mirror of
https://gitlab.com/veloren/veloren.git
synced 2024-08-30 18:12:32 +00:00
405 lines
15 KiB
Rust
405 lines
15 KiB
Rust
use crate::{
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render::{Renderer, WinColorFmt, WinDepthFmt},
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settings::Settings,
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ui, Error,
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};
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use log::{error, warn};
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use serde_derive::{Deserialize, Serialize};
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use std::collections::HashMap;
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use vek::*;
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/// Represents a key that the game recognises after keyboard mapping.
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#[derive(Clone, Copy, Debug, PartialEq, Eq, Hash, Deserialize, Serialize)]
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pub enum GameInput {
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ToggleCursor,
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MoveForward,
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MoveBack,
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MoveLeft,
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MoveRight,
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Jump,
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Glide,
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Enter,
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Command,
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Escape,
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Map,
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Bag,
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QuestLog,
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CharacterWindow,
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Social,
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Spellbook,
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Settings,
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ToggleInterface,
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Help,
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ToggleDebug,
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Fullscreen,
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Screenshot,
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ToggleIngameUi,
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Attack,
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SecondAttack,
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Roll,
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Respawn,
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Interact,
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}
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/// Represents an incoming event from the window.
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#[derive(Clone)]
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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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/// 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 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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/// 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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}
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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(glutin::VirtualKeyCode),
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Mouse(glutin::MouseButton),
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}
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pub struct Window {
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events_loop: glutin::EventsLoop,
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renderer: Renderer,
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window: glutin::ContextWrapper<glutin::PossiblyCurrent, winit::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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fullscreen: bool,
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needs_refresh_resize: bool,
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key_map: HashMap<KeyMouse, GameInput>,
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keypress_map: HashMap<GameInput, glutin::ElementState>,
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supplement_events: Vec<Event>,
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focused: bool,
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}
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impl Window {
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pub fn new(settings: &Settings) -> Result<Window, Error> {
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let events_loop = glutin::EventsLoop::new();
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let win_builder = glutin::WindowBuilder::new()
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.with_title("Veloren")
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.with_dimensions(glutin::dpi::LogicalSize::new(1366.0, 768.0))
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.with_maximized(true);
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let ctx_builder = glutin::ContextBuilder::new()
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.with_gl(glutin::GlRequest::Specific(glutin::Api::OpenGl, (3, 2)))
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.with_vsync(false);
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let (window, device, factory, win_color_view, win_depth_view) =
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gfx_window_glutin::init::<WinColorFmt, WinDepthFmt>(
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win_builder,
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ctx_builder,
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&events_loop,
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)
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.map_err(|err| Error::BackendError(Box::new(err)))?;
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let mut key_map = HashMap::new();
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key_map.insert(settings.controls.toggle_cursor, GameInput::ToggleCursor);
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key_map.insert(settings.controls.escape, GameInput::Escape);
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key_map.insert(settings.controls.enter, GameInput::Enter);
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key_map.insert(settings.controls.command, GameInput::Command);
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key_map.insert(settings.controls.move_forward, GameInput::MoveForward);
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key_map.insert(settings.controls.move_left, GameInput::MoveLeft);
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key_map.insert(settings.controls.move_back, GameInput::MoveBack);
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key_map.insert(settings.controls.move_right, GameInput::MoveRight);
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key_map.insert(settings.controls.jump, GameInput::Jump);
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key_map.insert(settings.controls.glide, GameInput::Glide);
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key_map.insert(settings.controls.map, GameInput::Map);
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key_map.insert(settings.controls.bag, GameInput::Bag);
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key_map.insert(settings.controls.quest_log, GameInput::QuestLog);
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key_map.insert(
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settings.controls.character_window,
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GameInput::CharacterWindow,
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);
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key_map.insert(settings.controls.social, GameInput::Social);
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key_map.insert(settings.controls.spellbook, GameInput::Spellbook);
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key_map.insert(settings.controls.settings, GameInput::Settings);
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key_map.insert(settings.controls.help, GameInput::Help);
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key_map.insert(
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settings.controls.toggle_interface,
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GameInput::ToggleInterface,
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);
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key_map.insert(settings.controls.toggle_debug, GameInput::ToggleDebug);
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key_map.insert(settings.controls.fullscreen, GameInput::Fullscreen);
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key_map.insert(settings.controls.screenshot, GameInput::Screenshot);
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key_map.insert(
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settings.controls.toggle_ingame_ui,
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GameInput::ToggleIngameUi,
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);
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key_map.insert(settings.controls.attack, GameInput::Attack);
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key_map.insert(settings.controls.second_attack, GameInput::SecondAttack);
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key_map.insert(settings.controls.roll, GameInput::Roll);
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key_map.insert(settings.controls.interact, GameInput::Interact);
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let keypress_map = HashMap::new();
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Ok(Self {
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events_loop,
