mirror of
https://github.com/griffi-gh/kubi.git
synced 2024-11-10 01:28:41 -06:00
get it to compile
This commit is contained in:
parent
dec20225cb
commit
3388dd6491
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@ -13,13 +13,14 @@ pub fn update_cursor_lock_state(
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return
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}
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if lock.is_inserted_or_modified() {
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let gl_window = display.display.gl_window();
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let window = gl_window.window();
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window.set_cursor_grab(match lock.0 {
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true => CursorGrabMode::Confined,
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false => CursorGrabMode::None,
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}).expect("Failed to change cursor grab state");
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window.set_cursor_visible(!lock.0);
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//TODO MIGRATION
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// let gl_window = display.display.gl_window();
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// let window = gl_window.window();
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// window.set_cursor_grab(match lock.0 {
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// true => CursorGrabMode::Confined,
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// false => CursorGrabMode::None,
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// }).expect("Failed to change cursor grab state");
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// window.set_cursor_visible(!lock.0);
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}
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}
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@ -67,12 +67,13 @@ pub fn process_glutin_events(world: &mut World, event: &Event<()>) {
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));
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},
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Event::LoopDestroyed => {
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world.add_entity((
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EventComponent,
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OnBeforeExitEvent
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));
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},
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//TODO MIGRATION
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// Event::LoopDestroyed => {
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// world.add_entity((
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// EventComponent,
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// OnBeforeExitEvent
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// ));
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// },
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_ => (),
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}
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@ -1,7 +1,7 @@
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use gilrs::{Gilrs, GamepadId, Button, Event, Axis};
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use glam::{Vec2, DVec2, vec2, dvec2};
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use winit::{
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keyboard::Key,
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keyboard::{KeyCode, PhysicalKey},
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event::{DeviceEvent, DeviceId, ElementState, TouchPhase}
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};
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use hashbrown::HashMap;
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@ -97,21 +97,21 @@ fn process_events(
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) {
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input_state.mouse_delta = DVec2::ZERO;
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for event in device_events.iter() {
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match event.event {
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match &event.event {
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DeviceEvent::MouseMotion { delta } => {
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input_state.mouse_delta = DVec2::from(delta);
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input_state.mouse_delta = DVec2::from(*delta);
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},
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DeviceEvent::Key(input) => {
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if let Some(keycode) = input.virtual_keycode {
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if let PhysicalKey::Code(code) = input.physical_key {
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match input.state {
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ElementState::Pressed => input_state.keyboard_state.insert(keycode as u32),
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ElementState::Released => input_state.keyboard_state.remove(keycode as u32),
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ElementState::Pressed => input_state.keyboard_state.insert(code as u32),
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ElementState::Released => input_state.keyboard_state.remove(code as u32),
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};
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}
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},
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DeviceEvent::Button { button, state } => {
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if button < 32 {
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input_state.button_state[button as usize] = matches!(state, ElementState::Pressed);
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if *button < 32 {
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input_state.button_state[*button as usize] = matches!(*state, ElementState::Pressed);
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}
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},
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_ => ()
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@ -176,10 +176,10 @@ fn update_input_state (
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mut inputs: UniqueViewMut<Inputs>,
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) {
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inputs.movement += Vec2::new(
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raw_inputs.keyboard_state.contains(Key::D as u32) as u32 as f32 -
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raw_inputs.keyboard_state.contains(Key::A as u32) as u32 as f32,
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raw_inputs.keyboard_state.contains(Key::W as u32) as u32 as f32 -
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raw_inputs.keyboard_state.contains(Key::S as u32) as u32 as f32
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raw_inputs.keyboard_state.contains(KeyCode::KeyD as u32) as u32 as f32 -
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raw_inputs.keyboard_state.contains(KeyCode::KeyA as u32) as u32 as f32,
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raw_inputs.keyboard_state.contains(KeyCode::KeyW as u32) as u32 as f32 -
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raw_inputs.keyboard_state.contains(KeyCode::KeyS as u32) as u32 as f32
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);
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inputs.look += raw_inputs.mouse_delta.as_vec2();
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inputs.action_a |= raw_inputs.button_state[1];
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@ -194,7 +194,7 @@ pub fn kubi_main() {
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world.run_workload(pre_startup).unwrap();
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//Create event loop
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let event_loop = EventLoop::new();
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let event_loop = EventLoop::new().unwrap();
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//Initialize renderer
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{
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@ -215,19 +215,21 @@ pub fn kubi_main() {
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//Run the event loop
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let mut last_update = Instant::now();
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event_loop.run(move |event, _, control_flow| {
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*control_flow = ControlFlow::Poll;
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event_loop.run(move |event, _| {
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//TODO MIGRATION
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//*control_flow = ControlFlow::Poll;
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process_glutin_events(&mut world, &event);
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#[allow(clippy::collapsible_match, clippy::single_match)]
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match event {
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Event::WindowEvent { event, .. } => match event {
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WindowEvent::CloseRequested => {
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log::info!("exit requested");
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*control_flow = ControlFlow::Exit;
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//TODO MIGRATION
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// *control_flow = ControlFlow::Exit;
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},
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_ => (),
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},
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Event::MainEventsCleared => {
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Event::AboutToWait => {
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//Update delta time (maybe move this into a system?)
