mirror of
https://github.com/griffi-gh/kubi.git
synced 2024-12-21 03:18:20 -06:00
commit
1e051c47b6
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@ -12,18 +12,25 @@ pub fn initialize_from_args(
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// If an address is provided, we're in multiplayer mode (the first argument is the address)
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// Otherwise, we're in singleplayer mode and working with local stuff
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let args: Vec<String> = env::args().collect();
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if args.len() > 1 {
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// Parse the address and switch the state to connecting
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let address = args[1].parse::<SocketAddr>().expect("invalid address");
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all_storages.add_unique(GameType::Muliplayer);
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all_storages.add_unique(ServerAddress(address));
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all_storages.borrow::<UniqueViewMut<NextState>>().unwrap().0 = Some(GameState::Connecting);
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} else {
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if cfg!(target_os = "android") || (args.get(1) == Some(&"android".into())) {
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// TODO REMOVE: temporarily bypass menu on Android as hUI (0.1.0-alpha.5) doesnt play well with touchscreens (yet? :3)
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// TODO REMOVE: disable save files on Android as they're stored in relative path rn
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all_storages.add_unique(GameType::Singleplayer);
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all_storages.borrow::<UniqueViewMut<NextState>>().unwrap().0 = Some(GameState::LoadingWorld);
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} else if args.get(1) == Some(&"play".into()) {
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// Open the local save file
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let save_file = open_local_save_file(Path::new("./world.kubi")).expect("failed to open save file");
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all_storages.add_unique(IOThreadManager::new(save_file));
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// Switch the state and kick off the world loading
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all_storages.add_unique(GameType::Singleplayer);
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all_storages.borrow::<UniqueViewMut<NextState>>().unwrap().0 = Some(GameState::LoadingWorld);
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} else if args.len() > 1 {
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// Parse the address and switch the state to connecting
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let address = args[1].parse::<SocketAddr>().expect("invalid address");
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all_storages.add_unique(GameType::Muliplayer);
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all_storages.add_unique(ServerAddress(address));
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all_storages.borrow::<UniqueViewMut<NextState>>().unwrap().0 = Some(GameState::Connecting);
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} else {
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all_storages.borrow::<UniqueViewMut<NextState>>().unwrap().0 = Some(GameState::MainMenu);
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}
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}
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@ -16,6 +16,7 @@ use shipyard::{
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WorkloadModificator,
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SystemModificator
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};
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use ui::{main_menu::update_main_menu, settings_ui::f1_held_settings_condition};
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use winit::{
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event_loop::{EventLoop, ControlFlow},
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event::{Event, WindowEvent}
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@ -35,6 +36,7 @@ pub(crate) use ui::{
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crosshair_ui,
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settings_ui,
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shutdown_screen,
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main_menu,
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};
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pub(crate) mod rendering;
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pub(crate) mod world;
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@ -77,10 +79,11 @@ use block_placement::update_block_placement;
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use delta_time::{DeltaTime, init_delta_time};
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use cursor_lock::{debug_toggle_lock, insert_lock_state, lock_cursor_now, update_cursor_lock_state};
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use control_flow::{exit_on_esc, insert_control_flow_unique, RequestExit};
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use state::{init_state, is_connecting, is_ingame, is_ingame_or_loading, is_loading, is_shutting_down, update_state};
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use state::{init_state, is_connecting, is_ingame, is_ingame_or_loading, is_ingame_or_loading_or_connecting_or_shutting_down, is_loading, is_main_menu, is_shutting_down, update_state};
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use networking::{update_networking, update_networking_late, is_multiplayer, disconnect_on_exit, is_singleplayer};
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use init::initialize_from_args;
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use hui_integration::{kubi_ui_begin, /*kubi_ui_draw,*/ kubi_ui_end, kubi_ui_init};
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use main_menu::render_main_menu_ui;
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use loading_screen::update_loading_screen;
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use shutdown_screen::update_shutdown_screen;
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use connecting_screen::update_connecting_screen;
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@ -109,7 +112,7 @@ fn startup() -> Workload {
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insert_lock_state,
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init_state,
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initialize_from_args,
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lock_cursor_now,
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// lock_cursor_now,
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init_input,
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insert_control_flow_unique,
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init_delta_time,
