mirror of
https://gitlab.com/veloren/veloren.git
synced 2024-08-30 18:12:32 +00:00
b770665fb9
NOTE: we havent had world enabled in server/agent, this MR now enables this, might have some (hopefully positive) effects on our agent code
1449 lines
56 KiB
Rust
1449 lines
56 KiB
Rust
use crate::{
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controller::*,
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error::Error,
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game_input::GameInput,
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render::Renderer,
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settings::{gamepad::con_settings::LayerEntry, ControlSettings, Settings},
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ui,
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};
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use common_base::span;
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use crossbeam_channel as channel;
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use gilrs::{EventType, Gilrs};
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use hashbrown::HashMap;
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use itertools::Itertools;
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use keyboard_keynames::key_layout::KeyLayout;
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use serde::{Deserialize, Serialize};
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use tracing::{error, warn};
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use vek::*;
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use winit::monitor::VideoMode;
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/// Represents a key that the game menus recognise after input mapping
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#[derive(Clone, Copy, Debug, PartialEq, Eq, Hash, Deserialize, Serialize)]
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pub enum MenuInput {
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Up,
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Down,
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Left,
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Right,
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ScrollUp,
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ScrollDown,
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ScrollLeft,
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ScrollRight,
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Home,
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End,
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Apply,
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Back,
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Exit,
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}
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#[derive(Clone, Debug, PartialEq, Deserialize, Serialize)]
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pub enum AnalogMenuInput {
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MoveX(f32),
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MoveY(f32),
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ScrollX(f32),
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ScrollY(f32),
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}
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#[derive(Clone, Debug, PartialEq, Deserialize, Serialize)]
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pub enum AnalogGameInput {
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MovementX(f32),
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MovementY(f32),
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CameraX(f32),
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CameraY(f32),
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}
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/// Represents an incoming event from the window.
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#[derive(Clone, Debug)]
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pub enum Event {
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/// The window has been requested to close.
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Close,
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/// The window has been resized.
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Resize(Vec2<u32>),
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/// The window scale factor has been changed
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ScaleFactorChanged(f64),
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/// The window has been moved.
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Moved(Vec2<u32>),
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/// A key has been typed that corresponds to a specific character.
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Char(char),
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/// The cursor has been panned across the screen while grabbed.
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CursorPan(Vec2<f32>),
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/// The cursor has been moved across the screen while ungrabbed.
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CursorMove(Vec2<f32>),
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/// A mouse button has been pressed or released
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MouseButton(MouseButton, PressState),
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/// The camera has been requested to zoom.
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Zoom(f32),
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/// A key that the game recognises has been pressed or released.
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InputUpdate(GameInput, bool),
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/// Event that the ui uses.
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Ui(ui::Event),
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/// Event that the iced ui uses.
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IcedUi(ui::ice::Event),
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/// The view distance has changed.
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ViewDistanceChanged(u32),
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/// Game settings have changed.
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SettingsChanged,
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/// The window is (un)focused
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Focused(bool),
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/// A key that the game recognises for menu navigation has been pressed or
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/// released
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MenuInput(MenuInput, bool),
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/// Update of the analog inputs recognized by the menus
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AnalogMenuInput(AnalogMenuInput),
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/// Update of the analog inputs recognized by the game
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AnalogGameInput(AnalogGameInput),
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/// We tried to save a screenshot
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ScreenshotMessage(String),
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}
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pub type MouseButton = winit::event::MouseButton;
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pub type PressState = winit::event::ElementState;
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pub type EventLoop = winit::event_loop::EventLoop<()>;
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#[derive(Clone, Copy, Debug, PartialEq, Eq, Hash, Deserialize, Serialize)]
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pub enum KeyMouse {
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Key(winit::event::VirtualKeyCode),
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Mouse(winit::event::MouseButton),
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ScanKey(winit::event::ScanCode),
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}
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impl KeyMouse {
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/// Returns key description (e.g Left Shift)
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pub fn display_string(&self, key_layout: &Option<KeyLayout>) -> String {
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use self::KeyMouse::*;
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use winit::event::{MouseButton, VirtualKeyCode::*};
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let key_string = match self {
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Key(Key1) => "1",
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Key(Key2) => "2",
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Key(Key3) => "3",
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Key(Key4) => "4",
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Key(Key5) => "5",
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Key(Key6) => "6",
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Key(Key7) => "7",
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Key(Key8) => "8",
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Key(Key9) => "9",
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Key(Key0) => "0",
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Key(A) => "A",
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Key(B) => "B",
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Key(C) => "C",
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Key(D) => "D",
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Key(E) => "E",
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Key(F) => "F",
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Key(G) => "G",
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Key(H) => "H",
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Key(I) => "I",
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Key(J) => "J",
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Key(K) => "K",
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Key(L) => "L",
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Key(M) => "M",
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Key(N) => "N",
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Key(O) => "O",
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Key(P) => "P",
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Key(Q) => "Q",
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Key(R) => "R",
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Key(S) => "S",
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Key(T) => "T",
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Key(U) => "U",
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Key(V) => "V",
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Key(W) => "W",
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Key(X) => "X",
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Key(Y) => "Y",
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Key(Z) => "Z",
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Key(Escape) => "ESC",
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Key(F1) => "F1",
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Key(F2) => "F2",
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Key(F3) => "F3",
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Key(F4) => "F4",
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Key(F5) => "F5",
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Key(F6) => "F6",
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Key(F7) => "F7",
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Key(F8) => "F8",
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Key(F9) => "F9",
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Key(F10) => "F10",
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Key(F11) => "F11",
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Key(F12) => "F12",
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Key(F13) => "F13",
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Key(F14) => "F14",
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Key(F15) => "F15",
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Key(F16) => "F16",
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Key(F17) => "F17",
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Key(F18) => "F18",
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Key(F19) => "F19",
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Key(F20) => "F20",
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Key(F21) => "F21",
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Key(F22) => "F22",
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Key(F23) => "F23",
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Key(F24) => "F24",
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Key(Snapshot) => "Print Screen",
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Key(Scroll) => "Scroll Lock",
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Key(Pause) => "Pause/Break",
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Key(Insert) => "Insert",
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Key(Home) => "Home",
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Key(Delete) => "Delete",
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Key(End) => "End",
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Key(PageDown) => "PageDown",
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Key(PageUp) => "PageUp",
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Key(Left) => "Left Arrow",
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Key(Up) => "Up Arrow",
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Key(Right) => "Right Arrow",
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Key(Down) => "Down Arrow",
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Key(Back) => "Backspace",
