mirror of
https://gitlab.com/veloren/veloren.git
synced 2024-08-30 18:12:32 +00:00
134 lines
6.0 KiB
Rust
134 lines
6.0 KiB
Rust
use crate::{
|
|
menu::main::MainMenuState,
|
|
ui,
|
|
window::{Event, EventLoop},
|
|
Direction, GlobalState, PlayState, PlayStateResult,
|
|
};
|
|
use std::{mem, time::Duration};
|
|
use tracing::debug;
|
|
|
|
pub fn run(mut global_state: GlobalState, event_loop: EventLoop) {
|
|
// Set up the initial play state.
|
|
let mut states: Vec<Box<dyn PlayState>> = vec![Box::new(MainMenuState::new(&mut global_state))];
|
|
states.last_mut().map(|current_state| {
|
|
current_state.enter(&mut global_state, Direction::Forwards);
|
|
let current_state = current_state.name();
|
|
debug!(?current_state, "Started game with state");
|
|
});
|
|
|
|
event_loop.run(move |event, _, control_flow| {
|
|
// Continously run loop since we handle sleeping
|
|
*control_flow = winit::event_loop::ControlFlow::Poll;
|
|
|
|
// Get events for the ui.
|
|
if let Some(event) = ui::Event::try_from(&event, global_state.window.window()) {
|
|
global_state.window.send_event(Event::Ui(event));
|
|
}
|
|
|
|
match event {
|
|
winit::event::Event::MainEventsCleared => {
|
|
// Run tick here
|
|
|
|
// What's going on here?
|
|
// ---------------------
|
|
// The state system used by Voxygen allows for the easy development of
|
|
// stack-based menus. For example, you may want a "title" state
|
|
// that can push a "main menu" state on top of it, which can in
|
|
// turn push a "settings" state or a "game session" state on top of it.
|
|
// The code below manages the state transfer logic automatically so that we
|
|
// don't have to re-engineer it for each menu we decide to add
|
|
// to the game.
|
|
let mut exit = true;
|
|
while let Some(state_result) = states.last_mut().map(|last| {
|
|
let events = global_state.window.fetch_events();
|
|
last.tick(&mut global_state, events)
|
|
}) {
|
|
// Implement state transfer logic.
|
|
match state_result {
|
|
PlayStateResult::Continue => {
|
|
// Wait for the next tick.
|
|
global_state.clock.tick(Duration::from_millis(
|
|
1000 / global_state.settings.graphics.max_fps as u64,
|
|
));
|
|
|
|
// Maintain global state.
|
|
global_state
|
|
.maintain(global_state.clock.get_last_delta().as_secs_f32());
|
|
|
|
exit = false;
|
|
break;
|
|
},
|
|
PlayStateResult::Shutdown => {
|
|
debug!("Shutting down all states...");
|
|
while states.last().is_some() {
|
|
states.pop().map(|old_state| {
|
|
debug!("Popped state '{}'.", old_state.name());
|
|
global_state.on_play_state_changed();
|
|
});
|
|
}
|
|
},
|
|
PlayStateResult::Pop => {
|
|
states.pop().map(|old_state| {
|
|
debug!("Popped state '{}'.", old_state.name());
|
|
global_state.on_play_state_changed();
|
|
});
|
|
states.last_mut().map(|new_state| {
|
|
new_state.enter(&mut global_state, Direction::Backwards);
|
|
});
|
|
},
|
|
PlayStateResult::Push(mut new_state) => {
|
|
new_state.enter(&mut global_state, Direction::Forwards);
|
|
debug!("Pushed state '{}'.", new_state.name());
|
|
states.push(new_state);
|
|
global_state.on_play_state_changed();
|
|
},
|
|
PlayStateResult::Switch(mut new_state) => {
|
|
new_state.enter(&mut global_state, Direction::Forwards);
|
|
states.last_mut().map(|old_state| {
|
|
debug!(
|
|
"Switching to state '{}' from state '{}'.",
|
|
new_state.name(),
|
|
old_state.name()
|
|
);
|
|
mem::swap(old_state, &mut new_state);
|
|
global_state.on_play_state_changed();
|
|
});
|
|
},
|
|
}
|
|
}
|
|
|
|
if exit {
|
|
*control_flow = winit::event_loop::ControlFlow::Exit;
|
|
}
|
|
|
|
// TODO: move
|
|
if let Some(last) = states.last_mut() {
|
|
global_state.window.renderer_mut().clear();
|
|
last.render(
|
|
&mut global_state.window.renderer_mut(),
|
|
&global_state.settings,
|
|
);
|
|
// Finish the frame.
|
|
global_state.window.renderer_mut().flush();
|
|
global_state
|
|
.window
|
|
.swap_buffers()
|
|
.expect("Failed to swap window buffers!");
|
|
}
|
|
},
|
|
winit::event::Event::WindowEvent { event, .. } => global_state
|
|
.window
|
|
.handle_window_event(event, &mut global_state.settings),
|
|
winit::event::Event::DeviceEvent { event, .. } => {
|
|
global_state.window.handle_device_event(event)
|
|
},
|
|
winit::event::Event::LoopDestroyed => {
|
|
// Save any unsaved changes to settings and profile
|
|
global_state.settings.save_to_file_warn();
|
|
global_state.profile.save_to_file_warn();
|
|
},
|
|
_ => {},
|
|
}
|
|
});
|
|
}
|