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eca7e7f5e6
Author | SHA1 | Date |
---|---|---|
Mark | eca7e7f5e6 | |
Mark | 6b4c80ce0f | |
Mark | 193feb5b92 | |
Mark | 5059e69cbb | |
Mark | d354a88543 | |
Mark | a6a0884737 | |
Mark | ae89f0e987 | |
Mark | 7c8407f966 | |
Mark | 91b82fbe3d | |
Mark | 3c582006ef | |
Mark | 093a7f271c |
|
@ -76,7 +76,9 @@ log = "0.4.20"
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log4rs = { version = "1.2.0", features = ["console_appender"] }
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rhai = { version = "1.17.0", features = [
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"f32_float",
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"only_i32",
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"metadata",
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"sync",
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"no_custom_syntax",
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"no_closure",
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] }
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1
TODO.md
1
TODO.md
|
@ -13,6 +13,7 @@
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- Scriptable renderscene: script decides which parts to show
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- No UI zoom scroll
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- Preserve aspect for icons
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- Check game version in config
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## Small jobs
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|
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@ -39,6 +39,8 @@ zoom_max = 2000.0
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# TODO: move to user config file
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ui_scale = 2
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ui_landed_scene = "ui/landed.rhai"
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ui_flying_scene = "ui/flying.rhai"
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ui_outfitter_scene = "ui/outfitter.rhai"
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start_ui_scene = "flying"
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ui_scene.landed = "ui/landed.rhai"
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ui_scene.flying = "ui/flying.rhai"
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ui_scene.outfitter = "ui/outfitter.rhai"
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|
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@ -28,6 +28,7 @@ one planet has a greater population than a hundred planets elsewhere. As a resul
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settlements of less than a million are grouped together into planetary districts that
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elect a single representative between them - a source of much frustration in the frontier worlds.
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"""
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object.earth.image = "ui::landscape::test"
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object.luna.sprite = "planet::luna"
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@ -1,3 +1,55 @@
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fn init(state) { return []; }
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fn hover(element, hover_state) {}
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fn click(element, click_state) {}
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fn config() {
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let config = SceneConfig();
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config.show_starfield(true);
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config.show_phys(true);
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return config
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}
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fn init(state) {
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let ring = SpriteBuilder(
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"ring",
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"ui::status",
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Rect(
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-5.0, -5.0, 100.0, 100.0,
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SpriteAnchor::NorthEast,
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SpriteAnchor::NorthEast
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)
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);
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let shield = RadialBuilder(
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"shield", 2.5,
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Color(0.3, 0.6, 0.8, 1.0),
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Rect(
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-9.5, -9.5, 91.0, 91.0,
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SpriteAnchor::NorthEast,
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SpriteAnchor::NorthEast
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)
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);
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shield.set_progress(0.2);
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let hull = RadialBuilder(
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"hull", 2.5,
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Color(0.8, 0.7, 0.5, 1.0),
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Rect(
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-13.5, -13.5, 83.0, 83.0,
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SpriteAnchor::NorthEast,
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SpriteAnchor::NorthEast
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)
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);
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hull.set_progress(0.4);
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return [
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ring,
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shield,
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hull
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];
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}
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fn event(state, event) {
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if type_of(event) == "PlayerShipStateEvent" {
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if state.player_ship().is_landed() {
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return SceneAction::GoTo("landed");
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}
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return;
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}
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}
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@ -1,5 +1,13 @@
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fn config() {
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let config = SceneConfig();
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config.show_starfield(true);
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config.show_phys(false);
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return config
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}
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fn init(state) {
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let player = state.player_ship();
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let frame = SpriteBuilder(
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"frame",
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"ui::planet",
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@ -12,7 +20,13 @@ fn init(state) {
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let landscape = SpriteBuilder(
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"landscape",
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state.planet_landscape,
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{
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if player.is_landed() {
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player.landed_on().image();
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} else {
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"";
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}
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},
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Rect(
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-180.0, 142.0, 274.0, 135.0,
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SpriteAnchor::NorthWest,
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@ -40,32 +54,66 @@ fn init(state) {
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SpriteAnchor::Center
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)
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);
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title.set_text(state.planet_name);
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if player.is_landed() {
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title.set_text(player.landed_on().name());
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} else {
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title.set_text("");
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}
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let desc = TextBoxBuilder(
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"desc",
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7.5, 8.0, TextBoxFont::SansSerif, TextBoxJustify::Left,
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Rect(
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-178.92, -20.3, 343.0, 81.467,
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SpriteAnchor::NorthWest,
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SpriteAnchor::Center
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)
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);
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if player.is_landed() {
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desc.set_text(player.landed_on().desc());
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} else {
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desc.set_text("");
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}
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return [
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button,
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landscape,
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frame,
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title,
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desc,
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];
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}
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fn hover(element, hover_state) {
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if element.has_name("button") {
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if hover_state {
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element.take_edge("on:top", 0.1);
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} else {
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element.take_edge("off:top", 0.1);
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fn event(state, event) {
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if type_of(event) == "MouseHoverEvent" {
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let element = event.element();
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if element.has_name("button") {
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if event.is_enter() {
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element.take_edge("on:top", 0.1);
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} else {
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element.take_edge("off:top", 0.1);
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}
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}
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}
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}
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fn click(element, click_state) {
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if !click_state {
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return SceneAction::None;
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return;
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}
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if element.has_name("button") {
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return SceneAction::SceneOutfitter;
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if type_of(event) == "MouseClickEvent" {
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if !event.is_down() {
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return SceneAction::None;
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}
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let element = event.element();
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if element.has_name("button") {
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return SceneAction::GoTo("outfitter");
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}
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return;
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}
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if type_of(event) == "PlayerShipStateEvent" {
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if !state.player_ship().is_landed() {
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return SceneAction::GoTo("flying");
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}
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return;
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}
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}
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@ -1,3 +1,9 @@
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fn config() {
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let config = SceneConfig();
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config.show_starfield(true);
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config.show_phys(false);
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return config
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}
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fn init(state) {
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let se_box = SpriteBuilder(
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@ -19,7 +25,7 @@ fn init(state) {
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SpriteAnchor::SouthWest
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)
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);
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exit_text.set_text(state.planet_name);
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exit_text.set_text("Exit");
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let exit_button = SpriteBuilder(
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"exit_button",
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@ -64,7 +70,7 @@ fn init(state) {
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SpriteAnchor::NorthWest
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)
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);
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ship_name.set_text(state.planet_name);
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ship_name.set_text("Hyperion");
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let ship_type = TextBoxBuilder(
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"ship_type",
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@ -75,7 +81,11 @@ fn init(state) {
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SpriteAnchor::NorthWest
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)
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);
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ship_type.set_text(state.planet_name);
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if state.player_ship().is_some() {
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ship_type.set_text(state.player_ship().name());
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} else {
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ship_type.set_text("ERR: SHIP IS NONE");
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}
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let ship_stats = TextBoxBuilder(
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"ship_stats",
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@ -86,11 +96,7 @@ fn init(state) {
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SpriteAnchor::NorthWest,
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)
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);
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ship_stats.set_text(state.planet_name);
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ship_stats.set_text("Earth");
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@ -123,7 +129,7 @@ fn init(state) {
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SpriteAnchor::NorthEast,
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)
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);
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outfit_name.set_text(state.planet_name);
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outfit_name.set_text("Earth");
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let outfit_desc = TextBoxBuilder(
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"outfit_desc",
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@ -134,7 +140,7 @@ fn init(state) {
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SpriteAnchor::NorthEast,
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)
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);
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outfit_desc.set_text(state.planet_name);
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outfit_desc.set_text("Earth");
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let outfit_stats = TextBoxBuilder(
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"outfit_stats",
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|
@ -145,7 +151,7 @@ fn init(state) {
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SpriteAnchor::NorthEast,
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)
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);
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outfit_stats.set_text(state.planet_name);
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outfit_stats.set_text("Earth");
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return [
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ship_bg,
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|
@ -166,22 +172,37 @@ fn init(state) {
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];
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}
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fn hover(element, hover_state) {
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if element.has_name("exit_button") {
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if hover_state {
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element.take_edge("on:top", 0.1);
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} else {
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element.take_edge("off:top", 0.1);
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fn event(state, event) {
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if type_of(event) == "MouseHoverEvent" {
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let element = event.element();
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if element.has_name("exit_button") {
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if event.is_enter() {
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element.take_edge("on:top", 0.1);
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} else {
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element.take_edge("off:top", 0.1);
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}
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}
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}
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}
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fn click(element, click_state) {
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if !click_state {
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return SceneAction::None;
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return;
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}
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if element.has_name("exit_button") {
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return SceneAction::SceneLanded;
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if type_of(event) == "MouseClickEvent" {
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if !event.is_down() {
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return SceneAction::None;
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}
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let element = event.element();
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if element.has_name("exit_button") {
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return SceneAction::GoTo("landed");
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}
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return;
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}
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if type_of(event) == "PlayerShipStateEvent" {
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if !state.player_ship().is_landed() {
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return SceneAction::GoTo("flying");
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}
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return;
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}
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}
|
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@ -1,4 +1,4 @@
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use std::{num::NonZeroU32, path::PathBuf};
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use std::{collections::HashMap, num::NonZeroU32, path::PathBuf};
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use rhai::AST;
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|
@ -7,7 +7,10 @@ pub(crate) mod syntax {
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use galactica_packer::SpriteAtlas;
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use rhai::Engine;
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use serde::Deserialize;
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use std::path::{Path, PathBuf};
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use std::{
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collections::HashMap,
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path::{Path, PathBuf},
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};
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// Raw serde syntax structs.