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Key(Return) => "Enter",
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Key(Space) => "Space",
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Key(Compose) => "Compose",
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Key(Caret) => "^",
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Key(Numlock) => "Numlock",
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Key(Numpad0) => "Numpad 0",
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Key(Numpad1) => "Numpad 1",
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Key(Numpad2) => "Numpad 2",
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Key(Numpad3) => "Numpad 3",
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Key(Numpad4) => "Numpad 4",
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Key(Numpad5) => "Numpad 5",
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Key(Numpad6) => "Numpad 6",
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Key(Numpad7) => "Numpad 7",
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Key(Numpad8) => "Numpad 8",
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Key(Numpad9) => "Numpad 9",
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Key(AbntC1) => "Abnt C1",
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Key(AbntC2) => "Abnt C2",
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Key(NumpadAdd) => "Numpad +",
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Key(Apostrophe) => "'",
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Key(Apps) => "Context Menu",
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Key(At) => "@",
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Key(Ax) => "Ax",
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Key(Backslash) => "\\",
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Key(Calculator) => "Calculator",
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Key(Capital) => "Caps Lock",
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Key(Colon) => ":",
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Key(Comma) => ",",
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Key(Convert) => "Convert",
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Key(NumpadDecimal) => "Numpad .",
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Key(NumpadDivide) => "Numpad /",
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Key(Equals) => "=",
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Key(Grave) => "`",
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Key(Kana) => "Kana",
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Key(Kanji) => "Kanji",
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Key(LBracket) => "[",
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Key(RBracket) => "]",
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Key(Mail) => "Mail",
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Key(MediaSelect) => "MediaSelect",
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Key(MediaStop) => "MediaStop",
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Key(Minus) => "-",
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Key(Plus) => "+",
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Key(NumpadMultiply) => "Numpad *",
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Key(Mute) => "Mute",
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Key(MyComputer) => "My Computer",
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Key(NavigateBackward) => "Navigate Backward",
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Key(NavigateForward) => "Navigate Forward",
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Key(NoConvert) => "Non Convert",
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Key(NumpadComma) => "Num ,",
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Key(NumpadEnter) => "Num Enter",
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Key(NumpadEquals) => "Num =",
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Key(OEM102) => "<",
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Key(Period) => ".",
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Key(Power) => "Power",
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Key(PlayPause) => "Play / Pause",
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Key(PrevTrack) => "Prev Track",
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Key(NextTrack) => "Next Track",
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Key(LAlt) => {
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if cfg!(target_os = "macos") {
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"Left Option ⌥"
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} else {
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// Assume Windows, Linux, BSD, etc.
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"Left Alt"
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}
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},
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Key(RAlt) => {
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if cfg!(target_os = "macos") {
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"Right Option ⌥"
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} else {
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// Assume Windows, Linux, BSD, etc.
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"Right Alt"
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}
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},
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Key(LControl) => {
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if cfg!(target_os = "macos") {
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"Left Cmd ⌘"
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} else {
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// Assume Windows, Linux, BSD, etc.
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"Left Ctrl"
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}
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},
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Key(RControl) => {
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if cfg!(target_os = "macos") {
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"Right Cmd ⌘"
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} else {
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// Assume Windows, Linux, BSD, etc.
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"Right Ctrl"
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}
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},
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Key(LShift) => "Left Shift",
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Key(RShift) => "Right Shift",
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// Key doesn't usually have a right counterpart on modern keyboards, to omit the
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// qualifier. The exception to this is Mac OS which doesn't usually have
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// this key at all, so we keep the qualifier to minimise ambiguity.
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Key(LWin) => {
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if cfg!(target_family = "windows") {
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"Win ⊞"
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} else if cfg!(target_os = "macos") {
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"Left Cmd ⌘ (Super)" // Extra qualifier because both Ctrl and Win map to Cmd on Mac
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} else {
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// Assume Linux, BSD, etc.
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"Super"
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}
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},
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// Most keyboards don't have this key, so throw in all the qualifiers
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Key(RWin) => {
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if cfg!(target_family = "windows") {
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"Right Win ⊞"
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} else if cfg!(target_os = "macos") {
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"Right Cmd ⌘ (Super)" // Extra qualifier because both Ctrl and Win map to Cmd on Mac
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} else {
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// Assume Linux, BSD, etc.
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"Right Super"
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}
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},
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Key(Semicolon) => ";",
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Key(Slash) => "/",
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Key(Sleep) => "Sleep",
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Key(Stop) => "Media Stop",
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Key(NumpadSubtract) => "Num -",
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Key(Sysrq) => "Sysrq",
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Key(Tab) => "Tab",
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Key(Underline) => "_",
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Key(Unlabeled) => "No Name",
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Key(VolumeDown) => "Volume Down",
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Key(VolumeUp) => "Volume Up",
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Key(Wake) => "Wake",
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Key(WebBack) => "Browser Back",
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Key(WebFavorites) => "Browser Favorites",
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Key(WebForward) => "Browser Forward",
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Key(WebHome) => "Browser Home",
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Key(WebRefresh) => "Browser Refresh",
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Key(WebSearch) => "Browser Search",
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Key(WebStop) => "Browser Stop",
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Key(Yen) => "Yen",
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Key(Copy) => "Copy",
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Key(Paste) => "Paste",
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Key(Cut) => "Cut",
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Key(Asterisk) => "*",
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Mouse(MouseButton::Left) => "Left Click",
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Mouse(MouseButton::Right) => "Right Click",
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Mouse(MouseButton::Middle) => "Middle Click",
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Mouse(MouseButton::Other(button)) => {
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// Additional mouse buttons after middle click start at 1
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return format!("Mouse {}", button + 3);
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},
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ScanKey(scancode) => {
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return if let Some(layout) = key_layout {
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layout.get_key_as_string(*scancode)
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} else {
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format!("Unknown (0x{:X})", scancode)
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};
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},
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};
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key_string.to_owned()
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}
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/// If it exists, returns the shortened version of a key name
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/// (e.g. Left Click -> M1)
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pub fn try_shortened(&self, _key_layout: &Option<KeyLayout>) -> Option<String> {
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use self::KeyMouse::*;
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use winit::event::{MouseButton, VirtualKeyCode::*};
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let key_string = match self {
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Mouse(MouseButton::Left) => "M1",
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Mouse(MouseButton::Right) => "M2",
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Mouse(MouseButton::Middle) => "M3",
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Mouse(MouseButton::Other(button)) => {
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// Additional mouse buttons after middle click start at 1
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return Some(format!("M{}", button + 3));
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},
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Key(Back) => "Back",
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Key(LShift) => "LShft",
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Key(RShift) => "RShft",
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_ => return None,
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};
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Some(key_string.to_owned())
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}
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/// Returns shortest name of key (e.g. Left Click - M1)
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/// If key doesn't have shorter version, use regular one.
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///
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/// Use it in case if space does really matter.
