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dynamic crosshair stuff
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parent
66d3ea656b
commit
610d309ead
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@ -1,47 +1,49 @@
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use shipyard::{Unique, AllStoragesView};
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pub enum FullscreenMode {
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Borderless,
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Exclusive,
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}
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pub struct FullscreenSettings {
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pub mode: FullscreenMode,
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}
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#[derive(Unique)]
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pub struct GameSettings {
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pub vsync: bool,
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pub fullscreen: Option<FullscreenSettings>,
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pub msaa: Option<u8>,
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pub max_anisotropy: Option<u16>,
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/// there's a 1 chunk border of loaded but invisible around this
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pub render_distance: u8,
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pub mouse_sensitivity: f32,
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pub debug_draw_current_chunk_border: bool,
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}
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impl Default for GameSettings {
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fn default() -> Self {
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Self {
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vsync: false,
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fullscreen: None,
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msaa: Some(4),
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max_anisotropy: Some(16),
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render_distance: match true {
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cfg!(debug_assertions) => 5,
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cfg!(target_os = "android") => 6,
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#[allow(unreachable_patterns)] _ => 7,
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},
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mouse_sensitivity: 1.,
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debug_draw_current_chunk_border: false, //cfg!(not(target_os = "android")) && cfg!(debug_assertions),
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}
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}
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}
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pub fn load_settings(
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storages: AllStoragesView
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) {
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log::info!("loading game settings");
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//todo
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storages.add_unique(GameSettings::default());
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}
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use shipyard::{Unique, AllStoragesView};
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pub enum FullscreenMode {
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Borderless,
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Exclusive,
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}
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pub struct FullscreenSettings {
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pub mode: FullscreenMode,
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}
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#[derive(Unique)]
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pub struct GameSettings {
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pub vsync: bool,
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pub fullscreen: Option<FullscreenSettings>,
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pub msaa: Option<u8>,
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pub max_anisotropy: Option<u16>,
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/// there's a 1 chunk border of loaded but invisible around this
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pub render_distance: u8,
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pub mouse_sensitivity: f32,
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pub debug_draw_current_chunk_border: bool,
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pub dynamic_crosshair: bool,
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}
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impl Default for GameSettings {
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fn default() -> Self {
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Self {
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vsync: false,
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fullscreen: None,
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msaa: Some(4),
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max_anisotropy: Some(16),
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render_distance: match true {
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cfg!(debug_assertions) => 5,
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cfg!(target_os = "android") => 6,
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#[allow(unreachable_patterns)] _ => 7,
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},
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mouse_sensitivity: 1.,
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debug_draw_current_chunk_border: false, //cfg!(not(target_os = "android")) && cfg!(debug_assertions),
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dynamic_crosshair: true,
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}
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}
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}
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pub fn load_settings(
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storages: AllStoragesView
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) {
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log::info!("loading game settings");
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//todo
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storages.add_unique(GameSettings::default());
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}
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@ -1,6 +1,6 @@
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use std::f32::consts::PI;
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use glam::uvec2;
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use glam::{uvec2, Vec2};
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use hui::{
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draw::{ImageHandle, TextureFormat},
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element::{container::Container, image::Image, transformer::ElementTransformExt, UiElementExt},
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@ -8,7 +8,7 @@ use hui::{
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size
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};
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use shipyard::{AllStoragesViewMut, IntoIter, NonSendSync, Unique, UniqueView, UniqueViewMut, View};
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use crate::{hui_integration::UiState, player::MainPlayer, rendering::WindowSize, world::raycast::LookingAtBlock};
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use crate::{hui_integration::UiState, player::MainPlayer, rendering::WindowSize, settings::GameSettings, world::raycast::LookingAtBlock};
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const CROSSHAIR_SIZE: usize = 9;
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const CROSSHAIR: &[u8] = &[
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@ -38,10 +38,15 @@ pub fn draw_crosshair(
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size: UniqueView<WindowSize>,
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player: View<MainPlayer>,
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raycast: View<LookingAtBlock>,
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settings: UniqueView<GameSettings>,
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) {
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let mut cursor_active = false;
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if let Some((_, raycast)) = (&player, &raycast).iter().next() {
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cursor_active = raycast.0.is_some();
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let mut active = false;
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if settings.dynamic_crosshair {
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if let Some((_, raycast)) = (&player, &raycast).iter().next() {
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active = raycast.0.is_some();
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}
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} else {
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active = true;
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}
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Container::default()
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@ -49,11 +54,11 @@ pub fn draw_crosshair(
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.with_align(Alignment::Center)
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.with_children(|ui| {
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Image::new(crosshair.0)
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.with_color((1., 1., 1., 0.5))
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.with_color((1., 1., 1., if active { 0.5 } else { 0.3 }))
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.with_size(size!(18, 18))
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.transform()
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.scale(glam::Vec2::splat(if cursor_active { 1. } else { 0.66 }))
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.rotate(if cursor_active { 0. } else { PI / 4. })
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.scale(Vec2::splat(if active { 1. } else { 0.66 }))
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.rotate(if active { 0. } else { PI / 4. })
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.add_child(ui);
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})
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.add_root(&mut ui.hui, uvec2(size.0.x & !1, size.0.y & !1).as_vec2());
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