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// These are never seen by code outside this crate.
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|
@ -20,9 +23,8 @@ pub(crate) mod syntax {
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pub zoom_min: f32,
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pub zoom_max: f32,
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pub ui_scale: f32,
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pub ui_flying_scene: PathBuf,
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pub ui_landed_scene: PathBuf,
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pub ui_outfitter_scene: PathBuf,
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pub ui_scene: HashMap<String, PathBuf>,
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pub start_ui_scene: String,
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}
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impl Config {
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|
@ -59,18 +61,19 @@ pub(crate) mod syntax {
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};
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let engine = Engine::new();
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let ui_landed_scene = engine
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.compile_file(content_root.join(self.ui_landed_scene))
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.with_context(|| format!("while loading `landed` scene"))
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.with_context(|| format!("while loading config"))?;
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let ui_outfitter_scene = engine
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.compile_file(content_root.join(self.ui_outfitter_scene))
|
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.with_context(|| format!("while loading `outfitter` scene"))
|
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.with_context(|| format!("while loading config"))?;
|
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let ui_flying_scene = engine
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.compile_file(content_root.join(self.ui_flying_scene))
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.with_context(|| format!("while loading `flying` scene"))
|
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.with_context(|| format!("while loading config"))?;
|
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let mut ui_scenes = HashMap::new();
|
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for (n, p) in self.ui_scene {
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ui_scenes.insert(
|
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n.clone(),
|
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engine
|
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.compile_file(content_root.join(p))
|
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.with_context(|| format!("while loading scene script `{}`", n))?,
|
||||
);
|
||||
}
|
||||
|
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if !ui_scenes.contains_key(&self.start_ui_scene) {
|
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bail!("starting ui scene `{}` doesn't exist", self.start_ui_scene)
|
||||
}
|
||||
|
||||
return Ok(super::Config {
|
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sprite_root: asset_root.join(self.sprite_root),
|
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|
@ -98,9 +101,8 @@ pub(crate) mod syntax {
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|||
zoom_max: self.zoom_max,
|
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zoom_min: self.zoom_min,
|
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ui_scale: self.ui_scale,
|
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ui_landed_scene,
|
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ui_flying_scene,
|
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ui_outfitter_scene,
|
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ui_scenes,
|
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start_ui_scene: self.start_ui_scene,
|
||||
});
|
||||
}
|
||||
}
|
||||
|
@ -187,12 +189,10 @@ pub struct Config {
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|||
/// Ui scale factor
|
||||
pub ui_scale: f32,
|
||||
|
||||
/// Ui landed scene script
|
||||
pub ui_landed_scene: AST,
|
||||
/// Ui scene scripts
|
||||
pub ui_scenes: HashMap<String, AST>,
|
||||
|
||||
/// Ui flying scene script
|
||||
pub ui_flying_scene: AST,
|
||||
|
||||
/// Ui outfitter scene script
|
||||
pub ui_outfitter_scene: AST,
|
||||
/// The UI scene we start in.
|
||||
/// This is guaranteed to be a key in ui_scenes.
|
||||
pub start_ui_scene: String,
|
||||
}
|
||||
|
|
|
@ -1,4 +1,4 @@
|
|||
use anyhow::{bail, Context, Result};
|
||||
use anyhow::{anyhow, bail, Context, Result};
|
||||
use galactica_util::to_radians;
|
||||
use nalgebra::{Point2, Point3};
|
||||
use std::collections::{HashMap, HashSet};
|
||||
|
@ -31,6 +31,7 @@ pub(crate) mod syntax {
|
|||
pub landable: Option<bool>,
|
||||
pub name: Option<String>,
|
||||
pub desc: Option<String>,
|
||||
pub image: Option<String>,
|
||||
}
|
||||
|
||||
#[derive(Debug, Deserialize)]
|
||||
|
@ -126,10 +127,13 @@ pub struct SystemObject {
|
|||
pub landable: bool,
|
||||
|
||||
/// The display name of this object
|
||||
pub name: String,
|
||||
pub name: Option<String>,
|
||||
|
||||
/// The description of this object
|
||||
pub desc: String,
|
||||
/// The description of this object (shown on landed ui)
|
||||
pub desc: Option<String>,
|
||||
|
||||
/// This object's image (shown on landed ui)
|
||||
pub image: Option<SpriteHandle>,
|
||||
}
|
||||
|
||||
/// Helper function for resolve_position, never called on its own.
|
||||
|
@ -220,8 +224,43 @@ impl crate::Build for System {
|
|||
Some(t) => *t,
|
||||
};
|
||||
|
||||
let image_handle = match &obj.image {
|
||||
Some(x) => match content.sprite_index.get(x) {
|
||||
None => bail!(
|
||||
"In system `{}`: sprite `{}` doesn't exist",
|
||||
system_name,
|
||||
obj.sprite
|
||||
),
|
||||
Some(t) => Some(*t),
|
||||
},
|
||||
None => None,
|
||||
};
|
||||
|
||||
if obj.landable.unwrap_or(false) {
|
||||
if obj.name.is_none() {
|
||||
return Err(anyhow!("if an object is landable, it must have a name"))
|
||||
.with_context(|| format!("in object labeled `{}`", label))
|
||||
.with_context(|| format!("in system `{}`", system_name));
|
||||
}
|
||||
|
||||
if obj.desc.is_none() {
|
||||
return Err(anyhow!(
|
||||
"if an object is landable, it must have a description"
|
||||
))
|
||||
.with_context(|| format!("in object labeled `{}`", label))
|
||||
.with_context(|| format!("in system `{}`", system_name));
|
||||
}
|
||||
|
||||
if obj.image.is_none() {
|
||||
return Err(anyhow!("if an object is landable, it must have an image"))
|
||||
.with_context(|| format!("in object labeled `{}`", label))
|
||||
.with_context(|| format!("in system `{}`", system_name));
|
||||
}
|
||||
}
|
||||
|
||||
objects.push(SystemObject {
|
||||
sprite: sprite_handle,
|
||||
image: image_handle,
|
||||
pos: resolve_position(&system.object, &obj, cycle_detector)
|
||||
.with_context(|| format!("in object {:#?}", label))?,
|
||||
size: obj.size,
|
||||
|
@ -231,19 +270,13 @@ impl crate::Build for System {
|
|||
body_index: 0,
|
||||
},
|
||||
landable: obj.landable.unwrap_or(false),
|
||||
name: obj
|
||||
.name
|
||||
.as_ref()
|
||||
.map(|x| x.clone())
|
||||
.unwrap_or("".to_string()),
|
||||
|
||||
name: obj.name.as_ref().map(|x| x.clone()),
