veloren/voxygen/src/window.rs

1474 lines
56 KiB
Rust
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use crate::{
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controller::*,
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render::Renderer,
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settings::{ControlSettings, Settings},
ui, Error,
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};
use common_base::span;
use crossbeam_channel as channel;
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use gilrs::{EventType, Gilrs};
use hashbrown::HashMap;
use itertools::Itertools;
use keyboard_keynames::key_layout::KeyLayout;
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use old_school_gfx_glutin_ext::{ContextBuilderExt, WindowInitExt, WindowUpdateExt};
use serde::{Deserialize, Serialize};
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use tracing::{error, warn};
use vek::*;
use winit::monitor::VideoMode;
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/// Represents a key that the game recognises after input mapping.
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#[derive(Clone, Copy, Debug, PartialEq, Eq, PartialOrd, Ord, Hash, Deserialize, Serialize)]
pub enum GameInput {
Primary,
Secondary,
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Block,
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Slot1,
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Slot2,
Slot3,
Slot4,
Slot5,
Slot6,
Slot7,
Slot8,
Slot9,
Slot10,
ToggleCursor,
MoveForward,
MoveBack,
MoveLeft,
MoveRight,
Jump,
Sit,
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Dance,
Glide,
Climb,
ClimbDown,
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SwimUp,
SwimDown,
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Fly,
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Sneak,
ToggleLantern,
Mount,
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Chat,
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Command,
Escape,
Map,
Bag,
Trade,
Social,
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Crafting,
Spellbook,
Settings,
ToggleInterface,
Help,
ToggleDebug,
Fullscreen,
Screenshot,
ToggleIngameUi,
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Roll,
Respawn,
Interact,
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ToggleWield,
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SwapLoadout,
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FreeLook,
AutoWalk,
CameraClamp,
CycleCamera,
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Select,
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AcceptGroupInvite,
DeclineGroupInvite,
MapZoomIn,
MapZoomOut,
}
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impl GameInput {
pub fn get_localization_key(&self) -> &str {
match *self {
GameInput::Primary => "gameinput.primary",
GameInput::Secondary => "gameinput.secondary",
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GameInput::Block => "gameinput.block",
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GameInput::ToggleCursor => "gameinput.togglecursor",
GameInput::MoveForward => "gameinput.moveforward",
GameInput::MoveLeft => "gameinput.moveleft",
GameInput::MoveRight => "gameinput.moveright",
GameInput::MoveBack => "gameinput.moveback",
GameInput::Jump => "gameinput.jump",
GameInput::Sit => "gameinput.sit",
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GameInput::Dance => "gameinput.dance",
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GameInput::Glide => "gameinput.glide",
GameInput::Climb => "gameinput.climb",
GameInput::ClimbDown => "gameinput.climbdown",
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GameInput::SwimUp => "gameinput.swimup",
GameInput::SwimDown => "gameinput.swimdown",
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GameInput::Fly => "gameinput.fly",
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GameInput::Sneak => "gameinput.sneak",
GameInput::ToggleLantern => "gameinput.togglelantern",
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GameInput::Mount => "gameinput.mount",
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GameInput::Chat => "gameinput.chat",
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GameInput::Command => "gameinput.command",
GameInput::CycleCamera => "gameinput.cyclecamera",
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GameInput::Escape => "gameinput.escape",
GameInput::Map => "gameinput.map",
GameInput::Bag => "gameinput.bag",
GameInput::Trade => "gameinput.trade",
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GameInput::Social => "gameinput.social",
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GameInput::Crafting => "gameinput.crafting",
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GameInput::Spellbook => "gameinput.spellbook",
GameInput::Settings => "gameinput.settings",
GameInput::ToggleInterface => "gameinput.toggleinterface",
GameInput::Help => "gameinput.help",
GameInput::ToggleDebug => "gameinput.toggledebug",
GameInput::Fullscreen => "gameinput.fullscreen",
GameInput::Screenshot => "gameinput.screenshot",
GameInput::ToggleIngameUi => "gameinput.toggleingameui",
GameInput::Roll => "gameinput.roll",
GameInput::Respawn => "gameinput.respawn",
GameInput::Interact => "gameinput.interact",
GameInput::ToggleWield => "gameinput.togglewield",
GameInput::FreeLook => "gameinput.freelook",
GameInput::AutoWalk => "gameinput.autowalk",
GameInput::CameraClamp => "gameinput.cameraclamp",
