mirror of
https://gitlab.com/veloren/veloren.git
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158 lines
4.7 KiB
Rust
158 lines
4.7 KiB
Rust
#![deny(unsafe_code)]
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#![allow(incomplete_features)]
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#![allow(clippy::identity_op, clippy::option_map_unit_fn)]
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#![deny(clippy::clone_on_ref_ptr)]
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#![feature(
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array_methods,
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array_zip,
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bool_to_option,
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drain_filter,
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once_cell,
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trait_alias
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)]
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#![recursion_limit = "2048"]
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#[macro_use]
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pub mod ui;
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pub mod audio;
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pub mod controller;
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mod credits;
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mod ecs;
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pub mod error;
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pub mod game_input;
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pub mod hud;
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pub mod key_state;
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pub mod menu;
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pub mod mesh;
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pub mod profile;
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pub mod render;
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pub mod run;
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pub mod scene;
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pub mod session;
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pub mod settings;
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#[cfg(feature = "singleplayer")]
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pub mod singleplayer;
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pub mod window;
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#[cfg(feature = "singleplayer")]
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use crate::singleplayer::Singleplayer;
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#[cfg(feature = "egui-ui")]
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use crate::ui::egui::EguiState;
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use crate::{
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audio::AudioFrontend,
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profile::Profile,
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render::{Drawer, GlobalsBindGroup},
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settings::Settings,
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window::{Event, Window},
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};
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use common::clock::Clock;
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use common_base::span;
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use i18n::LocalizationHandle;
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use std::path::PathBuf;
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use std::sync::Arc;
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use tokio::runtime::Runtime;
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/// A type used to store state that is shared between all play states.
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pub struct GlobalState {
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pub userdata_dir: PathBuf,
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pub config_dir: PathBuf,
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pub settings: Settings,
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pub profile: Profile,
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pub window: Window,
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pub tokio_runtime: Arc<Runtime>,
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#[cfg(feature = "egui-ui")]
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pub egui_state: EguiState,
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pub lazy_init: scene::terrain::SpriteRenderContextLazy,
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pub audio: AudioFrontend,
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pub info_message: Option<String>,
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pub clock: Clock,
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#[cfg(feature = "singleplayer")]
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pub singleplayer: Option<Singleplayer>,
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// TODO: redo this so that the watcher doesn't have to exist for reloading to occur
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pub i18n: LocalizationHandle,
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pub clipboard: iced_winit::Clipboard,
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// NOTE: This can be removed from GlobalState if client state behavior is refactored to not
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// enter the game before confirmation of successful character load
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/// An error returned by Client that needs to be displayed by the UI
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pub client_error: Option<String>,
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// Used to clear the shadow textures when entering a PlayState that doesn't utilise shadows
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pub clear_shadows_next_frame: bool,
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}
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impl GlobalState {
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/// Called after a change in play state has occurred (usually used to
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/// reverse any temporary effects a state may have made).
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pub fn on_play_state_changed(&mut self) {
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self.window.grab_cursor(false);
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self.window.needs_refresh_resize();
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}
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pub fn maintain(&mut self, dt: std::time::Duration) {
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span!(_guard, "maintain", "GlobalState::maintain");
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self.audio.maintain(dt);
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self.window.renderer().maintain()
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}
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#[cfg(feature = "singleplayer")]
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pub fn paused(&self) -> bool {
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self.singleplayer
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.as_ref()
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.map_or(false, Singleplayer::is_paused)
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}
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#[cfg(not(feature = "singleplayer"))]
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pub fn paused(&self) -> bool { false }
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#[cfg(feature = "singleplayer")]
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pub fn unpause(&self) { self.singleplayer.as_ref().map(|s| s.pause(false)); }
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#[cfg(feature = "singleplayer")]
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pub fn pause(&self) { self.singleplayer.as_ref().map(|s| s.pause(true)); }
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}
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// TODO: appears to be currently unused by playstates
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pub enum Direction {
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Forwards,
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Backwards,
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}
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/// States can either close (and revert to a previous state), push a new state
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/// on top of themselves, or switch to a totally different state.
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pub enum PlayStateResult {
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/// Keep running this play state.
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Continue,
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/// Pop all play states in reverse order and shut down the program.
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Shutdown,
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/// Close the current play state and pop it from the play state stack.
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Pop,
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/// Push a new play state onto the play state stack.
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Push(Box<dyn PlayState>),
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/// Switch the current play state with a new play state.
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Switch(Box<dyn PlayState>),
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}
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/// A trait representing a playable game state. This may be a menu, a game
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/// session, the title screen, etc.
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pub trait PlayState {
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/// Called when entering this play state from another
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fn enter(&mut self, global_state: &mut GlobalState, direction: Direction);
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/// Tick the play state
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fn tick(&mut self, global_state: &mut GlobalState, events: Vec<Event>) -> PlayStateResult;
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/// Get a descriptive name for this state type.
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fn name(&self) -> &'static str;
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/// Determines whether the play state should have an enforced FPS cap
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fn capped_fps(&self) -> bool;
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fn globals_bind_group(&self) -> &GlobalsBindGroup;
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/// Draw the play state.
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fn render<'a>(&'a self, drawer: &mut Drawer<'a>, settings: &Settings);
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/// Determines whether egui will be rendered for this play state
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fn egui_enabled(&self) -> bool;
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}
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