veloren/voxygen/src/session.rs

777 lines
34 KiB
Rust
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use crate::{
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ecs::MyEntity,
hud::{DebugInfo, Event as HudEvent, Hud, PressBehavior},
i18n::{i18n_asset_key, VoxygenLocalization},
key_state::KeyState,
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menu::char_selection::CharSelectionState,
render::Renderer,
scene::{camera, Scene, SceneData},
settings::AudioOutput,
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window::{AnalogGameInput, Event, GameInput},
Direction, Error, GlobalState, PlayState, PlayStateResult,
};
use client::{self, Client, Event::Chat};
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use common::{
assets::{load_watched, watch},
clock::Clock,
comp,
comp::{Pos, Vel, MAX_PICKUP_RANGE_SQR},
msg::ClientState,
terrain::{Block, BlockKind},
util::Dir,
vol::ReadVol,
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ChatType,
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};
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use log::error;
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use specs::{Join, WorldExt};
use std::{cell::RefCell, rc::Rc, time::Duration};
use vek::*;
/// The action to perform after a tick
enum TickAction {
// Continue executing
Continue,
// Disconnected (i.e. go to main menu)
Disconnect,
}
pub struct SessionState {
scene: Scene,
client: Rc<RefCell<Client>>,
hud: Hud,
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key_state: KeyState,
inputs: comp::ControllerInputs,
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selected_block: Block,
}
/// Represents an active game session (i.e., the one being played).
impl SessionState {
/// Create a new `SessionState`.
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pub fn new(global_state: &mut GlobalState, client: Rc<RefCell<Client>>) -> Self {
// Create a scene for this session. The scene handles visible elements of the
// game world.
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let mut scene = Scene::new(global_state.window.renderer_mut());
scene
.camera_mut()
.set_fov_deg(global_state.settings.graphics.fov);
let hud = Hud::new(global_state, &client.borrow());
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{
let my_entity = client.borrow().entity();
client
.borrow_mut()
.state_mut()
.ecs_mut()
.insert(MyEntity(my_entity));
}
Self {
scene,
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client,
key_state: KeyState::new(),
inputs: comp::ControllerInputs::default(),
hud,
selected_block: Block::new(BlockKind::Normal, Rgb::broadcast(255)),
}
}
}
impl SessionState {
/// Tick the session (and the client attached to it).
fn tick(&mut self, dt: Duration) -> Result<TickAction, Error> {
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self.inputs.tick(dt);
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for event in self.client.borrow_mut().tick(
self.inputs.clone(),
dt,
crate::ecs::sys::add_local_systems,
)? {
match event {
Chat {
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chat_type: _,
message: _,
} => {
self.hud.new_message(event);
},
client::Event::Disconnect => return Ok(TickAction::Disconnect),
client::Event::DisconnectionNotification(time) => {
let message = match time {
0 => String::from("Goodbye!"),
_ => format!("Connection lost. Kicking in {} seconds", time),
};
self.hud.new_message(Chat {
chat_type: ChatType::Meta,
message,
});
},
}
}
Ok(TickAction::Continue)
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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
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renderer.clear();
// Render the screen using the global renderer
{
let client = self.client.borrow();
self.scene
.render(renderer, client.state(), client.entity(), client.get_tick());
}
// Draw the UI to the screen
self.hud.render(renderer, self.scene.globals());
// Finish the frame
renderer.flush();
}
}
impl PlayState for SessionState {
fn play(&mut self, _: Direction, global_state: &mut GlobalState) -> PlayStateResult {
// Trap the cursor.
global_state.window.grab_cursor(true);
// Set up an fps clock.