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GameInput::Slot1 => "gameinput.slot1",
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GameInput::Slot2 => "gameinput.slot2",
GameInput::Slot3 => "gameinput.slot3",
GameInput::Slot4 => "gameinput.slot4",
GameInput::Slot5 => "gameinput.slot5",
GameInput::Slot6 => "gameinput.slot6",
GameInput::Slot7 => "gameinput.slot7",
GameInput::Slot8 => "gameinput.slot8",
GameInput::Slot9 => "gameinput.slot9",
GameInput::Slot10 => "gameinput.slot10",
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GameInput::SwapLoadout => "gameinput.swaploadout",
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GameInput::Select => "gameinput.select",
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GameInput::AcceptGroupInvite => "gameinput.acceptgroupinvite",
GameInput::DeclineGroupInvite => "gameinput.declinegroupinvite",
GameInput::MapZoomIn => "gameinput.mapzoomin",
GameInput::MapZoomOut => "gameinput.mapzoomout",
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}
}
pub fn iterator() -> impl Iterator<Item = GameInput> {
[
GameInput::Primary,
GameInput::Secondary,
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GameInput::Block,
GameInput::ToggleCursor,
GameInput::MoveForward,
GameInput::MoveLeft,
GameInput::MoveRight,
GameInput::MoveBack,
GameInput::Jump,
GameInput::Sit,
GameInput::Dance,
GameInput::Glide,
GameInput::Climb,
GameInput::ClimbDown,
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GameInput::SwimUp,
GameInput::SwimDown,
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GameInput::Fly,
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GameInput::Sneak,
GameInput::ToggleLantern,
GameInput::Mount,
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GameInput::Chat,
GameInput::Command,
GameInput::Escape,
GameInput::Map,
GameInput::Bag,
GameInput::Trade,
GameInput::Social,
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GameInput::Crafting,
GameInput::Spellbook,
GameInput::Settings,
GameInput::ToggleInterface,
GameInput::Help,
GameInput::ToggleDebug,
GameInput::Fullscreen,
GameInput::Screenshot,
GameInput::ToggleIngameUi,
GameInput::Roll,
GameInput::Respawn,
GameInput::Interact,
GameInput::ToggleWield,
GameInput::FreeLook,
GameInput::AutoWalk,
GameInput::CameraClamp,
GameInput::Slot1,
GameInput::Slot2,
GameInput::Slot3,
GameInput::Slot4,
GameInput::Slot5,
GameInput::Slot6,
GameInput::Slot7,
GameInput::Slot8,
GameInput::Slot9,
GameInput::Slot10,
GameInput::SwapLoadout,
GameInput::CycleCamera,
GameInput::Select,
GameInput::AcceptGroupInvite,
GameInput::DeclineGroupInvite,
GameInput::MapZoomIn,
GameInput::MapZoomOut,
]
.iter()
.copied()
}
/// Return true if `a` and `b` are able to be bound to the same key at the
/// same time without conflict. For example, the player can't jump and climb
/// at the same time, so these can be bound to the same key.
pub fn can_share_bindings(a: GameInput, b: GameInput) -> bool {
a.get_representative_binding() == b.get_representative_binding()
}
/// If two GameInputs are able to be bound at the same time, then they will
/// return the same value from this function (the representative value for
/// that set). This models the Find operation of a disjoint-set data
/// structure.
fn get_representative_binding(&self) -> GameInput {
match self {
GameInput::Jump => GameInput::Jump,
GameInput::Climb => GameInput::Jump,
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GameInput::SwimUp => GameInput::Jump,
GameInput::Respawn => GameInput::Jump,
GameInput::FreeLook => GameInput::FreeLook,
GameInput::AutoWalk => GameInput::FreeLook,
_ => *self,
}
}
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}
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/// Represents a key that the game menus recognise after input mapping
#[derive(Clone, Copy, Debug, PartialEq, Eq, Hash, Deserialize, Serialize)]
pub enum MenuInput {
Up,
Down,
Left,
Right,
ScrollUp,
ScrollDown,
ScrollLeft,
ScrollRight,
Home,
End,
Apply,
Back,
Exit,
}
#[derive(Clone, Debug, PartialEq, Deserialize, Serialize)]
pub enum AnalogMenuInput {
MoveX(f32),
MoveY(f32),
ScrollX(f32),
ScrollY(f32),
}
#[derive(Clone, Debug, PartialEq, Deserialize, Serialize)]
pub enum AnalogGameInput {
MovementX(f32),
MovementY(f32),
CameraX(f32),
CameraY(f32),
}
/// Represents an incoming event from the window.
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#[derive(Clone, Debug)]
pub enum Event {
/// The window has been requested to close.
Close,
/// The window has been resized.
Resize(Vec2<u32>),
/// The window scale factor has been changed
ScaleFactorChanged(f64),
/// The window has been moved.
Moved(Vec2<u32>),
/// A key has been typed that corresponds to a specific character.
Char(char),
/// The cursor has been panned across the screen while grabbed.
CursorPan(Vec2<f32>),
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/// The cursor has been moved across the screen while ungrabbed.
CursorMove(Vec2<f32>),
/// A mouse button has been pressed or released
MouseButton(MouseButton, PressState),
/// The camera has been requested to zoom.
Zoom(f32),
/// A key that the game recognises has been pressed or released.
InputUpdate(GameInput, bool),
/// Event that the ui uses.
Ui(ui::Event),
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/// Event that the iced ui uses.
IcedUi(ui::ice::Event),
/// The view distance has changed.
ViewDistanceChanged(u32),
/// Game settings have changed.