|
||||
// TODO: better linebreaks, handle double spaces
|
||||
// Tabs
|
||||
desc: obj
|
||||
.desc
|
||||
.as_ref()
|
||||
.map(|x| x.replace("\n", " ").replace("<br>", "\n"))
|
||||
.unwrap_or("".to_string()),
|
||||
.map(|x| x.replace("\n", " ").replace("<br>", "\n")),
|
||||
});
|
||||
}
|
||||
|
||||
|
|
|
@ -4,7 +4,7 @@ use anyhow::{bail, Result};
|
|||
use clap::Parser;
|
||||
use galactica_content::{Content, SystemHandle};
|
||||
use galactica_playeragent::{PlayerAgent, PlayerStatus};
|
||||
use galactica_render::{RenderInput, RenderScenes};
|
||||
use galactica_render::RenderInput;
|
||||
use galactica_system::{
|
||||
data::ShipState,
|
||||
phys::{PhysImage, PhysSimShipHandle},
|
||||
|
@ -121,25 +121,20 @@ fn try_main() -> Result<()> {
|
|||
|
||||
let event_loop = EventLoop::new();
|
||||
let window = WindowBuilder::new().build(&event_loop).unwrap();
|
||||
let mut gpu = pollster::block_on(galactica_render::GPUState::new(
|
||||
window,
|
||||
content.clone(),
|
||||
RenderScenes::System,
|
||||
))?;
|
||||
let mut gpu = pollster::block_on(galactica_render::GPUState::new(window, content.clone()))?;
|
||||
gpu.init(&content);
|
||||
|
||||
// TODO: don't clone content
|
||||
let mut game = game::Game::new(content.clone());
|
||||
let p = game.make_player();
|
||||
|
||||
let mut player = PlayerAgent::new(p.0);
|
||||
player.set_camera_aspect(
|
||||
let mut player = Rc::new(PlayerAgent::new(p.0));
|
||||
Rc::get_mut(&mut player).unwrap().set_camera_aspect(
|
||||
gpu.window().inner_size().width as f32 / gpu.window().inner_size().height as f32,
|
||||
);
|
||||
|
||||
let mut phys_img = PhysImage::new();
|
||||
let mut phys_img = Rc::new(PhysImage::new());
|
||||
let mut last_run = Instant::now();
|
||||
let mut was_landed = false;
|
||||
|
||||
event_loop.run(move |event, _, control_flow| {
|
||||
match event {
|
||||
|
@ -149,8 +144,8 @@ fn try_main() -> Result<()> {
|
|||
camera_zoom: player.camera.zoom,
|
||||
current_time: game.get_current_time(),
|
||||
ct: content.clone(),
|
||||
phys_img: &phys_img,
|
||||
player: &player,
|
||||
phys_img: phys_img.clone(),
|
||||
player: player.clone(),
|
||||
time_since_last_run: last_run.elapsed().as_secs_f32(),
|
||||
current_system: SystemHandle { index: 0 },
|
||||
timing: game.get_timing().clone(),
|
||||
|
@ -167,9 +162,9 @@ fn try_main() -> Result<()> {
|
|||
}
|
||||
|
||||
Event::MainEventsCleared => {
|
||||
game.update_player_controls(&mut player);
|
||||
game.update_player_controls(Rc::get_mut(&mut player).unwrap());
|
||||
game.step(&phys_img);
|
||||
game.update_image(&mut phys_img);
|
||||
game.update_image(Rc::get_mut(&mut phys_img).unwrap());
|
||||
|
||||
// TODO: clean up
|
||||
let player_status = {
|
||||
|
@ -180,21 +175,9 @@ fn try_main() -> Result<()> {
|
|||
ShipState::Landing { .. }
|
||||
| ShipState::UnLanding { .. }
|
||||
| ShipState::Collapsing { .. }
|
||||
| ShipState::Flying { .. } => {
|
||||
if was_landed {
|
||||
was_landed = false;
|
||||
gpu.set_scene(RenderScenes::System);
|
||||
}
|
||||
|
||||
Some(*o.rigidbody.translation())
|
||||
}
|
||||
| ShipState::Flying { .. } => Some(*o.rigidbody.translation()),
|
||||
|
||||
ShipState::Landed { target } => {
|
||||
if !was_landed {
|
||||
was_landed = true;
|
||||
gpu.set_scene(RenderScenes::Landed);
|
||||
}
|
||||
|
||||
let b = content.get_system_object(*target);
|
||||
Some(Vector2::new(b.pos.x, b.pos.y))
|
||||
}
|
||||
|
@ -210,9 +193,10 @@ fn try_main() -> Result<()> {
|
|||
};
|
||||
|
||||
// This must be updated BEFORE rendering!
|
||||
player.step(&content, player_status);
|
||||
|
||||
player.input.clear_inputs();
|
||||
Rc::get_mut(&mut player)
|
||||
.unwrap()
|
||||
.step(&content, player_status);
|
||||
Rc::get_mut(&mut player).unwrap().input.clear_inputs();
|
||||
gpu.window().request_redraw();
|
||||
}
|
||||
|
||||
|
@ -233,27 +217,39 @@ fn try_main() -> Result<()> {
|
|||
},
|
||||
..
|
||||
} => {
|
||||
player.input.process_key(state, key);
|
||||
Rc::get_mut(&mut player)
|
||||
.unwrap()
|
||||
.input
|
||||
.process_key(state, key);
|
||||
}
|
||||
WindowEvent::CursorMoved { position, .. } => {
|
||||
player.input.process_mouse(position);
|
||||
Rc::get_mut(&mut player)
|
||||
.unwrap()
|
||||
.input
|
||||
.process_mouse(position);
|
||||
}
|
||||
WindowEvent::MouseInput { state, button, .. } => {
|
||||
player.input.process_click(state, button);
|
||||
Rc::get_mut(&mut player)
|
||||
.unwrap()
|
||||
.input
|
||||
.process_click(state, button);
|
||||
}
|
||||
WindowEvent::MouseWheel { delta, phase, .. } => {
|
||||
player.input.process_scroll(delta, phase);
|
||||
Rc::get_mut(&mut player)
|
||||
.unwrap()
|
||||
.input
|
||||
.process_scroll(delta, phase);
|
||||
}
|
||||
WindowEvent::Resized(_) => {
|
||||
gpu.resize(&content);
|
||||
player.set_camera_aspect(
|
||||
Rc::get_mut(&mut player).unwrap().set_camera_aspect(
|
||||
gpu.window().inner_size().width as f32
|
||||
/ gpu.window().inner_size().height as f32,
|
||||
);
|
||||
}
|
||||
WindowEvent::ScaleFactorChanged { .. } => {
|
||||
gpu.resize(&content);
|
||||
player.set_camera_aspect(
|
||||
Rc::get_mut(&mut player).unwrap().set_camera_aspect(
|
||||
gpu.window().inner_size().width as f32
|
||||
/ gpu.window().inner_size().height as f32,
|
||||
);
|
||||
|
|
|
@ -3,6 +3,7 @@ use winit::{
|
|||
event::{ElementState, MouseButton, MouseScrollDelta, TouchPhase, VirtualKeyCode},
|
||||
};
|
||||
|
||||
#[derive(Debug)]
|
||||
pub struct InputStatus {
|
||||
// Parameters
|
||||
scroll_speed: f32,
|
||||
|
|
|
@ -25,6 +25,7 @@ impl PlayerSelection {
|
|||
}
|
||||
}
|
||||
|
||||
#[derive(Debug)]
|
||||
pub struct PlayerAgent {
|
||||
/// Which ship this player is controlling
|
||||
pub ship: Option<ColliderHandle>,
|
||||
|
|
|
@ -1,51 +0,0 @@
|
|||
// Given an anchored position and sprite dimensions,
|
||||
// return the translation that should be applied on
|
||||
// vertex coordinates
|
||||
fn anchor(
|
||||
anchor: u32, // Anchor index
|
||||
position: vec2<f32>, // Anchored position
|
||||
dim: vec2<f32>, // Sprite dimensions (width, height)
|
||||
) -> vec2<f32> {
|
||||
|
||||
// TODO: remove, do in ui rust lib
|
||||
var trans: vec2<f32> = vec2(0.0, 0.0);
|
||||
let window_dim = (
|
||||
vec2(global_data.window_size_w, global_data.window_size_h) /
|
||||
global_data.window_scale
|
||||
);
|
||||
|
||||
if anchor == 0u { // NW C (screen anchor, sprite anchor)
|
||||
trans += vec2(-window_dim.x, window_dim.y) / 2.0; // origin
|
||||
trans += vec2(0.0, 0.0) / 2.0; // offset
|
||||
} else if anchor == 1u { // NW NW
|
||||
trans += vec2(-window_dim.x, window_dim.y) / 2.0;
|
||||
trans += vec2(dim.x, -dim.y) / 2.0;
|
||||
} else if anchor == 2u { // NW NE
|
||||
trans += vec2(-window_dim.x, window_dim.y) / 2.0;
|
||||
trans += vec2(-dim.x, -dim.y) / 2.0;
|
||||
} else if anchor == 3u { // NW SW
|
||||
trans += vec2(-window_dim.x, window_dim.y) / 2.0;
|
||||
trans += vec2(dim.x, dim.y) / 2.0;
|
||||
} else if anchor == 4u { // NW SE
|
||||
trans += vec2(-window_dim.x, window_dim.y) / 2.0;
|
||||
trans += vec2(-dim.x, dim.y) / 2.0;
|
||||
} else if anchor == 5u { // NE NE
|
||||
trans += vec2(window_dim.x, window_dim.y) / 2.0;
|
||||
trans += vec2(-dim.x, -dim.y) / 2.0;
|
||||
} else if anchor == 6u { // C C
|
||||
trans += vec2(0.0, 0.0) / 2.0;
|
||||
trans += vec2(0.0, 0.0) / 2.0;
|
||||
} else if anchor == 7u { // C NW
|
||||
trans += vec2(0.0, 0.0) / 2.0;
|
||||
trans += vec2(dim.x, -dim.y) / 2.0;
|
||||
} else { // center / center as default, since it's the most visible variant.
