#![deny(unsafe_code)] #![allow(incomplete_features)] #![allow(clippy::identity_op, clippy::option_map_unit_fn)] #![deny(clippy::clone_on_ref_ptr)] #![feature( array_methods, array_zip, bool_to_option, drain_filter, once_cell, trait_alias )] #![recursion_limit = "2048"] #[macro_use] pub mod ui; pub mod audio; pub mod controller; mod credits; mod ecs; pub mod error; pub mod game_input; pub mod hud; pub mod key_state; pub mod menu; pub mod mesh; pub mod profile; pub mod render; pub mod run; pub mod scene; pub mod session; pub mod settings; #[cfg(feature = "singleplayer")] pub mod singleplayer; pub mod window; #[cfg(feature = "singleplayer")] use crate::singleplayer::Singleplayer; #[cfg(feature = "egui-ui")] use crate::ui::egui::EguiState; use crate::{ audio::AudioFrontend, profile::Profile, render::{Drawer, GlobalsBindGroup}, settings::Settings, window::{Event, Window}, }; use common::clock::Clock; use common_base::span; use i18n::LocalizationHandle; use std::path::PathBuf; use std::sync::Arc; use tokio::runtime::Runtime; /// A type used to store state that is shared between all play states. pub struct GlobalState { pub userdata_dir: PathBuf, pub config_dir: PathBuf, pub settings: Settings, pub profile: Profile, pub window: Window, pub tokio_runtime: Arc, #[cfg(feature = "egui-ui")] pub egui_state: EguiState, pub lazy_init: scene::terrain::SpriteRenderContextLazy, pub audio: AudioFrontend, pub info_message: Option, pub clock: Clock, #[cfg(feature = "singleplayer")] pub singleplayer: Option, // TODO: redo this so that the watcher doesn't have to exist for reloading to occur pub i18n: LocalizationHandle, pub clipboard: iced_winit::Clipboard, // NOTE: This can be removed from GlobalState if client state behavior is refactored to not // enter the game before confirmation of successful character load /// An error returned by Client that needs to be displayed by the UI pub client_error: Option, // Used to clear the shadow textures when entering a PlayState that doesn't utilise shadows pub clear_shadows_next_frame: bool, } impl GlobalState { /// Called after a change in play state has occurred (usually used to /// reverse any temporary effects a state may have made). pub fn on_play_state_changed(&mut self) { self.window.grab_cursor(false); self.window.needs_refresh_resize(); } pub fn maintain(&mut self, dt: std::time::Duration) { span!(_guard, "maintain", "GlobalState::maintain"); self.audio.maintain(dt); self.window.renderer().maintain() } #[cfg(feature = "singleplayer")] pub fn paused(&self) -> bool { self.singleplayer .as_ref() .map_or(false, Singleplayer::is_paused) } #[cfg(not(feature = "singleplayer"))] pub fn paused(&self) -> bool { false } #[cfg(feature = "singleplayer")] pub fn unpause(&self) { self.singleplayer.as_ref().map(|s| s.pause(false)); } #[cfg(feature = "singleplayer")] pub fn pause(&self) { self.singleplayer.as_ref().map(|s| s.pause(true)); } } // TODO: appears to be currently unused by playstates pub enum Direction { Forwards, Backwards, } /// States can either close (and revert to a previous state), push a new state /// on top of themselves, or switch to a totally different state. pub enum PlayStateResult { /// Keep running this play state. Continue, /// Pop all play states in reverse order and shut down the program. Shutdown, /// Close the current play state and pop it from the play state stack. Pop, /// Push a new play state onto the play state stack. Push(Box), /// Switch the current play state with a new play state. Switch(Box), } /// A trait representing a playable game state. This may be a menu, a game /// session, the title screen, etc. pub trait PlayState { /// Called when entering this play state from another fn enter(&mut self, global_state: &mut GlobalState, direction: Direction); /// Tick the play state fn tick(&mut self, global_state: &mut GlobalState, events: Vec) -> PlayStateResult; /// Get a descriptive name for this state type. fn name(&self) -> &'static str; /// Determines whether the play state should have an enforced FPS cap fn capped_fps(&self) -> bool; fn globals_bind_group(&self) -> &GlobalsBindGroup; /// Draw the play state. fn render<'a>(&'a self, drawer: &mut Drawer<'a>, settings: &Settings); /// Determines whether egui will be rendered for this play state fn egui_enabled(&self) -> bool; }