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renderer: Renderer::new(device, factory, win_color_view, win_depth_view)?,
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window,
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cursor_grabbed: false,
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pan_sensitivity: settings.gameplay.pan_sensitivity,
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zoom_sensitivity: settings.gameplay.zoom_sensitivity,
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fullscreen: false,
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needs_refresh_resize: false,
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key_map,
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keypress_map,
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supplement_events: vec![],
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focused: true,
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})
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}
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pub fn renderer(&self) -> &Renderer {
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&self.renderer
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}
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pub fn renderer_mut(&mut self) -> &mut Renderer {
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&mut self.renderer
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}
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pub fn fetch_events(&mut self) -> Vec<Event> {
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let mut events = vec![];
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events.append(&mut self.supplement_events);
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// Refresh ui size (used when changing playstates)
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if self.needs_refresh_resize {
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events.push(Event::Ui(ui::Event::new_resize(self.logical_size())));
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self.needs_refresh_resize = false;
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}
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// Copy data that is needed by the events closure to avoid lifetime errors.
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// TODO: Remove this if/when the compiler permits it.
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let cursor_grabbed = self.cursor_grabbed;
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let renderer = &mut self.renderer;
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let window = &mut self.window;
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let focused = &mut self.focused;
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let key_map = &self.key_map;
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let keypress_map = &mut self.keypress_map;
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let pan_sensitivity = self.pan_sensitivity;
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let zoom_sensitivity = self.zoom_sensitivity;
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let mut toggle_fullscreen = false;
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let mut take_screenshot = false;
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self.events_loop.poll_events(|event| {
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// Get events for ui.
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if let Some(event) = ui::Event::try_from(event.clone(), window) {
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events.push(Event::Ui(event));
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}
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match event {
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glutin::Event::WindowEvent { event, .. } => match event {
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glutin::WindowEvent::CloseRequested => events.push(Event::Close),
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glutin::WindowEvent::Resized(glutin::dpi::LogicalSize { width, height }) => {
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let (mut color_view, mut depth_view) = renderer.win_views_mut();
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gfx_window_glutin::update_views(window, &mut color_view, &mut depth_view);
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renderer.on_resize().unwrap();
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events.push(Event::Resize(Vec2::new(width as u32, height as u32)));
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}
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glutin::WindowEvent::ReceivedCharacter(c) => events.push(Event::Char(c)),
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glutin::WindowEvent::MouseInput { button, state, .. } if cursor_grabbed => {
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if let Some(&game_input) = key_map.get(&KeyMouse::Mouse(button)) {
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events.push(Event::InputUpdate(
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game_input,
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state == glutin::ElementState::Pressed,
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))
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}
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}
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glutin::WindowEvent::KeyboardInput { input, .. } => match input.virtual_keycode
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{
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Some(key) => match key_map.get(&KeyMouse::Key(key)) {
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Some(GameInput::Fullscreen) => {
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if input.state == glutin::ElementState::Pressed
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&& !Self::is_event_key_held(keypress_map, GameInput::Fullscreen)
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{
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toggle_fullscreen = !toggle_fullscreen;
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}
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Self::update_keypress_map(
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keypress_map,
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GameInput::Fullscreen,
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input.state,
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);
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}
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Some(GameInput::Screenshot) => {
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take_screenshot = input.state == glutin::ElementState::Pressed
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&& !Self::is_event_key_held(
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keypress_map,
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GameInput::Screenshot,
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);
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Self::update_keypress_map(
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keypress_map,
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GameInput::Screenshot,
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input.state,
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);
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}
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Some(&game_input)
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if game_input == GameInput::MoveForward
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|| game_input == GameInput::MoveBack
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|| game_input == GameInput::MoveLeft
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|| game_input == GameInput::MoveRight
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|| game_input == GameInput::Jump
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|| game_input == GameInput::Glide
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|| game_input == GameInput::Attack
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|| game_input == GameInput::Roll =>
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{
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events.push(Event::InputUpdate(
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game_input,
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input.state == glutin::ElementState::Pressed,
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))
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}
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Some(&game_input) => {
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if input.state == glutin::ElementState::Pressed
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&& !Self::is_event_key_held(keypress_map, game_input)
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{
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events.push(Event::InputUpdate(game_input, true));
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}
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Self::update_keypress_map(keypress_map, game_input, input.state);
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}
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_ => {}
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},
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_ => {}
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},
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glutin::WindowEvent::Focused(state) => {
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*focused = state;
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events.push(Event::Focused(state));
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}
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_ => {}
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},
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glutin::Event::DeviceEvent { event, .. } => match event {
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glutin::DeviceEvent::MouseMotion {
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delta: (dx, dy), ..