|
||||
trans += vec2(0.0, 0.0) / 2.0;
|
||||
trans += vec2(0.0, 0.0) / 2.0;
|
||||
}
|
||||
|
||||
trans += position;
|
||||
|
||||
// This renders correctly, but the offsets here are off by a factor of two.
|
||||
// I'm not sure why... might be because WGPU screen coordinates are -1 to 1.
|
||||
return (trans / window_dim) * 2.0;
|
||||
}
|
|
@ -1,12 +1,11 @@
|
|||
// INCLUDE: global uniform header
|
||||
|
||||
struct InstanceInput {
|
||||
@location(2) anchor: u32,
|
||||
@location(3) position: vec2<f32>,
|
||||
@location(4) diameter: f32,
|
||||
@location(5) stroke: f32,
|
||||
@location(6) angle: f32,
|
||||
@location(7) color: vec4<f32>,
|
||||
@location(2) position: vec2<f32>,
|
||||
@location(3) diameter: f32,
|
||||
@location(4) stroke: f32,
|
||||
@location(5) angle: f32,
|
||||
@location(6) color: vec4<f32>,
|
||||
};
|
||||
|
||||
struct VertexInput {
|
||||
|
@ -29,9 +28,6 @@ var texture_array: binding_array<texture_2d<f32>>;
|
|||
@group(0) @binding(1)
|
||||
var sampler_array: binding_array<sampler>;
|
||||
|
||||
|
||||
// INCLUDE: anchor.wgsl
|
||||
|
||||
@vertex
|
||||
fn vertex_main(
|
||||
vertex: VertexInput,
|
||||
|
@ -45,17 +41,18 @@ fn vertex_main(
|
|||
out.color = instance.color;
|
||||
out.angle = instance.angle;
|
||||
|
||||
// Center of this radial bar, in logical pixels,
|
||||
// with (0, 0) at the center of the screen.
|
||||
out.center = anchor(
|
||||
instance.anchor,
|
||||
instance.position,
|
||||
vec2(instance.diameter, instance.diameter)
|
||||
) / 2.0 * (
|
||||
|
||||
let window_dim = (
|
||||
vec2(global_data.window_size_w, global_data.window_size_h) /
|
||||
global_data.window_scale
|
||||
);
|
||||
|
||||
// Center of this radial bar, in logical pixels,
|
||||
// with (0, 0) at the center of the screen.
|
||||
out.center = (instance.position / window_dim) * (
|
||||
vec2(global_data.window_size_w, global_data.window_size_h) /
|
||||
global_data.window_scale
|
||||
);
|
||||
// ^ slight correction, since anchor gives us a different result than we need here
|
||||
|
||||
return out;
|
||||
}
|
||||
|
|
|
@ -1,14 +1,13 @@
|
|||
// INCLUDE: global uniform header
|
||||
|
||||
struct InstanceInput {
|
||||
@location(2) anchor: u32,
|
||||
@location(3) position: vec2<f32>,
|
||||
@location(4) angle: f32,
|
||||
@location(5) dim: vec2<f32>,
|
||||
@location(6) color_transform: vec4<f32>,
|
||||
@location(7) texture_index: vec2<u32>,
|
||||
@location(8) texture_fade: f32,
|
||||
@location(9) mask_index: vec2<u32>,
|
||||
@location(2) position: vec2<f32>,
|
||||
@location(3) angle: f32,
|
||||
@location(4) dim: vec2<f32>,
|
||||
@location(5) color_transform: vec4<f32>,
|
||||
@location(6) texture_index: vec2<u32>,
|
||||
@location(7) texture_fade: f32,
|
||||
@location(8) mask_index: vec2<u32>,
|
||||
};
|
||||
|
||||
struct VertexInput {
|
||||
|
@ -34,10 +33,6 @@ var texture_array: binding_array<texture_2d<f32>>;
|
|||
@group(0) @binding(1)
|
||||
var sampler_array: binding_array<sampler>;
|
||||
|
||||
|
||||
// INCLUDE: anchor.wgsl
|
||||
|
||||
|
||||
fn transform_vertex(
|
||||
instance: InstanceInput,
|
||||
vertex_position: vec3<f32>,
|
||||
|
@ -57,24 +52,19 @@ fn transform_vertex(
|
|||
vertex_position.y * scale
|
||||
);
|
||||
|
||||
// Apply rotation (and adjust sprite angle, since sprites point north)
|
||||
pos = mat2x2(
|
||||
vec2(cos(instance.angle - 1.5708), sin(instance.angle - 1.5708)),
|
||||
vec2(-sin(instance.angle - 1.5708), cos(instance.angle - 1.5708))
|
||||
) * pos;
|
||||
|
||||
// Apply rotation (and adjust sprite angle, since sprites point north)
|
||||
|
||||
// Correct for screen aspect, preserving height
|
||||
pos = vec2(
|
||||
pos.x / global_data.window_aspect,
|
||||
pos.y
|
||||
);
|
||||
|
||||
pos = pos + anchor(
|
||||
instance.anchor,
|
||||
instance.position,
|
||||
instance.dim
|
||||
);
|
||||
pos = pos + (instance.position / window_dim) * 2.0;
|
||||
|
||||
return vec4<f32>(pos, 0.0, 1.0);
|
||||
}
|
||||
|
|
|
@ -1,22 +1,24 @@
|
|||
use std::rc::Rc;
|
||||
use std::{iter, rc::Rc};
|
||||
|
||||
use anyhow::Result;
|
||||
use bytemuck;
|
||||
use galactica_content::Content;
|
||||
use glyphon::{FontSystem, SwashCache, TextAtlas, TextRenderer};
|
||||
use log::debug;
|
||||
use galactica_system::data::ShipState;
|
||||
use galactica_util::to_radians;
|
||||
use glyphon::{FontSystem, Resolution, SwashCache, TextAtlas, TextRenderer};
|
||||
use nalgebra::{Point2, Point3};
|
||||
use wgpu;
|
||||
use winit;
|
||||
|
||||
use crate::{
|
||||
globaluniform::{GlobalDataContent, GlobalUniform},
|
||||
globaluniform::{GlobalDataContent, GlobalUniform, ObjectData},
|
||||
pipeline::PipelineBuilder,
|
||||
renderscene::{LandedScene, RenderScene, SystemScene},
|
||||
shaderprocessor::preprocess_shader,
|
||||
starfield::Starfield,
|
||||
texturearray::TextureArray,
|
||||
ui::{UiManager, UiScene},
|
||||
RenderInput, RenderScenes, RenderState, VertexBuffers,
|
||||
ui::UiManager,
|
||||
vertexbuffer::{consts::SPRITE_INDICES, types::ObjectInstance},
|
||||
RenderInput, RenderState, VertexBuffers,
|
||||
};
|
||||
|
||||
/// A high-level GPU wrapper. Reads game state (via RenderInput), produces pretty pictures.