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@ -126,13 +129,18 @@ fn update() -> Workload {
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update_cursor_lock_state,
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process_inputs,
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kubi_ui_begin,
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(
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update_main_menu
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).into_sequential_workload().run_if(is_main_menu),
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(
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init_game_world.run_if_missing_unique::<ChunkTaskManager>(),
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(
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spawn_player.run_if_storage_empty::<MainPlayer>(),
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).into_sequential_workload().run_if(is_singleplayer),
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).into_sequential_workload().run_if(is_ingame_or_loading),
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update_networking().run_if(is_multiplayer),
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(
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update_networking
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).into_sequential_workload().run_if(is_multiplayer).run_if(is_ingame_or_loading_or_connecting_or_shutting_down),
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(
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update_connecting_screen,
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).into_sequential_workload().run_if(is_connecting),
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@ -153,12 +161,14 @@ fn update() -> Workload {
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//UI:
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render_chat,
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draw_crosshair,
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render_settings_ui,
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render_settings_ui.run_if(f1_held_settings_condition),
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).into_sequential_workload().run_if(is_ingame),
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(
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update_shutdown_screen,
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).into_sequential_workload().run_if(is_shutting_down),
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update_networking_late.run_if(is_multiplayer),
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(
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update_networking_late
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).into_sequential_workload().run_if(is_multiplayer).run_if(is_ingame_or_loading_or_connecting_or_shutting_down),
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compute_cameras,
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kubi_ui_end,
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exit_on_esc,
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@ -11,9 +11,9 @@ use kubi_shared::networking::{
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};
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use crate::{
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events::EventComponent,
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fixed_timestamp::FixedTimestamp,
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state::{is_ingame_or_loading, is_ingame_or_loading_or_connecting_or_shutting_down},
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world::tasks::ChunkTaskManager,
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state::is_ingame_or_loading,
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fixed_timestamp::FixedTimestamp
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};
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mod handshake;
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@ -185,13 +185,15 @@ fn is_join_state<const STATE: u8>(
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}
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pub fn is_multiplayer(
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game_type: UniqueView<GameType>
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game_type: Option<UniqueView<GameType>>
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) -> bool {
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let Some(game_type) = game_type else { return false };
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*game_type == GameType::Muliplayer
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}
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pub fn is_singleplayer(
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game_type: UniqueView<GameType>
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game_type: Option<UniqueView<GameType>>
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) -> bool {
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let Some(game_type) = game_type else { return false };
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*game_type == GameType::Singleplayer
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}
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@ -5,6 +5,7 @@ use std::mem::take;
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pub enum GameState {
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#[default]
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Initial,
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MainMenu,
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Connecting,
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LoadingWorld,
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InGame,
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@ -34,6 +35,12 @@ pub fn is_changing_state(
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state.0.is_some()
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}
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pub fn is_main_menu(
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state: UniqueView<GameState>
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) -> bool {
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*state == GameState::MainMenu
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}
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pub fn is_connecting(
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state: UniqueView<GameState>
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) -> bool {
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@ -64,6 +71,12 @@ pub fn is_ingame_or_loading(
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matches!(*state, GameState::InGame | GameState::LoadingWorld)
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}
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pub fn is_ingame_or_loading_or_connecting_or_shutting_down(
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state: UniqueView<GameState>
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) -> bool {
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matches!(*state, GameState::InGame | GameState::LoadingWorld | GameState::Connecting)
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}
