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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.
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@ -1,8 +1,37 @@
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use hui::element::text::Text;
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use kubi_shared::networking::state::ClientJoinState;
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use kubi_shared::networking::state::ClientJoinState;
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use shipyard::{UniqueViewMut, UniqueView};
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use shipyard::{IntoWorkload, NonSendSync, UniqueView, UniqueViewMut, Workload};
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||||||
use crate::state::{NextState, GameState};
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use crate::{
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hui_integration::UiState,
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loading_screen::loading_screen_base,
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networking::ServerAddress,
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rendering::WindowSize,
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state::{GameState, NextState}
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};
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pub fn switch_to_loading_if_connected(
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fn render_connecting_ui(
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addr: UniqueView<ServerAddress>,
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mut ui: NonSendSync<UniqueViewMut<UiState>>,
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size: UniqueView<WindowSize>,
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) {
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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 {
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text: format!(
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"Connecting to {}...",
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addr.0,
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).into(),
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font: font_handle,
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text_size: 16,
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|
..Default::default()
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}),
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|
], 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>,
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mut next_state: UniqueViewMut<NextState>,
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client_state: UniqueView<ClientJoinState>,
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client_state: UniqueView<ClientJoinState>,
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) {
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) {
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@ -10,3 +39,10 @@ pub fn switch_to_loading_if_connected(
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next_state.0 = Some(GameState::LoadingWorld);
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next_state.0 = Some(GameState::LoadingWorld);
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}
|
}
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}
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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()
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}
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@ -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 hui_glium::GliumUiRenderer;
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use shipyard::{AllStoragesView, Unique, UniqueView, NonSendSync, UniqueViewMut};
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use shipyard::{AllStoragesView, Unique, UniqueView, NonSendSync, UniqueViewMut};
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use crate::rendering::{Renderer, RenderTarget, WindowSize};
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use crate::{filesystem::AssetManager, rendering::{RenderTarget, Renderer, WindowSize}};
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#[derive(Unique)]
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#[derive(Unique)]
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pub struct UiState {
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pub struct UiState {
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pub hui: UiInstance,
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pub hui: UiInstance,
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pub renderer: GliumUiRenderer,
|
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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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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let renderer = storages.borrow::<NonSendSync<UniqueView<Renderer>>>().unwrap();
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||||||
storages.add_unique_non_send_sync(UiState {
|
storages.add_unique_non_send_sync(UiState {
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hui: UiInstance::new(),
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hui: UiInstance::new(),
|
||||||
renderer: GliumUiRenderer::new(&renderer.display)
|
renderer: GliumUiRenderer::new(&renderer.display),
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||||||
|
fonts: vec![],
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||||||
});
|
});
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||||||
}
|
}
|
||||||
|
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||||||
|
//TODO: Use prefab system for this
|
||||||
|
pub fn kubi_ui_load_assets(
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||||||
|
asset_manager: UniqueView<AssetManager>,
|
||||||
|