|
||||
|
@ -32,16 +34,11 @@ pub struct GPUState {
|
|||
pub(crate) texture_array: TextureArray,
|
||||
pub(crate) state: RenderState,
|
||||
pub(crate) ui: UiManager,
|
||||
pub(crate) scene: RenderScenes,
|
||||
}
|
||||
|
||||
impl GPUState {
|
||||
/// Make a new GPUState that draws on `window`
|
||||
pub async fn new(
|
||||
window: winit::window::Window,
|
||||
ct: Rc<Content>,
|
||||
scene: RenderScenes,
|
||||
) -> Result<Self> {
|
||||
pub async fn new(window: winit::window::Window, ct: Rc<Content>) -> Result<Self> {
|
||||
let window_size = window.inner_size();
|
||||
let window_aspect = window_size.width as f32 / window_size.height as f32;
|
||||
|
||||
|
@ -218,8 +215,21 @@ impl GPUState {
|
|||
let mut starfield = Starfield::new();
|
||||
starfield.regenerate(&ct);
|
||||
|
||||
let mut state = RenderState {
|
||||
queue,
|
||||
window,
|
||||
window_size,
|
||||
window_aspect,
|
||||
global_uniform,
|
||||
vertex_buffers,
|
||||
text_atlas,
|
||||
text_cache,
|
||||
text_font_system,
|
||||
text_renderer,
|
||||
};
|
||||
|
||||
return Ok(Self {
|
||||
ui: UiManager::new(ct),
|
||||
ui: UiManager::new(ct, &mut state),
|
||||
device,
|
||||
config,
|
||||
surface,
|
||||
|
@ -229,20 +239,7 @@ impl GPUState {
|
|||
starfield_pipeline,
|
||||
ui_pipeline,
|
||||
radialbar_pipeline,
|
||||
scene,
|
||||
|
||||
state: RenderState {
|
||||
queue,
|
||||
window,
|
||||
window_size,
|
||||
window_aspect,
|
||||
global_uniform,
|
||||
vertex_buffers,
|
||||
text_atlas,
|
||||
text_cache,
|
||||
text_font_system,
|
||||
text_renderer,
|
||||
},
|
||||
state,
|
||||
});
|
||||
}
|
||||
}
|
||||
|
@ -253,18 +250,6 @@ impl GPUState {
|
|||
&self.state.window
|
||||
}
|
||||
|
||||
/// Change the current scenection
|
||||
pub fn set_scene(&mut self, scene: RenderScenes) {
|
||||
debug!("switching to {:?}", scene);
|
||||
|
||||
match scene {
|
||||
RenderScenes::Landed => self.ui.set_scene(&mut self.state, UiScene::Landed).unwrap(),
|
||||
RenderScenes::System => self.ui.set_scene(&mut self.state, UiScene::Flying).unwrap(),
|
||||
};
|
||||
|
||||
self.scene = scene;
|
||||
}
|
||||
|
||||
/// Update window size.
|
||||
/// This should be called whenever our window is resized.
|
||||
pub fn resize(&mut self, ct: &Content) {
|
||||
|
@ -293,6 +278,8 @@ impl GPUState {
|
|||
|
||||
/// Main render function. Draws sprites on a window.
|
||||
pub fn render(&mut self, input: RenderInput) -> Result<(), wgpu::SurfaceError> {
|
||||
let input = Rc::new(input);
|
||||
|
||||
// Update global values
|
||||
self.state.queue.write_buffer(
|
||||
&self.state.global_uniform.data_buffer,
|
||||
|
@ -316,11 +303,454 @@ impl GPUState {
|
|||
|
||||
self.state.frame_reset();
|
||||
|
||||
match self.scene {
|
||||
RenderScenes::System => SystemScene::render(self, &input).unwrap(),
|
||||
RenderScenes::Landed => LandedScene::render(self, &input).unwrap(),
|
||||
let output = self.surface.get_current_texture()?;
|
||||
let view = output.texture.create_view(&Default::default());
|
||||
|
||||
let mut encoder = self
|
||||
.device
|
||||
.create_command_encoder(&wgpu::CommandEncoderDescriptor {
|
||||
label: Some("render encoder"),
|
||||
});
|
||||
|
||||
let mut render_pass = encoder.begin_render_pass(&wgpu::RenderPassDescriptor {
|
||||
label: Some("render pass"),
|
||||
|
||||
color_attachments: &[Some(wgpu::RenderPassColorAttachment {
|
||||
view: &view,
|
||||
resolve_target: None,
|
||||
ops: wgpu::Operations {
|
||||
load: wgpu::LoadOp::Clear(wgpu::Color {
|
||||
r: 0.0,
|
||||
g: 0.0,
|
||||
b: 0.0,
|
||||
a: 1.0,
|
||||
}),
|
||||
store: wgpu::StoreOp::Store,
|
||||
},
|
||||
})],
|
||||
depth_stencil_attachment: None,
|
||||
occlusion_query_set: None,
|
||||
timestamp_writes: None,
|
||||
});
|
||||
|
||||
if self.ui.get_config().show_phys {
|
||||
// Create sprite instances
|
||||
|
||||
// Game coordinates (relative to camera) of ne and sw corners of screen.
|
||||
// Used to skip off-screen sprites.
|
||||
let clip_ne = Point2::new(-self.state.window_aspect, 1.0) * input.camera_zoom;
|
||||
let clip_sw = Point2::new(self.state.window_aspect, -1.0) * input.camera_zoom;
|
||||
|
||||
// Order matters, it determines what is drawn on top.
|
||||
// The order inside ships and projectiles doesn't matter,
|
||||
// but ships should always be under projectiles.
|
||||
self.push_system(&input, (clip_ne, clip_sw));
|
||||
self.push_ships(&input, (clip_ne, clip_sw));
|
||||
self.push_projectiles(&input, (clip_ne, clip_sw));
|
||||
self.push_effects(&input, (clip_ne, clip_sw));
|
||||
}
|
||||
|
||||
self.ui.draw(input.clone(), &mut self.state).unwrap();
|
||||
|
||||
// These should match the indices in each shader,
|
||||
// and should each have a corresponding bind group layout.
|
||||
render_pass.set_bind_group(0, &self.texture_array.bind_group, &[]);
|
||||
render_pass.set_bind_group(1, &self.state.global_uniform.bind_group, &[]);
|
||||
|
||||
if self.ui.get_config().show_starfield {
|
||||
// Starfield pipeline
|
||||
self.state
|
||||
.vertex_buffers
|
||||
.get_starfield()
|
||||
.set_in_pass(&mut render_pass);
|
||||
render_pass.set_pipeline(&self.starfield_pipeline);
|
||||
render_pass.draw_indexed(
|
||||
0..SPRITE_INDICES.len() as u32,
|
||||
0,
|
||||
0..self.state.get_starfield_counter(),
|
||||
);
|
||||
}
|
||||
|
||||
if self.ui.get_config().show_phys {
|
||||
// Sprite pipeline
|
||||
self.state
|
||||
.vertex_buffers
|
||||
.get_object()
|
||||
.set_in_pass(&mut render_pass);
|
||||
render_pass.set_pipeline(&self.object_pipeline);
|
||||
render_pass.draw_indexed(
|
||||
0..SPRITE_INDICES.len() as u32,
|
||||
0,
|
||||
0..self.state.get_object_counter(),
|
||||
);
|
||||
}
|
||||
|
||||
// Ui pipeline
|
||||
self.state
|
||||
.vertex_buffers
|
||||
.get_ui()
|
||||
.set_in_pass(&mut render_pass);
|
||||
render_pass.set_pipeline(&self.ui_pipeline);
|
||||
render_pass.draw_indexed(
|
||||
0..SPRITE_INDICES.len() as u32,
|
||||
0,
|
||||
0..self.state.get_ui_counter(),
|
||||
);
|
||||
|
||||
// Radial progress bars
|
||||
// TODO: do we need to do this every time?
|
||||
self.state
|
||||
.vertex_buffers
|
||||
.get_radialbar()
|
||||
.set_in_pass(&mut render_pass);
|
||||
render_pass.set_pipeline(&self.radialbar_pipeline);
|
||||
render_pass.draw_indexed(
|
||||
0..SPRITE_INDICES.len() as u32,
|
||||
0,
|
||||
0..self.state.get_radialbar_counter(),
|
||||
);
|
||||
|
||||
let textareas = self.ui.get_textareas(&input, &self.state);
|
||||
self.state
|
||||
.text_renderer
|
||||
.prepare(
|
||||
&self.device,
|
||||
&self.state.queue,
|
||||
&mut self.state.text_font_system,
|
||||
&mut self.state.text_atlas,
|
||||
Resolution {
|
||||
width: self.state.window_size.width,
|
||||
height: self.state.window_size.height,
|
||||
},
|
||||
textareas,
|
||||
&mut self.state.text_cache,
|
||||
)
|
||||
.unwrap();
|
||||
|
||||
self.state
|
||||
.text_renderer
|
||||
.render(&self.state.text_atlas, &mut render_pass)
|
||||
.unwrap();
|
||||
|
||||
// begin_render_pass borrows encoder mutably,
|
||||
// so we need to drop it before calling finish.