SettingsChanged,
/// The window is (un)focused
Focused(bool),
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/// A key that the game recognises for menu navigation has been pressed or
/// released
MenuInput(MenuInput, bool),
/// Update of the analog inputs recognized by the menus
AnalogMenuInput(AnalogMenuInput),
/// Update of the analog inputs recognized by the game
AnalogGameInput(AnalogGameInput),
/// We tried to save a screenshot
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ScreenshotMessage(String),
}
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pub type MouseButton = winit::event::MouseButton;
pub type PressState = winit::event::ElementState;
pub type EventLoop = winit::event_loop::EventLoop<()>;
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#[derive(Clone, Copy, Debug, PartialEq, Eq, Hash, Deserialize, Serialize)]
pub enum KeyMouse {
Key(winit::event::VirtualKeyCode),
Mouse(winit::event::MouseButton),
ScanKey(winit::event::ScanCode),
}
impl KeyMouse {
pub fn display_string(&self, key_layout: &Option<KeyLayout>) -> String {
use self::KeyMouse::*;
use winit::event::{MouseButton, VirtualKeyCode::*};
let key_string = match self {
Key(Key1) => "1",
Key(Key2) => "2",
Key(Key3) => "3",
Key(Key4) => "4",
Key(Key5) => "5",
Key(Key6) => "6",
Key(Key7) => "7",
Key(Key8) => "8",
Key(Key9) => "9",
Key(Key0) => "0",
Key(A) => "A",
Key(B) => "B",
Key(C) => "C",
Key(D) => "D",
Key(E) => "E",
Key(F) => "F",
Key(G) => "G",
Key(H) => "H",
Key(I) => "I",
Key(J) => "J",
Key(K) => "K",
Key(L) => "L",
Key(M) => "M",
Key(N) => "N",
Key(O) => "O",
Key(P) => "P",
Key(Q) => "Q",
Key(R) => "R",
Key(S) => "S",
Key(T) => "T",
Key(U) => "U",
Key(V) => "V",
Key(W) => "W",
Key(X) => "X",
Key(Y) => "Y",
Key(Z) => "Z",
Key(Escape) => "ESC",
Key(F1) => "F1",
Key(F2) => "F2",
Key(F3) => "F3",
Key(F4) => "F4",
Key(F5) => "F5",
Key(F6) => "F6",
Key(F7) => "F7",
Key(F8) => "F8",
Key(F9) => "F9",
Key(F10) => "F10",
Key(F11) => "F11",
Key(F12) => "F12",
Key(F13) => "F13",
Key(F14) => "F14",
Key(F15) => "F15",
Key(F16) => "F16",
Key(F17) => "F17",
Key(F18) => "F18",
Key(F19) => "F19",
Key(F20) => "F20",
Key(F21) => "F21",
Key(F22) => "F22",
Key(F23) => "F23",
Key(F24) => "F24",
Key(Snapshot) => "Print Screen",
Key(Scroll) => "Scroll Lock",
Key(Pause) => "Pause/Break",
Key(Insert) => "Insert",
Key(Home) => "Home",
Key(Delete) => "Delete",
Key(End) => "End",
Key(PageDown) => "PageDown",
Key(PageUp) => "PageUp",
Key(Left) => "Left Arrow",
Key(Up) => "Up Arrow",
Key(Right) => "Right Arrow",
Key(Down) => "Down Arrow",
Key(Back) => "Backspace",
Key(Return) => "Enter",
Key(Space) => "Space",
Key(Compose) => "Compose",
Key(Caret) => "^",
Key(Numlock) => "Numlock",
Key(Numpad0) => "Numpad 0",
Key(Numpad1) => "Numpad 1",
Key(Numpad2) => "Numpad 2",
Key(Numpad3) => "Numpad 3",
Key(Numpad4) => "Numpad 4",
Key(Numpad5) => "Numpad 5",
Key(Numpad6) => "Numpad 6",
Key(Numpad7) => "Numpad 7",
Key(Numpad8) => "Numpad 8",
Key(Numpad9) => "Numpad 9",
Key(AbntC1) => "Abnt C1",
Key(AbntC2) => "Abnt C2",
Key(NumpadAdd) => "Numpad +",
Key(Apostrophe) => "'",
Key(Apps) => "Context Menu",
Key(At) => "@",
Key(Ax) => "Ax",
Key(Backslash) => "\\",
Key(Calculator) => "Calculator",
Key(Capital) => "Caps Lock",
Key(Colon) => ":",
Key(Comma) => ",",
Key(Convert) => "Convert",
Key(NumpadDecimal) => "Numpad .",
Key(NumpadDivide) => "Numpad /",
Key(Equals) => "=",
Key(Grave) => "`",
Key(Kana) => "Kana",
Key(Kanji) => "Kanji",
Key(LAlt) => "LAlt",
Key(LBracket) => "[",
Key(LControl) => "LControl",
Key(LShift) => "LShift",
Key(LWin) => "LWin",
Key(Mail) => "Mail",
Key(MediaSelect) => "MediaSelect",
Key(MediaStop) => "MediaStop",
Key(Minus) => "-",
Key(NumpadMultiply) => "Numpad *",
Key(Mute) => "Mute",
Key(MyComputer) => "My Computer",
Key(NavigateForward) => "Navigate Forward",
Key(NavigateBackward) => "Navigate Backward",
Key(NextTrack) => "Next Track",
Key(NoConvert) => "Non Convert",
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Key(NumpadComma) => "Num ,",
Key(NumpadEnter) => "Num Enter",
Key(NumpadEquals) => "Num =",
Key(OEM102) => "<",
Key(Period) => ".",
Key(PlayPause) => "Play / Pause",
Key(Power) => "Power",
Key(PrevTrack) => "Prev Track",
Key(RAlt) => "RAlt",
Key(RBracket) => "]",
Key(RControl) => "RControl",
Key(RShift) => "RShift",
Key(RWin) => "RWin",
Key(Semicolon) => ";",
Key(Slash) => "/",
Key(Sleep) => "Sleep",
Key(Stop) => "Media Stop",
Key(NumpadSubtract) => "Num -",
Key(Sysrq) => "Sysrq",
Key(Tab) => "Tab",
Key(Underline) => "_",
Key(Unlabeled) => "No Name",
Key(VolumeDown) => "Volume Down",
Key(VolumeUp) => "Volume Up",
Key(Wake) => "Wake",
Key(WebBack) => "Browser Back",
Key(WebFavorites) => "Browser Favorites",