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pub fn is_ingame_or_shutting_down(
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state: UniqueView<GameState>
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) -> bool {
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@ -1,3 +1,4 @@
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pub(crate) mod main_menu;
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pub(crate) mod loading_screen;
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pub(crate) mod connecting_screen;
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pub(crate) mod shutdown_screen;
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165
kubi/src/ui/main_menu.rs
Normal file
165
kubi/src/ui/main_menu.rs
Normal file
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@ -0,0 +1,165 @@
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use std::path::Path;
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use glam::vec4;
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use hui::{
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element::{
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container::Container,
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interactable::ElementInteractableExt,
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text::Text,
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UiElementExt
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},
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layout::Alignment,
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rect::Corners,
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signal::Signal,
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rect_frame,
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size,
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};
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use kubi_shared::data::{io_thread::IOThreadManager, open_local_save_file};
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use settings_overlay::{not_settings_ui_shown, settings_overlay_logic};
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use shipyard::{AllStoragesView, AllStoragesViewMut, IntoWorkload, NonSendSync, SystemModificator, Unique, UniqueView, UniqueViewMut, Workload, WorkloadModificator};
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use crate::{
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control_flow::RequestExit,
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hui_integration::UiState, networking::GameType, rendering::Renderer, state::{GameState, NextState}};
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mod settings_overlay;
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#[derive(Clone, Copy)]
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enum MainMenuPage {
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TopMenu,
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Settings,
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// ListWorlds {
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// list: Vec<String>,
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// },
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}
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#[derive(Unique)]
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struct MainMenuState {
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page: MainMenuPage,
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}
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#[derive(Signal, Clone, Copy)]
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enum MainMenuSignal {
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GotoPage(MainMenuPage),
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PlayOffline,
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PlayOnline,
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Quit,
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// CreatePlayWorld {
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// name: String,
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// },
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// PlayWorld {
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// path: PathBuf,
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// },
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}
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pub fn main_menu_leave(
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storages: AllStoragesView,
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) {
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if storages.remove_unique::<MainMenuState>().is_err() {
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log::warn!("what the fuck? shouldn't matter tho")
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}
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}
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pub fn render_main_menu_ui(
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mut hui: NonSendSync<UniqueViewMut<UiState>>,
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ren: UniqueView<Renderer>,
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) {
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Container::default()
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.with_size(size!(100%, 100%))
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.with_padding(30.)
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.with_gap(20.)
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.with_background(Corners::top_bottom(
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vec4(0.0, 0.0, 0.0, 0.85),
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vec4(0.0, 0.0, 0.0, 0.0))
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)
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.with_children(|ui| {
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Container::default()
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.with_size(size!(100%, auto))
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.with_align(Alignment::Center)
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.with_children(|ui| {
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Text::new("Kubi")
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.with_text_size(120)
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.add_child(ui);
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})
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.add_child(ui);
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Container::default()
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.with_size(size!(100%, 100%=))
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.with_align(Alignment::Center)
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.with_children(|ui| {
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Container::default()
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.with_align((Alignment::Center, Alignment::Begin))
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.with_padding(20.)
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.with_gap(10.)
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.with_background(rect_frame! {
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color: (0.1, 0.1, 0.1),