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pub fn display_shortest(&self, key_layout: &Option<KeyLayout>) -> String {
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self.try_shortened(key_layout)
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.unwrap_or_else(|| self.display_string(key_layout))
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}
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}
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pub struct Window {
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renderer: Renderer,
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window: winit::window::Window,
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cursor_grabbed: bool,
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pub pan_sensitivity: u32,
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pub zoom_sensitivity: u32,
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pub zoom_inversion: bool,
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pub mouse_y_inversion: bool,
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fullscreen: FullScreenSettings,
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modifiers: winit::event::ModifiersState,
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// Track if at least one Resized event has occured since the last `fetch_events` call
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// Used for deduplication of resizes.
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resized: bool,
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scale_factor: f64,
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needs_refresh_resize: bool,
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keypress_map: HashMap<GameInput, winit::event::ElementState>,
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pub remapping_keybindings: Option<GameInput>,
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//true for remapping keybinds, false for clearing keybinds
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pub keybinding_mode: bool,
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events: Vec<Event>,
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pub focused: bool,
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gilrs: Option<Gilrs>,
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pub controller_settings: ControllerSettings,
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pub controller_modifiers: Vec<Button>,
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cursor_position: winit::dpi::PhysicalPosition<f64>,
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mouse_emulation_vec: Vec2<f32>,
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// Currently used to send and receive screenshot result messages
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message_sender: channel::Sender<String>,
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message_receiver: channel::Receiver<String>,
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// Used for screenshots & fullscreen toggle to deduplicate/postpone to after event handler
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take_screenshot: bool,
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toggle_fullscreen: bool,
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pub key_layout: Option<KeyLayout>,
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}
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|
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impl Window {
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pub fn new(
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settings: &Settings,
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runtime: &tokio::runtime::Runtime,
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) -> Result<(Window, EventLoop), Error> {
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let event_loop = EventLoop::new();
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let size = settings.graphics.window_size;
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|
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let win_builder = winit::window::WindowBuilder::new()
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.with_title("Veloren")
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.with_inner_size(winit::dpi::LogicalSize::new(size[0] as f64, size[1] as f64))
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.with_maximized(true);
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|
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// Avoid cpal / winit OleInitialize conflict
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// See: https://github.com/rust-windowing/winit/pull/1524
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#[cfg(target_family = "windows")]
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let win_builder = winit::platform::windows::WindowBuilderExtWindows::with_drag_and_drop(
|
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win_builder,
|
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false,
|
|
);
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|
|
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let window = win_builder.build(&event_loop).unwrap();
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|
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let renderer = Renderer::new(&window, settings.graphics.render_mode.clone(), runtime)?;
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|
|
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let keypress_map = HashMap::new();
|
|
|
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let gilrs = match Gilrs::new() {
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Ok(gilrs) => Some(gilrs),
|
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Err(gilrs::Error::NotImplemented(_dummy)) => {
|
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warn!("Controller input is unsupported on this platform.");
|
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None
|
|
},
|
|
Err(gilrs::Error::InvalidAxisToBtn) => {
|
|
error!(
|
|
"Invalid AxisToBtn controller mapping. Falling back to no controller support."
|
|
);
|
|
None
|
|
},
|
|
Err(gilrs::Error::Other(e)) => {
|
|
error!(
|
|
?e,
|
|
"Platform-specific error when creating a Gilrs instance. Falling back to no \
|
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controller support."
|
|
);
|
|
None
|
|
},
|
|
};
|
|
|
|
