2019-01-11 23:18:34 +00:00
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// Library
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use vek::*;
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// Crate
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use crate::{
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PlayState,
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PlayStateResult,
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GlobalState,
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window::Event,
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render::Renderer,
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scene::Scene,
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};
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pub struct SessionState {
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scene: Scene,
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}
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/// Represents an active game session (i.e: one that is being played)
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impl SessionState {
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/// Create a new `SessionState`
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pub fn from_renderer(renderer: &mut Renderer) -> Self {
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Self {
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// Create a scene for this session. The scene handles visible elements of the game world
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scene: Scene::new(renderer),
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}
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}
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}
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// The background colour
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const BG_COLOR: Rgba<f32> = Rgba { r: 0.0, g: 0.3, b: 1.0, a: 1.0 };
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impl PlayState for SessionState {
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fn play(&mut self, global_state: &mut GlobalState) -> PlayStateResult {
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2019-01-12 01:14:58 +00:00
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// Trap the cursor
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global_state.window.trap_cursor();
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2019-01-11 23:18:34 +00:00
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// Game loop
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loop {
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// Handle window events
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for event in global_state.window.fetch_events() {
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2019-01-12 13:56:34 +00:00
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let _handled = match event {
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2019-01-11 23:18:34 +00:00
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Event::Close => return PlayStateResult::Shutdown,
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// When 'q' is pressed, exit the session
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Event::Char('q') => return PlayStateResult::Pop,
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2019-01-12 13:56:34 +00:00
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// Pass all other events to the scene
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event => self.scene.handle_input_event(event),
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};
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// TODO: Do something if the event wasn't handled?
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2019-01-11 23:18:34 +00:00
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}
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2019-01-12 01:14:58 +00:00
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// Maintain scene GPU data
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self.scene.maintain_gpu_data(global_state.window.renderer_mut());
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2019-01-11 23:18:34 +00:00
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// Clear the screen
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global_state.window.renderer_mut().clear(BG_COLOR);
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// Render the screen using the global renderer
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self.scene.render_to(global_state.window.renderer_mut());
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// Finish the frame
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global_state.window.renderer_mut().flush();
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2019-01-12 01:14:58 +00:00
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global_state.window
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.swap_buffers()
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.expect("Failed to swap window buffers");
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2019-01-11 23:18:34 +00:00
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}
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}
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fn name(&self) -> &'static str { "Session" }
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}
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