mirror of
https://github.com/griffi-gh/kubi.git
synced 2024-11-22 14:58:44 -06:00
start fixing stuff
This commit is contained in:
parent
014e0e7824
commit
d50f4323b1
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@ -1,5 +1,5 @@
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use shipyard::{UniqueViewMut, UniqueView, View, IntoIter, ViewMut, EntitiesViewMut, Workload, IntoWorkload};
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use shipyard::{UniqueViewMut, UniqueView, View, IntoIter, ViewMut, EntitiesViewMut, Workload, IntoWorkload};
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use glium::glutin::event::VirtualKeyCode;
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use winit::keyboard::KeyCode;
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use kubi_shared::{
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use kubi_shared::{
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block::Block,
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block::Block,
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queue::QueuedBlock,
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queue::QueuedBlock,
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@ -7,20 +7,26 @@ use kubi_shared::{
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};
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};
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use crate::{
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use crate::{
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player::MainPlayer,
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player::MainPlayer,
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world::{raycast::{LookingAtBlock, RAYCAST_STEP}, queue::BlockUpdateQueue},
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world::{
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raycast::{LookingAtBlock, RAYCAST_STEP},
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queue::BlockUpdateQueue
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},
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input::{Inputs, PrevInputs, RawKbmInputState},
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input::{Inputs, PrevInputs, RawKbmInputState},
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events::{EventComponent, player_actions::PlayerActionEvent},
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events::{
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EventComponent,
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player_actions::PlayerActionEvent
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},
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};
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};
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const BLOCK_KEY_MAP: &[(VirtualKeyCode, Block)] = &[
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const BLOCK_KEY_MAP: &[(KeyCode, Block)] = &[
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(VirtualKeyCode::Key1, Block::Cobblestone),
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(KeyCode::Digit1, Block::Cobblestone),
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(VirtualKeyCode::Key2, Block::Planks),
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(KeyCode::Digit2, Block::Planks),
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(VirtualKeyCode::Key3, Block::Dirt),
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(KeyCode::Digit3, Block::Dirt),
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(VirtualKeyCode::Key4, Block::Grass),
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(KeyCode::Digit4, Block::Grass),
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(VirtualKeyCode::Key5, Block::Sand),
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(KeyCode::Digit5, Block::Sand),
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(VirtualKeyCode::Key6, Block::Stone),
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(KeyCode::Digit6, Block::Stone),
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(VirtualKeyCode::Key7, Block::Torch),
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(KeyCode::Digit7, Block::Torch),
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(VirtualKeyCode::Key8, Block::Leaf),
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(KeyCode::Digit8, Block::Leaf),
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];
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];
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fn pick_block_with_number_keys(
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fn pick_block_with_number_keys(
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@ -1,5 +1,5 @@
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use shipyard::{UniqueView, UniqueViewMut, Unique, AllStoragesView};
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use shipyard::{UniqueView, UniqueViewMut, Unique, AllStoragesView};
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use glium::glutin::{event::VirtualKeyCode, event_loop::ControlFlow};
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use winit::{keyboard::KeyCode, event_loop::ControlFlow};
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use crate::input::RawKbmInputState;
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use crate::input::RawKbmInputState;
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#[derive(Unique)]
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#[derive(Unique)]
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@ -9,8 +9,9 @@ pub fn exit_on_esc(
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raw_inputs: UniqueView<RawKbmInputState>,
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raw_inputs: UniqueView<RawKbmInputState>,
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mut control_flow: UniqueViewMut<SetControlFlow>
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mut control_flow: UniqueViewMut<SetControlFlow>
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) {
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) {
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if raw_inputs.keyboard_state.contains(VirtualKeyCode::Escape as u32) {
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if raw_inputs.keyboard_state.contains(KeyCode::Escape as u32) {
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control_flow.0 = Some(ControlFlow::Exit);
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//TODO MIGRATION: fix exit on esc
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//control_flow.0 = Some(ControlFlow::Exit);
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}
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}
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}
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}
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@ -1,6 +1,7 @@
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use glium::backend::Facade;
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use shipyard::{AllStoragesView, Unique, NonSendSync, UniqueView, UniqueViewMut};
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use shipyard::{AllStoragesView, Unique, NonSendSync, UniqueView, UniqueViewMut};
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use crate::rendering::Renderer;
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use crate::rendering::Renderer;
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use glium::glutin::window::CursorGrabMode;
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use winit::window::CursorGrabMode;
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#[derive(Unique)]