let controller_settings = ControllerSettings::from(&settings.controller);
|
|
|
|
let (message_sender, message_receiver): (
|
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channel::Sender<String>,
|
|
channel::Receiver<String>,
|
|
) = channel::unbounded::<String>();
|
|
|
|
let scale_factor = window.scale_factor();
|
|
|
|
let key_layout = match KeyLayout::new_from_window(&window) {
|
|
Ok(kl) => Some(kl),
|
|
Err(err) => {
|
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warn!(
|
|
?err,
|
|
"Failed to construct the scancode to keyname mapper, falling back to \
|
|
displaying Unknown(<scancode>)."
|
|
);
|
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None
|
|
},
|
|
};
|
|
|
|
let mut this = Self {
|
|
renderer,
|
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window,
|
|
cursor_grabbed: false,
|
|
pan_sensitivity: settings.gameplay.pan_sensitivity,
|
|
zoom_sensitivity: settings.gameplay.zoom_sensitivity,
|
|
zoom_inversion: settings.gameplay.zoom_inversion,
|
|
mouse_y_inversion: settings.gameplay.mouse_y_inversion,
|
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fullscreen: FullScreenSettings::default(),
|
|
modifiers: Default::default(),
|
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scale_factor,
|
|
resized: false,
|
|
needs_refresh_resize: false,
|
|
keypress_map,
|
|
remapping_keybindings: None,
|
|
keybinding_mode: true,
|
|
events: Vec::new(),
|
|
focused: true,
|
|
gilrs,
|
|
controller_settings,
|
|
controller_modifiers: Vec::new(),
|
|
cursor_position: winit::dpi::PhysicalPosition::new(0.0, 0.0),
|
|
mouse_emulation_vec: Vec2::zero(),
|
|
// Currently used to send and receive screenshot result messages
|
|
message_sender,
|
|
message_receiver,
|
|
take_screenshot: false,
|
|
toggle_fullscreen: false,
|
|
key_layout,
|
|
};
|
|
|
|
this.set_fullscreen_mode(settings.graphics.fullscreen);
|
|
|
|
Ok((this, event_loop))
|
|
}
|
|
|
|
pub fn renderer(&self) -> &Renderer { &self.renderer }
|
|
|
|
pub fn renderer_mut(&mut self) -> &mut Renderer { &mut self.renderer }
|
|
|
|
pub fn resolve_deduplicated_events(
|
|
&mut self,
|
|
settings: &mut Settings,
|
|
config_dir: &std::path::Path,
|
|
) {
|
|
// Handle screenshots and toggling fullscreen
|
|
if self.take_screenshot {
|
|
self.take_screenshot = false;
|
|
self.take_screenshot(settings);
|
|
}
|
|
if self.toggle_fullscreen {
|
|
self.toggle_fullscreen = false;
|
|
self.toggle_fullscreen(settings, config_dir);
|
|
}
|
|
}
|
|
|
|
#[allow(clippy::get_first)]
|
|
pub fn fetch_events(&mut self) -> Vec<Event> {
|
|
span!(_guard, "fetch_events", "Window::fetch_events");
|
|
// Refresh ui size (used when changing playstates)
|
|
if self.needs_refresh_resize {
|
|
let logical_size = self.logical_size();
|
|
self.events
|
|
.push(Event::Ui(ui::Event::new_resize(logical_size)));
|
|
self.events.push(Event::IcedUi(iced::Event::Window(
|
|
iced::window::Event::Resized {
|
|
width: logical_size.x as u32,
|
|
height: logical_size.y as u32,
|
|
},
|
|
)));
|
|
self.events
|
|
.push(Event::ScaleFactorChanged(self.scale_factor));
|
|
self.needs_refresh_resize = false;
|
|
}
|
|
|
|
// Handle deduplicated resizing that occured
|
|
if self.resized {
|
|
self.resized = false;
|
|
// We don't use the size provided by the event because more resize events could
|
|
// have happened since, making the value outdated, so we must query directly
|
|
// from the window to prevent errors
|
|
let physical = self.window.inner_size();
|
|
|
|
self.renderer
|
|
.on_resize(Vec2::new(physical.width, physical.height));
|
|
// TODO: update users of this event with the fact that it is now the physical
|
|
// size
|
|
let winit::dpi::PhysicalSize { width, height } = physical;
|
|
self.events.push(Event::Resize(Vec2::new(width, height)));
|
|
|
|
// Emit event for the UI
|
|
let logical_size = Vec2::from(Into::<(f64, f64)>::into(
|
|
physical.to_logical::<f64>(self.window.scale_factor()),
|
|
));
|
|
self.events
|
|
.push(Event::Ui(ui::Event::new_resize(logical_size)));
|
|
self.events.push(Event::IcedUi(iced::Event::Window(
|
|
iced::window::Event::Resized {
|
|
width: logical_size.x as u32,
|
|
height: logical_size.y as u32,
|
|
},
|
|
)));
|
|
}
|
|
|
|
// Receive any messages sent through the message channel
|
|
for message in self.message_receiver.try_iter() {
|
|
self.events.push(Event::ScreenshotMessage(message))
|
|
}
|
|
|
|
if let Some(gilrs) = &mut self.gilrs {
|
|
while let Some(event) = gilrs.next_event() {
|
|
fn handle_buttons(
|
|
settings: &ControllerSettings,
|
|
modifiers: &mut Vec<Button>,
|
|
events: &mut Vec<Event>,
|
|
button: &Button,
|
|
is_pressed: bool,
|
|
) {
|
|
if settings.modifier_buttons.contains(button) {
|
|
if is_pressed {
|
|
modifiers.push(*button);
|
|
// There is a possibility of voxygen not having
|
|
// registered the initial press event (either because it
|
|
// hadn't started yet, or whatever else) hence the
|
|
// modifier has no position in the list, unwrapping
|
|
// here would cause a crash in those cases
|
|
} else if let Some(index) =
|
|
modifiers.iter().position(|modifier| modifier == button)
|
|
{
|
|
modifiers.remove(index);
|
|
}
|
|
}
|
|
|
|
// have to make two LayerEntries so LB+RB can be treated equivalent to RB+LB
|
|
let l_entry1 = LayerEntry {
|
|
button: *button,
|
|
mod1: modifiers.get(0).copied().unwrap_or_default(),
|
|
mod2: modifiers.get(1).copied().unwrap_or_default(),
|
|
};
|
|
let l_entry2 = LayerEntry {
|
|
button: *button,
|
|
mod1: modifiers.get(1).copied().unwrap_or_default(),
|
|
mod2: modifiers.get(0).copied().unwrap_or_default(),
|
|
};
|
|
|
|
// have to check l_entry1 and then l_entry2 so LB+RB can be treated equivalent
|
|
// to RB+LB
|
|
if let Some(evs) = settings.layer_button_map.get(&l_entry1) {
|
|
for ev in evs {
|
|
events.push(Event::InputUpdate(*ev, is_pressed));
|
|
}
|
|
} else if let Some(evs) = settings.layer_button_map.get(&l_entry2) {
|
|
for ev in evs {
|
|
events.push(Event::InputUpdate(*ev, is_pressed));
|
|
}
|
|
}
|
|
if let Some(evs) = settings.game_button_map.get(button) {
|
|
for ev in evs {
|
|
events.push(Event::InputUpdate(*ev, is_pressed));
|
|
}
|
|
}
|
|
if let Some(evs) = settings.menu_button_map.get(button) {
|
|
for ev in evs {
|
|
events.push(Event::MenuInput(*ev, is_pressed));
|
|
}
|
|
}
|
|
}
|
|
|
|
match event.event {
|
|
EventType::ButtonPressed(button, code)
|
|
| EventType::ButtonRepeated(button, code) => {
|
|
handle_buttons(
|
|
&self.controller_settings,
|
|
&mut self.controller_modifiers,
|
|
&mut self.events,
|
|
&Button::from((button, code)),
|
|
true,
|
|
);
|
|