Key(WebForward) => "Browser Forward",
Key(WebHome) => "Browser Home",
Key(WebRefresh) => "Browser Refresh",
Key(WebSearch) => "Browser Search",
Key(WebStop) => "Browser Stop",
Key(Yen) => "Yen",
Key(Copy) => "Copy",
Key(Paste) => "Paste",
Key(Cut) => "Cut",
Key(Asterisk) => "*",
Key(Plus) => "+",
Mouse(MouseButton::Left) => "M1",
Mouse(MouseButton::Right) => "M2",
Mouse(MouseButton::Middle) => "M3",
Mouse(MouseButton::Other(button)) => {
// Additional mouse buttons after middle click start at 1
return format!("M{}", button + 3);
},
ScanKey(scancode) => {
if let Some(layout) = key_layout {
return layout.get_key_as_string(*scancode);
} else {
return format!("Unknown({})", scancode);
}
},
};
String::from(key_string)
}
}
pub struct Window {
renderer: Renderer,
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window: winit::window::Window,
cursor_grabbed: bool,
pub pan_sensitivity: u32,
pub zoom_sensitivity: u32,
pub zoom_inversion: bool,
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pub mouse_y_inversion: bool,
fullscreen: FullScreenSettings,
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modifiers: winit::event::ModifiersState,
scale_factor: f64,
needs_refresh_resize: bool,
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keypress_map: HashMap<GameInput, winit::event::ElementState>,
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pub remapping_keybindings: Option<GameInput>,
events: Vec<Event>,
focused: bool,
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gilrs: Option<Gilrs>,
pub controller_settings: ControllerSettings,
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cursor_position: winit::dpi::PhysicalPosition<f64>,
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mouse_emulation_vec: Vec2<f32>,
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// Currently used to send and receive screenshot result messages
message_sender: channel::Sender<String>,
message_receiver: channel::Receiver<String>,
// Used for screenshots & fullscreen toggle to deduplicate/postpone to after event handler
take_screenshot: bool,
toggle_fullscreen: bool,
pub key_layout: Option<KeyLayout>,
}
impl Window {
pub fn new(settings: &Settings) -> Result<(Window, EventLoop), Error> {
let event_loop = EventLoop::new();
let size = settings.graphics.window_size;
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let win_builder = winit::window::WindowBuilder::new()
.with_title("Veloren")
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.with_inner_size(winit::dpi::LogicalSize::new(size[0] as f64, size[1] as f64))
.with_maximized(true);
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// Avoid cpal / winit OleInitialize conflict
// See: https://github.com/rust-windowing/winit/pull/1524
#[cfg(target_os = "windows")]
let win_builder = winit::platform::windows::WindowBuilderExtWindows::with_drag_and_drop(
win_builder,
false,
);
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// let (window, device, factory, win_color_view, win_depth_view) =
// glutin::ContextBuilder::new()
// .with_gl(glutin::GlRequest::Specific(glutin::Api::OpenGl, (3, 3)))
// .with_vsync(false)
// .with_gfx_color_depth::<WinColorFmt, WinDepthFmt>()
// .build_windowed(win_builder, &event_loop)
// .map_err(|err| Error::BackendError(Box::new(err)))?
// .init_gfx::<WinColorFmt, WinDepthFmt>();
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let window = win_builder.build(&event_loop).unwrap();
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let renderer = Renderer::new(&window, settings.graphics.render_mode.clone())?;
let keypress_map = HashMap::new();
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let gilrs = match Gilrs::new() {
Ok(gilrs) => Some(gilrs),
Err(gilrs::Error::NotImplemented(_dummy)) => {
warn!("Controller input is unsupported on this platform.");
None
},
Err(gilrs::Error::InvalidAxisToBtn) => {
error!(
"Invalid AxisToBtn controller mapping. Falling back to no controller support."
);
None
},
Err(gilrs::Error::Other(e)) => {
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error!(
?e,
"Platform-specific error when creating a Gilrs instance. Falling back to no \
controller support."
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);
None
},
};
let controller_settings = ControllerSettings::from(&settings.controller);
let (message_sender, message_receiver): (
channel::Sender<String>,
channel::Receiver<String>,
) = channel::unbounded::<String>();
let scale_factor = window.window().scale_factor();
let key_layout = match KeyLayout::new_from_window(window.window()) {
Ok(kl) => Some(kl),
Err(err) => {
warn!(
?err,
"Failed to construct the scancode to keyname mapper, falling back to \
displaying Unknown(<scancode>)."
