mirror of
https://gitlab.com/veloren/veloren.git
synced 2024-08-30 18:12:32 +00:00
192 lines
7.1 KiB
Rust
192 lines
7.1 KiB
Rust
use crate::{
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menu::main::MainMenuState,
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settings::get_fps,
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ui,
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window::{Event, EventLoop},
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Direction, GlobalState, PlayState, PlayStateResult,
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};
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use common_base::{no_guard_span, span, GuardlessSpan};
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use std::{mem, time::Duration};
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use tracing::debug;
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pub fn run(mut global_state: GlobalState, event_loop: EventLoop) {
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// Set up the initial play state.
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let mut states: Vec<Box<dyn PlayState>> = vec![Box::new(MainMenuState::new(&mut global_state))];
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states.last_mut().map(|current_state| {
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current_state.enter(&mut global_state, Direction::Forwards);
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let current_state = current_state.name();
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debug!(?current_state, "Started game with state");
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});
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// Used to ignore every other `MainEventsCleared`
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// This is a workaround for a bug on macos in which mouse motion events are only
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// reported every other cycle of the event loop
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// See: https://github.com/rust-windowing/winit/issues/1418
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let mut polled_twice = false;
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let mut poll_span = None;
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let mut event_span = None;
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event_loop.run(move |event, _, control_flow| {
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// Continuously run loop since we handle sleeping
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*control_flow = winit::event_loop::ControlFlow::Poll;
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// Get events for the ui.
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if let Some(event) = ui::Event::try_from(&event, global_state.window.window()) {
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global_state.window.send_event(Event::Ui(event));
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}
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// iced ui events
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// TODO: no clone
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if let winit::event::Event::WindowEvent { event, .. } = &event {
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let window = &mut global_state.window;
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if let Some(event) =
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ui::ice::window_event(event, window.scale_factor(), window.modifiers())
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{
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window.send_event(Event::IcedUi(event));
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}
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}
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match event {
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winit::event::Event::NewEvents(_) => {
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event_span = Some(no_guard_span!("Process Events"));
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},
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winit::event::Event::MainEventsCleared => {
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event_span.take();
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poll_span.take();
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if polled_twice {
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handle_main_events_cleared(&mut states, control_flow, &mut global_state);
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}
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poll_span = Some(no_guard_span!("Poll Winit"));
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polled_twice = !polled_twice;
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},
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winit::event::Event::WindowEvent { event, .. } => {
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span!(_guard, "Handle WindowEvent");
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global_state
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.window
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.handle_window_event(event, &mut global_state.settings)
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},
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winit::event::Event::DeviceEvent { event, .. } => {
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span!(_guard, "Handle DeviceEvent");
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global_state.window.handle_device_event(event)
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},
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winit::event::Event::LoopDestroyed => {
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// Save any unsaved changes to settings and profile
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global_state.settings.save_to_file_warn();
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global_state.profile.save_to_file_warn();
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},
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_ => {},
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}
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});
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}
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fn handle_main_events_cleared(
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states: &mut Vec<Box<dyn PlayState>>,
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control_flow: &mut winit::event_loop::ControlFlow,
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global_state: &mut GlobalState,
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) {
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span!(guard, "Handle MainEventsCleared");
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// Screenshot / Fullscreen toggle
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global_state
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.window
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.resolve_deduplicated_events(&mut global_state.settings);
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// Run tick here
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// What's going on here?
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// ---------------------
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// The state system used by Voxygen allows for the easy development of
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// stack-based menus. For example, you may want a "title" state
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// that can push a "main menu" state on top of it, which can in
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// turn push a "settings" state or a "game session" state on top of it.
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// The code below manages the state transfer logic automatically so that we
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// don't have to re-engineer it for each menu we decide to add
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// to the game.
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let mut exit = true;
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while let Some(state_result) = states.last_mut().map(|last| {
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let events = global_state.window.fetch_events();
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last.tick(global_state, events)
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}) {
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// Implement state transfer logic.
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match state_result {
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PlayStateResult::Continue => {
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exit = false;
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break;
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},
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PlayStateResult::Shutdown => {
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debug!("Shutting down all states...");
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while states.last().is_some() {
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states.pop().map(|old_state| {
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debug!("Popped state '{}'.", old_state.name());
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global_state.on_play_state_changed();
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});
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}
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},
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PlayStateResult::Pop => {
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states.pop().map(|old_state| {
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debug!("Popped state '{}'.", old_state.name());
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global_state.on_play_state_changed();
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});
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states.last_mut().map(|new_state| {
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new_state.enter(global_state, Direction::Backwards);
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});
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},
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PlayStateResult::Push(mut new_state) => {
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new_state.enter(global_state, Direction::Forwards);
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debug!("Pushed state '{}'.", new_state.name());
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states.push(new_state);
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global_state.on_play_state_changed();
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},
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PlayStateResult::Switch(mut new_state) => {
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new_state.enter(global_state, Direction::Forwards);
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states.last_mut().map(|old_state| {
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debug!(
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"Switching to state '{}' from state '{}'.",
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new_state.name(),
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old_state.name()
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);
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mem::swap(old_state, &mut new_state);
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global_state.on_play_state_changed();
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});
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},
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}
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}
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if exit {
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*control_flow = winit::event_loop::ControlFlow::Exit;
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}
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drop(guard);
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if let Some(last) = states.last_mut() {
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span!(guard, "Render");
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let renderer = global_state.window.renderer_mut();
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// Clear the shadow maps.
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renderer.clear_shadows();
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// Clear the screen
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renderer.clear();
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// Render the screen using the global renderer
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last.render(renderer, &global_state.settings);
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// Finish the frame.
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global_state.window.renderer_mut().flush();
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// Display the frame on the window.
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global_state
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.window
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.swap_buffers()
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.expect("Failed to swap window buffers!");
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drop(guard);
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}
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if !exit {
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// Wait for the next tick.
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span!(guard, "Main thread sleep");
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global_state.clock.set_target_dt(Duration::from_secs_f64(
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1.0 / get_fps(global_state.settings.graphics.max_fps) as f64,
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));
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global_state.clock.tick();
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drop(guard);
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#[cfg(feature = "tracy")]
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common_base::tracy_client::finish_continuous_frame!();
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// Maintain global state.
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global_state.maintain(global_state.clock.dt());
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}
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}
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