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#[derive(Unique)]
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pub struct CursorLock(pub bool);
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pub struct CursorLock(pub bool);
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@ -13,7 +14,7 @@ pub fn update_cursor_lock_state(
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return
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return
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}
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}
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if lock.is_inserted_or_modified() {
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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 gl_window = display.display.;
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let window = gl_window.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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window.set_cursor_grab(match lock.0 {
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true => CursorGrabMode::Confined,
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true => CursorGrabMode::Confined,
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@ -1,6 +1,6 @@
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use glam::UVec2;
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use glam::UVec2;
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use shipyard::{World, Component, AllStoragesViewMut, SparseSet, NonSendSync, UniqueView};
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use shipyard::{World, Component, AllStoragesViewMut, SparseSet, NonSendSync, UniqueView};
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use glium::glutin::event::{Event, DeviceEvent, DeviceId, WindowEvent, Touch};
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use winit::event::{Event, DeviceEvent, DeviceId, WindowEvent, Touch};
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use crate::rendering::Renderer;
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use crate::rendering::Renderer;
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pub mod player_actions;
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pub mod player_actions;
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@ -24,7 +24,7 @@ pub struct TouchEvent(pub Touch);
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#[derive(Component, Clone, Copy, Debug, Default)]
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#[derive(Component, Clone, Copy, Debug, Default)]
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pub struct WindowResizedEvent(pub UVec2);
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pub struct WindowResizedEvent(pub UVec2);
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pub fn process_glutin_events(world: &mut World, event: &Event<'_, ()>) {
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pub fn process_glutin_events(world: &mut World, event: &Event<()>) {
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#[allow(clippy::collapsible_match, clippy::single_match)]
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#[allow(clippy::collapsible_match, clippy::single_match)]
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match event {
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match event {
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Event::WindowEvent { window_id: _, event } => match event {
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Event::WindowEvent { window_id: _, event } => match event {
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@ -1,6 +1,9 @@
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use gilrs::{Gilrs, GamepadId, Button, Event, Axis};
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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 glam::{Vec2, DVec2, vec2, dvec2};
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use glium::glutin::event::{DeviceEvent, DeviceId, VirtualKeyCode, ElementState, TouchPhase};
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use winit::{
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keyboard::Key,
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event::{DeviceEvent, DeviceId, ElementState, TouchPhase}
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};
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use hashbrown::HashMap;
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use hashbrown::HashMap;
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use tinyset::{SetU32, SetU64};
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use tinyset::{SetU32, SetU64};
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use nohash_hasher::BuildNoHashHasher;
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use nohash_hasher::BuildNoHashHasher;
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@ -173,10 +176,10 @@ fn update_input_state (
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mut inputs: UniqueViewMut<Inputs>,
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mut inputs: UniqueViewMut<Inputs>,
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) {
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) {
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inputs.movement += Vec2::new(
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inputs.movement += Vec2::new(
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raw_inputs.keyboard_state.contains(VirtualKeyCode::D as u32) as u32 as f32 -
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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(VirtualKeyCode::A 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(VirtualKeyCode::W 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(VirtualKeyCode::S 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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);
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);
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inputs.look += raw_inputs.mouse_delta.as_vec2();
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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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inputs.action_a |= raw_inputs.button_state[1];
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@ -6,7 +6,7 @@ use shipyard::{
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NonSendSync, WorkloadModificator,
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NonSendSync, WorkloadModificator,
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SystemModificator
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SystemModificator
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};
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};
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use glium::glutin::{
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use winit::{
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event_loop::{EventLoop, ControlFlow},
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event_loop::{EventLoop, ControlFlow},
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event::{Event, WindowEvent}
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event::{Event, WindowEvent}
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};
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};
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use shipyard::{UniqueView, UniqueViewMut, Workload, IntoWorkload, EntityId, Unique, AllStoragesViewMut, ViewMut, Get, SystemModificator, track};
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use shipyard::{UniqueView, UniqueViewMut, Workload, IntoWorkload, EntityId, Unique, AllStoragesViewMut, ViewMut, Get, SystemModificator, track};