);
None
},
};
let mut this = Self {
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renderer,
window,
cursor_grabbed: false,
pan_sensitivity: settings.gameplay.pan_sensitivity,
zoom_sensitivity: settings.gameplay.zoom_sensitivity,
zoom_inversion: settings.gameplay.zoom_inversion,
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mouse_y_inversion: settings.gameplay.mouse_y_inversion,
fullscreen: FullScreenSettings::default(),
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modifiers: Default::default(),
scale_factor,
needs_refresh_resize: false,
keypress_map,
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remapping_keybindings: None,
events: Vec::new(),
focused: true,
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gilrs,
controller_settings,
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cursor_position: winit::dpi::PhysicalPosition::new(0.0, 0.0),
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mouse_emulation_vec: Vec2::zero(),
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// Currently used to send and receive screenshot result messages
message_sender,
message_receiver,
take_screenshot: false,
toggle_fullscreen: false,
key_layout,
};
this.set_fullscreen_mode(settings.graphics.fullscreen);
Ok((this, event_loop))
}
pub fn renderer(&self) -> &Renderer { &self.renderer }
pub fn renderer_mut(&mut self) -> &mut Renderer { &mut self.renderer }
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pub fn resolve_deduplicated_events(&mut self, settings: &mut Settings) {
// Handle screenshots and toggling fullscreen
if self.take_screenshot {
self.take_screenshot = false;
self.take_screenshot(&settings);
}
if self.toggle_fullscreen {
self.toggle_fullscreen = false;
self.toggle_fullscreen(settings);
}
}
pub fn fetch_events(&mut self) -> Vec<Event> {
// Refresh ui size (used when changing playstates)
if self.needs_refresh_resize {
let logical_size = self.logical_size();
self.events
.push(Event::Ui(ui::Event::new_resize(logical_size)));
self.events.push(Event::IcedUi(iced::Event::Window(
iced::window::Event::Resized {
width: logical_size.x as u32,
height: logical_size.y as u32,
},
)));
self.events
.push(Event::ScaleFactorChanged(self.scale_factor));
self.needs_refresh_resize = false;
}
// Receive any messages sent through the message channel
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for message in self.message_receiver.try_iter() {
self.events.push(Event::ScreenshotMessage(message))
}
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if let Some(gilrs) = &mut self.gilrs {
while let Some(event) = gilrs.next_event() {
fn handle_buttons(
settings: &ControllerSettings,
events: &mut Vec<Event>,
button: &Button,
is_pressed: bool,
) {
if let Some(evs) = settings.game_button_map.get(button) {
for ev in evs {
events.push(Event::InputUpdate(*ev, is_pressed));
}
}
if let Some(evs) = settings.menu_button_map.get(button) {
for ev in evs {
events.push(Event::MenuInput(*ev, is_pressed));
}
}
}
match event.event {
EventType::ButtonPressed(button, code)
| EventType::ButtonRepeated(button, code) => {
handle_buttons(
&self.controller_settings,
&mut self.events,
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&Button::from((button, code)),
true,
);
},
EventType::ButtonReleased(button, code) => {
handle_buttons(
&self.controller_settings,
&mut self.events,
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&Button::from((button, code)),
false,
);
},
EventType::ButtonChanged(button, _value, code) => {
if let Some(actions) = self
.controller_settings
.game_analog_button_map
.get(&AnalogButton::from((button, code)))
{
for action in actions {
match *action {}
}
}
if let Some(actions) = self
.controller_settings
.menu_analog_button_map
.get(&AnalogButton::from((button, code)))
{
for action in actions {
match *action {}
}
}
},
EventType::AxisChanged(axis, value, code) => {
let value = if self
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.controller_settings
.inverted_axes
.contains(&Axis::from((axis, code)))
{
-value
} else {
value
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};
let value = self
.controller_settings
.apply_axis_deadzone(&Axis::from((axis, code)), value);
if self.cursor_grabbed {
if let Some(actions) = self
.controller_settings
.game_axis_map
.get(&Axis::from((axis, code)))
{
for action in actions {
match *action {
AxisGameAction::MovementX => {
self.events.push(Event::AnalogGameInput(
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AnalogGameInput::MovementX(value),
));
},
AxisGameAction::MovementY => {
self.events.push(Event::AnalogGameInput(
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AnalogGameInput::MovementY(value),
));
},
AxisGameAction::CameraX => {
self.events.push(Event::AnalogGameInput(
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AnalogGameInput::CameraX(
value
* self.controller_settings.pan_sensitivity
as f32
/ 100.0,
),
));
},
AxisGameAction::CameraY => {
let pan_invert_y =
match self.controller_settings.pan_invert_y {
true => -1.0,
false => 1.0,
};
self.events.push(Event::AnalogGameInput(
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AnalogGameInput::CameraY(
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-value
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* self.controller_settings.pan_sensitivity
as f32
* pan_invert_y
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/ 100.0,
),
));
},
}
}
}
} else if let Some(actions) = self
.controller_settings
.menu_axis_map
.get(&Axis::from((axis, code)))
{
// TODO: possibly add sensitivity settings when this is used
for action in actions {
match *action {
AxisMenuAction::MoveX => {
self.events.push(Event::AnalogMenuInput(
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AnalogMenuInput::MoveX(value),
));
},
AxisMenuAction::MoveY => {
self.events.push(Event::AnalogMenuInput(
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AnalogMenuInput::MoveY(value),
));
},
AxisMenuAction::ScrollX => {
self.events.push(Event::AnalogMenuInput(
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AnalogMenuInput::ScrollX(value),
));
},
AxisMenuAction::ScrollY => {
self.events.push(Event::AnalogMenuInput(
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AnalogMenuInput::ScrollY(value),
));
},
}
}
}
},
EventType::Connected => {},
EventType::Disconnected => {},
EventType::Dropped => {},
}
}
}
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let mut events = std::mem::take(&mut self.events);
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// Mouse emulation for the menus, to be removed when a proper menu navigation
// system is available
if !self.cursor_grabbed {
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events = events
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.into_iter()
.filter_map(|event| match event {
Event::AnalogMenuInput(input) => match input {
AnalogMenuInput::MoveX(d) => {
self.mouse_emulation_vec.x = d;
None
},
AnalogMenuInput::MoveY(d) => {
// This just has to be inverted for some reason
self.mouse_emulation_vec.y = d * -1.0;
None
},
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input => Some(Event::AnalogMenuInput(input)),
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},
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Event::MenuInput(MenuInput::Apply, state) => Some(match state {
true => Event::Ui(ui::Event(conrod_core::event::Input::Press(
conrod_core::input::Button::Mouse(
conrod_core::input::state::mouse::Button::Left,
),
))),
false => Event::Ui(ui::Event(conrod_core::event::Input::Release(
conrod_core::input::Button::Mouse(
conrod_core::input::state::mouse::Button::Left,
),
))),
}),
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_ => Some(event),
})
.collect();
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let sensitivity = self.controller_settings.mouse_emulation_sensitivity;
// TODO: make this independent of framerate
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// TODO: consider multiplying by scale factor
self.offset_cursor(self.mouse_emulation_vec * sensitivity as f32);
}
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events
}
pub fn handle_device_event(&mut self, event: winit::event::DeviceEvent) {
use winit::event::DeviceEvent;
let mouse_y_inversion = match self.mouse_y_inversion {
true => -1.0,
false => 1.0,
};
match event {
DeviceEvent::MouseMotion {
delta: (dx, dy), ..