mut ui: NonSendSync<UniqueViewMut<UiState>>
|
||||||
|
) {
|
||||||
|
let asset_handle = asset_manager.open_asset(Path::new("fonts/Crisp.ttf")).unwrap();
|
||||||
|
let mut font_data = vec![];
|
||||||
|
BufReader::new(asset_handle).read_to_end(&mut font_data).unwrap();
|
||||||
|
let font_handle = ui.hui.add_font_from_bytes(&font_data);
|
||||||
|
ui.fonts.push(font_handle);
|
||||||
|
}
|
||||||
|
|
||||||
pub fn kubi_ui_begin(
|
pub fn kubi_ui_begin(
|
||||||
mut ui: NonSendSync<UniqueViewMut<UiState>>
|
mut ui: NonSendSync<UniqueViewMut<UiState>>
|
||||||
) {
|
) {
|
||||||
|
@ -29,7 +45,7 @@ pub fn kubi_ui_end(
|
||||||
mut ui: NonSendSync<UniqueViewMut<UiState>>
|
mut ui: NonSendSync<UniqueViewMut<UiState>>
|
||||||
) {
|
) {
|
||||||
let ui: &mut UiState = &mut ui;
|
let ui: &mut UiState = &mut ui;
|
||||||
let UiState { hui, renderer } = ui;
|
let UiState { hui, renderer, .. } = ui;
|
||||||
hui.end();
|
hui.end();
|
||||||
renderer.update(hui);
|
renderer.update(hui);
|
||||||
}
|
}
|
||||||
|
|
|
@ -77,9 +77,9 @@ use control_flow::{exit_on_esc, insert_control_flow_unique, RequestExit};
|
||||||
use state::{is_ingame, is_ingame_or_loading, is_loading, init_state, update_state, is_connecting};
|
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 networking::{update_networking, update_networking_late, is_multiplayer, disconnect_on_exit, is_singleplayer};
|
||||||
use init::initialize_from_args;
|
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 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 fixed_timestamp::init_fixed_timestamp_storage;
|
||||||
use filesystem::AssetManager;
|
use filesystem::AssetManager;
|
||||||
use client_physics::{init_client_physics, update_client_physics_late};
|
use client_physics::{init_client_physics, update_client_physics_late};
|
||||||
|
@ -97,6 +97,7 @@ fn startup() -> Workload {
|
||||||
initial_resize_event,
|
initial_resize_event,
|
||||||
init_window_size,
|
init_window_size,
|
||||||
kubi_ui_init,
|
kubi_ui_init,
|
||||||
|
kubi_ui_load_assets,
|
||||||
load_prefabs,
|
load_prefabs,
|
||||||
init_primitives,
|
init_primitives,
|
||||||
insert_lock_state,
|
insert_lock_state,
|
||||||
|
@ -124,7 +125,7 @@ fn update() -> Workload {
|
||||||
).into_sequential_workload().run_if(is_ingame_or_loading),
|
).into_sequential_workload().run_if(is_ingame_or_loading),
|
||||||
update_networking().run_if(is_multiplayer),
|
update_networking().run_if(is_multiplayer),
|
||||||
(
|
(
|
||||||
switch_to_loading_if_connected
|
update_connecting_screen,
|
||||||
).into_sequential_workload().run_if(is_connecting),
|
).into_sequential_workload().run_if(is_connecting),
|
||||||
(
|
(
|
||||||
update_loading_screen,
|
update_loading_screen,
|
||||||
|
|
|
@ -1,16 +1,17 @@
|
||||||
use hui::{
|
use hui::{
|
||||||
element::{container::Container, progress_bar::ProgressBar, text::Text, UiElement},
|
element::{container::Container, progress_bar::ProgressBar, text::Text, UiElement},
|
||||||
layout::{Alignment, UiDirection, UiSize},
|
layout::{Alignment, UiDirection, UiSize},
|
||||||
rectangle::{Corners, Sides}, UiInstance
|
rectangle::{Corners, Sides},
|
||||||
};
|
};
|
||||||
use shipyard::{UniqueView, UniqueViewMut, Workload, NonSendSync, IntoWorkload};
|
use shipyard::{UniqueView, UniqueViewMut, Workload, NonSendSync, IntoWorkload};
|
||||||
use winit::keyboard::KeyCode;
|
use winit::keyboard::KeyCode;
|
||||||
use crate::{
|
use crate::{
|
||||||
world::ChunkStorage,
|
|
||||||
state::{GameState, NextState},
|
|
||||||
rendering::WindowSize,
|
|
||||||
input::RawKbmInputState,
|
|
||||||
hui_integration::UiState,
|
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 {
|
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![
|
elements: vec![
|
||||||
Box::new(Container {
|
Box::new(Container {
|
||||||
padding: Sides::all(10.),
|
padding: Sides::all(10.),
|
||||||
gap: 10.,
|
gap: 5.,
|
||||||
background: (0.2, 0.2, 0.2).into(),
|
background: (0.2, 0.2, 0.2).into(),
|
||||||
corner_radius: Corners::all(8.),
|
corner_radius: Corners::all(8.),
|
||||||
elements,
|
elements,
|
||||||
|
@ -33,8 +34,9 @@ pub fn loading_screen_base(elements: Vec<Box<dyn UiElement>>, bg_alpha: f32) ->
|
||||||
}
|
}
|
||||||
|
|
||||||
fn render_loading_ui(
|
fn render_loading_ui(
|
||||||
mut ui: NonSendSync<UniqueViewMut<UiState>>,
|
addr: Option<UniqueView<ServerAddress>>,
|
||||||
world: UniqueView<ChunkStorage>,
|
world: UniqueView<ChunkStorage>,
|
||||||
|
mut ui: NonSendSync<UniqueViewMut<UiState>>,
|
||||||
size: UniqueView<WindowSize>
|
size: UniqueView<WindowSize>
|
||||||
) {
|
) {
|
||||||
let loaded = world.chunks.iter().fold(0, |acc, (&_, chunk)| {
|
let loaded = world.chunks.iter().fold(0, |acc, (&_, chunk)| {
|
||||||
|
@ -43,9 +45,16 @@ fn render_loading_ui(
|
||||||
let total = world.chunks.len();
|
let total = world.chunks.len();
|
||||||
let value = loaded as f32 / total as f32;
|
let value = loaded as f32 / total as f32;
|
||||||
let percentage = value * 100.;
|
let percentage = value * 100.;
|
||||||
|
|
||||||
|
let font_handle = ui.fonts[0];
|
||||||
ui.hui.add(loading_screen_base(vec![
|
ui.hui.add(loading_screen_base(vec![
|
||||||
Box::new(Text {
|
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()
|
..Default::default()
|
||||||
}),
|
}),
|
||||||
Box::new(ProgressBar {
|
Box::new(ProgressBar {
|
||||||
|
@ -61,11 +70,20 @@ fn render_loading_ui(
|
||||||
elements: vec![
|
elements: vec![
|
||||||
Box::new(Text {
|
Box::new(Text {
|
||||||
text: format!("{loaded}/{total} ({percentage:.1}%)").into(),
|
text: format!("{loaded}/{total} ({percentage:.1}%)").into(),
|
||||||
|
font: font_handle,
|
||||||
|
text_size: 16,
|
||||||
..Default::default()
|
..Default::default()
|
||||||
})
|
})
|
||||||
],
|
],
|
||||||
..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());
|
], 1. - (value - 0.75).max(0.)), size.0.as_vec2());
|
||||||
}
|
}
|
||||||
|
|
||||||
|
|
Loading…
Reference in a new issue