veloren/voxygen/src/lib.rs

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Rust
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#![deny(unsafe_code)]
#![allow(incomplete_features)]
#![allow(clippy::identity_op, clippy::option_map_unit_fn)]
#![deny(clippy::clone_on_ref_ptr)]
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#![feature(
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array_methods,
array_zip,
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bool_to_option,
drain_filter,
once_cell,
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trait_alias
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)]
#![recursion_limit = "2048"]
#[macro_use]
pub mod ui;
pub mod audio;
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pub mod controller;
mod credits;
mod ecs;
pub mod error;
pub mod game_input;
pub mod hud;
pub mod key_state;
pub mod menu;
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pub mod mesh;
pub mod profile;
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pub mod render;
pub mod run;
pub mod scene;
pub mod session;
pub mod settings;
#[cfg(feature = "singleplayer")]
pub mod singleplayer;
pub mod window;
#[cfg(feature = "singleplayer")]
use crate::singleplayer::Singleplayer;
#[cfg(feature = "egui-ui")]
use crate::ui::egui::EguiState;
use crate::{
audio::AudioFrontend,
profile::Profile,
render::{Drawer, GlobalsBindGroup},
settings::Settings,
window::{Event, Window},
};
use common::clock::Clock;
use common_base::span;
use i18n::LocalizationHandle;
use std::path::PathBuf;
use std::sync::Arc;
use tokio::runtime::Runtime;
/// A type used to store state that is shared between all play states.
pub struct GlobalState {
pub userdata_dir: PathBuf,
pub config_dir: PathBuf,
pub settings: Settings,
pub profile: Profile,
pub window: Window,
pub tokio_runtime: Arc<Runtime>,
#[cfg(feature = "egui-ui")]
pub egui_state: EguiState,
pub lazy_init: scene::terrain::SpriteRenderContextLazy,
pub audio: AudioFrontend,
pub info_message: Option<String>,
pub clock: Clock,
#[cfg(feature = "singleplayer")]
pub singleplayer: Option<Singleplayer>,
// TODO: redo this so that the watcher doesn't have to exist for reloading to occur
pub i18n: LocalizationHandle,
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pub clipboard: iced_winit::Clipboard,
// NOTE: This can be removed from GlobalState if client state behavior is refactored to not
// enter the game before confirmation of successful character load
/// An error returned by Client that needs to be displayed by the UI
pub client_error: Option<String>,
// Used to clear the shadow textures when entering a PlayState that doesn't utilise shadows
pub clear_shadows_next_frame: bool,
}
impl GlobalState {
/// Called after a change in play state has occurred (usually used to
/// reverse any temporary effects a state may have made).
pub fn on_play_state_changed(&mut self) {
self.window.grab_cursor(false);
self.window.needs_refresh_resize();
}
pub fn maintain(&mut self, dt: std::time::Duration) {
span!(_guard, "maintain", "GlobalState::maintain");
self.audio.maintain(dt);
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self.window.renderer().maintain()
}
#[cfg(feature = "singleplayer")]
pub fn paused(&self) -> bool {
self.singleplayer
.as_ref()
.map_or(false, Singleplayer::is_paused)
}
#[cfg(not(feature = "singleplayer"))]
pub fn paused(&self) -> bool { false }
#[cfg(feature = "singleplayer")]
pub fn unpause(&self) { self.singleplayer.as_ref().map(|s| s.pause(false)); }
#[cfg(feature = "singleplayer")]
pub fn pause(&self) { self.singleplayer.as_ref().map(|s| s.pause(true)); }
}
// TODO: appears to be currently unused by playstates
pub enum Direction {
Forwards,
Backwards,
}
/// States can either close (and revert to a previous state), push a new state
/// on top of themselves, or switch to a totally different state.
pub enum PlayStateResult {
/// Keep running this play state.
Continue,
/// Pop all play states in reverse order and shut down the program.
Shutdown,
/// Close the current play state and pop it from the play state stack.
Pop,
/// Push a new play state onto the play state stack.
Push(Box<dyn PlayState>),
/// Switch the current play state with a new play state.
Switch(Box<dyn PlayState>),
}
/// A trait representing a playable game state. This may be a menu, a game
/// session, the title screen, etc.
pub trait PlayState {
/// Called when entering this play state from another
fn enter(&mut self, global_state: &mut GlobalState, direction: Direction);
/// Tick the play state
fn tick(&mut self, global_state: &mut GlobalState, events: Vec<Event>) -> PlayStateResult;
/// Get a descriptive name for this state type.
fn name(&self) -> &'static str;
/// Determines whether the play state should have an enforced FPS cap
fn capped_fps(&self) -> bool;
fn globals_bind_group(&self) -> &GlobalsBindGroup;
/// Draw the play state.
fn render<'a>(&'a self, drawer: &mut Drawer<'a>, settings: &Settings);
/// Determines whether egui will be rendered for this play state
fn egui_enabled(&self) -> bool;
}