Files
veloren/voxygen/src/run.rs
Ben Wallis b499cf2c58 Added egui debug UI - a 100% rust UI framework (similar to imgui) allowing for rapid development of debug interfaces to aid development. This is feature-gated behind the egui-ui feature which is enabled by default but removed for airshipper builds.
Included in the initial implementation is an entity browser which lists all entities in the client ECS, an entity component viewer which shows select components belonging to the selected entity including character state information, and a simple frame time graph.

This MR also includes an extraction of the animation hot reloading code which has been reused for egui to allow for hot-reloading of the egui interface to allow rapid development of the UI with realtime feedback upon save as is the case with aninmations. This is feature-gated behind the `hot-egui` feature which is not enabled by default due to the extra startup time that it adds.
2021-07-04 09:47:18 +00:00

233 lines
8.5 KiB
Rust

use crate::{
menu::main::MainMenuState,
settings::get_fps,
ui,
window::{Event, EventLoop},
Direction, GlobalState, PlayState, PlayStateResult,
};
use common_base::{no_guard_span, span, GuardlessSpan};
use std::{mem, time::Duration};
use tracing::debug;
pub fn run(mut global_state: GlobalState, event_loop: EventLoop) {
// Set up the initial play state.
let mut states: Vec<Box<dyn PlayState>> = vec![Box::new(MainMenuState::new(&mut global_state))];
states.last_mut().map(|current_state| {
current_state.enter(&mut global_state, Direction::Forwards);
let current_state = current_state.name();
debug!(?current_state, "Started game with state");
});
// Used to ignore every other `MainEventsCleared`
// This is a workaround for a bug on macos in which mouse motion events are only
// reported every other cycle of the event loop
// See: https://github.com/rust-windowing/winit/issues/1418
let mut polled_twice = false;
let mut poll_span = None;
let mut event_span = None;
event_loop.run(move |event, _, control_flow| {
// Continuously run loop since we handle sleeping
*control_flow = winit::event_loop::ControlFlow::Poll;
#[cfg(feature = "egui-ui")]
global_state.egui_state.platform.handle_event(&event);
// Get events for the ui.
if let Some(event) = ui::Event::try_from(&event, global_state.window.window()) {
global_state.window.send_event(Event::Ui(event));
}
// iced ui events
// TODO: no clone
if let winit::event::Event::WindowEvent { event, .. } = &event {
let window = &mut global_state.window;
if let Some(event) =
ui::ice::window_event(event, window.scale_factor(), window.modifiers())
{
window.send_event(Event::IcedUi(event));
}
}
match event {
winit::event::Event::NewEvents(_) => {
event_span = Some(no_guard_span!("Process Events"));
},
winit::event::Event::MainEventsCleared => {
event_span.take();
poll_span.take();
if polled_twice {
handle_main_events_cleared(&mut states, control_flow, &mut global_state);
}
poll_span = Some(no_guard_span!("Poll Winit"));
polled_twice = !polled_twice;
},
winit::event::Event::WindowEvent { event, .. } => {
span!(_guard, "Handle WindowEvent");
if let winit::event::WindowEvent::Focused(focused) = event {
global_state.audio.set_master_volume(if focused {
global_state.settings.audio.master_volume
} else {
global_state.settings.audio.inactive_master_volume_perc
* global_state.settings.audio.master_volume
});
}
global_state
.window
.handle_window_event(event, &mut global_state.settings)
},
winit::event::Event::DeviceEvent { event, .. } => {
span!(_guard, "Handle DeviceEvent");
global_state.window.handle_device_event(event)
},
winit::event::Event::LoopDestroyed => {
// Save any unsaved changes to settings and profile
global_state.settings.save_to_file_warn();
global_state.profile.save_to_file_warn();