let mut clock = Clock::start();
self.client.borrow_mut().clear_terrain();
// Send startup commands to the server
if global_state.settings.send_logon_commands {
for cmd in &global_state.settings.logon_commands {
self.client.borrow_mut().send_chat(cmd.to_string());
}
}
// Keep a watcher on the language
let mut localization_watcher = watch::ReloadIndicator::new();
let mut localized_strings = load_watched::<VoxygenLocalization>(
&i18n_asset_key(&global_state.settings.language.selected_language),
&mut localization_watcher,
)
.unwrap();
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let mut ori = self.scene.camera().get_orientation();
let mut free_look = false;
// Game loop
let mut current_client_state = self.client.borrow().get_client_state();
while let ClientState::Pending | ClientState::Character = current_client_state {
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// Compute camera data
self.scene
.camera_mut()
.compute_dependents(&*self.client.borrow().state().terrain());
let camera::Dependents {
view_mat, cam_pos, ..
} = self.scene.camera().dependents();
// Choose a spot above the player's head for item distance checks
let player_pos = match self
.client
.borrow()
.state()
.read_storage::<comp::Pos>()
.get(self.client.borrow().entity())
{
Some(pos) => pos.0 + (Vec3::unit_z() * 2.0),
_ => cam_pos, // Should never happen, but a safe fallback
};
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let cam_dir: Vec3<f32> = Vec3::from(view_mat.inverted() * -Vec4::unit_z());
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// Check to see whether we're aiming at anything
let (build_pos, select_pos) = {
let client = self.client.borrow();
let terrain = client.state().terrain();
let cam_ray = terrain
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.ray(cam_pos, cam_pos + cam_dir * 100.0)
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.until(|block| block.is_tangible())
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.cast();
let cam_dist = cam_ray.0;
if let Ok(Some(_)) = cam_ray.1 {
// The ray hit something, is it within pickup range?
let select_pos = if player_pos.distance_squared(cam_pos + cam_dir * cam_dist)
<= MAX_PICKUP_RANGE_SQR
{
Some((cam_pos + cam_dir * cam_dist).map(|e| e.floor() as i32))
} else {
None
};
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(
Some((cam_pos + cam_dir * (cam_dist - 0.01)).map(|e| e.floor() as i32)),
select_pos,
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)
} else {
(None, None)
}
};
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// Only highlight collectables
self.scene.set_select_pos(select_pos.filter(|sp| {
self.client
.borrow()
.state()
.terrain()
.get(*sp)
.map(|b| b.is_collectible())
.unwrap_or(false)
}));
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// Handle window events.
for event in global_state.window.fetch_events(&mut global_state.settings) {
// Pass all events to the ui first.
if self.hud.handle_event(event.clone(), global_state) {
continue;
}
match event {
Event::Close => {
return PlayStateResult::Shutdown;
},
Event::InputUpdate(GameInput::Primary, state) => {
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// Check the existence of CanBuild component. If it's here, use LMB to
// place blocks, if not, use it to attack
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let mut client = self.client.borrow_mut();
if state
&& client
.state()
.read_storage::<comp::CanBuild>()
.get(client.entity())
.is_some()
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{
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if let Some(build_pos) = build_pos {
client.place_block(build_pos, self.selected_block);
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}
} else {
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self.inputs.primary.set_state(state);
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}
},
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Event::InputUpdate(GameInput::Secondary, state) => {
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self.inputs.secondary.set_state(false); // To be changed later on
let mut client = self.client.borrow_mut();
if state
&& client
.state()
.read_storage::<comp::CanBuild>()
.get(client.entity())
.is_some()
{
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if let Some(select_pos) = select_pos {
client.remove_block(select_pos);
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}
} else {
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self.inputs.secondary.set_state(state);
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// Check for select_block that is highlighted
if let Some(select_pos) = self.scene.select_pos() {
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client.collect_block(select_pos);
}
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}
},
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Event::InputUpdate(GameInput::Roll, state) => {
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let client = self.client.borrow();