|
||||
drop(render_pass);
|
||||
|
||||
self.state.queue.submit(iter::once(encoder.finish()));
|
||||
output.present();
|
||||
|
||||
return Ok(());
|
||||
}
|
||||
}
|
||||
|
||||
// Render utilities
|
||||
impl GPUState {
|
||||
fn push_ships(
|
||||
&mut self,
|
||||
input: &RenderInput,
|
||||
// NE and SW corners of screen
|
||||
screen_clip: (Point2<f32>, Point2<f32>),
|
||||
) {
|
||||
for s in input.phys_img.iter_ships() {
|
||||
let ship_pos;
|
||||
let ship_ang;
|
||||
let ship_cnt;
|
||||
match s.ship.get_data().get_state() {
|
||||
ShipState::Dead | ShipState::Landed { .. } => continue,
|
||||
|
||||
ShipState::Collapsing { .. } | ShipState::Flying { .. } => {
|
||||
let r = &s.rigidbody;
|
||||
let pos = *r.translation();
|
||||
ship_pos = Point3::new(pos.x, pos.y, 1.0);
|
||||
let ship_rot = r.rotation();
|
||||
ship_ang = ship_rot.angle();
|
||||
ship_cnt = input.ct.get_ship(s.ship.get_data().get_content());
|
||||
}
|
||||
|
||||
ShipState::UnLanding { current_z, .. } | ShipState::Landing { current_z, .. } => {
|
||||
let r = &s.rigidbody;
|
||||
let pos = *r.translation();
|
||||
ship_pos = Point3::new(pos.x, pos.y, *current_z);
|
||||
let ship_rot = r.rotation();
|
||||
ship_ang = ship_rot.angle();
|
||||
ship_cnt = input.ct.get_ship(s.ship.get_data().get_content());
|
||||
}
|
||||
}
|
||||
|
||||
// Position adjusted for parallax
|
||||
// TODO: adjust parallax for zoom?
|
||||
// 1.0 is z-coordinate, which is constant for ships
|
||||
let pos: Point2<f32> =
|
||||
(Point2::new(ship_pos.x, ship_pos.y) - input.camera_pos) / ship_pos.z;
|
||||
|
||||
// Game dimensions of this sprite post-scale.
|
||||
// Post-scale width or height, whichever is larger.
|
||||
// This is in game units.
|
||||
//
|
||||
// We take the maximum to account for rotated sprites.
|
||||
let m =
|
||||
(ship_cnt.size / ship_pos.z) * input.ct.get_sprite(ship_cnt.sprite).aspect.max(1.0);
|
||||
|
||||
// Don't draw sprites that are off the screen
|
||||
if pos.x < screen_clip.0.x - m
|
||||
|| pos.y > screen_clip.0.y + m
|
||||
|| pos.x > screen_clip.1.x + m
|
||||
|| pos.y < screen_clip.1.y - m
|
||||
{
|
||||
continue;
|
||||
}
|
||||
|
||||
let idx = self.state.get_object_counter();
|
||||
// Write this object's location data
|
||||
self.state.queue.write_buffer(
|
||||
&self.state.global_uniform.object_buffer,
|
||||
ObjectData::SIZE * idx as u64,
|
||||
bytemuck::cast_slice(&[ObjectData {
|
||||
xpos: ship_pos.x,
|
||||
ypos: ship_pos.y,
|
||||
zpos: ship_pos.z,
|
||||
angle: ship_ang,
|
||||
size: ship_cnt.size,
|
||||
parent: 0,
|
||||
is_child: 0,
|
||||
_padding: Default::default(),
|
||||
}]),
|
||||
);
|
||||
|
||||
// Push this object's instance
|
||||
let anim_state = s.ship.get_anim_state();
|
||||
self.state.push_object_buffer(ObjectInstance {
|
||||
texture_index: anim_state.texture_index(),
|
||||
texture_fade: anim_state.fade,
|
||||
object_index: idx as u32,
|
||||
color: [1.0, 1.0, 1.0, 1.0],
|
||||
});
|
||||
|
||||
if {
|
||||
let is_flying = match s.ship.get_data().get_state() {
|
||||
ShipState::Flying { .. }
|
||||
| ShipState::UnLanding { .. }
|
||||
| ShipState::Landing { .. } => true,
|
||||
_ => false,
|
||||
};
|
||||
is_flying
|
||||
} {
|
||||
for (engine_point, anim) in s.ship.iter_engine_anim() {
|
||||
self.state.queue.write_buffer(
|
||||
&self.state.global_uniform.object_buffer,
|
||||
ObjectData::SIZE * self.state.get_object_counter() as u64,
|
||||
bytemuck::cast_slice(&[ObjectData {
|
||||
// Note that we adjust the y-coordinate for half-height,
|
||||
// not the x-coordinate, even though our ships point east
|
||||
// at 0 degrees. This is because this is placed pre-rotation,
|
||||
// and the parent rotation adjustment in our object shader
|
||||
// automatically accounts for this.
|
||||
xpos: engine_point.pos.x,
|
||||
ypos: engine_point.pos.y - engine_point.size / 2.0,
|
||||
zpos: 1.0,
|
||||
// We still need an adjustment here, though,
|
||||
// since engine sprites point north (with exhaust towards the south)
|
||||
angle: to_radians(90.0),
|
||||
size: engine_point.size,
|
||||
parent: idx as u32,
|
||||
is_child: 1,
|
||||
_padding: Default::default(),
|
||||
}]),
|
||||
);
|
||||
|
||||
let anim_state = anim.get_texture_idx();
|
||||
self.state.push_object_buffer(ObjectInstance {
|
||||
texture_index: anim_state.texture_index(),
|
||||
texture_fade: anim_state.fade,
|
||||
object_index: self.state.get_object_counter() as u32,
|
||||
color: [1.0, 1.0, 1.0, 1.0],
|
||||
});
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
fn push_projectiles(
|
||||
&mut self,
|
||||
input: &RenderInput,
|
||||
// NE and SW corners of screen
|
||||
screen_clip: (Point2<f32>, Point2<f32>),
|
||||
) {
|
||||
for p in input.phys_img.iter_projectiles() {
|
||||
let r = &p.rigidbody;
|
||||
let proj_pos = *r.translation();
|
||||
let proj_rot = r.rotation();
|
||||
let proj_ang = proj_rot.angle();
|
||||
let proj_cnt = &p.projectile.content; // TODO: don't clone this?
|
||||
|
||||
// Position adjusted for parallax
|
||||
// TODO: adjust parallax for zoom?
|
||||
// 1.0 is z-coordinate, which is constant for projectiles
|
||||
let pos = (proj_pos - input.camera_pos) / 1.0;
|
||||
|
||||
// Game dimensions of this sprite post-scale.
|
||||
// Post-scale width or height, whichever is larger.
|
||||
// This is in game units.
|
||||
//
|
||||
// We take the maximum to account for rotated sprites.
|
||||
let m = (proj_cnt.size / 1.0) * input.ct.get_sprite(proj_cnt.sprite).aspect.max(1.0);
|
||||
|
||||
// Don't draw sprites that are off the screen
|
||||
if pos.x < screen_clip.0.x - m
|
||||
|| pos.y > screen_clip.0.y + m
|
||||
|| pos.x > screen_clip.1.x + m
|
||||
|| pos.y < screen_clip.1.y - m
|
||||
{
|
||||
continue;
|
||||
}
|
||||
|
||||
let idx = self.state.get_object_counter();
|
||||
// Write this object's location data
|
||||
self.state.queue.write_buffer(
|
||||
&self.state.global_uniform.object_buffer,
|
||||
ObjectData::SIZE * idx as u64,
|
||||
bytemuck::cast_slice(&[ObjectData {
|
||||
xpos: proj_pos.x,
|
||||
ypos: proj_pos.y,
|
||||
zpos: 1.0,
|
||||
angle: proj_ang,
|
||||
size: 0f32.max(proj_cnt.size + p.projectile.size_rng),
|
||||
parent: 0,
|
||||
is_child: 0,
|
||||
_padding: Default::default(),
|
||||
}]),
|
||||
);
|
||||
|
||||
let anim_state = p.projectile.get_anim_state();
|
||||
self.state.push_object_buffer(ObjectInstance {
|
||||
texture_index: anim_state.texture_index(),
|
||||
texture_fade: anim_state.fade,
|
||||
object_index: idx as u32,
|
||||
color: [1.0, 1.0, 1.0, 1.0],
|
||||
});
|
||||
}
|
||||
}
|
||||
|
||||
fn push_system(
|
||||
&mut self,
|
||||
input: &RenderInput,
|
||||
// NE and SW corners of screen
|
||||
screen_clip: (Point2<f32>, Point2<f32>),
|
||||
) {
|
||||
let system = input.ct.get_system(input.current_system);
|
||||
|
||||
for o in &system.objects {
|
||||
// Position adjusted for parallax
|
||||
let pos: Point2<f32> = (Point2::new(o.pos.x, o.pos.y) - input.camera_pos) / o.pos.z;
|
||||
|
||||
// Game dimensions of this sprite post-scale.
