migrate loading screen to guiv2, fix bugs

This commit is contained in:
griffi-gh 2023-11-22 19:01:32 +01:00
parent b601aea288
commit a53f6f9901
7 changed files with 57 additions and 94 deletions

View file

@ -9,5 +9,6 @@ out vec4 vtx_color;
void main() {
vtx_color = color;
gl_Position = vec4(vec2(1., -1.) * (position / resolution), 0., 1.);
vec2 pos2d = (vec2(2., -2.) * (position / resolution)) + vec2(-1, 1);
gl_Position = vec4(pos2d, 0., 1.);
}

View file

@ -33,6 +33,8 @@ pub struct GliumUiRenderer {
pub program: glium::Program,
pub vertex_buffer: glium::VertexBuffer<Vertex>,
pub index_buffer: glium::IndexBuffer<u32>,
pub vertex_count: usize,
pub index_count: usize,
}
impl GliumUiRenderer {
@ -47,6 +49,8 @@ impl GliumUiRenderer {
program,
vertex_buffer,
index_buffer,
vertex_count: 0,
index_count: 0,
}
}
@ -68,12 +72,14 @@ impl GliumUiRenderer {
}
fn write_buffer_data(&mut self, vtx: &[Vertex], idx: &[u32]) {
log::info!("uploading {} vertices and {} indices", vtx.len(), idx.len());
log::debug!("uploading {} vertices and {} indices", vtx.len(), idx.len());
self.ensure_buffer_size(vtx.len(), idx.len());
self.vertex_buffer.invalidate();
self.vertex_buffer.slice_mut(0..vtx.len()).unwrap().write(vtx);
self.vertex_count = vtx.len();
self.index_buffer.invalidate();
self.index_buffer.slice_mut(0..idx.len()).unwrap().write(idx);
self.index_count = idx.len();
}
pub fn update(&mut self, plan: &UiDrawPlan) {
@ -83,14 +89,18 @@ impl GliumUiRenderer {
}
pub fn draw(&self, frame: &mut glium::Frame, resolution: Vec2) {
if self.index_count == 0 || self.vertex_count == 0 {
return
}
let params = DrawParameters {
blend: Blend::alpha_blending(),
..Default::default()
};
frame.draw(
&self.vertex_buffer,
&self.index_buffer,
self.vertex_buffer.slice(0..self.vertex_count).unwrap(),
self.index_buffer.slice(0..self.index_count).unwrap(),
&self.program,
&uniform! {
resolution: resolution.to_array(),

View file

@ -1,5 +1,5 @@
use glam::{Vec2, Vec4};
use crate::{UiDirection, LayoutInfo, draw::UiDrawCommand, measure::{IsMeasurable, Response}, state::StateRepo, UiSize};
use crate::{UiDirection, LayoutInfo, draw::UiDrawCommand, measure::Response, state::StateRepo, UiSize};
use super::UiElement;
#[derive(Default, Clone, Copy, Debug)]

View file

@ -48,16 +48,20 @@ impl UiElement for ProgressBar {
}
fn process(&self, measure: &Response, state: &mut StateRepo, layout: &LayoutInfo, draw: &mut Vec<UiDrawCommand>) {
draw.push(UiDrawCommand::Rectangle {
position: layout.position,
size: measure.desired_size,
color: self.color_background
});
draw.push(UiDrawCommand::Rectangle {
position: layout.position,
size: measure.desired_size * vec2(self.value, 1.0),
color: self.color_foreground
});
let value = self.value.clamp(0., 1.);
if value < 1. {
draw.push(UiDrawCommand::Rectangle {
position: layout.position,
size: measure.desired_size,
color: self.color_background
});
}
if value > 0. {
draw.push(UiDrawCommand::Rectangle {
position: layout.position,
size: measure.desired_size * vec2(value, 1.0),
color: self.color_foreground
});
}
}
}

View file

@ -87,9 +87,9 @@ pub enum UiDirection {
Horizontal,
}
struct LayoutInfo {
pub struct LayoutInfo {
///Not availabe during measuring step
position: Vec2,
max_size: Vec2,
direction: UiDirection,
pub position: Vec2,
pub max_size: Vec2,
pub direction: UiDirection,
}