},
|
|
EventType::ButtonReleased(button, code) => {
|
|
handle_buttons(
|
|
&self.controller_settings,
|
|
&mut self.controller_modifiers,
|
|
&mut self.events,
|
|
&Button::from((button, code)),
|
|
false,
|
|
);
|
|
},
|
|
EventType::ButtonChanged(button, _value, code) => {
|
|
if let Some(actions) = self
|
|
.controller_settings
|
|
.game_analog_button_map
|
|
.get(&AnalogButton::from((button, code)))
|
|
{
|
|
#[allow(clippy::never_loop)]
|
|
for action in actions {
|
|
match *action {}
|
|
}
|
|
}
|
|
if let Some(actions) = self
|
|
.controller_settings
|
|
.menu_analog_button_map
|
|
.get(&AnalogButton::from((button, code)))
|
|
{
|
|
#[allow(clippy::never_loop)]
|
|
for action in actions {
|
|
match *action {}
|
|
}
|
|
}
|
|
},
|
|
|
|
EventType::AxisChanged(axis, value, code) => {
|
|
let value = if self
|
|
.controller_settings
|
|
.inverted_axes
|
|
.contains(&Axis::from((axis, code)))
|
|
{
|
|
-value
|
|
} else {
|
|
value
|
|
};
|
|
|
|
let value = self
|
|
.controller_settings
|
|
.apply_axis_deadzone(&Axis::from((axis, code)), value);
|
|
|
|
if self.cursor_grabbed {
|
|
if let Some(actions) = self
|
|
.controller_settings
|
|
.game_axis_map
|
|
.get(&Axis::from((axis, code)))
|
|
{
|
|
for action in actions {
|
|
match *action {
|
|
AxisGameAction::MovementX => {
|
|
self.events.push(Event::AnalogGameInput(
|
|
AnalogGameInput::MovementX(value),
|
|
));
|
|
},
|
|
AxisGameAction::MovementY => {
|
|
self.events.push(Event::AnalogGameInput(
|
|
AnalogGameInput::MovementY(value),
|
|
));
|
|
},
|
|
AxisGameAction::CameraX => {
|
|
self.events.push(Event::AnalogGameInput(
|
|
AnalogGameInput::CameraX(
|
|
value
|
|
* self.controller_settings.pan_sensitivity
|
|
as f32
|
|
/ 100.0,
|
|
),
|
|
));
|
|
},
|
|
AxisGameAction::CameraY => {
|
|
let pan_invert_y =
|
|
match self.controller_settings.pan_invert_y {
|
|
true => -1.0,
|
|
false => 1.0,
|
|
};
|
|
|
|
self.events.push(Event::AnalogGameInput(
|
|
AnalogGameInput::CameraY(
|
|
-value
|
|
* self.controller_settings.pan_sensitivity
|
|
as f32
|
|
* pan_invert_y
|
|
/ 100.0,
|
|
),
|
|
));
|
|
},
|
|
}
|
|
}
|
|
}
|
|
} else if let Some(actions) = self
|
|
.controller_settings
|
|
.menu_axis_map
|
|
.get(&Axis::from((axis, code)))
|
|
{
|
|
// TODO: possibly add sensitivity settings when this is used
|
|
for action in actions {
|
|
match *action {
|
|
AxisMenuAction::MoveX => {
|
|
self.events.push(Event::AnalogMenuInput(
|
|
AnalogMenuInput::MoveX(value),
|
|
));
|
|
},
|
|
AxisMenuAction::MoveY => {
|
|
self.events.push(Event::AnalogMenuInput(
|
|
AnalogMenuInput::MoveY(value),
|
|
));
|
|
},
|
|
AxisMenuAction::ScrollX => {
|
|
self.events.push(Event::AnalogMenuInput(
|
|
AnalogMenuInput::ScrollX(value),
|
|
));
|
|
},
|
|
AxisMenuAction::ScrollY => {
|
|
self.events.push(Event::AnalogMenuInput(
|
|
AnalogMenuInput::ScrollY(value),
|
|
));
|
|
},
|
|
}
|
|
}
|
|
}
|
|
},
|
|
EventType::Connected => {},
|
|
EventType::Disconnected => {},
|
|
EventType::Dropped => {},
|
|
}
|
|
}
|
|
}
|
|
|
|
let mut events = std::mem::take(&mut self.events);
|
|
// Mouse emulation for the menus, to be removed when a proper menu navigation
|
|
// system is available
|
|
if !self.cursor_grabbed {
|
|
events = events
|
|
.into_iter()
|
|
.filter_map(|event| match event {
|
|
Event::AnalogMenuInput(input) => match input {
|
|
AnalogMenuInput::MoveX(d) => {
|
|
self.mouse_emulation_vec.x = d;
|
|
None
|
|
},
|
|
AnalogMenuInput::MoveY(d) => {
|
|
// This just has to be inverted for some reason
|
|
self.mouse_emulation_vec.y = d * -1.0;
|
|
None
|
|
},
|
|
input => Some(Event::AnalogMenuInput(input)),
|
|
},
|
|
Event::MenuInput(MenuInput::Apply, state) => Some(match state {
|
|
true => Event::Ui(ui::Event(conrod_core::event::Input::Press(
|
|
conrod_core::input::Button::Mouse(
|
|
conrod_core::input::state::mouse::Button::Left,
|
|
),
|
|
))),
|
|
false => Event::Ui(ui::Event(conrod_core::event::Input::Release(
|
|
conrod_core::input::Button::Mouse(
|
|
conrod_core::input::state::mouse::Button::Left,
|
|
),
|
|
))),
|
|
}),
|
|
_ => Some(event),
|
|
})
|
|
.collect();
|
|
|
|
let sensitivity = self.controller_settings.mouse_emulation_sensitivity;
|
|
// TODO: make this independent of framerate
|
|
// TODO: consider multiplying by scale factor
|
|
self.offset_cursor(self.mouse_emulation_vec * sensitivity as f32);
|
|
}
|
|
|
|
events
|
|
}
|
|
|
|
pub fn handle_device_event(&mut self, event: winit::event::DeviceEvent) {
|
|
use winit::event::DeviceEvent;
|
|
|
|
let mouse_y_inversion = match self.mouse_y_inversion {
|
|
true => -1.0,
|
|
false => 1.0,
|
|
};
|
|
|
|
match event {
|
|
DeviceEvent::MouseMotion {
|
|
delta: (dx, dy), ..
|
|
} if self.focused => {
|
|
let delta = Vec2::new(
|
|
dx as f32 * (self.pan_sensitivity as f32 / 100.0),
|
|
dy as f32 * (self.pan_sensitivity as f32 * mouse_y_inversion / 100.0),
|
|
);
|
|
|
|
if self.cursor_grabbed {
|
|
self.events.push(Event::CursorPan(delta));
|
|
} else {
|
|
self.events.push(Event::CursorMove(delta));
|
|
}
|
|
},
|
|
_ => {},
|
|
}
|
|
}
|
|
|
|
pub fn handle_window_event(
|
|
&mut self,
|
|
event: winit::event::WindowEvent,
|
|
settings: &mut Settings,
|
|
) {
|
|
use winit::event::WindowEvent;
|
|
|
|
let controls = &mut settings.controls;
|
|
|
|
match event {
|
|
WindowEvent::CloseRequested => self.events.push(Event::Close),
|
|
WindowEvent::Resized(_) => {
|
|
self.resized = true;
|
|
},
|
|
WindowEvent::ScaleFactorChanged { scale_factor, .. } => {
|
|
// TODO: is window resized event emitted? or do we need to handle that here?
|
|
self.scale_factor = scale_factor;
|
|
self.events.push(Event::ScaleFactorChanged(scale_factor));
|
|
},
|
|
WindowEvent::Moved(winit::dpi::PhysicalPosition { x, y }) => {
|
|
self.events
|
|
.push(Event::Moved(Vec2::new(x as u32, y as u32)));
|
|
},
|
|
WindowEvent::ReceivedCharacter(c) => self.events.push(Event::Char(c)),
|
|
WindowEvent::MouseInput { button, state, .. } => {
|
|
if let (true, Some(game_inputs)) =
|
|
// Mouse input not mapped to input if it is not grabbed
|
|
(
|
|
self.cursor_grabbed,
|
|
Window::map_input(
|
|
KeyMouse::Mouse(button),
|
|
controls,
|
|
&mut self.remapping_keybindings,
|
|
),
|
|
)
|
|
{
|
|
for game_input in game_inputs {
|
|
self.events.push(Event::InputUpdate(
|
|
*game_input,
|
|
state == winit::event::ElementState::Pressed,
|
|
));
|
|
}
|
|
}
|
|
self.events.push(Event::MouseButton(button, state));
|
|
},
|
|
WindowEvent::ModifiersChanged(modifiers) => self.modifiers = modifiers,
|
|
WindowEvent::KeyboardInput {
|
|
input,
|
|
is_synthetic,
|
|
..
