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Add channel to send messages up from methods like fetch_events to hud
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@ -17,6 +17,7 @@ and this project adheres to [Semantic Versioning](https://semver.org/spec/v2.0.0
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- Eyebrows and shapes can now be selected
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- Character name and level information to chat, social tab and `/players` command.
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- Added inventory, armour and weapon saving
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- Show where screenshots are saved to in the chat
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### Changed
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@ -7,11 +7,11 @@ use crate::{
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window::Event as WinEvent,
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Direction, GlobalState, PlayState, PlayStateResult,
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};
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use client::{self, Client};
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use client::{self, Client, Event as ClientEvent};
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use common::{assets, clock::Clock, comp, msg::ClientState, state::DeltaTime};
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use log::error;
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use specs::WorldExt;
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use std::{cell::RefCell, rc::Rc, time::Duration};
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use std::{cell::RefCell, rc::Rc, time::Duration, sync::mpsc};
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use ui::CharSelectionUi;
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pub struct CharSelectionState {
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@ -42,10 +42,12 @@ impl PlayState for CharSelectionState {
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// Load the player's character list
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self.client.borrow_mut().load_character_list();
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let (message_sender, _message_receiver): (mpsc::Sender<ClientEvent>, mpsc::Receiver<ClientEvent>) = mpsc::channel();
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let mut current_client_state = self.client.borrow().get_client_state();
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while let ClientState::Pending | ClientState::Registered = current_client_state {
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// Handle window events
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for event in global_state.window.fetch_events(&mut global_state.settings) {
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for event in global_state.window.fetch_events(&mut global_state.settings, &message_sender) {
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if self.char_selection_ui.handle_event(event.clone()) {
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continue;
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}
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@ -11,6 +11,8 @@ use log::{error, warn};
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#[cfg(feature = "singleplayer")]
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use std::time::Duration;
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use ui::{Event as MainMenuEvent, MainMenuUi};
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use std::sync::mpsc;
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use client::{self, Event as ClientEvent};
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pub struct MainMenuState {
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main_menu_ui: MainMenuUi,
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@ -47,9 +49,11 @@ impl PlayState for MainMenuState {
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&crate::i18n::i18n_asset_key(&global_state.settings.language.selected_language),
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);
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let (message_sender, _message_receiver): (mpsc::Sender<ClientEvent>, mpsc::Receiver<ClientEvent>) = mpsc::channel();
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loop {
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// Handle window events.
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for event in global_state.window.fetch_events(&mut global_state.settings) {
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for event in global_state.window.fetch_events(&mut global_state.settings, &message_sender) {
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match event {
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Event::Close => return PlayStateResult::Shutdown,
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// Pass events to ui.
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@ -9,7 +9,7 @@ use crate::{
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window::{AnalogGameInput, Event, GameInput},
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Direction, Error, GlobalState, PlayState, PlayStateResult,
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};
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use client::{self, Client, Event::Chat};
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use client::{self, Client, Event::Chat, Event as ClientEvent};
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use common::{
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assets::{load_watched, watch},
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clock::Clock,
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@ -23,7 +23,7 @@ use common::{
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};
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use log::error;
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use specs::{Join, WorldExt};
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use std::{cell::RefCell, rc::Rc, time::Duration};
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use std::{cell::RefCell, rc::Rc, time::Duration, sync::mpsc};
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use vek::*;
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/// The action to perform after a tick
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@ -143,6 +143,8 @@ impl PlayState for SessionState {
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let mut ori = self.scene.camera().get_orientation();
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let mut free_look = false;
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let (message_sender, message_receiver): (mpsc::Sender<ClientEvent>, mpsc::Receiver<ClientEvent>) = mpsc::channel();
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// Game loop
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let mut current_client_state = self.client.borrow().get_client_state();
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while let ClientState::Pending | ClientState::Character = current_client_state {
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@ -224,8 +226,14 @@ impl PlayState for SessionState {
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.unwrap_or(false)
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}));
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// Receive any ClientEvents sent through the message channel
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match message_receiver.try_recv() {
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Ok(message_event) => self.hud.new_message(message_event),
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Err(_x) => {},
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};
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// Handle window events.
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for event in global_state.window.fetch_events(&mut global_state.settings) {
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for event in global_state.window.fetch_events(&mut global_state.settings, &message_sender) {
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// Pass all events to the ui first.
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if self.hud.handle_event(event.clone(), global_state) {
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continue;
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@ -10,6 +10,11 @@ use hashbrown::HashMap;
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use log::{error, warn};
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use serde_derive::{Deserialize, Serialize};
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use std::fmt;
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use std::sync::mpsc::Sender;
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use client::{self, Event as ClientEvent};
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use common::{
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ChatType,
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};
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use vek::*;
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/// Represents a key that the game recognises after input mapping.
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@ -483,7 +488,7 @@ impl Window {
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pub fn renderer_mut(&mut self) -> &mut Renderer { &mut self.renderer }
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pub fn fetch_events(&mut self, settings: &mut Settings) -> Vec<Event> {
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pub fn fetch_events(&mut self, settings: &mut Settings, message_sender: &Sender<ClientEvent>) -> Vec<Event> {
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let mut events = vec![];
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events.append(&mut self.supplement_events);
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// Refresh ui size (used when changing playstates)
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@ -651,7 +656,7 @@ impl Window {
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}
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if take_screenshot {
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self.take_screenshot(&settings);
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self.take_screenshot(&settings, &message_sender);
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}
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if toggle_fullscreen {
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@ -924,10 +929,11 @@ impl Window {
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pub fn send_supplement_event(&mut self, event: Event) { self.supplement_events.push(event) }
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pub fn take_screenshot(&mut self, settings: &Settings) {
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pub fn take_screenshot(&mut self, settings: &Settings, message_sender: &Sender<ClientEvent>) {
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match self.renderer.create_screenshot() {
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Ok(img) => {
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let mut path = settings.screenshots_path.clone();
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let sender = message_sender.clone();
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std::thread::spawn(move || {
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use std::time::SystemTime;
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@ -935,6 +941,10 @@ impl Window {
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if !path.exists() {
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if let Err(err) = std::fs::create_dir_all(&path) {
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warn!("Couldn't create folder for screenshot: {:?}", err);
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let _result = sender.send(ClientEvent::Chat {
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chat_type: ChatType::Meta,
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message: String::from("Couldn't create folder for screenshot"),
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});
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}
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}
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path.push(format!(
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@ -946,6 +956,20 @@ impl Window {
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));
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if let Err(err) = img.save(&path) {
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warn!("Couldn't save screenshot: {:?}", err);
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let _result = sender.send(ClientEvent::Chat {
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chat_type: ChatType::Meta,
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message: String::from("Couldn't save screenshot"),
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});
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} else {
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match path.to_str() {
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Some(x) => {
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let _result = sender.send(ClientEvent::Chat {
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chat_type: ChatType::Meta,
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message: format!("Screenshot saved to {}", x),
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});
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},
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None => {}
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}
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}
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});
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},
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