if client
.state()
.read_storage::<comp::CanBuild>()
.get(client.entity())
.is_some()
{
if state {
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if let Some(block) = select_pos
.and_then(|sp| client.state().terrain().get(sp).ok().copied())
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{
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self.selected_block = block;
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}
}
} else {
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self.inputs.roll.set_state(state);
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}
},
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Event::InputUpdate(GameInput::Respawn, state)
if state != self.key_state.respawn =>
{
self.key_state.respawn = state;
if state {
self.client.borrow_mut().respawn();
}
}
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Event::InputUpdate(GameInput::Jump, state) => {
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self.inputs.jump.set_state(state);
},
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Event::InputUpdate(GameInput::Sit, state)
if state != self.key_state.toggle_sit =>
{
self.key_state.toggle_sit = state;
if state {
self.client.borrow_mut().toggle_sit();
}
}
Event::InputUpdate(GameInput::MoveForward, state) => self.key_state.up = state,
Event::InputUpdate(GameInput::MoveBack, state) => self.key_state.down = state,
Event::InputUpdate(GameInput::MoveLeft, state) => self.key_state.left = state,
Event::InputUpdate(GameInput::MoveRight, state) => self.key_state.right = state,
Event::InputUpdate(GameInput::Glide, state) => {
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self.inputs.glide.set_state(state);
},
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Event::InputUpdate(GameInput::Climb, state) => {
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self.key_state.climb_up = state;
},
Event::InputUpdate(GameInput::ClimbDown, state) => {
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self.key_state.climb_down = state;
},
/*Event::InputUpdate(GameInput::WallLeap, state) => {
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self.inputs.wall_leap.set_state(state)
},*/
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Event::InputUpdate(GameInput::ToggleWield, state)
if state != self.key_state.toggle_wield =>
{
self.key_state.toggle_wield = state;
if state {
self.client.borrow_mut().toggle_wield();
}
}
Event::InputUpdate(GameInput::SwapLoadout, state)
if state != self.key_state.swap_loadout =>
{
self.key_state.swap_loadout = state;
if state {
self.client.borrow_mut().swap_loadout();
}
}
Event::InputUpdate(GameInput::Mount, true) => {
let mut client = self.client.borrow_mut();
if client.is_mounted() {
client.unmount();
} else {
let player_pos = client
.state()
.read_storage::<comp::Pos>()
.get(client.entity())
.copied();
if let Some(player_pos) = player_pos {
// Find closest mountable entity
let closest_mountable = (
&client.state().ecs().entities(),
&client.state().ecs().read_storage::<comp::Pos>(),
&client.state().ecs().read_storage::<comp::MountState>(),
)
.join()
.filter(|(_, _, ms)| {
if let comp::MountState::Unmounted = ms {
true
} else {
false
}
})
.min_by_key(|(_, pos, _)| {
(player_pos.0.distance_squared(pos.0) * 1000.0) as i32
})
.map(|(uid, _, _)| uid);
if let Some(mountee_entity) = closest_mountable {
client.mount(mountee_entity);
}
}
}
},
Event::InputUpdate(GameInput::Interact, state) => {
let mut client = self.client.borrow_mut();
let player_pos = client
.state()
.read_storage::<comp::Pos>()
.get(client.entity())
.copied();
if let (Some(player_pos), true) = (player_pos, state) {
let entity = (
&client.state().ecs().entities(),
&client.state().ecs().read_storage::<comp::Pos>(),
&client.state().ecs().read_storage::<comp::Item>(),
)
.join()
.filter(|(_, pos, _)| {
pos.0.distance_squared(player_pos.0) < MAX_PICKUP_RANGE_SQR
})
.min_by_key(|(_, pos, _)| {
(pos.0.distance_squared(player_pos.0) * 1000.0) as i32
})
.map(|(entity, _, _)| entity);
if let Some(entity) = entity {
client.pick_up(entity);
}
}
},
/*Event::InputUpdate(GameInput::Charge, state) => {
self.inputs.charge.set_state(state);
},*/
Event::InputUpdate(GameInput::FreeLook, state) => {
match (global_state.settings.gameplay.free_look_behavior, state) {
(PressBehavior::Toggle, true) => {
free_look = !free_look;
self.hud.free_look(free_look);
},
(PressBehavior::Hold, state) => {
free_look = state;
self.hud.free_look(free_look);
},
_ => {},
};
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},
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Event::AnalogGameInput(input) => match input {
AnalogGameInput::MovementX(v) => {
self.key_state.analog_matrix.x = v;
},
AnalogGameInput::MovementY(v) => {
self.key_state.analog_matrix.y = v;
},
other => {
self.scene.handle_input_event(Event::AnalogGameInput(other));
},
},
// Pass all other events to the scene
event => {
self.scene.handle_input_event(event);
}, // TODO: Do something if the event wasn't handled?