|
|
} => {
|
|
// Ignore synthetic tab presses so that we don't get tabs when alt-tabbing back
|
|
// into the window
|
|
if matches!(
|
|
input.virtual_keycode,
|
|
Some(winit::event::VirtualKeyCode::Tab)
|
|
) && is_synthetic
|
|
{
|
|
return;
|
|
}
|
|
// Ignore Alt-F4 so we don't try to do anything heavy like take a screenshot
|
|
// when the window is about to close
|
|
if matches!(input, winit::event::KeyboardInput {
|
|
state: winit::event::ElementState::Pressed,
|
|
virtual_keycode: Some(winit::event::VirtualKeyCode::F4),
|
|
..
|
|
}) && self.modifiers.alt()
|
|
{
|
|
return;
|
|
}
|
|
|
|
let input_key = match input.virtual_keycode {
|
|
Some(key) => KeyMouse::Key(key),
|
|
None => KeyMouse::ScanKey(input.scancode),
|
|
};
|
|
|
|
if let Some(game_inputs) =
|
|
Window::map_input(input_key, controls, &mut self.remapping_keybindings)
|
|
{
|
|
for game_input in game_inputs {
|
|
match game_input {
|
|
GameInput::Fullscreen => {
|
|
if input.state == winit::event::ElementState::Pressed
|
|
&& !Self::is_pressed(
|
|
&mut self.keypress_map,
|
|
GameInput::Fullscreen,
|
|
)
|
|
{
|
|
self.toggle_fullscreen = !self.toggle_fullscreen;
|
|
}
|
|
Self::set_pressed(
|
|
&mut self.keypress_map,
|
|
GameInput::Fullscreen,
|
|
input.state,
|
|
);
|
|
},
|
|
GameInput::Screenshot => {
|
|
self.take_screenshot = input.state
|
|
== winit::event::ElementState::Pressed
|
|
&& !Self::is_pressed(
|
|
&mut self.keypress_map,
|
|
GameInput::Screenshot,
|
|
);
|
|
Self::set_pressed(
|
|
&mut self.keypress_map,
|
|
GameInput::Screenshot,
|
|
input.state,
|
|
);
|
|
},
|
|
_ => self.events.push(Event::InputUpdate(
|
|
*game_input,
|
|
input.state == winit::event::ElementState::Pressed,
|
|
)),
|
|
}
|
|
}
|
|
}
|
|
},
|
|
WindowEvent::Focused(state) => {
|
|
self.focused = state;
|
|
self.events.push(Event::Focused(state));
|
|
},
|
|
WindowEvent::CursorMoved { position, .. } => {
|
|
if self.cursor_grabbed {
|
|
self.reset_cursor_position();
|
|
} else {
|
|
self.cursor_position = position;
|
|
}
|
|
},
|
|
WindowEvent::MouseWheel { delta, .. } if self.cursor_grabbed && self.focused => {
|
|
const DIFFERENCE_FROM_DEVICE_EVENT_ON_X11: f32 = -15.0;
|
|
self.events.push(Event::Zoom({
|
|
let y = match delta {
|
|
winit::event::MouseScrollDelta::LineDelta(_x, y) => y,
|
|
// TODO: Check to see if there is a better way to find the "line
|
|
// height" than just hardcoding 16.0 pixels. Alternately we could
|
|
// get rid of this and have the user set zoom sensitivity, since
|
|
// it's unlikely people would expect a configuration file to work
|
|
// across operating systems.
|
|
winit::event::MouseScrollDelta::PixelDelta(pos) => (pos.y / 16.0) as f32,
|
|
};
|
|
y * (self.zoom_sensitivity as f32 / 100.0)
|
|
* if self.zoom_inversion { -1.0 } else { 1.0 }
|
|
* DIFFERENCE_FROM_DEVICE_EVENT_ON_X11
|
|
}))
|
|
},
|
|
_ => {},
|
|
}
|
|
}
|
|
|
|
/// Moves cursor by an offset
|
|
pub fn offset_cursor(&self, d: Vec2<f32>) {
|
|
if d != Vec2::zero() {
|
|
if let Err(err) = self
|
|
.window
|
|
.set_cursor_position(winit::dpi::LogicalPosition::new(
|
|
d.x as f64 + self.cursor_position.x,
|
|
d.y as f64 + self.cursor_position.y,
|
|
))
|
|
{
|
|
// Log this error once rather than every frame
|
|
static SPAM_GUARD: std::sync::Once = std::sync::Once::new();
|
|
SPAM_GUARD.call_once(|| {
|
|
error!("Error setting cursor position: {:?}", err);
|
|
})
|
|
}
|
|
}
|
|
}
|
|
|
|
pub fn is_cursor_grabbed(&self) -> bool { self.cursor_grabbed }
|
|
|
|
pub fn grab_cursor(&mut self, grab: bool) {
|
|
use winit::window::CursorGrabMode;
|
|
|
|
self.cursor_grabbed = grab;
|
|
self.window.set_cursor_visible(!grab);
|
|
let res = if grab {
|
|
self.window
|
|
.set_cursor_grab(CursorGrabMode::Locked)
|
|
.or_else(|_e| self.window.set_cursor_grab(CursorGrabMode::Confined))
|
|
} else {
|
|
self.window.set_cursor_grab(CursorGrabMode::None)
|
|
};
|
|
|
|
if let Err(e) = res {
|
|
error!(?e, ?grab, "Failed to toggle cursor grab");
|
|
}
|
|
}
|
|
|
|
/// Reset the cursor position to the last position
|
|
/// This is used when handling the CursorMoved event to maintain the cursor
|
|
/// position when it is grabbed
|
|
fn reset_cursor_position(&self) {
|
|
if let Err(err) = self.window.set_cursor_position(self.cursor_position) {
|
|
// Log this error once rather than every frame
|
|
static SPAM_GUARD: std::sync::Once = std::sync::Once::new();
|
|
SPAM_GUARD.call_once(|| {
|
|
error!("Error resetting cursor position: {:?}", err);
|
|
})
|
|
}
|
|
}
|
|
|
|
pub fn toggle_fullscreen(&mut self, settings: &mut Settings, config_dir: &std::path::Path) {
|
|
let fullscreen = FullScreenSettings {
|
|
enabled: !self.is_fullscreen(),
|
|
..settings.graphics.fullscreen
|
|
};
|
|
|
|
self.set_fullscreen_mode(fullscreen);
|
|
settings.graphics.fullscreen = fullscreen;
|
|
settings.save_to_file_warn(config_dir);
|
|
}
|
|
|
|
pub fn is_fullscreen(&self) -> bool { self.fullscreen.enabled }
|
|
|
|
/// Select a video mode that fits the specified requirements
|
|
/// Returns None if a matching video mode doesn't exist or if
|
|
/// the current monitor can't be retrieved
|
|
fn select_video_mode_rec(
|
|
&self,
|
|
resolution: [u16; 2],
|
|
bit_depth: Option<u16>,
|
|
refresh_rate_millihertz: Option<u32>,
|
|
correct_res: Option<Vec<VideoMode>>,
|
|
correct_depth: Option<Option<VideoMode>>,
|
|
correct_rate: Option<Option<VideoMode>>,
|
|
) -> Option<VideoMode> {
|
|
// if a previous iteration of this method filtered the available video modes for
|
|
// the correct resolution already, load that value, otherwise filter it
|
|
// in this iteration
|
|
let correct_res = match correct_res {
|
|
Some(correct_res) => correct_res,
|
|
None => self
|
|
.window
|
|
.current_monitor()?
