veloren/voxygen/src/window.rs

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7.6 KiB
Rust
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use crate::{
render::{Renderer, WinColorFmt, WinDepthFmt},
settings::Settings,
ui, Error,
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};
use std::collections::HashMap;
use vek::*;
pub struct Window {
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events_loop: glutin::EventsLoop,
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renderer: Renderer,
window: glutin::GlWindow,
cursor_grabbed: bool,
needs_refresh_resize: bool,
key_map: HashMap<glutin::VirtualKeyCode, Key>,
supplement_events: Vec<Event>,
}
impl Window {
pub fn new(settings: &Settings) -> Result<Window, Error> {
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let events_loop = glutin::EventsLoop::new();
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let win_builder = glutin::WindowBuilder::new()
.with_title("Veloren")
.with_dimensions(glutin::dpi::LogicalSize::new(1366.0, 768.0))
.with_maximized(true);
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let ctx_builder = glutin::ContextBuilder::new()
.with_gl(glutin::GlRequest::Specific(glutin::Api::OpenGl, (3, 2)))
.with_vsync(false);
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let (window, device, factory, win_color_view, win_depth_view) =
gfx_window_glutin::init::<WinColorFmt, WinDepthFmt>(
win_builder,
ctx_builder,
&events_loop,
)
.map_err(|err| Error::BackendError(Box::new(err)))?;
let mut key_map = HashMap::new();
key_map.insert(settings.controls.toggle_cursor, Key::ToggleCursor);
key_map.insert(settings.controls.escape, Key::Escape);
key_map.insert(settings.controls.enter, Key::Enter);
key_map.insert(settings.controls.move_forward, Key::MoveForward);
key_map.insert(settings.controls.move_left, Key::MoveLeft);
key_map.insert(settings.controls.move_back, Key::MoveBack);
key_map.insert(settings.controls.move_right, Key::MoveRight);
key_map.insert(settings.controls.jump, Key::Jump);
key_map.insert(settings.controls.map, Key::Map);
key_map.insert(settings.controls.bag, Key::Bag);
key_map.insert(settings.controls.quest_log, Key::QuestLog);
key_map.insert(settings.controls.character_window, Key::CharacterWindow);
key_map.insert(settings.controls.social, Key::Social);
key_map.insert(settings.controls.spellbook, Key::Spellbook);
key_map.insert(settings.controls.settings, Key::Settings);
key_map.insert(settings.controls.help, Key::Help);
key_map.insert(settings.controls.toggle_interface, Key::ToggleInterface);
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let tmp = Ok(Self {
events_loop,
renderer: Renderer::new(device, factory, win_color_view, win_depth_view)?,
window,
cursor_grabbed: false,
needs_refresh_resize: false,
key_map,
supplement_events: vec![],
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});
tmp
}
pub fn renderer(&self) -> &Renderer {
&self.renderer
}
pub fn renderer_mut(&mut self) -> &mut Renderer {
&mut self.renderer
}
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pub fn fetch_events(&mut self) -> Vec<Event> {
let mut events = vec![];
events.append(&mut self.supplement_events);
// Refresh ui size (used when changing playstates)
if self.needs_refresh_resize {
events.push(Event::Ui(ui::Event::new_resize(self.logical_size())));
self.needs_refresh_resize = false;
}
// Copy data that is needed by the events closure to avoid lifetime errors
// TODO: Remove this if/when the compiler permits it
let cursor_grabbed = self.cursor_grabbed;
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let renderer = &mut self.renderer;
let window = &mut self.window;
let key_map = &self.key_map;
self.events_loop.poll_events(|event| {
// Get events for ui
if let Some(event) = ui::Event::try_from(event.clone(), &window) {
events.push(Event::Ui(event));
}
match event {
glutin::Event::WindowEvent { event, .. } => match event {
glutin::WindowEvent::CloseRequested => events.push(Event::Close),
glutin::WindowEvent::Resized(glutin::dpi::LogicalSize { width, height }) => {
let (mut color_view, mut depth_view) = renderer.tgt_views_mut();
gfx_window_glutin::update_views(&window, &mut color_view, &mut depth_view);
renderer.on_resize().unwrap();
events.push(Event::Resize(Vec2::new(width as u32, height as u32)));
}
glutin::WindowEvent::ReceivedCharacter(c) => events.push(Event::Char(c)),
glutin::WindowEvent::KeyboardInput { input, .. } => match input.virtual_keycode
{
Some(keycode) => match key_map.get(&keycode) {
Some(&key) => events.push(match input.state {
glutin::ElementState::Pressed => Event::KeyDown(key),
_ => Event::KeyUp(key),
}),
_ => {}
},
_ => {}
},
_ => {}
},
glutin::Event::DeviceEvent { event, .. } => match event {
glutin::DeviceEvent::MouseMotion {
delta: (dx, dy), ..
} if cursor_grabbed => {
events.push(Event::CursorPan(Vec2::new(dx as f32, dy as f32)))
}
glutin::DeviceEvent::MouseWheel {
delta: glutin::MouseScrollDelta::LineDelta(_x, y),
..
} if cursor_grabbed => events.push(Event::Zoom(y as f32)),
_ => {}
},
_ => {}
}
});
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events
}
pub fn swap_buffers(&self) -> Result<(), Error> {
self.window
.swap_buffers()
.map_err(|err| Error::BackendError(Box::new(err)))
}
pub fn is_cursor_grabbed(&self) -> bool {
self.cursor_grabbed
}
pub fn grab_cursor(&mut self, grab: bool) {
self.cursor_grabbed = grab;
self.window.hide_cursor(grab);
let _ = self.window.grab_cursor(grab);
}
pub fn needs_refresh_resize(&mut self) {
self.needs_refresh_resize = true;
}
pub fn logical_size(&self) -> Vec2<f64> {
let (w, h) = self
.window
.get_inner_size()
.unwrap_or(glutin::dpi::LogicalSize::new(0.0, 0.0))
.into();
Vec2::new(w, h)
}
pub fn send_supplement_event(&mut self, event: Event) {
self.supplement_events.push(event)
}
}
/// Represents a key that the game recognises after keyboard mapping
#[derive(Clone, Copy)]
pub enum Key {
ToggleCursor,
MoveForward,
MoveBack,
MoveLeft,
MoveRight,
Jump,
Enter,
Escape,
Map,
Bag,
QuestLog,
CharacterWindow,
Social,
Spellbook,
Settings,
ToggleInterface,
Help,
}
/// Represents an incoming event from the window
#[derive(Clone)]
pub enum Event {
/// The window has been requested to close.
Close,
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/// The window has been resized
Resize(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>),
/// The camera has been requested to zoom.
Zoom(f32),
/// A key that the game recognises has been pressed down
KeyDown(Key),
/// A key that the game recognises has been released down
KeyUp(Key),
/// Event that the ui uses
Ui(ui::Event),
/// Game settings have changed
SettingsChanged,
}