} if self.focused => {
let delta = Vec2::new(
dx as f32 * (self.pan_sensitivity as f32 / 100.0),
dy as f32 * (self.pan_sensitivity as f32 * mouse_y_inversion / 100.0),
);
if self.cursor_grabbed {
self.events.push(Event::CursorPan(delta));
} else {
self.events.push(Event::CursorMove(delta));
}
},
_ => {},
}
}
pub fn handle_window_event(
&mut self,
event: winit::event::WindowEvent,
settings: &mut Settings,
) {
use winit::event::WindowEvent;
let controls = &mut settings.controls;
match event {
WindowEvent::CloseRequested => self.events.push(Event::Close),
WindowEvent::Resized(physical) => {
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// let (mut color_view, mut depth_view) = self.renderer.win_views_mut();
// self.window.resize(physical);
// self.window.update_gfx(&mut color_view, &mut depth_view);
self.renderer
.on_resize(Vec2::new(physical.width, physical.height))
.unwrap();
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// TODO: update users of this event with the fact that it is now the physical
// size
let winit::dpi::PhysicalSize { width, height } = physical;
self.events
.push(Event::Resize(Vec2::new(width as u32, height as u32)));
},
WindowEvent::ScaleFactorChanged { scale_factor, .. } => {
self.scale_factor = scale_factor;
self.events.push(Event::ScaleFactorChanged(scale_factor));
},
WindowEvent::Moved(winit::dpi::PhysicalPosition { x, y }) => {
self.events
.push(Event::Moved(Vec2::new(x as u32, y as u32)));
},
WindowEvent::ReceivedCharacter(c) => self.events.push(Event::Char(c)),
WindowEvent::MouseInput { button, state, .. } => {
if let (true, Some(game_inputs)) =
// Mouse input not mapped to input if it is not grabbed
(
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self.cursor_grabbed,
Window::map_input(
KeyMouse::Mouse(button),
controls,
&mut self.remapping_keybindings,
),
)
{
for game_input in game_inputs {
self.events.push(Event::InputUpdate(
*game_input,
state == winit::event::ElementState::Pressed,
));
}
}
self.events.push(Event::MouseButton(button, state));
},
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WindowEvent::ModifiersChanged(modifiers) => self.modifiers = modifiers,
WindowEvent::KeyboardInput {
input,
is_synthetic,
..
} => {
// Ignore synthetic tab presses so that we don't get tabs when alt-tabbing back
// into the window
if matches!(
input.virtual_keycode,
Some(winit::event::VirtualKeyCode::Tab)
) && is_synthetic
{
return;
}
// Ignore Alt-F4 so we don't try to do anything heavy like take a screenshot
// when the window is about to close
if matches!(input, winit::event::KeyboardInput {
state: winit::event::ElementState::Pressed,
virtual_keycode: Some(winit::event::VirtualKeyCode::F4),
..
}) && self.modifiers.alt()
{
return;
}
let input_key = match input.virtual_keycode {
Some(key) => KeyMouse::Key(key),
None => KeyMouse::ScanKey(input.scancode),
};
if let Some(game_inputs) =
Window::map_input(input_key, controls, &mut self.remapping_keybindings)
{
for game_input in game_inputs {
match game_input {
GameInput::Fullscreen => {
if input.state == winit::event::ElementState::Pressed
&& !Self::is_pressed(
&mut self.keypress_map,
GameInput::Fullscreen,
)
{
self.toggle_fullscreen = !self.toggle_fullscreen;
}
Self::set_pressed(
&mut self.keypress_map,
GameInput::Fullscreen,
input.state,
);
},
GameInput::Screenshot => {
self.take_screenshot = input.state
== winit::event::ElementState::Pressed
&& !Self::is_pressed(
&mut self.keypress_map,
GameInput::Screenshot,
);
Self::set_pressed(
&mut self.keypress_map,
GameInput::Screenshot,
input.state,
);
},
_ => self.events.push(Event::InputUpdate(
*game_input,
input.state == winit::event::ElementState::Pressed,
)),
}
}
}
},
WindowEvent::Focused(state) => {
self.focused = state;
self.events.push(Event::Focused(state));
},
WindowEvent::CursorMoved { position, .. } => {
if self.cursor_grabbed {
self.center_cursor();
} else {
self.cursor_position = position;
}
},
WindowEvent::MouseWheel { delta, .. } if self.cursor_grabbed && self.focused => {
const DIFFERENCE_FROM_DEVICE_EVENT_ON_X11: f32 = -15.0;
self.events.push(Event::Zoom({
let y = match delta {
winit::event::MouseScrollDelta::LineDelta(_x, y) => y,
// TODO: Check to see if there is a better way to find the "line
// height" than just hardcoding 16.0 pixels. Alternately we could
// get rid of this and have the user set zoom sensitivity, since
// it's unlikely people would expect a configuration file to work
// across operating systems.