|
|
.video_modes()
|
|
.filter(|mode| mode.size().width == resolution[0] as u32)
|
|
.filter(|mode| mode.size().height == resolution[1] as u32)
|
|
.collect(),
|
|
};
|
|
|
|
match bit_depth {
|
|
// A bit depth is given
|
|
Some(depth) => {
|
|
// analogous to correct_res
|
|
let correct_depth = correct_depth.unwrap_or_else(|| {
|
|
correct_res
|
|
.iter()
|
|
.find(|mode| mode.bit_depth() == depth)
|
|
.cloned()
|
|
});
|
|
|
|
match refresh_rate_millihertz {
|
|
// A bit depth and a refresh rate is given
|
|
Some(rate) => {
|
|
// analogous to correct_res
|
|
let correct_rate = correct_rate.unwrap_or_else(|| {
|
|
correct_res
|
|
.iter()
|
|
.find(|mode| mode.refresh_rate_millihertz() == rate)
|
|
.cloned()
|
|
});
|
|
|
|
// if no video mode with the given bit depth and refresh rate exists, fall
|
|
// back to a video mode that fits the resolution and either bit depth or
|
|
// refresh rate depending on which parameter was causing the correct video
|
|
// mode not to be found
|
|
correct_res
|
|
.iter()
|
|
.filter(|mode| mode.bit_depth() == depth)
|
|
.find(|mode| mode.refresh_rate_millihertz() == rate)
|
|
.cloned()
|
|
.or_else(|| {
|
|
if correct_depth.is_none() && correct_rate.is_none() {
|
|
warn!(
|
|
"Bit depth and refresh rate specified in settings are \
|
|
incompatible with the monitor. Choosing highest bit \
|
|
depth and refresh rate possible instead."
|
|
);
|
|
}
|
|
|
|
self.select_video_mode_rec(
|
|
resolution,
|
|
correct_depth.is_some().then_some(depth),
|
|
correct_rate.is_some().then_some(rate),
|
|
Some(correct_res),
|
|
Some(correct_depth),
|
|
Some(correct_rate),
|
|
)
|
|
})
|
|
},
|
|
// A bit depth and no refresh rate is given
|
|
// if no video mode with the given bit depth exists, fall
|
|
// back to a video mode that fits only the resolution
|
|
None => match correct_depth {
|
|
Some(mode) => Some(mode),
|
|
None => {
|
|
warn!(
|
|
"Bit depth specified in settings is incompatible with the \
|
|
monitor. Choosing highest bit depth possible instead."
|
|
);
|
|
|
|
self.select_video_mode_rec(
|
|
resolution,
|
|
None,
|
|
None,
|
|
Some(correct_res),
|
|
Some(correct_depth),
|
|
None,
|
|
)
|
|
},
|
|
},
|
|
}
|
|
},
|
|
// No bit depth is given
|
|
None => match refresh_rate_millihertz {
|
|
// No bit depth and a refresh rate is given
|
|
Some(rate) => {
|
|
// analogous to correct_res
|
|
let correct_rate = correct_rate.unwrap_or_else(|| {
|
|
correct_res
|
|
.iter()
|
|
.find(|mode| mode.refresh_rate_millihertz() == rate)
|
|
.cloned()
|
|
});
|
|
|
|
// if no video mode with the given bit depth exists, fall
|
|
// back to a video mode that fits only the resolution
|
|
match correct_rate {
|
|
Some(mode) => Some(mode),
|
|
None => {
|
|
warn!(
|
|
"Refresh rate specified in settings is incompatible with the \
|
|
monitor. Choosing highest refresh rate possible instead."
|
|
);
|
|
|
|
self.select_video_mode_rec(
|
|
resolution,
|
|
None,
|
|
None,
|
|
Some(correct_res),
|
|
None,
|
|
Some(correct_rate),
|
|
)
|
|
},
|
|
}
|
|
},
|
|
// No bit depth and no refresh rate is given
|
|
// get the video mode with the specified resolution and the max bit depth and
|
|
// refresh rate
|
|
None => correct_res
|
|
.into_iter()
|
|
// Prefer bit depth over refresh rate
|
|
.sorted_by_key(|mode| mode.bit_depth())
|
|
.max_by_key(|mode| mode.refresh_rate_millihertz()),
|
|
},
|
|
}
|
|
}
|
|
|
|
fn select_video_mode(
|
|
&self,
|
|
resolution: [u16; 2],
|
|
bit_depth: Option<u16>,
|
|
refresh_rate_millihertz: Option<u32>,
|
|
) -> Option<VideoMode> {
|
|
// (resolution, bit depth, refresh rate) represents a video mode
|
|
// spec: as specified
|
|
// max: maximum value available
|
|
|
|
// order of fallbacks as follows:
|
|
// (spec, spec, spec)
|
|
// (spec, spec, max), (spec, max, spec)
|
|
// (spec, max, max)
|
|
// (max, max, max)
|
|
match self.select_video_mode_rec(
|
|
resolution,
|
|
bit_depth,
|
|
refresh_rate_millihertz,
|
|
None,
|
|
None,
|
|
None,
|
|
) {
|
|
Some(mode) => Some(mode),
|
|
// if there is no video mode with the specified resolution,
|
|
// fall back to the video mode with max resolution, bit depth and refresh rate
|
|
None => {
|
|
warn!(
|
|
"Resolution specified in settings is incompatible with the monitor. Choosing \
|
|
highest resolution possible instead."
|
|
);
|
|
if let Some(monitor) = self.window.current_monitor() {
|
|
let mode = monitor
|
|
.video_modes()
|
|
// Prefer bit depth over refresh rate
|
|
.sorted_by_key(|mode| mode.refresh_rate_millihertz())
|
|
.sorted_by_key(|mode| mode.bit_depth())
|
|
.max_by_key(|mode| mode.size().width);
|
|
|
|
if mode.is_none() {
|
|
warn!("Failed to select video mode, no video modes available!!")