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corner_radius: 10.,
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})
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.with_children(|ui| {
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for (button_text, button_signal) in [
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("Singleplayer", MainMenuSignal::PlayOffline),
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("Multiplayer", MainMenuSignal::PlayOnline),
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("Settings", MainMenuSignal::GotoPage(MainMenuPage::Settings)),
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("Quit", MainMenuSignal::Quit),
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] {
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Container::default()
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.with_size(size!(300, 50))
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.with_align(Alignment::Center)
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.with_background(rect_frame! {
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color: (0.2, 0.2, 0.2),
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corner_radius: 3.,
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})
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.with_children(|ui| {
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Text::new(button_text)
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.with_text_size(24)
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.add_child(ui);
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})
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.on_click(move || button_signal)
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.add_child(ui)
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}
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})
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.add_child(ui);
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})
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.add_child(ui);
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})
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.add_root(&mut hui.hui, ren.size_vec2());
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}
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fn main_menu_process_signals(
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storages: AllStoragesViewMut,
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) {
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let mut hui = storages.borrow::<NonSendSync<UniqueViewMut<UiState>>>().unwrap();
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let mut quit = storages.borrow::<UniqueViewMut<RequestExit>>().unwrap();
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hui.hui.process_signals(|signal| {
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match signal {
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MainMenuSignal::PlayOffline => {
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log::info!("play button pressed");
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// Open the local save file
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let save_file = open_local_save_file(Path::new("./world.kubi")).expect("failed to open save file");
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storages.add_unique(IOThreadManager::new(save_file));
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// Switch the state and kick off the world loading
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storages.add_unique(GameType::Singleplayer);
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storages.borrow::<UniqueViewMut<NextState>>().unwrap().0 = Some(GameState::LoadingWorld);
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}
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MainMenuSignal::PlayOnline => {
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},
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MainMenuSignal::GotoPage(page) => {
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log::info!("goto page button pressed");
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storages.add_unique(MainMenuState { page });
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}
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MainMenuSignal::Quit => {
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log::info!("quit button pressed");
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quit.0 = true;
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}
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_ => {}
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}
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});
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}
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pub fn update_main_menu() -> Workload {
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(
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render_main_menu_ui.run_if(not_settings_ui_shown),
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settings_overlay_logic,
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main_menu_process_signals,
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).into_sequential_workload()
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}
|
68
kubi/src/ui/main_menu/settings_overlay.rs
Normal file
68
kubi/src/ui/main_menu/settings_overlay.rs
Normal file
|
@ -0,0 +1,68 @@
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use std::path::Path;
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use glam::vec4;
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use hui::{
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element::{
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container::Container,
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interactable::ElementInteractableExt,
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text::Text,
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UiElementExt
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},
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layout::Alignment,
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rect::Corners,
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signal::Signal,
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rect_frame,
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size,
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};
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use kubi_shared::data::{io_thread::IOThreadManager, open_local_save_file};
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use shipyard::{AllStoragesView, AllStoragesViewMut, IntoWorkload, NonSendSync, SystemModificator, Unique, UniqueView, UniqueViewMut, Workload, WorkloadModificator};
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use crate::{
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control_flow::RequestExit, hui_integration::UiState, main_menu::MainMenuPage, networking::GameType, rendering::Renderer, state::{GameState, NextState}};
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use super::{super::settings_ui::render_settings_ui2, MainMenuSignal, MainMenuState};