View file

@ -1,13 +1,5 @@
use glam::Vec2;
#[derive(Clone, Copy, Default, PartialEq, Eq, PartialOrd, Ord)]
pub enum IsMeasurable {
#[default]
No,
Maybe,
Yes
}
pub struct Response {
pub desired_size: Vec2
}

View file

@ -1,60 +1,30 @@
use shipyard::{UniqueView, UniqueViewMut, Workload, IntoWorkload, EntityId, Unique, AllStoragesViewMut, ViewMut, Get, SystemModificator, track};
use kubi_ui::element::progress_bar::ProgressBar;
use shipyard::{UniqueView, UniqueViewMut, Workload, NonSendSync, IntoWorkload};
use winit::keyboard::KeyCode;
use glam::{Mat3, vec2};
use crate::{
world::ChunkStorage,
state::{GameState, NextState, is_changing_state},
transform::Transform2d,
legacy_gui::{
LegacyGuiComponent,
progressbar::ProgressbarComponent
},
rendering::{WindowSize, if_resized},
input::RawKbmInputState,
world::ChunkStorage,
state::{GameState, NextState},
rendering::WindowSize,
input::RawKbmInputState,
guiv2_integration::UiState,
};
#[derive(Unique, Clone, Copy)]
struct ProgressbarId(EntityId);
fn spawn_loading_screen(
mut storages: AllStoragesViewMut,
) {
let size = *storages.borrow::<UniqueView<WindowSize>>().unwrap();
let entity = storages.add_entity((
LegacyGuiComponent,
Transform2d(Mat3::from_scale_angle_translation(
vec2(size.0.x as f32, 16.),
0.,
vec2(0., 0.)
)),
ProgressbarComponent {
progress: 0.33
},
));
storages.add_unique(ProgressbarId(entity));
}
fn resize_progress_bar(
size: UniqueView<WindowSize>,
bar: UniqueView<ProgressbarId>,
mut transforms: ViewMut<Transform2d, track::All>
) {
let mut trans = (&mut transforms).get(bar.0).unwrap();
trans.0.x_axis.x = size.0.x as f32;
}
fn update_progress_bar_progress (
fn render_progressbar(
mut ui: NonSendSync<UniqueViewMut<UiState>>,
world: UniqueView<ChunkStorage>,
mut bar: ViewMut<ProgressbarComponent>,
eid: UniqueView<ProgressbarId>,
size: UniqueView<WindowSize>
) {
let mut bar = (&mut bar).get(eid.0).unwrap();
let loaded = world.chunks.iter().fold(0, |acc, (&_, chunk)| {
acc + chunk.desired_state.matches_current(chunk.current_state) as usize
});
let total = world.chunks.len();
let progress = loaded as f32 / total as f32;
bar.progress = progress;
let value = {
let loaded = world.chunks.iter().fold(0, |acc, (&_, chunk)| {
acc + chunk.desired_state.matches_current(chunk.current_state) as usize
});
let total = world.chunks.len();
loaded as f32 / total as f32
};
ui.ui.add(
ProgressBar { value, ..Default::default() },
size.0.as_vec2()
);
}
fn switch_to_ingame_if_loaded(
@ -81,24 +51,10 @@ fn override_loading(
}
}
fn despawn_loading_screen_if_switching_state(
mut storages: AllStoragesViewMut,
) {
let state = storages.borrow::<UniqueView<NextState>>().unwrap().0.unwrap();
if state != GameState::LoadingWorld {
let progress_bar = storages.borrow::<UniqueView<ProgressbarId>>().unwrap().0;
storages.delete_entity(progress_bar);
storages.remove_unique::<ProgressbarId>().unwrap();
}
}
pub fn update_loading_screen() -> Workload {
(
spawn_loading_screen.run_if_missing_unique::<ProgressbarId>(),
resize_progress_bar.run_if(if_resized),
update_progress_bar_progress,
render_progressbar,
override_loading,
switch_to_ingame_if_loaded,
despawn_loading_screen_if_switching_state.run_if(is_changing_state),
).into_sequential_workload()
}