Merge branch 'sharp/os-x-resize' into 'master'

Fix window resizing on OS X.

See merge request veloren/veloren!1256
This commit is contained in:
Imbris 2020-08-03 03:47:48 +00:00
commit c118765477
4 changed files with 8 additions and 77 deletions

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@ -77,6 +77,7 @@ and this project adheres to [Semantic Versioning](https://semver.org/spec/v2.0.0
- Animals run/turn at different speeds - Animals run/turn at different speeds
- Updated windowing library (winit 0.19 -> 0.22) - Updated windowing library (winit 0.19 -> 0.22)
- Bow M2 is now a charged attack that scales the longer it's held - Bow M2 is now a charged attack that scales the longer it's held
- Fixed window resizing on Mac OS X.
### Removed ### Removed

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@ -1,76 +0,0 @@
pub mod biped_large;
pub mod bird_medium;
pub mod bird_small;
pub mod character;
pub mod critter;
pub mod dragon;
pub mod fish_medium;
pub mod fish_small;
pub mod fixture;
pub mod golem;
pub mod object;
pub mod quadruped_medium;
pub mod quadruped_small;
pub mod quadruped_low;
use crate::render::FigureBoneData;
use vek::*;
#[derive(Copy, Clone, Debug)]
pub struct Bone {
pub offset: Vec3<f32>,
pub ori: Quaternion<f32>,
pub scale: Vec3<f32>,
}
impl Default for Bone {
fn default() -> Self {
Self {
offset: Vec3::zero(),
ori: Quaternion::identity(),
scale: Vec3::broadcast(1.0 / 11.0),
}
}
}
impl Bone {
pub fn compute_base_matrix(&self) -> Mat4<f32> {
Mat4::<f32>::translation_3d(self.offset)
* Mat4::scaling_3d(self.scale)
* Mat4::from(self.ori)
}
/// Change the current bone to be more like `target`.
fn interpolate(&mut self, target: &Bone, dt: f32) {
// TODO: Make configurable.
let factor = (15.0 * dt).min(1.0);
self.offset += (target.offset - self.offset) * factor;
self.ori = vek::Slerp::slerp(self.ori, target.ori, factor);
self.scale += (target.scale - self.scale) * factor;
}
}
pub trait Skeleton: Send + Sync + 'static {
type Attr;
fn bone_count(&self) -> usize { 16 }
fn compute_matrices(&self) -> ([FigureBoneData; 16], Vec3<f32>);
/// Change the current skeleton to be more like `target`.
fn interpolate(&mut self, target: &Self, dt: f32);
}
pub trait Animation {
type Skeleton: Skeleton;
type Dependency;
/// Returns a new skeleton that is generated by the animation.
fn update_skeleton(
skeleton: &Self::Skeleton,
dependency: Self::Dependency,
anim_time: f64,
rate: &mut f32,
skeleton_attr: &<<Self as Animation>::Skeleton as Skeleton>::Attr,
) -> Self::Skeleton;
}

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@ -180,6 +180,7 @@ impl PlayState for SessionState {
} }
fn tick(&mut self, global_state: &mut GlobalState, events: Vec<Event>) -> PlayStateResult { fn tick(&mut self, global_state: &mut GlobalState, events: Vec<Event>) -> PlayStateResult {
// NOTE: Not strictly necessary, but useful for hotloading translation changes.
self.voxygen_i18n = load_expect::<VoxygenLocalization>(&i18n_asset_key( self.voxygen_i18n = load_expect::<VoxygenLocalization>(&i18n_asset_key(
&global_state.settings.language.selected_language, &global_state.settings.language.selected_language,
)); ));

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@ -896,15 +896,20 @@ impl Window {
match event { match event {
WindowEvent::CloseRequested => self.events.push(Event::Close), WindowEvent::CloseRequested => self.events.push(Event::Close),
WindowEvent::Resized(winit::dpi::PhysicalSize { width, height }) => { WindowEvent::Resized(physical) => {
let (mut color_view, mut depth_view) = self.renderer.win_views_mut(); 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.window.update_gfx(&mut color_view, &mut depth_view);
self.renderer.on_resize().unwrap(); self.renderer.on_resize().unwrap();
// TODO: update users of this event with the fact that it is now the physical // TODO: update users of this event with the fact that it is now the physical
// size // size
let winit::dpi::PhysicalSize { width, height } = physical;
self.events self.events
.push(Event::Resize(Vec2::new(width as u32, height as u32))); .push(Event::Resize(Vec2::new(width as u32, height as u32)));
}, },
WindowEvent::ScaleFactorChanged { .. } => {
// TODO: Handle properly!
},
WindowEvent::ReceivedCharacter(c) => self.events.push(Event::Char(c)), WindowEvent::ReceivedCharacter(c) => self.events.push(Event::Char(c)),
WindowEvent::MouseInput { button, state, .. } => { WindowEvent::MouseInput { button, state, .. } => {
if let (true, Some(game_inputs)) = if let (true, Some(game_inputs)) =