}
}
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if !free_look {
ori = self.scene.camera().get_orientation();
self.inputs.look_dir = Dir::from_unnormalized(cam_dir).unwrap();
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}
// Calculate the movement input vector of the player from the current key
// presses and the camera direction.
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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();
self.inputs.move_dir = unit_vecs.0 * dir_vec[0] + unit_vecs.1 * dir_vec[1];
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self.inputs.climb = self.key_state.climb();
// Runs if either in a multiplayer server or the singleplayer server is unpaused
if global_state.singleplayer.is_none()
|| !global_state.singleplayer.as_ref().unwrap().is_paused()
{
// Perform an in-game tick.
match self.tick(clock.get_avg_delta()) {
Ok(TickAction::Continue) => {}, // Do nothing
Ok(TickAction::Disconnect) => return PlayStateResult::Pop, // Go to main menu
Err(err) => {
global_state.info_message =
Some(localized_strings.get("common.connection_lost").to_owned());
error!("[session] Failed to tick the scene: {:?}", err);
return PlayStateResult::Pop;
},
}
}
// Maintain global state.
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global_state.maintain(clock.get_last_delta().as_secs_f32());
// Recompute dependents just in case some input modified the camera
self.scene
.camera_mut()
.compute_dependents(&*self.client.borrow().state().terrain());
// Extract HUD events ensuring the client borrow gets dropped.
let mut hud_events = self.hud.maintain(
&self.client.borrow(),
global_state,
DebugInfo {
tps: clock.get_tps(),
ping_ms: self.client.borrow().get_ping_ms(),
coordinates: self
.client
.borrow()
.state()
.ecs()
.read_storage::<Pos>()
.get(self.client.borrow().entity())
.cloned(),
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velocity: self
.client
.borrow()
.state()
.ecs()
.read_storage::<Vel>()
.get(self.client.borrow().entity())
.cloned(),
num_chunks: self.scene.terrain().chunk_count() as u32,
num_visible_chunks: self.scene.terrain().visible_chunk_count() as u32,
num_figures: self.scene.figure_mgr().figure_count() as u32,
num_figures_visible: self.scene.figure_mgr().figure_count_visible() as u32,
},
&self.scene.camera(),
clock.get_last_delta(),
);
// Look for changes in the localization files
if localization_watcher.reloaded() {
hud_events.push(HudEvent::ChangeLanguage(localized_strings.metadata.clone()));
}
// Maintain the UI.