|
||||
// Post-scale width or height, whichever is larger.
|
||||
// This is in game units.
|
||||
//
|
||||
// We take the maximum to account for rotated sprites.
|
||||
let m = (o.size / o.pos.z) * input.ct.get_sprite(o.sprite).aspect.max(1.0);
|
||||
|
||||
// Don't draw sprites that are off the screen
|
||||
if pos.x < screen_clip.0.x - m
|
||||
|| pos.y > screen_clip.0.y + m
|
||||
|| pos.x > screen_clip.1.x + m
|
||||
|| pos.y < screen_clip.1.y - m
|
||||
{
|
||||
continue;
|
||||
}
|
||||
|
||||
let idx = self.state.get_object_counter();
|
||||
// Write this object's location data
|
||||
self.state.queue.write_buffer(
|
||||
&self.state.global_uniform.object_buffer,
|
||||
ObjectData::SIZE * idx as u64,
|
||||
bytemuck::cast_slice(&[ObjectData {
|
||||
xpos: o.pos.x,
|
||||
ypos: o.pos.y,
|
||||
zpos: o.pos.z,
|
||||
angle: o.angle,
|
||||
size: o.size,
|
||||
parent: 0,
|
||||
is_child: 0,
|
||||
_padding: Default::default(),
|
||||
}]),
|
||||
);
|
||||
|
||||
let sprite = input.ct.get_sprite(o.sprite);
|
||||
let texture_a = sprite.get_first_frame(); // ANIMATE
|
||||
|
||||
// Push this object's instance
|
||||
self.state.push_object_buffer(ObjectInstance {
|
||||
texture_index: [texture_a, texture_a],
|
||||
texture_fade: 1.0,
|
||||
object_index: idx as u32,
|
||||
color: [1.0, 1.0, 1.0, 1.0],
|
||||
});
|
||||
}
|
||||
}
|
||||
|
||||
fn push_effects(
|
||||
&mut self,
|
||||
input: &RenderInput,
|
||||
// NE and SW corners of screen
|
||||
screen_clip: (Point2<f32>, Point2<f32>),
|
||||
) {
|
||||
for p in input.phys_img.iter_effects() {
|
||||
let r = &p.rigidbody;
|
||||
let pos = *r.translation();
|
||||
let rot = r.rotation();
|
||||
let ang = rot.angle();
|
||||
|
||||
// Position adjusted for parallax
|
||||
// TODO: adjust parallax for zoom?
|
||||
// 1.0 is z-coordinate, which is constant for projectiles
|
||||
let adjusted_pos = (pos - input.camera_pos) / 1.0;
|
||||
|
||||
// Game dimensions of this sprite post-scale.
|
||||
// Post-scale width or height, whichever is larger.
|
||||
// This is in game units.
|
||||
//
|
||||
// We take the maximum to account for rotated sprites.
|
||||
let m = (p.effect.size / 1.0)
|
||||
* input
|
||||
.ct
|
||||
.get_sprite(p.effect.anim.get_sprite())
|
||||
.aspect
|
||||
.max(1.0);
|
||||
|
||||
// Don't draw sprites that are off the screen
|
||||
if adjusted_pos.x < screen_clip.0.x - m
|
||||
|| adjusted_pos.y > screen_clip.0.y + m
|
||||
|| adjusted_pos.x > screen_clip.1.x + m
|
||||
|| adjusted_pos.y < screen_clip.1.y - m
|
||||
{
|
||||
continue;
|
||||
}
|
||||
|
||||
let idx = self.state.get_object_counter();
|
||||
// Write this object's location data
|
||||
self.state.queue.write_buffer(
|
||||
&self.state.global_uniform.object_buffer,
|
||||
ObjectData::SIZE * idx as u64,
|
||||
bytemuck::cast_slice(&[ObjectData {
|
||||
xpos: pos.x,
|
||||
ypos: pos.y,
|
||||
zpos: 1.0,
|
||||
angle: ang,
|
||||
size: p.effect.size,
|
||||
parent: 0,
|
||||
is_child: 0,
|
||||
_padding: Default::default(),
|
||||
}]),
|
||||
);
|
||||
|
||||
let anim_state = p.effect.anim.get_texture_idx();
|
||||
self.state.push_object_buffer(ObjectInstance {
|
||||
texture_index: anim_state.texture_index(),
|
||||
texture_fade: anim_state.fade,
|
||||
object_index: idx as u32,
|
||||
color: [1.0, 1.0, 1.0, p.get_fade()],
|
||||
});
|
||||
}
|
||||
}
|
||||
}
|
||||
|
|
|
@ -10,9 +10,7 @@
|
|||
mod globaluniform;
|
||||
mod gpustate;
|
||||
mod pipeline;
|
||||
mod positionanchor;
|
||||
mod renderinput;
|
||||
mod renderscene;
|
||||
mod renderstate;
|
||||
mod shaderprocessor;
|
||||
mod starfield;
|
||||
|
@ -21,9 +19,7 @@ mod ui;
|
|||
mod vertexbuffer;
|
||||
|
||||
pub use gpustate::GPUState;
|
||||
pub use positionanchor::PositionAnchor;
|
||||
pub use renderinput::RenderInput;
|
||||
pub use renderscene::RenderScenes;
|
||||
use renderstate::*;
|
||||
|
||||
use nalgebra::Matrix4;
|
||||
|
|
|
@ -1,57 +0,0 @@
|
|||
/// The location of a UI element, in one of a few
|
||||
/// possible coordinate systems.
|
||||
///
|
||||
/// Positive Y always points up,
|
||||
/// positive X always points right.
|
||||
#[derive(Debug, Clone)]
|
||||
pub enum PositionAnchor {
|
||||
/// Position of this sprite's center,
|
||||
/// relative to the nw corner of the window.
|
||||
NwC,
|
||||
|
||||
/// Position of this sprite's nw corner,
|
||||
/// relative to the nw corner of the window.
|
||||
NwNw,
|
||||
|
||||
/// Position of this sprite's ne corner,
|
||||
/// relative to the nw corner of the window.
|
||||
NwNe,
|
||||
|
||||
/// Position of this sprite's sw corner,
|
||||
/// relative to the nw corner of the window.
|
||||
NwSw,
|
||||
|
||||
/// Position of this sprite's se corner,
|
||||
/// relative to the nw corner of the window.
|
||||
NwSe,
|
||||
|
||||
/// Position of this sprite's ne corner,
|
||||
/// relative to the ne corner of the window.
|
||||
NeNe,
|
||||
|
||||
/// Position of this sprite's center,
|
||||
/// relative to the center of the window.
|
||||
CC,
|
||||
|
||||
/// Position of this sprite's NW corner,
|
||||
/// relative to the center of the window.
|
||||
CNw,
|
||||
}
|
||||
|
||||
// These offsets are implemented in wgsl shaders.
|
||||
|
||||
impl PositionAnchor {
|
||||
/// Get the uint that represents this anchor mode in shaders
|
||||
pub fn to_int(&self) -> u32 {
|
||||
match self {
|
||||
Self::NwC => 0,
|
||||
Self::NwNw => 1,
|
||||
Self::NwNe => 2,
|
||||
Self::NwSw => 3,
|
||||
Self::NwSe => 4,
|
||||
Self::NeNe => 5,
|
||||
Self::CC => 6,
|
||||
Self::CNw => 7,
|
||||
}
|
||||
}
|
||||
}
|
|
@ -7,12 +7,13 @@ use galactica_util::timing::Timing;
|
|||
use nalgebra::Vector2;
|
||||
|
||||
/// Bundles parameters passed to a single call to GPUState::render
|
||||
pub struct RenderInput<'a> {
|
||||
#[derive(Debug)]
|
||||
pub struct RenderInput {
|
||||
/// Camera position, in world units
|
||||
pub camera_pos: Vector2<f32>,
|
||||
|
||||
/// Player ship data
|
||||
pub player: &'a PlayerAgent,
|
||||
pub player: Rc<PlayerAgent>,
|
||||
|
||||
/// The system we're currently in
|
||||
pub current_system: SystemHandle,
|
||||
|
@ -21,7 +22,7 @@ pub struct RenderInput<'a> {
|
|||
pub camera_zoom: f32,
|
||||
|
||||
/// The world state to render
|
||||
pub phys_img: &'a PhysImage,
|
||||
pub phys_img: Rc<PhysImage>,
|
||||
|
||||
// TODO: handle overflow. is it a problem?
