dynamic crosshair stuff

This commit is contained in:
griffi-gh 2024-05-02 00:43:24 +02:00
parent 66d3ea656b
commit 610d309ead
2 changed files with 62 additions and 55 deletions

View file

@ -1,47 +1,49 @@
use shipyard::{Unique, AllStoragesView};
pub enum FullscreenMode {
Borderless,
Exclusive,
}
pub struct FullscreenSettings {
pub mode: FullscreenMode,
}
#[derive(Unique)]
pub struct GameSettings {
pub vsync: bool,
pub fullscreen: Option<FullscreenSettings>,
pub msaa: Option<u8>,
pub max_anisotropy: Option<u16>,
/// there's a 1 chunk border of loaded but invisible around this
pub render_distance: u8,
pub mouse_sensitivity: f32,
pub debug_draw_current_chunk_border: bool,
}
impl Default for GameSettings {
fn default() -> Self {
Self {
vsync: false,
fullscreen: None,
msaa: Some(4),
max_anisotropy: Some(16),
render_distance: match true {
cfg!(debug_assertions) => 5,
cfg!(target_os = "android") => 6,
#[allow(unreachable_patterns)] _ => 7,
},
mouse_sensitivity: 1.,
debug_draw_current_chunk_border: false, //cfg!(not(target_os = "android")) && cfg!(debug_assertions),
}
}
}
pub fn load_settings(
storages: AllStoragesView
) {
log::info!("loading game settings");
//todo
storages.add_unique(GameSettings::default());
}
use shipyard::{Unique, AllStoragesView};
pub enum FullscreenMode {
Borderless,
Exclusive,
}
pub struct FullscreenSettings {
pub mode: FullscreenMode,
}
#[derive(Unique)]
pub struct GameSettings {
pub vsync: bool,
pub fullscreen: Option<FullscreenSettings>,
pub msaa: Option<u8>,
pub max_anisotropy: Option<u16>,
/// there's a 1 chunk border of loaded but invisible around this
pub render_distance: u8,
pub mouse_sensitivity: f32,
pub debug_draw_current_chunk_border: bool,
pub dynamic_crosshair: bool,
}
impl Default for GameSettings {
fn default() -> Self {
Self {
vsync: false,
fullscreen: None,
msaa: Some(4),
max_anisotropy: Some(16),
render_distance: match true {
cfg!(debug_assertions) => 5,
cfg!(target_os = "android") => 6,
#[allow(unreachable_patterns)] _ => 7,
},
mouse_sensitivity: 1.,
debug_draw_current_chunk_border: false, //cfg!(not(target_os = "android")) && cfg!(debug_assertions),
dynamic_crosshair: true,
}
}
}
pub fn load_settings(
storages: AllStoragesView
) {
log::info!("loading game settings");
//todo
storages.add_unique(GameSettings::default());
}

View file

@ -1,6 +1,6 @@
use std::f32::consts::PI;
use glam::uvec2;
use glam::{uvec2, Vec2};
use hui::{
draw::{ImageHandle, TextureFormat},
element::{container::Container, image::Image, transformer::ElementTransformExt, UiElementExt},
@ -8,7 +8,7 @@ use hui::{
size
};
use shipyard::{AllStoragesViewMut, IntoIter, NonSendSync, Unique, UniqueView, UniqueViewMut, View};
use crate::{hui_integration::UiState, player::MainPlayer, rendering::WindowSize, world::raycast::LookingAtBlock};
use crate::{hui_integration::UiState, player::MainPlayer, rendering::WindowSize, settings::GameSettings, world::raycast::LookingAtBlock};
const CROSSHAIR_SIZE: usize = 9;
const CROSSHAIR: &[u8] = &[
@ -38,10 +38,15 @@ pub fn draw_crosshair(
size: UniqueView<WindowSize>,
player: View<MainPlayer>,
raycast: View<LookingAtBlock>,
settings: UniqueView<GameSettings>,
) {
let mut cursor_active = false;
if let Some((_, raycast)) = (&player, &raycast).iter().next() {
cursor_active = raycast.0.is_some();
let mut active = false;
if settings.dynamic_crosshair {
if let Some((_, raycast)) = (&player, &raycast).iter().next() {
active = raycast.0.is_some();
}
} else {
active = true;
}
Container::default()
@ -49,11 +54,11 @@ pub fn draw_crosshair(
.with_align(Alignment::Center)
.with_children(|ui| {
Image::new(crosshair.0)
.with_color((1., 1., 1., 0.5))
.with_color((1., 1., 1., if active { 0.5 } else { 0.3 }))
.with_size(size!(18, 18))
.transform()
.scale(glam::Vec2::splat(if cursor_active { 1. } else { 0.66 }))
.rotate(if cursor_active { 0. } else { PI / 4. })
.scale(Vec2::splat(if active { 1. } else { 0.66 }))
.rotate(if active { 0. } else { PI / 4. })
.add_child(ui);
})
.add_root(&mut ui.hui, uvec2(size.0.x & !1, size.0.y & !1).as_vec2());