for event in hud_events {
match event {
HudEvent::SendMessage(msg) => {
// TODO: Handle result
self.client.borrow_mut().send_chat(msg);
},
HudEvent::CharacterSelection => {
self.client.borrow_mut().request_remove_character()
},
HudEvent::Logout => self.client.borrow_mut().request_logout(),
HudEvent::Quit => {
return PlayStateResult::Shutdown;
},
HudEvent::AdjustMousePan(sensitivity) => {
global_state.window.pan_sensitivity = sensitivity;
global_state.settings.gameplay.pan_sensitivity = sensitivity;
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global_state.settings.save_to_file_warn();
},
HudEvent::AdjustMouseZoom(sensitivity) => {
global_state.window.zoom_sensitivity = sensitivity;
global_state.settings.gameplay.zoom_sensitivity = sensitivity;
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global_state.settings.save_to_file_warn();
},
HudEvent::ToggleZoomInvert(zoom_inverted) => {
global_state.window.zoom_inversion = zoom_inverted;
global_state.settings.gameplay.zoom_inversion = zoom_inverted;
global_state.settings.save_to_file_warn();
},
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HudEvent::Sct(sct) => {
global_state.settings.gameplay.sct = sct;
global_state.settings.save_to_file_warn();
},
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HudEvent::SctPlayerBatch(sct_player_batch) => {
global_state.settings.gameplay.sct_player_batch = sct_player_batch;
global_state.settings.save_to_file_warn();
},
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HudEvent::SctDamageBatch(sct_damage_batch) => {
global_state.settings.gameplay.sct_damage_batch = sct_damage_batch;
global_state.settings.save_to_file_warn();
},
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HudEvent::ToggleDebug(toggle_debug) => {
global_state.settings.gameplay.toggle_debug = toggle_debug;
global_state.settings.save_to_file_warn();
},
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HudEvent::ToggleMouseYInvert(mouse_y_inverted) => {
global_state.window.mouse_y_inversion = mouse_y_inverted;
global_state.settings.gameplay.mouse_y_inversion = mouse_y_inverted;
global_state.settings.save_to_file_warn();
},
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HudEvent::ToggleSmoothPan(smooth_pan_enabled) => {
global_state.settings.gameplay.smooth_pan_enable = smooth_pan_enabled;
global_state.settings.save_to_file_warn();
},
HudEvent::AdjustViewDistance(view_distance) => {
self.client.borrow_mut().set_view_distance(view_distance);
global_state.settings.graphics.view_distance = view_distance;
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global_state.settings.save_to_file_warn();
},
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HudEvent::CrosshairTransp(crosshair_transp) => {
global_state.settings.gameplay.crosshair_transp = crosshair_transp;
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global_state.settings.save_to_file_warn();
},
HudEvent::ChatTransp(chat_transp) => {
global_state.settings.gameplay.chat_transp = chat_transp;
global_state.settings.save_to_file_warn();
},
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HudEvent::CrosshairType(crosshair_type) => {
global_state.settings.gameplay.crosshair_type = crosshair_type;
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global_state.settings.save_to_file_warn();
},
HudEvent::Intro(intro_show) => {
global_state.settings.gameplay.intro_show = intro_show;
global_state.settings.save_to_file_warn();
},
HudEvent::ToggleXpBar(xp_bar) => {
global_state.settings.gameplay.xp_bar = xp_bar;
global_state.settings.save_to_file_warn();
},
HudEvent::ToggleBarNumbers(bar_numbers) => {
global_state.settings.gameplay.bar_numbers = bar_numbers;
global_state.settings.save_to_file_warn();
},
HudEvent::ToggleShortcutNumbers(shortcut_numbers) => {
global_state.settings.gameplay.shortcut_numbers = shortcut_numbers;
global_state.settings.save_to_file_warn();
},
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HudEvent::UiScale(scale_change) => {
global_state.settings.gameplay.ui_scale =
self.hud.scale_change(scale_change);
global_state.settings.save_to_file_warn();
},
HudEvent::AdjustMusicVolume(music_volume) => {
global_state.audio.set_music_volume(music_volume);
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global_state.settings.audio.music_volume = music_volume;
global_state.settings.save_to_file_warn();
},
HudEvent::AdjustSfxVolume(sfx_volume) => {
global_state.audio.set_sfx_volume(sfx_volume);
global_state.settings.audio.sfx_volume = sfx_volume;
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global_state.settings.save_to_file_warn();
},