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{
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let mut dt_view = world.borrow::<UniqueViewMut<DeltaTime>>().unwrap();
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@ -235,10 +237,10 @@ pub fn kubi_main() {
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dt_view.0 = now - last_update;
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last_update = now;
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}
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//Run update workflows
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world.run_workload(update).unwrap();
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//Start rendering (maybe use custom views for this?)
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let target = {
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let renderer = world.borrow::<NonSendSync<UniqueView<Renderer>>>().unwrap();
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@ -258,7 +260,8 @@ pub fn kubi_main() {
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//Process control flow changes
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if let Some(flow) = world.borrow::<UniqueView<SetControlFlow>>().unwrap().0 {
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*control_flow = flow;
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//TODO MIGRATION
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//*control_flow = flow;
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}
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},
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_ => (),
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@ -1,12 +1,12 @@
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use shipyard::{UniqueView, UniqueViewMut, Workload, IntoWorkload, EntityId, Unique, AllStoragesViewMut, ViewMut, Get, SystemModificator, track};
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use winit::keyboard::Key;
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use winit::keyboard::KeyCode;
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use glam::{Mat3, vec2};
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use crate::{
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world::ChunkStorage,
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state::{GameState, NextState, is_changing_state},
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transform::Transform2d,
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legacy_gui::{
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GuiComponent,
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GuiComponent,
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progressbar::ProgressbarComponent
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},
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rendering::{WindowSize, if_resized},
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@ -76,7 +76,7 @@ fn override_loading(
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kbm_state: UniqueView<RawKbmInputState>,
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mut state: UniqueViewMut<NextState>
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) {
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if kbm_state.keyboard_state.contains(Key::F as u32) {
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if kbm_state.keyboard_state.contains(KeyCode::KeyF as u32) {
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state.0 = Some(GameState::InGame);
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}
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}
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@ -158,21 +158,17 @@ pub fn disconnect_on_exit(
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control_flow: UniqueView<SetControlFlow>,
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mut client: UniqueViewMut<UdpClient>,
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) {
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if let Some(ControlFlow::ExitWithCode(_)) = control_flow.0 {
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if client.0.is_active() {
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client.0.flush();
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client.0.disconnect();
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while client.0.is_active() { client.0.step().for_each(|_|()); }
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log::info!("Client disconnected");
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} else {
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log::info!("Client inactive")
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}
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// if let Err(error) = client.0. {
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// log::error!("failed to disconnect: {}", error);
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// } else {
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// log::info!("Client disconnected");
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// }
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}
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//TODO MIGRATION
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// if let Some(ControlFlow::ExitWithCode(_)) = control_flow.0 {
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// if client.0.is_active() {
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// client.0.flush();
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// client.0.disconnect();
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// while client.0.is_active() { client.0.step().for_each(|_|()); }
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// log::info!("Client disconnected");
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// } else {
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// log::info!("Client inactive")
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// }
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// }
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}
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// conditions
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@ -1,7 +1,7 @@
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use shipyard::{Unique, NonSendSync, UniqueView, UniqueViewMut, View, IntoIter, AllStoragesView};
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use winit::{
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event_loop::EventLoop,
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window::{WindowBuilder, Fullscreen},
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window::{WindowBuilder, Fullscreen, Window},
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dpi::PhysicalSize
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};
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use glium::{Display, Surface, Version, Api};
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@ -28,58 +28,61 @@ pub struct WindowSize(pub UVec2);
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#[derive(Unique)]
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pub struct Renderer {
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pub display: Display<WindowSurface>
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pub window: Window,
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pub display: Display<WindowSurface>,
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}
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impl Renderer {
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pub fn init(event_loop: &EventLoop<()>, settings: &GameSettings) -> Self {
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log::info!("initializing display");
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let wb = WindowBuilder::new()
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.with_title("kubi")
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.with_maximized(true)
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.with_min_inner_size(PhysicalSize::new(640, 480))
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.with_fullscreen({
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//this has no effect on android, so skip this pointless stuff
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#[cfg(target_os = "android")] {
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None