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} if cursor_grabbed && *focused => events.push(Event::CursorPan(Vec2::new(
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dx as f32 * (pan_sensitivity as f32 / 100.0),
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dy as f32 * (pan_sensitivity as f32 / 100.0),
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))),
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glutin::DeviceEvent::MouseWheel {
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delta: glutin::MouseScrollDelta::LineDelta(_x, y),
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..
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} if cursor_grabbed && *focused => {
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events.push(Event::Zoom(y * (zoom_sensitivity as f32 / 100.0)))
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}
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_ => {}
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},
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_ => {}
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}
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});
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if take_screenshot {
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self.take_screenshot();
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}
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if toggle_fullscreen {
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self.fullscreen(!self.is_fullscreen());
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}
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events
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}
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pub fn swap_buffers(&self) -> Result<(), Error> {
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self.window
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.swap_buffers()
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.map_err(|err| Error::BackendError(Box::new(err)))
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}
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pub fn is_cursor_grabbed(&self) -> bool {
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self.cursor_grabbed
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}
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pub fn grab_cursor(&mut self, grab: bool) {
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self.cursor_grabbed = grab;
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self.window.window().hide_cursor(grab);
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let _ = self.window.window().grab_cursor(grab);
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}
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pub fn is_fullscreen(&self) -> bool {
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self.fullscreen
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}
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pub fn fullscreen(&mut self, fullscreen: bool) {
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let window = self.window.window();
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self.fullscreen = fullscreen;
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if fullscreen {
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window.set_fullscreen(Some(window.get_current_monitor()));
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} else {
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window.set_fullscreen(None);
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}
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}
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pub fn needs_refresh_resize(&mut self) {
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self.needs_refresh_resize = true;
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}
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pub fn logical_size(&self) -> Vec2<f64> {
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let (w, h) = self
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.window
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.window()
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.get_inner_size()
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.unwrap_or(glutin::dpi::LogicalSize::new(0.0, 0.0))
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.into();
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Vec2::new(w, h)
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}
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pub fn send_supplement_event(&mut self, event: Event) {
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self.supplement_events.push(event)
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}
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pub fn take_screenshot(&mut self) {
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match self.renderer.create_screenshot() {
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Ok(img) => {
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std::thread::spawn(move || {
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use std::{path::PathBuf, time::SystemTime};
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// Check if folder exists and create it if it does not
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let mut path = PathBuf::from("./screenshots");
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if !path.exists() {
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if let Err(err) = std::fs::create_dir(&path) {
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warn!("Couldn't create folder for screenshot: {:?}", err);
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}
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}
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path.push(format!(
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"screenshot_{}.png",
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SystemTime::now()
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.duration_since(SystemTime::UNIX_EPOCH)
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.map(|d| d.as_millis())
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.unwrap_or(0)
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));
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if let Err(err) = img.save(&path) {
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warn!("Couldn't save screenshot: {:?}", err);
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}
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});
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}
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Err(err) => error!(
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"Couldn't create screenshot due to renderer error: {:?}",
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err
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),
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}
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}
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fn is_event_key_held(
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map: &mut HashMap<GameInput, glutin::ElementState>,
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input: GameInput,
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) -> bool {
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*(map.entry(input).or_insert(glutin::ElementState::Released))
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== glutin::ElementState::Pressed
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}
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fn update_keypress_map(
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map: &mut HashMap<GameInput, glutin::ElementState>,
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input: GameInput,
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state: glutin::ElementState,
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) {
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map.insert(input, state);
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}
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}
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