veloren/voxygen/src/session.rs

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Rust
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use std::{cell::RefCell, rc::Rc, time::Duration};
use vek::*;
use common::clock::Clock;
use client::{
self,
Client,
};
use crate::{
Error,
PlayState,
PlayStateResult,
GlobalState,
key_state::KeyState,
window::{Event, Key, Window},
render::Renderer,
scene::Scene,
hud::{Hud, Event as HudEvent},
};
const FPS: u64 = 60;
pub struct SessionState {
scene: Scene,
client: Rc<RefCell<Client>>,
key_state: KeyState,
hud: Hud,
}
/// Represents an active game session (i.e: one that is being played)
impl SessionState {
/// Create a new `SessionState`
pub fn new(window: &mut Window, client: Rc<RefCell<Client>>) -> 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),
}
}
}
// The background colour
const BG_COLOR: Rgba<f32> = Rgba {
r: 0.0,
g: 0.3,
b: 1.0,
a: 1.0,
};
impl SessionState {
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/// Tick the session (and the client attached to it)
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];
for event in self.client.borrow_mut().tick(client::Input { move_dir }, dt)? {
match event {
client::Event::Chat(msg) => {
self.hud.new_message(msg);
}
}
}
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Ok(())
}
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/// Clean up the session (and the client attached to it) after a tick
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_to(renderer);
// Draw the UI to the screen
self.hud.render(renderer);
// Finish the frame
renderer.flush();
}
}
impl PlayState for SessionState {
fn play(&mut self, global_state: &mut GlobalState) -> PlayStateResult {
// Trap the cursor
global_state.window.grab_cursor(true);
// Set up an fps clock
let mut clock = Clock::new();
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// 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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}
}
}
// 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()) {
continue;
}
let _handled = match event {
Event::Close => return PlayStateResult::Shutdown,
Event::KeyDown(Key::Map) => self.hud.toggle_map(),
Event::KeyDown(Key::Bag) => self.hud.toggle_bag(),
Event::KeyDown(Key::QuestLog) => self.hud.toggle_questlog(),
Event::KeyDown(Key::CharacterWindow) => self.hud.toggle_charwindow(),
Event::KeyDown(Key::Social) => self.hud.toggle_social(),
Event::KeyDown(Key::Spellbook) => self.hud.toggle_spellbook(),
Event::KeyDown(Key::Settings) => self.hud.toggle_settings(),
Event::KeyDown(Key::Help) => self.hud.toggle_help(),
Event::KeyDown(Key::Interface) => self.hud.toggle_ui(),
// Close windows on esc
Event::KeyDown(Key::Escape) => self.hud.toggle_windows(),
// Toggle cursor grabbing
Event::KeyDown(Key::ToggleCursor) => {
global_state
.window
.grab_cursor(!global_state.window.is_cursor_grabbed());
self.hud
.update_grab(global_state.window.is_cursor_grabbed());
}
// 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,
// 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,
// 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(), &self.client.borrow());
// Maintain the UI
for event in self.hud.maintain(global_state.window.renderer_mut()) {
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");
// Wait for the next tick
clock.tick(Duration::from_millis(1000 / FPS));
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// Clean things up after the tick
self.cleanup();
}
}
fn name(&self) -> &'static str {
"Session"
}
}