},
_ => {},
}
});
}
fn handle_main_events_cleared(
states: &mut Vec<Box<dyn PlayState>>,
control_flow: &mut winit::event_loop::ControlFlow,
global_state: &mut GlobalState,
) {
span!(guard, "Handle MainEventsCleared");
// Screenshot / Fullscreen toggle
global_state
.window
.resolve_deduplicated_events(&mut global_state.settings);
// Run tick here
// What's going on here?
// ---------------------
// The state system used by Voxygen allows for the easy development of
// stack-based menus. For example, you may want a "title" state
// that can push a "main menu" state on top of it, which can in
// turn push a "settings" state or a "game session" state on top of it.
// The code below manages the state transfer logic automatically so that we
// don't have to re-engineer it for each menu we decide to add
// to the game.
let mut exit = true;
while let Some(state_result) = states.last_mut().map(|last| {
let events = global_state.window.fetch_events();
last.tick(global_state, events)
}) {
// Implement state transfer logic.
match state_result {
PlayStateResult::Continue => {
exit = false;
break;
},
PlayStateResult::Shutdown => {
debug!("Shutting down all states...");
while states.last().is_some() {
states.pop().map(|old_state| {
debug!("Popped state '{}'.", old_state.name());
global_state.on_play_state_changed();
});
}
},
PlayStateResult::Pop => {
states.pop().map(|old_state| {
debug!("Popped state '{}'.", old_state.name());
global_state.on_play_state_changed();
});
states.last_mut().map(|new_state| {
new_state.enter(global_state, Direction::Backwards);
});
},
PlayStateResult::Push(mut new_state) => {
new_state.enter(global_state, Direction::Forwards);
debug!("Pushed state '{}'.", new_state.name());
states.push(new_state);
global_state.on_play_state_changed();
},
PlayStateResult::Switch(mut new_state) => {
new_state.enter(global_state, Direction::Forwards);
states.last_mut().map(|old_state| {
debug!(
"Switching to state '{}' from state '{}'.",
new_state.name(),
old_state.name()
);
mem::swap(old_state, &mut new_state);
global_state.on_play_state_changed();
});
},
}
}
if exit {
*control_flow = winit::event_loop::ControlFlow::Exit;
}
let mut capped_fps = false;
drop(guard);
#[cfg(feature = "egui-ui")]
let scale_factor = global_state.window.window().scale_factor() as f32;
if let Some(last) = states.last_mut() {
capped_fps = last.capped_fps();
span!(guard, "Render");
// Render the screen using the global renderer
if let Some(mut drawer) = global_state
.window
.renderer_mut()
.start_recording_frame(last.globals_bind_group())
.expect("Unrecoverable render error when starting a new frame!")
{
if global_state.clear_shadows_next_frame {
drawer.clear_shadows();
}
last.render(&mut drawer, &global_state.settings);
#[cfg(feature = "egui-ui")]
if last.egui_enabled() && global_state.settings.interface.toggle_debug {
drawer.draw_egui(&mut global_state.egui_state.platform, scale_factor);
}
};
if global_state.clear_shadows_next_frame {
global_state.clear_shadows_next_frame = false;
}
drop(guard);
}
if !exit {
// Wait for the next tick.
span!(guard, "Main thread sleep");
// Enforce an FPS cap for the non-game session play states to prevent them
// running at hundreds/thousands of FPS resulting in high GPU usage for
// effectively doing nothing.
let max_fps = get_fps(global_state.settings.graphics.max_fps);
const TITLE_SCREEN_FPS_CAP: u32 = 60;
let target_fps = if capped_fps {
u32::min(TITLE_SCREEN_FPS_CAP, max_fps)
} else {
max_fps
};
global_state
.clock
.set_target_dt(Duration::from_secs_f64(1.0 / target_fps as f64));
global_state.clock.tick();
drop(guard);
#[cfg(feature = "tracy")]
common_base::tracy_client::finish_continuous_frame!();
// Maintain global state.
global_state.maintain(global_state.clock.dt());
}
}