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}
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#[cfg(not(target_os = "android"))]
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if let Some(fs_settings) = &settings.fullscreen {
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let monitor = event_loop.primary_monitor().or_else(|| {
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event_loop.available_monitors().next()
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});
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if let Some(monitor) = monitor {
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log::info!("monitor: {}", monitor.name().unwrap_or_else(|| "generic".into()));
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match fs_settings.mode {
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FullscreenMode::Borderless => {
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log::info!("starting in borderless fullscreen mode");
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Some(Fullscreen::Borderless(Some(monitor)))
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},
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FullscreenMode::Exclusive => {
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log::warn!("exclusive fullscreen mode is experimental");
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log::info!("starting in exclusive fullscreen mode");
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//TODO: grabbing the first video mode is probably not the best idea...
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monitor.video_modes().next()
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.map(|vmode| {
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log::info!("video mode: {}", vmode.to_string());
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Some(Fullscreen::Exclusive(vmode))
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})
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.unwrap_or_else(|| {
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log::warn!("no valid video modes found, falling back to windowed mode instead");
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None
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})
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}
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}
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} else {
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log::warn!("no monitors found, falling back to windowed mode");
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None
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}
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} else {
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log::info!("starting in windowed mode");
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None
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}
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});
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let (window, display) = glium::backend::glutin::SimpleWindowBuilder::new().build(&event_loop);
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// let wb = WindowBuilder::new()
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// .with_title("kubi")
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// .with_maximized(true)
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// .with_min_inner_size(PhysicalSize::new(640, 480))
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// .with_fullscreen({
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// //this has no effect on android, so skip this pointless stuff
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// #[cfg(target_os = "android")] {
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// None
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// }
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// #[cfg(not(target_os = "android"))]
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// if let Some(fs_settings) = &settings.fullscreen {
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// let monitor = event_loop.primary_monitor().or_else(|| {
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// event_loop.available_monitors().next()
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// });
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// if let Some(monitor) = monitor {
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// log::info!("monitor: {}", monitor.name().unwrap_or_else(|| "generic".into()));
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// match fs_settings.mode {
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// FullscreenMode::Borderless => {
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// log::info!("starting in borderless fullscreen mode");
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// Some(Fullscreen::Borderless(Some(monitor)))
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// },
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// FullscreenMode::Exclusive => {
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// log::warn!("exclusive fullscreen mode is experimental");
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// log::info!("starting in exclusive fullscreen mode");
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// //TODO: grabbing the first video mode is probably not the best idea...
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// monitor.video_modes().next()
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// .map(|vmode| {
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// log::info!("video mode: {}", vmode.to_string());
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// Some(Fullscreen::Exclusive(vmode))
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// })
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// .unwrap_or_else(|| {
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// log::warn!("no valid video modes found, falling back to windowed mode instead");
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// None
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// })
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// }
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// }
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// } else {
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// log::warn!("no monitors found, falling back to windowed mode");
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// None
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// }
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// } else {
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// log::info!("starting in windowed mode");
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// None
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// }
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// });
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// let cb = ContextBuilder::new()
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// //.with_srgb(false)
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@ -89,8 +92,8 @@ impl Renderer {
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// .with_gl_profile(GlProfile::Core)
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// .with_gl(GlRequest::Latest);
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let display = Display::new(wb, cb)
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.expect("Failed to create a glium Display");
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// let display = Display::new(wb, cb)
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// .expect("Failed to create a glium Display");
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log::info!("Vendor: {}", display.get_opengl_vendor_string());
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log::info!("Renderer: {}", display.get_opengl_renderer_string());
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@ -103,7 +106,7 @@ impl Renderer {
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assert!(display.is_glsl_version_supported(&Version(Api::GlEs, 3, 0)), "GLSL ES 3.0 is not supported");
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Self { display }
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Self { window, display }
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}
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}
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