winit::event::MouseScrollDelta::PixelDelta(pos) => (pos.y / 16.0) as f32,
};
y * (self.zoom_sensitivity as f32 / 100.0)
* if self.zoom_inversion { -1.0 } else { 1.0 }
* DIFFERENCE_FROM_DEVICE_EVENT_ON_X11
}))
},
_ => {},
}
}
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/// Moves cursor by an offset
pub fn offset_cursor(&self, d: Vec2<f32>) {
if d != Vec2::zero() {
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if let Err(err) = self
.window
.set_cursor_position(winit::dpi::LogicalPosition::new(
d.x as f64 + self.cursor_position.x,
d.y as f64 + self.cursor_position.y,
))
{
error!("Error setting cursor position: {:?}", err);
}
}
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}
pub fn is_cursor_grabbed(&self) -> bool { self.cursor_grabbed }
pub fn grab_cursor(&mut self, grab: bool) {
self.cursor_grabbed = grab;
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self.window.set_cursor_visible(!grab);
let _ = self.window.set_cursor_grab(grab);
}
/// Moves mouse cursor to center of screen
/// based on the window dimensions
pub fn center_cursor(&self) {
let dimensions: Vec2<f64> = self.logical_size();
if let Err(err) =
self.window
.window()
.set_cursor_position(winit::dpi::PhysicalPosition::new(
dimensions[0] / (2_f64),
dimensions[1] / (2_f64),
))
{
error!("Error centering cursor position: {:?}", err);
}
}
pub fn toggle_fullscreen(&mut self, settings: &mut Settings) {
let fullscreen = FullScreenSettings {
enabled: !self.is_fullscreen(),
..settings.graphics.fullscreen
};
self.set_fullscreen_mode(fullscreen);
settings.graphics.fullscreen = fullscreen;
settings.save_to_file_warn();
}
pub fn is_fullscreen(&self) -> bool { self.fullscreen.enabled }
pub fn select_video_mode_rec(
&self,
resolution: [u16; 2],
bit_depth: Option<u16>,
refresh_rate: Option<u16>,
correct_res: Option<Vec<VideoMode>>,
correct_depth: Option<Option<VideoMode>>,
correct_rate: Option<Option<VideoMode>>,
) -> Option<VideoMode> {
// if a previous iteration of this method filtered the available video modes for
// the correct resolution already, load that value, otherwise filter it
// in this iteration
let correct_res = correct_res.unwrap_or_else(|| {
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self.window
.current_monitor()
.unwrap()
.video_modes()
.filter(|mode| mode.size().width == resolution[0] as u32)
.filter(|mode| mode.size().height == resolution[1] as u32)
.collect()
});
match bit_depth {
// A bit depth is given
Some(depth) => {
// analogous to correct_res
let correct_depth = correct_depth.unwrap_or_else(|| {
correct_res
.iter()
.find(|mode| mode.bit_depth() == depth)
.cloned()
});
match refresh_rate {
// A bit depth and a refresh rate is given
Some(rate) => {
// analogous to correct_res
let correct_rate = correct_rate.unwrap_or_else(|| {
correct_res
.iter()
.find(|mode| mode.refresh_rate() == rate)
.cloned()
});
// if no video mode with the given bit depth and refresh rate exists, fall
// back to a video mode that fits the resolution and either bit depth or
// refresh rate depending on which parameter was causing the correct video
// mode not to be found
correct_res
.iter()
.filter(|mode| mode.bit_depth() == depth)
.find(|mode| mode.refresh_rate() == rate)
.cloned()
.or_else(|| {
if correct_depth.is_none() && correct_rate.is_none() {
warn!(
"Bit depth and refresh rate specified in settings are \
incompatible with the monitor. Choosing highest bit \
depth and refresh rate possible instead."
);
}
self.select_video_mode_rec(
resolution,
correct_depth.is_some().then_some(depth),
correct_rate.is_some().then_some(rate),
Some(correct_res),
Some(correct_depth),
Some(correct_rate),
)
})
},
// A bit depth and no refresh rate is given
// if no video mode with the given bit depth exists, fall
// back to a video mode that fits only the resolution
None => match correct_depth {
Some(mode) => Some(mode),
None => {
warn!(
"Bit depth specified in settings is incompatible with the \
monitor. Choosing highest bit depth possible instead."
);
self.select_video_mode_rec(
resolution,
None,
None,
Some(correct_res),
Some(correct_depth),
None,
)
},
},
}
},
// No bit depth is given
None => match refresh_rate {
// No bit depth and a refresh rate is given
Some(rate) => {
// analogous to correct_res
let correct_rate = correct_rate.unwrap_or_else(|| {
correct_res
.iter()
.find(|mode| mode.refresh_rate() == rate)
.cloned()
});
// if no video mode with the given bit depth exists, fall
// back to a video mode that fits only the resolution
match correct_rate {
Some(mode) => Some(mode),
None => {
warn!(
"Refresh rate specified in settings is incompatible with the \
monitor. Choosing highest refresh rate possible instead."
);
self.select_video_mode_rec(
resolution,
None,
None,
Some(correct_res),
None,
Some(correct_rate),
)
},
}
},
// No bit depth and no refresh rate is given
// get the video mode with the specified resolution and the max bit depth and
// refresh rate
None => correct_res
.into_iter()
// Prefer bit depth over refresh rate
.sorted_by_key(|mode| mode.bit_depth())
.max_by_key(|mode| mode.refresh_rate()),
},
}
}
pub fn select_video_mode(
&self,
resolution: [u16; 2],
bit_depth: Option<u16>,
refresh_rate: Option<u16>,
) -> VideoMode {
// (resolution, bit depth, refresh rate) represents a video mode
// spec: as specified
// max: maximum value available
// order of fallbacks as follows:
// (spec, spec, spec)
// (spec, spec, max), (spec, max, spec)
// (spec, max, max)
// (max, max, max)
self.select_video_mode_rec(resolution, bit_depth, refresh_rate, None, None, None)
// if there is no video mode with the specified resolution, fall back to the video mode with max resolution, bit depth and refresh rate
.unwrap_or_else(|| {
warn!(
"Resolution specified in settings is incompatible with the monitor. Choosing \
highest resolution possible instead."
