx_window_glutin::init::<WinColorFmt, WinDepthFmt>(
win_builder,
ctx_builder,
&events_loop,
)
.map_err(|err| Error::BackendError(Box::new(err)))?;
let mut map: HashMap<_, Vec<_>> = HashMap::new();
map.entry(settings.controls.primary)
.or_default()
.push(GameInput::Primary);
map.entry(settings.controls.secondary)
.or_default()
.push(GameInput::Secondary);
map.entry(settings.controls.toggle_cursor)
.or_default()
.push(GameInput::ToggleCursor);
map.entry(settings.controls.escape)
.or_default()
.push(GameInput::Escape);
map.entry(settings.controls.enter)
.or_default()
.push(GameInput::Enter);
map.entry(settings.controls.command)
.or_default()
.push(GameInput::Command);
map.entry(settings.controls.move_forward)
.or_default()
.push(GameInput::MoveForward);
map.entry(settings.controls.move_left)
.or_default()
.push(GameInput::MoveLeft);
map.entry(settings.controls.move_back)
.or_default()
.push(GameInput::MoveBack);
map.entry(settings.controls.move_right)
.or_default()
.push(GameInput::MoveRight);
map.entry(settings.controls.jump)
.or_default()
.push(GameInput::Jump);
map.entry(settings.controls.sit)
.or_default()
.push(GameInput::Sit);
map.entry(settings.controls.glide)
.or_default()
.push(GameInput::Glide);
map.entry(settings.controls.climb)
.or_default()
.push(GameInput::Climb);
map.entry(settings.controls.climb_down)
.or_default()
.push(GameInput::ClimbDown);
map.entry(settings.controls.wall_leap)
.or_default()
.push(GameInput::WallLeap);
map.entry(settings.controls.mount)
.or_default()
.push(GameInput::Mount);
map.entry(settings.controls.map)
.or_default()
.push(GameInput::Map);
map.entry(settings.controls.bag)
.or_default()
.push(GameInput::Bag);
map.entry(settings.controls.quest_log)
.or_default()
.push(GameInput::QuestLog);
map.entry(settings.controls.character_window)
.or_default()
.push(GameInput::CharacterWindow);
map.entry(settings.controls.social)
.or_default()
.push(GameInput::Social);
map.entry(settings.controls.spellbook)
.or_default()
.push(GameInput::Spellbook);
map.entry(settings.controls.settings)
.or_default()
.push(GameInput::Settings);
map.entry(settings.controls.help)
.or_default()
.push(GameInput::Help);
map.entry(settings.controls.toggle_interface)
.or_default()
.push(GameInput::ToggleInterface);
map.entry(settings.controls.toggle_debug)
.or_default()
.push(GameInput::ToggleDebug);
map.entry(settings.controls.fullscreen)
.or_default()
.push(GameInput::Fullscreen);
map.entry(settings.controls.screenshot)
.or_default()
.push(GameInput::Screenshot);
map.entry(settings.controls.toggle_ingame_ui)
.or_default()
.push(GameInput::ToggleIngameUi);
map.entry(settings.controls.roll)
.or_default()
.push(GameInput::Roll);
map.entry(settings.controls.respawn)
.or_default()
.push(GameInput::Respawn);
map.entry(settings.controls.interact)
.or_default()
.push(GameInput::Interact);
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let keypress_map = HashMap::new();
Ok(Self {
events_loop,
renderer: Renderer::new(
device,
factory,
win_color_view,
win_depth_view,
settings.graphics.aa_mode,
)?,
window,
cursor_grabbed: false,
pan_sensitivity: settings.gameplay.pan_sensitivity,
zoom_sensitivity: settings.gameplay.zoom_sensitivity,
fullscreen: false,
needs_refresh_resize: false,
key_map: map,
keypress_map,
supplement_events: vec![],
focused: true,
})
}
pub fn renderer(&self) -> &Renderer {
&self.renderer
}
pub fn renderer_mut(&mut self) -> &mut Renderer {
&mut self.renderer
}
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pub fn fetch_events(&mut self) -> Vec<Event> {
let mut events = vec![];
events.append(&mut self.supplement_events);
// Refresh ui size (used when changing playstates)
if self.needs_refresh_resize {
events.push(Event::Ui(ui::Event::new_resize(self.logical_size())));
self.needs_refresh_resize = false;
}
// Copy data that is needed by the events closure to avoid lifetime errors.
// TODO: Remove this if/when the compiler permits it.
let cursor_grabbed = self.cursor_grabbed;
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let renderer = &mut self.renderer;
let window = &mut self.window;
let focused = &mut self.focused;
let key_map = &self.key_map;
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let keypress_map = &mut self.keypress_map;
let pan_sensitivity = self.pan_sensitivity;
let zoom_sensitivity = self.zoom_sensitivity;
let mut toggle_fullscreen = false;
let mut take_screenshot = false;
self.events_loop.poll_events(|event| {
// Get events for ui.
