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update the loading screen
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assets/fonts/Crisp.ttf
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assets/fonts/Crisp.ttf
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@ -1,202 +0,0 @@
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Binary file not shown.
|
@ -1,12 +1,48 @@
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use kubi_shared::networking::state::ClientJoinState;
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use shipyard::{UniqueViewMut, UniqueView};
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use crate::state::{NextState, GameState};
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|
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pub fn switch_to_loading_if_connected(
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mut next_state: UniqueViewMut<NextState>,
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client_state: UniqueView<ClientJoinState>,
|
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) {
|
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if *client_state == ClientJoinState::Joined {
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next_state.0 = Some(GameState::LoadingWorld);
|
||||
}
|
||||
}
|
||||
use hui::element::text::Text;
|
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use kubi_shared::networking::state::ClientJoinState;
|
||||
use shipyard::{IntoWorkload, NonSendSync, UniqueView, UniqueViewMut, Workload};
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use crate::{
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hui_integration::UiState,
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loading_screen::loading_screen_base,
|
||||
networking::ServerAddress,
|
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rendering::WindowSize,
|
||||
state::{GameState, NextState}
|
||||
};
|
||||
|
||||
fn render_connecting_ui(
|
||||
addr: UniqueView<ServerAddress>,
|
||||
mut ui: NonSendSync<UniqueViewMut<UiState>>,
|
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size: UniqueView<WindowSize>,
|
||||
) {
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let font_handle = ui.fonts[0];
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ui.hui.add(
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loading_screen_base(vec![
|
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Box::new(Text {
|
||||
text: format!(
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||||
"Connecting to {}...",
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||||
addr.0,
|
||||
).into(),
|
||||
font: font_handle,
|
||||
text_size: 16,
|
||||
..Default::default()
|
||||
}),
|
||||
], 1.),
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size.0.as_vec2(),
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||||
);
|
||||
}
|
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|
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fn switch_to_loading_if_connected(
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||||
mut next_state: UniqueViewMut<NextState>,
|
||||
client_state: UniqueView<ClientJoinState>,
|
||||
) {
|
||||
if *client_state == ClientJoinState::Joined {
|
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next_state.0 = Some(GameState::LoadingWorld);
|
||||
}
|
||||
}
|
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|
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pub fn update_connecting_screen() -> Workload {
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(
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render_connecting_ui,
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switch_to_loading_if_connected,
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).into_workload()
|
||||
}
|
||||
|
|
|
@ -1,12 +1,15 @@
|
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use hui::UiInstance;
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use std::{io::{BufReader, prelude::*}, path::Path};
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use hui::{text::FontHandle, UiInstance};
|
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use hui_glium::GliumUiRenderer;
|
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use shipyard::{AllStoragesView, Unique, UniqueView, NonSendSync, UniqueViewMut};
|
||||
use crate::rendering::{Renderer, RenderTarget, WindowSize};
|
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use crate::{filesystem::AssetManager, rendering::{RenderTarget, Renderer, WindowSize}};
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|
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#[derive(Unique)]
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pub struct UiState {
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pub hui: UiInstance,
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pub renderer: GliumUiRenderer,
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//HACK: This is a temporary solution, i don't think fonts should be stored here
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pub fonts: Vec<FontHandle>,
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}
|
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|
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pub fn kubi_ui_init(
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|
@ -15,10 +18,23 @@ pub fn kubi_ui_init(
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let renderer = storages.borrow::<NonSendSync<UniqueView<Renderer>>>().unwrap();
|
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storages.add_unique_non_send_sync(UiState {
|
||||
hui: UiInstance::new(),
|
||||
renderer: GliumUiRenderer::new(&renderer.display)
|
||||
renderer: GliumUiRenderer::new(&renderer.display),
|
||||
fonts: vec![],
|
||||
});
|
||||
}
|
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|
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//TODO: Use prefab system for this