);
self
.window
.current_monitor().unwrap()
.video_modes()
// Prefer bit depth over refresh rate
.sorted_by_key(|mode| mode.refresh_rate())
.sorted_by_key(|mode| mode.bit_depth())
.max_by_key(|mode| mode.size().width)
.expect("No video modes available!!")
})
}
pub fn set_fullscreen_mode(&mut self, fullscreen: FullScreenSettings) {
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let window = self.window;
self.fullscreen = fullscreen;
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window.set_fullscreen(fullscreen.enabled.then(|| match fullscreen.mode {
FullscreenMode::Exclusive => {
winit::window::Fullscreen::Exclusive(self.select_video_mode(
fullscreen.resolution,
fullscreen.bit_depth,
fullscreen.refresh_rate,
))
},
FullscreenMode::Borderless => {
winit::window::Fullscreen::Borderless(window.current_monitor())
},
}));
}
pub fn needs_refresh_resize(&mut self) { self.needs_refresh_resize = true; }
#[allow(clippy::or_fun_call)] // TODO: Pending review in #587
pub fn logical_size(&self) -> Vec2<f64> {
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let (w, h) = self
.window
.inner_size()
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.to_logical::<f64>(self.window.scale_factor())
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.into();
Vec2::new(w, h)
}
pub fn set_size(&mut self, new_size: Vec2<u16>) {
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self.window.set_inner_size(winit::dpi::LogicalSize::new(
new_size.x as f64,
new_size.y as f64,
));
}
pub fn send_event(&mut self, event: Event) { self.events.push(event) }
pub fn take_screenshot(&mut self, settings: &Settings) {
match self.renderer.create_screenshot() {
Ok(img) => {
let mut path = settings.screenshots_path.clone();
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let sender = self.message_sender.clone();
let builder = std::thread::Builder::new().name("screenshot".into());
builder
.spawn(move || {
use std::time::SystemTime;
// Check if folder exists and create it if it does not
if !path.exists() {
if let Err(e) = std::fs::create_dir_all(&path) {
warn!(?e, "Couldn't create folder for screenshot");
let _result = sender
.send(String::from("Couldn't create folder for screenshot"));
}
}
path.push(format!(
"screenshot_{}.png",
SystemTime::now()
.duration_since(SystemTime::UNIX_EPOCH)
.map(|d| d.as_millis())
.unwrap_or(0)
));
if let Err(e) = img.save(&path) {
warn!(?e, "Couldn't save screenshot");
let _result = sender.send(String::from("Couldn't save screenshot"));
} else {
let _result = sender
.send(format!("Screenshot saved to {}", path.to_string_lossy()));
}
})
.unwrap();
},
Err(e) => error!(?e, "Couldn't create screenshot due to renderer error"),
}
}
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fn is_pressed(
map: &mut HashMap<GameInput, winit::event::ElementState>,
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input: GameInput,
) -> bool {
*(map
.entry(input)
.or_insert(winit::event::ElementState::Released))
== winit::event::ElementState::Pressed
}
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fn set_pressed(
map: &mut HashMap<GameInput, winit::event::ElementState>,
input: GameInput,
state: winit::event::ElementState,
) {
map.insert(input, state);
}
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// Function used to handle Mouse and Key events. It first checks if we're in
// remapping mode for a specific GameInput. If we are, we modify the binding
// of that GameInput with the KeyMouse passed. Else, we return an iterator of
// the GameInputs for that KeyMouse.
fn map_input<'a>(
key_mouse: KeyMouse,
controls: &'a mut ControlSettings,
remapping: &mut Option<GameInput>,
) -> Option<impl Iterator<Item = &'a GameInput>> {
match *remapping {
// TODO: save settings
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Some(game_input) => {
controls.modify_binding(game_input, key_mouse);
*remapping = None;
None
},
None => controls
.get_associated_game_inputs(&key_mouse)
.map(|game_inputs| game_inputs.iter()),
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}
}
pub fn set_keybinding_mode(&mut self, game_input: GameInput) {
self.remapping_keybindings = Some(game_input);
}
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pub fn window(&self) -> &winit::window::Window { self.window.window() }
pub fn modifiers(&self) -> winit::event::ModifiersState { self.modifiers }
pub fn scale_factor(&self) -> f64 { self.scale_factor }
}
#[derive(Copy, Clone, Hash, Eq, PartialEq, Debug, Serialize, Deserialize)]
pub enum FullscreenMode {
Exclusive,
#[serde(other)]
Borderless,
}
impl Default for FullscreenMode {
fn default() -> Self { FullscreenMode::Borderless }
}
#[derive(PartialEq, Clone, Copy, Debug, Serialize, Deserialize)]
#[serde(default)]
pub struct FullScreenSettings {
pub enabled: bool,
pub mode: FullscreenMode,
pub resolution: [u16; 2],
pub bit_depth: Option<u16>,
pub refresh_rate: Option<u16>,
}
impl Default for FullScreenSettings {
fn default() -> Self {
Self {
enabled: false,
mode: FullscreenMode::Borderless,
resolution: [1920, 1080],
bit_depth: None,
refresh_rate: None,
}
}
}