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if let Some(event) = ui::Event::try_from(event.clone(), window) {
events.push(Event::Ui(event));
}
match event {
glutin::Event::WindowEvent { event, .. } => match event {
glutin::WindowEvent::CloseRequested => events.push(Event::Close),
glutin::WindowEvent::Resized(glutin::dpi::LogicalSize { width, height }) => {
let (mut color_view, mut depth_view) = renderer.win_views_mut();
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gfx_window_glutin::update_views(window, &mut color_view, &mut depth_view);
renderer.on_resize().unwrap();
events.push(Event::Resize(Vec2::new(width as u32, height as u32)));
}
glutin::WindowEvent::ReceivedCharacter(c) => events.push(Event::Char(c)),
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glutin::WindowEvent::MouseInput { button, state, .. } => {
if let (true, Some(game_inputs)) =
(cursor_grabbed, key_map.get(&KeyMouse::Mouse(button)))
{
for game_input in game_inputs {
events.push(Event::InputUpdate(
*game_input,
state == glutin::ElementState::Pressed,
));
}
}
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events.push(Event::MouseButton(button, state));
}
glutin::WindowEvent::KeyboardInput { input, .. } => match input.virtual_keycode
{
Some(key) => {
let game_inputs = key_map.get(&KeyMouse::Key(key));
if let Some(game_inputs) = game_inputs {
for game_input in game_inputs {
match game_input {
GameInput::Fullscreen => {
if input.state == glutin::ElementState::Pressed
&& !Self::is_pressed(
keypress_map,
GameInput::Fullscreen,
)
{
toggle_fullscreen = !toggle_fullscreen;
}
Self::set_pressed(
keypress_map,
GameInput::Fullscreen,
input.state,
);
}
GameInput::Screenshot => {
take_screenshot = input.state
== glutin::ElementState::Pressed
&& !Self::is_pressed(
keypress_map,
GameInput::Screenshot,
);
Self::set_pressed(
keypress_map,
GameInput::Screenshot,
input.state,
);
}
_ => events.push(Event::InputUpdate(
*game_input,
input.state == glutin::ElementState::Pressed,
)),
}
}
}
}
_ => {}
},
glutin::WindowEvent::Focused(state) => {
*focused = state;
events.push(Event::Focused(state));
}
_ => {}
},
glutin::Event::DeviceEvent { event, .. } => match event {
glutin::DeviceEvent::MouseMotion {
delta: (dx, dy), ..
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} if *focused => {
let delta = Vec2::new(
dx as f32 * (pan_sensitivity as f32 / 100.0),
dy as f32 * (pan_sensitivity as f32 / 100.0),
);
if cursor_grabbed {
events.push(Event::CursorPan(delta));
} else {
events.push(Event::CursorMove(delta));
}
}
glutin::DeviceEvent::MouseWheel {
delta: glutin::MouseScrollDelta::LineDelta(_x, y),
..
} if cursor_grabbed && *focused => {
events.push(Event::Zoom(y * (zoom_sensitivity as f32 / 100.0)))
}
_ => {}
},
_ => {}
}
});
if take_screenshot {
self.take_screenshot();
}
if toggle_fullscreen {
self.fullscreen(!self.is_fullscreen());
}
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events
}
pub fn swap_buffers(&self) -> Result<(), Error> {
self.window
.swap_buffers()
.map_err(|err| Error::BackendError(Box::new(err)))
}
pub fn is_cursor_grabbed(&self) -> bool {
self.cursor_grabbed
}
pub fn grab_cursor(&mut self, grab: bool) {
self.cursor_grabbed = grab;
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self.window.window().hide_cursor(grab);
let _ = self.window.window().grab_cursor(grab);
}
pub fn is_fullscreen(&self) -> bool {
self.fullscreen
}
pub fn fullscreen(&mut self, fullscreen: bool) {
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let window = self.window.window();
self.fullscreen = fullscreen;
if fullscreen {
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window.set_fullscreen(Some(window.get_current_monitor()));
} else {
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window.set_fullscreen(None);
}
}
pub fn needs_refresh_resize(&mut self) {
self.needs_refresh_resize = true;
}
pub fn logical_size(&self) -> Vec2<f64> {
let (w, h) = self
.window
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.window()
.get_inner_size()
.unwrap_or(glutin::dpi::LogicalSize::new(0.0, 0.0))
.into();
Vec2::new(w, h)
}
pub fn send_supplement_event(&mut self, event: Event) {
self.supplement_events.push(event)
}
pub fn take_screenshot(&mut self) {
match self.renderer.create_screenshot() {
Ok(img) => {
std::thread::spawn(move || {
use std::{path::PathBuf, time::SystemTime};
// Check if folder exists and create it if it does not
let mut path = PathBuf::from("./screenshots");
if !path.exists() {
if let Err(err) = std::fs::create_dir(&path) {
warn!("Couldn't create folder for screenshot: {:?}", err);
}
}
path.push(format!(
"screenshot_{}.png",
SystemTime::now()
.duration_since(SystemTime::UNIX_EPOCH)
.map(|d| d.as_millis())
.unwrap_or(0)
));
if let Err(err) = img.save(&path) {
warn!("Couldn't save screenshot: {:?}", err);
}
});
}
Err(err) => error!(
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"Couldn't create screenshot due to renderer error: {:?}",
err
),
}
}
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fn is_pressed(map: &mut HashMap<GameInput, glutin::ElementState>, input: GameInput) -> bool {
*(map.entry(input).or_insert(glutin::ElementState::Released))
== glutin::ElementState::Pressed
}
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fn set_pressed(
map: &mut HashMap<GameInput, glutin::ElementState>,
input: GameInput,
state: glutin::ElementState,
) {
map.insert(input, state);
}
}