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pub fn kubi_ui_load_assets(
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asset_manager: UniqueView<AssetManager>,
|
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mut ui: NonSendSync<UniqueViewMut<UiState>>
|
||||
) {
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let asset_handle = asset_manager.open_asset(Path::new("fonts/Crisp.ttf")).unwrap();
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let mut font_data = vec![];
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BufReader::new(asset_handle).read_to_end(&mut font_data).unwrap();
|
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let font_handle = ui.hui.add_font_from_bytes(&font_data);
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ui.fonts.push(font_handle);
|
||||
}
|
||||
|
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pub fn kubi_ui_begin(
|
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mut ui: NonSendSync<UniqueViewMut<UiState>>
|
||||
) {
|
||||
|
@ -29,7 +45,7 @@ pub fn kubi_ui_end(
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mut ui: NonSendSync<UniqueViewMut<UiState>>
|
||||
) {
|
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let ui: &mut UiState = &mut ui;
|
||||
let UiState { hui, renderer } = ui;
|
||||
let UiState { hui, renderer, .. } = ui;
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hui.end();
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renderer.update(hui);
|
||||
}
|
||||
|
|
|
@ -77,9 +77,9 @@ use control_flow::{exit_on_esc, insert_control_flow_unique, RequestExit};
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use state::{is_ingame, is_ingame_or_loading, is_loading, init_state, update_state, is_connecting};
|
||||
use networking::{update_networking, update_networking_late, is_multiplayer, disconnect_on_exit, is_singleplayer};
|
||||
use init::initialize_from_args;
|
||||
use hui_integration::{kubi_ui_init, kubi_ui_begin, kubi_ui_end, kubi_ui_draw};
|
||||
use hui_integration::{kubi_ui_begin, kubi_ui_draw, kubi_ui_end, kubi_ui_init, kubi_ui_load_assets};
|
||||
use loading_screen::update_loading_screen;
|
||||
use connecting_screen::switch_to_loading_if_connected;
|
||||
use connecting_screen::update_connecting_screen;
|
||||
use fixed_timestamp::init_fixed_timestamp_storage;
|
||||
use filesystem::AssetManager;
|
||||
use client_physics::{init_client_physics, update_client_physics_late};
|
||||
|
@ -97,6 +97,7 @@ fn startup() -> Workload {
|
|||
initial_resize_event,
|
||||
init_window_size,
|
||||
kubi_ui_init,
|
||||
kubi_ui_load_assets,
|
||||
load_prefabs,
|
||||
init_primitives,
|
||||
insert_lock_state,
|
||||
|
@ -124,7 +125,7 @@ fn update() -> Workload {
|
|||
).into_sequential_workload().run_if(is_ingame_or_loading),
|
||||
update_networking().run_if(is_multiplayer),
|
||||
(
|
||||
switch_to_loading_if_connected
|
||||
update_connecting_screen,
|
||||
).into_sequential_workload().run_if(is_connecting),
|
||||
(
|
||||
update_loading_screen,
|
||||
|
|
|
@ -1,16 +1,17 @@
|
|||
use hui::{
|
||||
element::{container::Container, progress_bar::ProgressBar, text::Text, UiElement},
|
||||
layout::{Alignment, UiDirection, UiSize},
|
||||
rectangle::{Corners, Sides}, UiInstance
|
||||
rectangle::{Corners, Sides},
|
||||
};
|
||||
use shipyard::{UniqueView, UniqueViewMut, Workload, NonSendSync, IntoWorkload};
|
||||
use winit::keyboard::KeyCode;
|
||||
use crate::{
|
||||
world::ChunkStorage,
|
||||
state::{GameState, NextState},
|
||||
rendering::WindowSize,
|
||||
input::RawKbmInputState,
|
||||
hui_integration::UiState,
|
||||
input::RawKbmInputState,
|
||||
networking::ServerAddress,
|
||||
rendering::WindowSize,
|
||||
state::{GameState, NextState},
|
||||
world::ChunkStorage
|
||||
};
|
||||
|
||||
pub fn loading_screen_base(elements: Vec<Box<dyn UiElement>>, bg_alpha: f32) -> Container {
|
||||
|
@ -21,7 +22,7 @@ pub fn loading_screen_base(elements: Vec<Box<dyn UiElement>>, bg_alpha: f32) ->
|
|||
elements: vec![
|
||||
Box::new(Container {
|
||||
padding: Sides::all(10.),
|
||||
gap: 10.,
|
||||
gap: 5.,
|
||||
background: (0.2, 0.2, 0.2).into(),
|
||||
corner_radius: Corners::all(8.),
|
||||
elements,
|
||||
|
@ -33,8 +34,9 @@ pub fn loading_screen_base(elements: Vec<Box<dyn UiElement>>, bg_alpha: f32) ->
|
|||
}
|
||||
|
||||
fn render_loading_ui(
|
||||
mut ui: NonSendSync<UniqueViewMut<UiState>>,
|
||||
addr: Option<UniqueView<ServerAddress>>,
|
||||
world: UniqueView<ChunkStorage>,
|
||||
mut ui: NonSendSync<UniqueViewMut<UiState>>,
|
||||
size: UniqueView<WindowSize>
|
||||
) {
|
||||
let loaded = world.chunks.iter().fold(0, |acc, (&_, chunk)| {
|
||||
|
@ -43,9 +45,16 @@ fn render_loading_ui(
|
|||
let total = world.chunks.len();
|
||||
let value = loaded as f32 / total as f32;
|
||||
let percentage = value * 100.;
|
||||
|
||||
let font_handle = ui.fonts[0];
|
||||
ui.hui.add(loading_screen_base(vec![
|
||||
Box::new(Text {
|
||||
text: "Loading...".into(),
|
||||
text: match addr {
|
||||
Some(addr) => format!("Connected to {}\nDownloading world data...", addr.0).into(),
|
||||
_ => "Loading...".into(),
|
||||
},
|
||||
font: font_handle,
|
||||
text_size: 16,
|
||||
..Default::default()
|
||||
}),
|
||||
Box::new(ProgressBar {
|
||||
|
@ -61,11 +70,20 @@ fn render_loading_ui(
|
|||
elements: vec![
|
||||
Box::new(Text {
|
||||
text: format!("{loaded}/{total} ({percentage:.1}%)").into(),
|
||||
font: font_handle,
|
||||
text_size: 16,
|
||||
..Default::default()
|
||||
})
|
||||
],
|
||||
..Default::default()
|
||||
}),
|
||||
// Box::new(Text {
|
||||
// text: "--------------------------------------------------\nTip: You can press F to skip this loading screen".into(),
|
||||
// font: font_handle,
|
||||
// text_size: 16,
|
||||
// color: (0.5, 0.5, 0.5, 1.).into(),
|
||||
// ..Default::default()
|
||||
// })
|
||||
], 1. - (value - 0.75).max(0.)), size.0.as_vec2());
|
||||
}
|
||||
|
||||
|
|
Loading…
Reference in a new issue