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use glium::glutin::event::VirtualKeyCode;
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use winit::keyboard::Key;
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use glam::{Mat3, vec2};
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use glam::{Mat3, vec2};
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use crate::{
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use crate::{
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world::ChunkStorage,
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world::ChunkStorage,
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kbm_state: UniqueView<RawKbmInputState>,
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kbm_state: UniqueView<RawKbmInputState>,
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mut state: UniqueViewMut<NextState>
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mut state: UniqueViewMut<NextState>
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) {
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) {
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if kbm_state.keyboard_state.contains(VirtualKeyCode::F as u32) {
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if kbm_state.keyboard_state.contains(Key::F as u32) {
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state.0 = Some(GameState::InGame);
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state.0 = Some(GameState::InGame);
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}
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}
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}
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}
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use shipyard::{Unique, AllStoragesView, UniqueView, UniqueViewMut, Workload, IntoWorkload, EntitiesViewMut, Component, ViewMut, SystemModificator, View, IntoIter, WorkloadModificator};
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use shipyard::{Unique, AllStoragesView, UniqueView, UniqueViewMut, Workload, IntoWorkload, EntitiesViewMut, Component, ViewMut, SystemModificator, View, IntoIter, WorkloadModificator};
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use glium::glutin::event_loop::ControlFlow;
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use winit::event_loop::ControlFlow;
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use std::net::SocketAddr;
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use std::net::SocketAddr;
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use uflow::{
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use uflow::{
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client::{Client, Config as ClientConfig, Event as ClientEvent},
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client::{Client, Config as ClientConfig, Event as ClientEvent},
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use shipyard::{Unique, NonSendSync, UniqueView, UniqueViewMut, View, IntoIter, AllStoragesView};
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use shipyard::{Unique, NonSendSync, UniqueView, UniqueViewMut, View, IntoIter, AllStoragesView};
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use glium::{
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use winit::{
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Display, Surface,
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Version, Api,
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glutin::{
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event_loop::EventLoop,
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event_loop::EventLoop,
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window::{WindowBuilder, Fullscreen},
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window::{WindowBuilder, Fullscreen},
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ContextBuilder, GlProfile, GlRequest, dpi::PhysicalSize
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dpi::PhysicalSize
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},
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};
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};
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use glium::{Display, Surface, Version, Api};
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use glutin::surface::WindowSurface;
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use glam::{Vec3, UVec2};
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use glam::{Vec3, UVec2};
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use crate::{events::WindowResizedEvent, settings::{GameSettings, FullscreenMode}};
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use crate::{events::WindowResizedEvent, settings::{GameSettings, FullscreenMode}};
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#[derive(Unique)]
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#[derive(Unique)]
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pub struct Renderer {
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pub struct Renderer {
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pub display: Display
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pub display: Display<WindowSurface>
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}
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}
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impl Renderer {
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impl Renderer {
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pub fn init(event_loop: &EventLoop<()>, settings: &GameSettings) -> Self {
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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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log::info!("initializing display");
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}
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}
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});
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});
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let cb = ContextBuilder::new()
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// let cb = ContextBuilder::new()
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//.with_srgb(false)
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// //.with_srgb(false)
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.with_depth_buffer(24)
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// .with_depth_buffer(24)
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.with_multisampling(settings.msaa.unwrap_or_default())
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// .with_multisampling(settings.msaa.unwrap_or_default())
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.with_vsync(settings.vsync)
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// .with_vsync(settings.vsync)
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.with_gl_profile(GlProfile::Core)
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// .with_gl_profile(GlProfile::Core)
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.with_gl(GlRequest::Latest);
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// .with_gl(GlRequest::Latest);
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let display = Display::new(wb, cb, event_loop)
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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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.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!("Vendor: {}", display.get_opengl_vendor_string());
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