// Library use glutin; use gfx_window_glutin; use vek::*; // Crate use crate::{ Error, render::{ Renderer, TgtColorFmt, TgtDepthFmt, }, }; pub struct Window { events_loop: glutin::EventsLoop, renderer: Renderer, window: glutin::GlWindow, cursor_grabbed: bool, } impl Window { pub fn new() -> Result { let events_loop = glutin::EventsLoop::new(); let win_builder = glutin::WindowBuilder::new() .with_title("Veloren (Voxygen)") .with_dimensions(glutin::dpi::LogicalSize::new(800.0, 500.0)) .with_maximized(false); let ctx_builder = glutin::ContextBuilder::new() .with_gl(glutin::GlRequest::Specific(glutin::Api::OpenGl, (3, 2))) .with_vsync(true); let ( window, device, factory, tgt_color_view, tgt_depth_view, ) = gfx_window_glutin::init::( win_builder, ctx_builder, &events_loop, ).map_err(|err| Error::BackendError(Box::new(err)))?; let tmp = Ok(Self { events_loop, renderer: Renderer::new( device, factory, tgt_color_view, tgt_depth_view, )?, window, cursor_grabbed: false, }); tmp } pub fn renderer(&self) -> &Renderer { &self.renderer } pub fn renderer_mut(&mut self) -> &mut Renderer { &mut self.renderer } pub fn fetch_events(&mut self) -> Vec { // 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; let renderer = &mut self.renderer; let window = &mut self.window; let mut events = vec![]; self.events_loop.poll_events(|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.target_views_mut(); gfx_window_glutin::update_views( &window, &mut color_view, &mut depth_view, ); 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(glutin::VirtualKeyCode::Escape) => events.push(if input.state == glutin::ElementState::Pressed { Event::KeyDown(Key::ToggleCursor) } else { Event::KeyUp(Key::ToggleCursor) }), _ => {}, }, _ => {}, }, 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)), _ => {}, }, _ => {}, }); 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); self.window.grab_cursor(grab) .expect("Failed to grab/ungrab cursor"); } } /// Represents a key that the game recognises after keyboard mapping pub enum Key { ToggleCursor, } /// Represents an incoming event from the window pub enum Event { /// The window has been requested to close. Close, /// The window has been resized Resize(Vec2), /// 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), /// 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), }