veloren/voxygen/src/session.rs

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Rust
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use crate::{
hud::{Event as HudEvent, Hud},
key_state::KeyState,
render::Renderer,
scene::Scene,
settings::Settings,
window::{Event, Key, Window},
Direction, Error, GlobalState, PlayState, PlayStateResult,
};
use client::{self, Client, Input, InputEvent};
use common::clock::Clock;
use std::{cell::RefCell, mem, rc::Rc, time::Duration};
use vek::*;
const FPS: u64 = 60;
pub struct SessionState {
scene: Scene,
client: Rc<RefCell<Client>>,
key_state: KeyState,
input_events: Vec<InputEvent>,
hud: Hud,
}
/// Represents an active game session (i.e., the one being played).
impl SessionState {
/// Create a new `SessionState`.
pub fn new(window: &mut Window, client: Rc<RefCell<Client>>, settings: Settings) -> Self {
// Create a scene for this session. The scene handles visible elements of the game world.
let scene = Scene::new(window.renderer_mut(), &client.borrow());
Self {
scene,
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client,
key_state: KeyState::new(),
hud: Hud::new(window, settings),
input_events: Vec::new(),
}
}
}
// Background colour
const BG_COLOR: Rgba<f32> = Rgba {
r: 0.0,
g: 0.3,
b: 1.0,
a: 1.0,
};
impl SessionState {
/// Tick the session (and the client attached to it).
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pub fn tick(&mut self, dt: Duration) -> Result<(), Error> {
// Calculate the movement input vector of the player from the current key presses
// and the camera direction.
let ori = self.scene.camera().get_orientation();
let unit_vecs = (
Vec2::new(ori[0].cos(), -ori[0].sin()),
Vec2::new(ori[0].sin(), ori[0].cos()),
);
let dir_vec = self.key_state.dir_vec();
let move_dir = unit_vecs.0 * dir_vec[0] + unit_vecs.1 * dir_vec[1];
// Take the input events.
let mut input_events = Vec::new();
mem::swap(&mut self.input_events, &mut input_events);
for event in self.client.borrow_mut().tick(
Input {
move_dir,
jumping: self.key_state.jump,
gliding: self.key_state.glide,
events: input_events,
},
dt,
)? {
match event {
client::Event::Chat(msg) => {
self.hud.new_message(msg);
}
client::Event::Disconnect => {
// TODO
}
}
}
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Ok(())
}
/// Clean up the session (and the client attached to it) after a tick.
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pub fn cleanup(&mut self) {
self.client.borrow_mut().cleanup();
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}
/// Render the session to the screen.
///
/// This method should be called once per frame.
pub fn render(&mut self, renderer: &mut Renderer) {
// Clear the screen
renderer.clear(BG_COLOR);
// Render the screen using the global renderer
self.scene.render(renderer, &mut self.client.borrow_mut());
// Draw the UI to the screen
self.hud.render(renderer);
// Finish the frame
renderer.flush();
}
}
impl PlayState for SessionState {
fn play(&mut self, _: Direction, global_state: &mut GlobalState) -> PlayStateResult {
// Trap the cursor.
global_state.window.grab_cursor(true);
// Set up an fps clock.
let mut clock = Clock::new();
// Load a few chunks. TODO: Remove this.
/*
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for x in -6..7 {
for y in -6..7 {
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for z in -1..2 {
self.client.borrow_mut().load_chunk(Vec3::new(x, y, z));
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}
}
}
*/
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// Game loop
loop {
// Handle window events.
for event in global_state.window.fetch_events() {
// Pass all events to the ui first.
if self.hud.handle_event(event.clone(), global_state) {
continue;
}
let _handled = match event {
Event::Close => {
return PlayStateResult::Shutdown;
}
// Movement Key Pressed
Event::KeyDown(Key::MoveForward) => self.key_state.up = true,
Event::KeyDown(Key::MoveBack) => self.key_state.down = true,
Event::KeyDown(Key::MoveLeft) => self.key_state.left = true,
Event::KeyDown(Key::MoveRight) => self.key_state.right = true,
Event::KeyDown(Key::Jump) => {
self.input_events.push(InputEvent::Jump);
self.key_state.jump = true;
}
Event::KeyDown(Key::Glide) => self.key_state.glide = true,
// Movement Key Released
Event::KeyUp(Key::MoveForward) => self.key_state.up = false,
Event::KeyUp(Key::MoveBack) => self.key_state.down = false,
Event::KeyUp(Key::MoveLeft) => self.key_state.left = false,
Event::KeyUp(Key::MoveRight) => self.key_state.right = false,
Event::KeyUp(Key::Jump) => self.key_state.jump = false,
Event::KeyUp(Key::Glide) => self.key_state.glide = false,
// Pass all other events to the scene
event => {
self.scene.handle_input_event(event);
}
};
// TODO: Do something if the event wasn't handled?
}
// Perform an in-game tick.
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self.tick(clock.get_last_delta())
.expect("Failed to tick the scene!");
// Maintain the scene.
self.scene.maintain(
global_state.window.renderer_mut(),
&mut self.client.borrow_mut(),
);
// Maintain the UI.
for event in self
.hud
.maintain(global_state.window.renderer_mut(), clock.get_tps())
{
match event {
HudEvent::SendMessage(msg) => {
// TODO: Handle result
self.client.borrow_mut().send_chat(msg);
}
HudEvent::Logout => return PlayStateResult::Pop,
HudEvent::Quit => {
return PlayStateResult::Shutdown;
}
}
}
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// Render the session.
self.render(global_state.window.renderer_mut());
// Display the frame on the window.
global_state
.window
.swap_buffers()
.expect("Failed to swap window buffers!");
// Maintain global state
global_state.maintain();
// Wait for the next tick.
clock.tick(Duration::from_millis(1000 / FPS));
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// Clean things up after the tick.
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self.cleanup();
}
}
fn name(&self) -> &'static str {
"Session"
}
}