HudEvent::ChangeAudioDevice(name) => {
global_state.audio.set_device(name.clone());
global_state.settings.audio.output = AudioOutput::Device(name);
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global_state.settings.save_to_file_warn();
},
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HudEvent::ChangeMaxFPS(fps) => {
global_state.settings.graphics.max_fps = fps;
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global_state.settings.save_to_file_warn();
},
HudEvent::UseSlot(x) => self.client.borrow_mut().use_slot(x),
HudEvent::SwapSlots(a, b) => self.client.borrow_mut().swap_slots(a, b),
HudEvent::DropSlot(x) => self.client.borrow_mut().drop_slot(x),
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HudEvent::Ability3(state) => self.inputs.ability3.set_state(state),
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HudEvent::ChangeFOV(new_fov) => {
global_state.settings.graphics.fov = new_fov;
global_state.settings.save_to_file_warn();
self.scene.camera_mut().set_fov_deg(new_fov);
self.scene
.camera_mut()
.compute_dependents(&*self.client.borrow().state().terrain());
},
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HudEvent::ChangeGamma(new_gamma) => {
global_state.settings.graphics.gamma = new_gamma;
global_state.settings.save_to_file_warn();
},
HudEvent::ChangeAaMode(new_aa_mode) => {
// Do this first so if it crashes the setting isn't saved :)
global_state
.window
.renderer_mut()
.set_aa_mode(new_aa_mode)
.unwrap();
global_state.settings.graphics.aa_mode = new_aa_mode;
global_state.settings.save_to_file_warn();
},
HudEvent::ChangeCloudMode(new_cloud_mode) => {
// Do this first so if it crashes the setting isn't saved :)
global_state
.window
.renderer_mut()
.set_cloud_mode(new_cloud_mode)
.unwrap();
global_state.settings.graphics.cloud_mode = new_cloud_mode;
global_state.settings.save_to_file_warn();
},
HudEvent::ChangeFluidMode(new_fluid_mode) => {
// Do this first so if it crashes the setting isn't saved :)
global_state
.window
.renderer_mut()
.set_fluid_mode(new_fluid_mode)
.unwrap();
global_state.settings.graphics.fluid_mode = new_fluid_mode;
global_state.settings.save_to_file_warn();
},
HudEvent::ChangeLanguage(new_language) => {
global_state.settings.language.selected_language =
new_language.language_identifier;
localized_strings = load_watched::<VoxygenLocalization>(
&i18n_asset_key(&global_state.settings.language.selected_language),
&mut localization_watcher,
)
.unwrap();
localized_strings.log_missing_entries();
self.hud.update_language(localized_strings.clone());
},
HudEvent::ToggleFullscreen => {
global_state
.window
.toggle_fullscreen(&mut global_state.settings);
},
HudEvent::AdjustWindowSize(new_size) => {
global_state.window.set_size(new_size.into());
global_state.settings.graphics.window_size = new_size;
global_state.settings.save_to_file_warn();
},
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HudEvent::ChangeBinding(game_input) => {
global_state.window.set_keybinding_mode(game_input);
},
HudEvent::ChangeFreeLookBehavior(behavior) => {
global_state.settings.gameplay.free_look_behavior = behavior;
},
}
}
// Runs if either in a multiplayer server or the singleplayer server is unpaused
if global_state.singleplayer.is_none()
|| !global_state.singleplayer.as_ref().unwrap().is_paused()
{
let client = self.client.borrow();
let scene_data = SceneData {
state: client.state(),
player_entity: client.entity(),
loaded_distance: client.loaded_distance(),
view_distance: client.view_distance().unwrap_or(1),
tick: client.get_tick(),
thread_pool: client.thread_pool(),
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gamma: global_state.settings.graphics.gamma,
mouse_smoothing: global_state.settings.gameplay.smooth_pan_enable,
};
self.scene.maintain(
global_state.window.renderer_mut(),
&mut global_state.audio,
&scene_data,
);
}
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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.
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clock.tick(Duration::from_millis(
1000 / global_state.settings.graphics.max_fps as u64,
));
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// Clean things up after the tick.
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self.cleanup();
current_client_state = self.client.borrow().get_client_state();
}
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if let ClientState::Registered = current_client_state {
return PlayStateResult::Switch(Box::new(CharSelectionState::new(
global_state,
self.client.clone(),
)));
}
PlayStateResult::Pop
}
fn name(&self) -> &'static str { "Session" }
}