|
|
}
|
|
|
|
mode
|
|
} else {
|
|
warn!("Failed to select video mode, can't get the current monitor!");
|
|
None
|
|
}
|
|
},
|
|
}
|
|
}
|
|
|
|
pub fn set_fullscreen_mode(&mut self, fullscreen: FullScreenSettings) {
|
|
let window = &self.window;
|
|
self.fullscreen = fullscreen;
|
|
window.set_fullscreen(fullscreen.enabled.then(|| match fullscreen.mode {
|
|
FullscreenMode::Exclusive => {
|
|
if let Some(video_mode) = self.select_video_mode(
|
|
fullscreen.resolution,
|
|
fullscreen.bit_depth,
|
|
fullscreen.refresh_rate_millihertz,
|
|
) {
|
|
winit::window::Fullscreen::Exclusive(video_mode)
|
|
} else {
|
|
warn!(
|
|
"Failed to select a video mode for exclusive fullscreen. Falling back to \
|
|
borderless fullscreen."
|
|
);
|
|
winit::window::Fullscreen::Borderless(None)
|
|
}
|
|
},
|
|
FullscreenMode::Borderless => {
|
|
// None here will fullscreen on the current monitor
|
|
winit::window::Fullscreen::Borderless(None)
|
|
},
|
|
}));
|
|
}
|
|
|
|
pub fn needs_refresh_resize(&mut self) { self.needs_refresh_resize = true; }
|
|
|
|
pub fn logical_size(&self) -> Vec2<f64> {
|
|
let (w, h) = self
|
|
.window
|
|
.inner_size()
|
|
.to_logical::<f64>(self.window.scale_factor())
|
|
.into();
|
|
Vec2::new(w, h)
|
|
}
|
|
|
|
pub fn set_size(&mut self, new_size: Vec2<u16>) {
|
|
self.window.set_inner_size(winit::dpi::LogicalSize::new(
|
|
new_size.x as f64,
|
|
new_size.y as f64,
|
|
));
|
|
}
|
|
|
|
pub fn send_event(&mut self, event: Event) { self.events.push(event) }
|
|
|
|
pub fn take_screenshot(&mut self, settings: &Settings) {
|
|
let sender = self.message_sender.clone();
|
|
let mut path = settings.screenshots_path.clone();
|
|
self.renderer.create_screenshot(move |image| {
|
|
use std::time::SystemTime;
|
|
|
|
// Handle any error if there was one when generating the image.
|
|
let image = match image {
|
|
Ok(i) => i,
|
|
Err(e) => {
|
|
warn!(?e, "Couldn't generate screenshot");
|
|
let _result = sender.send(format!("Error when generating screenshot: {}", e));
|
|
return;
|
|
},
|
|
};
|
|
|
|
// Check if folder exists and create it if it does not
|
|
if !path.exists() {
|
|
if let Err(e) = std::fs::create_dir_all(&path) {
|
|
warn!(?e, ?path, "Couldn't create folder for screenshot");
|
|
let _result =
|
|
sender.send(String::from("Couldn't create folder for screenshot"));
|
|
}
|
|
}
|
|
path.push(format!(
|
|
"screenshot_{}.png",
|
|
SystemTime::now()
|
|
.duration_since(SystemTime::UNIX_EPOCH)
|
|
.map(|d| d.as_millis())
|
|
.unwrap_or(0)
|
|
));
|
|
// Try to save the image
|
|
if let Err(e) = image.save(&path) {
|
|
warn!(?e, ?path, "Couldn't save screenshot");
|
|
let _result = sender.send(String::from("Couldn't save screenshot"));
|
|
} else {
|
|
let _result =
|
|
sender.send(format!("Screenshot saved to {}", path.to_string_lossy()));
|
|
}
|
|
});
|
|
}
|
|
|
|
fn is_pressed(
|
|
map: &mut HashMap<GameInput, winit::event::ElementState>,
|
|
input: GameInput,
|
|
) -> bool {
|
|
*(map
|
|
.entry(input)
|
|
.or_insert(winit::event::ElementState::Released))
|
|
== winit::event::ElementState::Pressed
|
|
}
|
|
|
|
fn set_pressed(
|
|
map: &mut HashMap<GameInput, winit::event::ElementState>,
|
|
input: GameInput,
|
|
state: winit::event::ElementState,
|
|
) {
|
|
map.insert(input, state);
|
|
}
|
|
|
|
// Function used to handle Mouse and Key events. It first checks if we're in
|
|
// remapping mode for a specific GameInput. If we are, we modify the binding
|
|
// of that GameInput with the KeyMouse passed. Else, we return an iterator of
|
|
// the GameInputs for that KeyMouse.
|
|
fn map_input<'a>(
|
|
key_mouse: KeyMouse,
|
|
controls: &'a mut ControlSettings,
|
|
remapping: &mut Option<GameInput>,
|
|
) -> Option<impl Iterator<Item = &'a GameInput>> {
|
|
match *remapping {
|
|
// TODO: save settings
|
|
Some(game_input) => {
|
|
controls.modify_binding(game_input, key_mouse);
|
|
*remapping = None;
|
|
None
|
|
},
|
|
None => controls
|
|
.get_associated_game_inputs(&key_mouse)
|
|
.map(|game_inputs| game_inputs.iter()),
|
|
}
|
|
}
|
|
|
|
pub fn set_keybinding_mode(&mut self, game_input: GameInput) {
|
|
self.remapping_keybindings = Some(game_input);
|
|
}
|
|
|
|
pub fn toggle_keybinding_mode(&mut self) { self.keybinding_mode = !self.keybinding_mode; }
|
|
|
|
pub fn window(&self) -> &winit::window::Window { &self.window }
|
|
|
|
pub fn modifiers(&self) -> winit::event::ModifiersState { self.modifiers }
|
|
|
|
pub fn scale_factor(&self) -> f64 { self.scale_factor }
|
|
}
|
|
|
|
#[derive(Default, Copy, Clone, Hash, Eq, PartialEq, Debug, Serialize, Deserialize)]
|
|
pub enum FullscreenMode {
|
|
Exclusive,
|
|
#[serde(other)]
|
|
#[default]
|
|
Borderless,
|
|
}
|
|
|
|
#[derive(PartialEq, Eq, Clone, Copy, Debug, Serialize, Deserialize)]
|
|
#[serde(default)]
|
|
pub struct FullScreenSettings {
|
|
pub enabled: bool,
|
|
pub mode: FullscreenMode,
|
|
pub resolution: [u16; 2],
|
|
pub bit_depth: Option<u16>,
|
|
pub refresh_rate_millihertz: Option<u32>,
|
|
}
|
|
|
|
impl Default for FullScreenSettings {
|
|
fn default() -> Self {
|
|
Self {
|
|
enabled: true,
|
|
mode: FullscreenMode::Borderless,
|
|
resolution: [1920, 1080],
|
|
bit_depth: None,
|
|
refresh_rate_millihertz: None,
|
|
}
|
|
}
|
|
}
|