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pub fn settings_ui_shown(mms: Option<UniqueView<MainMenuState>>) -> bool {
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let Some(mms) = mms else { return false };
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matches!(mms.page, MainMenuPage::Settings)
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}
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#[allow(clippy::just_underscores_and_digits)]
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pub fn not_settings_ui_shown(_0: Option<UniqueView<MainMenuState>>) -> bool {
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!settings_ui_shown(_0)
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}
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// HACK: shows the back button over the settings UI
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fn show_settings_back_button(
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mut hui: NonSendSync<UniqueViewMut<UiState>>,
|
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ren: UniqueView<Renderer>,
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) {
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Container::default()
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.with_size(size!(100%, 100%))
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||||
.with_align((Alignment::Center, Alignment::End))
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.with_padding(30.)
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.with_children(|ui| {
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Container::default()
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.with_background(rect_frame! {
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color: (0.1, 0.1, 0.1),
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corner_radius: 10.,
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||||
})
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.with_padding((30., 5.))
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.with_size(size!(auto, 50))
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.with_align(Alignment::Center)
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.with_children(|ui| {
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Text::new("Back to the Main Menu")
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.with_text_size(24)
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.add_child(ui);
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})
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.on_click(|| MainMenuSignal::GotoPage(MainMenuPage::TopMenu))
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.add_child(ui);
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})
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.add_root(&mut hui.hui, ren.size_vec2());
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}
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pub fn settings_overlay_logic() -> Workload {
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(
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render_settings_ui2,
|
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show_settings_back_button,
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).into_sequential_workload().run_if(settings_ui_shown)
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}
|
|
@ -19,7 +19,7 @@ enum SettingsSignal {
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|||
SetRenderDistance(u8),
|
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SetEnableDynamicCrosshair(bool),
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SetEnableVsync(bool),
|
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SetEnableDebugChunkBorder(bool),
|
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// SetEnableDebugChunkBorder(bool),
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SetMouseSensitivity(f32),
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||||
}
|
||||
|
||||
|
@ -68,18 +68,19 @@ fn checkbox(
|
|||
.add_child(ui);
|
||||
}
|
||||
|
||||
pub fn f1_held_settings_condition(
|
||||
kbd: UniqueView<RawKbmInputState>,
|
||||
) -> bool {
|
||||
//f1 must be held down to open settings
|
||||
//TODO implement ModalManager instead of this
|
||||
kbd.keyboard_state.contains(KeyCode::F1 as u32)
|
||||
}
|
||||
|
||||
pub fn render_settings_ui(
|
||||
mut ui: NonSendSync<UniqueViewMut<UiState>>,
|
||||
mut ren: UniqueViewMut<Renderer>,
|
||||
mut settings: UniqueViewMut<GameSettings>,
|
||||
kbd: UniqueView<RawKbmInputState>,
|
||||
) {
|
||||
//f1 must be held down to open settings
|
||||
//TODO implement ModalManager instead of this
|
||||
if !kbd.keyboard_state.contains(KeyCode::F1 as u32) {
|
||||
return
|
||||
}
|
||||
|
||||
Container::default()
|
||||
.with_size(size!(100%))
|
||||
.with_background((0., 0., 0., 0.5))
|
||||
|
@ -132,13 +133,13 @@ pub fn render_settings_ui(
|
|||
);
|
||||
Break.add_child(ui);
|
||||
|
||||
checkbox(
|
||||
ui,
|
||||
"Debug Chunk Border",
|
||||
settings.debug_draw_current_chunk_border,
|
||||
SettingsSignal::SetEnableDebugChunkBorder
|
||||
);
|
||||
Break.add_child(ui);
|
||||
// checkbox(
|
||||
// ui,
|
||||
// "Debug Chunk Border",
|
||||
// settings.debug_draw_current_chunk_border,
|
||||
// SettingsSignal::SetEnableDebugChunkBorder
|
||||
// );
|
||||
// Break.add_child(ui);
|
||||
|
||||
Text::new("Mouse Sensitivity")
|
||||
.add_child(ui);
|
||||
|
@ -160,7 +161,16 @@ pub fn render_settings_ui(
|
|||
settings.vsync = value;
|
||||
ren.reload_settings(&settings);
|
||||
},
|
||||
SettingsSignal::SetEnableDebugChunkBorder(value) => settings.debug_draw_current_chunk_border = value && cfg!(not(target_os = "android")),
|
||||
// SettingsSignal::SetEnableDebugChunkBorder(value) => settings.debug_draw_current_chunk_border = value && cfg!(not(target_os = "android")),
|
||||
SettingsSignal::SetMouseSensitivity(value) => settings.mouse_sensitivity = value,
|
||||
});
|
||||
}
|
||||
|
||||
#[allow(clippy::just_underscores_and_digits)]
|
||||
pub fn render_settings_ui2(
|
||||
_0: NonSendSync<UniqueViewMut<UiState>>,
|
||||
_1: UniqueViewMut<Renderer>,
|
||||
_2: UniqueViewMut<GameSettings>,
|
||||
) {
|
||||
render_settings_ui(_0, _1, _2);
|
||||
}
|
||||
|
|
|
@ -18,7 +18,12 @@ fn intercept_exit(
|
|||
mut state: UniqueViewMut<NextState>,
|
||||
cur_state: UniqueView<GameState>,
|
||||
termination_state: Option<UniqueView<ShutdownState>>,
|
||||
iota: Option<UniqueView<IOThreadManager>>,
|
||||
) {
|
||||
// If iota is missing, don't bother with shutdown state (likely running without a save file)
|
||||
if iota.is_none() {
|
||||
return;
|
||||
}
|
||||
if exit.0 {
|
||||
if *cur_state == GameState::ShuttingDown {
|
||||
// If we're already shutting down, check if we're done
|
||||
|
|
|
@ -507,9 +507,13 @@ fn process_completed_tasks(
|
|||
|
||||
/// Save all modified chunks to the disk
|
||||
pub fn save_on_exit(
|
||||
io: UniqueView<IOThreadManager>,
|
||||
io: Option<UniqueView<IOThreadManager>>,
|
||||
world: UniqueView<ChunkStorage>,
|
||||
) {
|
||||
let Some(io) = io else {
|
||||
log::warn!("no IO thread manager, skipping save on exit");
|
||||
return
|
||||
};
|
||||
for (&position, chunk) in &world.chunks {
|
||||
if let Some(block_data) = &chunk.block_data {
|
||||
if chunk.data_modified {
|
||||
|
|
Loading…
Reference in a new issue