veloren/voxygen/src/lib.rs

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#![deny(unsafe_code)]
#![feature(drain_filter)]
#![recursion_limit = "2048"]
#[macro_use]
pub mod ui;
pub mod anim;
pub mod audio;
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pub mod controller;
mod ecs;
pub mod error;
pub mod hud;
pub mod i18n;
pub mod key_state;
pub mod logging;
pub mod menu;
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pub mod mesh;
pub mod meta;
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pub mod render;
pub mod scene;
pub mod session;
pub mod settings;
#[cfg(feature = "singleplayer")]
pub mod singleplayer;
pub mod window;
// Reexports
pub use crate::error::Error;
use crate::{
audio::AudioFrontend, meta::Meta, settings::Settings, singleplayer::Singleplayer,
window::Window,
};
/// A type used to store state that is shared between all play states.
pub struct GlobalState {
pub settings: Settings,
pub meta: Meta,
pub window: Window,
pub audio: AudioFrontend,
pub info_message: Option<String>,
pub singleplayer: Option<Singleplayer>,
}
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: f32) { self.audio.maintain(dt); }
}
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 {
/// 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 {
/// Play the state until some change of state is required (i.e: a menu is
/// opened or the game is closed).
fn play(&mut self, direction: Direction, global_state: &mut GlobalState) -> PlayStateResult;
/// Get a descriptive name for this state type.
fn name(&self) -> &'static str;
}