veloren/voxygen/src/lib.rs
2020-12-31 12:32:18 +01:00

130 lines
3.9 KiB
Rust

#![deny(unsafe_code)]
#![allow(incomplete_features)]
#![allow(clippy::option_map_unit_fn)]
#![deny(clippy::clone_on_ref_ptr)]
#![feature(array_map, bool_to_option, const_generics, drain_filter, or_patterns)]
#![recursion_limit = "2048"]
#[macro_use]
pub mod ui;
pub mod audio;
pub mod controller;
mod ecs;
pub mod error;
pub mod hud;
pub mod i18n;
pub mod key_state;
pub mod logging;
pub mod menu;
pub mod mesh;
pub mod profile;
pub mod render;
pub mod run;
pub mod scene;
pub mod session;
pub mod settings;
#[cfg(feature = "singleplayer")]
pub mod singleplayer;
pub mod window;
// Reexports
pub use crate::error::Error;
#[cfg(feature = "singleplayer")]
use crate::singleplayer::Singleplayer;
use crate::{
audio::AudioFrontend,
i18n::Localization,
profile::Profile,
render::Renderer,
settings::Settings,
window::{Event, Window},
};
use common::{assets::AssetHandle, clock::Clock, span};
/// A type used to store state that is shared between all play states.
pub struct GlobalState {
pub settings: Settings,
pub profile: Profile,
pub window: Window,
pub audio: AudioFrontend,
pub info_message: Option<String>,
pub clock: Clock,
#[cfg(feature = "singleplayer")]
pub singleplayer: Option<Singleplayer>,
// TODO: redo this so that the watcher doesn't have to exist for reloading to occur
pub i18n: AssetHandle<Localization>,
pub clipboard: Option<iced_winit::Clipboard>,
// NOTE: This can be removed from GlobalState if client state behavior is refactored to not
// enter the game before confirmation of successful character load
/// An error returned by Client that needs to be displayed by the UI
pub client_error: Option<String>,
}
impl GlobalState {
/// Called after a change in play state has occurred (usually used to
/// reverse any temporary effects a state may have made).
pub fn on_play_state_changed(&mut self) {
self.window.grab_cursor(false);
self.window.needs_refresh_resize();
}
pub fn maintain(&mut self, dt: std::time::Duration) {
span!(_guard, "maintain", "GlobalState::maintain");
self.audio.maintain(dt);
}
#[cfg(feature = "singleplayer")]
pub fn paused(&self) -> bool {
self.singleplayer
.as_ref()
.map_or(false, Singleplayer::is_paused)
}
#[cfg(not(feature = "singleplayer"))]
pub fn paused(&self) -> bool { false }
#[cfg(feature = "singleplayer")]
pub fn unpause(&self) { self.singleplayer.as_ref().map(|s| s.pause(false)); }
#[cfg(feature = "singleplayer")]
pub fn pause(&self) { self.singleplayer.as_ref().map(|s| s.pause(true)); }
}
// TODO: appears to be currently unused by playstates
pub enum Direction {
Forwards,
Backwards,
}
/// States can either close (and revert to a previous state), push a new state
/// on top of themselves, or switch to a totally different state.
pub enum PlayStateResult {
/// Keep running this play state.
Continue,
/// Pop all play states in reverse order and shut down the program.
Shutdown,
/// Close the current play state and pop it from the play state stack.
Pop,
/// Push a new play state onto the play state stack.
Push(Box<dyn PlayState>),
/// Switch the current play state with a new play state.
Switch(Box<dyn PlayState>),
}
/// A trait representing a playable game state. This may be a menu, a game
/// session, the title screen, etc.
pub trait PlayState {
/// Called when entering this play state from another
fn enter(&mut self, global_state: &mut GlobalState, direction: Direction);
/// Tick the play state
fn tick(&mut self, global_state: &mut GlobalState, events: Vec<Event>) -> PlayStateResult;
/// Get a descriptive name for this state type.
fn name(&self) -> &'static str;
/// Draw the play state.
fn render(&mut self, renderer: &mut Renderer, settings: &Settings);
}