|
||||
/// The current time, in seconds
|
||||
|
|
|
@ -1,117 +0,0 @@
|
|||
use anyhow::Result;
|
||||
use glyphon::Resolution;
|
||||
use std::iter;
|
||||
|
||||
use super::RenderScene;
|
||||
use crate::vertexbuffer::consts::SPRITE_INDICES;
|
||||
|
||||
pub struct LandedScene {}
|
||||
|
||||
impl RenderScene for LandedScene {
|
||||
fn render(g: &mut crate::GPUState, input: &crate::RenderInput) -> Result<()> {
|
||||
let output = g.surface.get_current_texture()?;
|
||||
let view = output.texture.create_view(&Default::default());
|
||||
|
||||
let mut encoder = g
|
||||
.device
|
||||
.create_command_encoder(&wgpu::CommandEncoderDescriptor {
|
||||
label: Some("render encoder"),
|
||||
});
|
||||
|
||||
let mut render_pass = encoder.begin_render_pass(&wgpu::RenderPassDescriptor {
|
||||
label: Some("render pass"),
|
||||
|
||||
color_attachments: &[Some(wgpu::RenderPassColorAttachment {
|
||||
view: &view,
|
||||
resolve_target: None,
|
||||
ops: wgpu::Operations {
|
||||
load: wgpu::LoadOp::Clear(wgpu::Color {
|
||||
r: 0.0,
|
||||
g: 0.0,
|
||||
b: 0.0,
|
||||
a: 1.0,
|
||||
}),
|
||||
store: wgpu::StoreOp::Store,
|
||||
},
|
||||
})],
|
||||
depth_stencil_attachment: None,
|
||||
occlusion_query_set: None,
|
||||
timestamp_writes: None,
|
||||
});
|
||||
|
||||
// Create sprite instances
|
||||
g.ui.draw(&input, &mut g.state)?;
|
||||
|
||||
// These should match the indices in each shader,
|
||||
// and should each have a corresponding bind group layout.
|
||||
render_pass.set_bind_group(0, &g.texture_array.bind_group, &[]);
|
||||
render_pass.set_bind_group(1, &g.state.global_uniform.bind_group, &[]);
|
||||
|
||||
// Starfield pipeline
|
||||
g.state
|
||||
.vertex_buffers
|
||||
.get_starfield()
|
||||
.set_in_pass(&mut render_pass);
|
||||
render_pass.set_pipeline(&g.starfield_pipeline);
|
||||
render_pass.draw_indexed(
|
||||
0..SPRITE_INDICES.len() as u32,
|
||||
0,
|
||||
0..g.state.get_starfield_counter(),
|
||||
);
|
||||
|
||||
// Ui pipeline
|
||||
g.state
|
||||
.vertex_buffers
|
||||
.get_ui()
|
||||
.set_in_pass(&mut render_pass);
|
||||
render_pass.set_pipeline(&g.ui_pipeline);
|
||||
render_pass.draw_indexed(
|
||||
0..SPRITE_INDICES.len() as u32,
|
||||
0,
|
||||
0..g.state.get_ui_counter(),
|
||||
);
|
||||
|
||||
// Radial progress bars
|
||||
g.state
|
||||
.vertex_buffers
|
||||
.get_radialbar()
|
||||
.set_in_pass(&mut render_pass);
|
||||
render_pass.set_pipeline(&g.radialbar_pipeline);
|
||||
render_pass.draw_indexed(
|
||||
0..SPRITE_INDICES.len() as u32,
|
||||
0,
|
||||
0..g.state.get_radialbar_counter(),
|
||||
);
|
||||
|
||||
let textareas = g.ui.get_textareas(input, &g.state);
|
||||
g.state
|
||||
.text_renderer
|
||||
.prepare(
|
||||
&g.device,
|
||||
&g.state.queue,
|
||||
&mut g.state.text_font_system,
|
||||
&mut g.state.text_atlas,
|
||||
Resolution {
|
||||
width: g.state.window_size.width,
|
||||
height: g.state.window_size.height,
|
||||
},
|
||||
textareas,
|
||||
&mut g.state.text_cache,
|
||||
)
|
||||
.unwrap();
|
||||
|
||||
g.state
|
||||
.text_renderer
|
||||
.render(&g.state.text_atlas, &mut render_pass)
|
||||
.unwrap();
|
||||
|
||||
// begin_render_pass borrows encoder mutably,
|
||||
// so we need to drop it before calling finish.
|
||||
drop(render_pass);
|
||||
|
||||
g.state.queue.submit(iter::once(encoder.finish()));
|
||||
output.present();
|
||||
|
||||
return Ok(());
|
||||
}
|
||||
}
|
|
@ -1,32 +0,0 @@
|
|||
mod landed;
|
||||
mod system;
|
||||
|
||||
use std::fmt::Debug;
|
||||
|
||||
pub use landed::LandedScene;
|
||||
pub use system::SystemScene;
|
||||
|
||||
use crate::{GPUState, RenderInput};
|
||||
use anyhow::Result;
|
||||
|
||||
pub trait RenderScene {
|
||||
fn render(g: &mut GPUState, input: &RenderInput) -> Result<()>;
|
||||
}
|
||||
|
||||
/// What render routine to run
|
||||
pub enum RenderScenes {
|
||||
/// Draw the system we're in
|
||||
System,
|
||||
|
||||
/// Draw the landed UI
|
||||
Landed,
|
||||
}
|
||||
|
||||
impl Debug for RenderScenes {
|
||||
fn fmt(&self, f: &mut std::fmt::Formatter<'_>) -> std::fmt::Result {
|
||||
match self {
|
||||
Self::Landed => write!(f, "RenderScenes::Landed"),
|
||||
Self::System => write!(f, "RenderScenes::System"),
|
||||
}
|
||||
}
|
||||
}
|
|
@ -1,4 +0,0 @@
|
|||
mod phys;
|
||||
mod system;
|
||||
|
||||
pub use system::SystemScene;
|
|
@ -1,321 +0,0 @@
|
|||
use bytemuck;
|
||||
use galactica_system::data::ShipState;
|
||||
use galactica_util::to_radians;
|
||||
use nalgebra::{Point2, Point3};
|
||||
|
||||
use crate::{
|
||||
globaluniform::ObjectData, vertexbuffer::types::ObjectInstance, GPUState, RenderInput,
|
||||
};
|
||||
|
||||
use super::SystemScene;
|
||||
|
||||
impl SystemScene {
|
||||
pub(super) fn push_ships(
|
||||
g: &mut GPUState,
|
||||
input: &RenderInput,
|
||||
// NE and SW corners of screen
|
||||
screen_clip: (Point2<f32>, Point2<f32>),
|
||||
) {
|
||||
for s in input.phys_img.iter_ships() {
|
||||
let ship_pos;
|
||||
let ship_ang;
|
||||
let ship_cnt;
|
||||
match s.ship.get_data().get_state() {
|
||||
ShipState::Dead | ShipState::Landed { .. } => continue,
|
||||
|
||||
ShipState::Collapsing { .. } | ShipState::Flying { .. } => {
|
||||
let r = &s.rigidbody;
|
||||
let pos = *r.translation();
|
||||
ship_pos = Point3::new(pos.x, pos.y, 1.0);
|
||||
let ship_rot = r.rotation();
|
||||
ship_ang = ship_rot.angle();
|
||||
ship_cnt = input.ct.get_ship(s.ship.get_data().get_content());
|
||||
}
|
||||
|
||||
ShipState::UnLanding { current_z, .. } | ShipState::Landing { current_z, .. } => {
|
||||
let r = &s.rigidbody;
|
||||
let pos = *r.translation();
|
||||
ship_pos = Point3::new(pos.x, pos.y, *current_z);
|
||||
let ship_rot = r.rotation();
|
||||
ship_ang = ship_rot.angle();
|
||||
ship_cnt = input.ct.get_ship(s.ship.get_data().get_content());
|
||||
}
|
||||
}
|
||||
|
||||
// Position adjusted for parallax
|
||||
// TODO: adjust parallax for zoom?
|
||||
// 1.0 is z-coordinate, which is constant for ships
|
||||
let pos: Point2<f32> =
|
||||
(Point2::new(ship_pos.x, ship_pos.y) - input.camera_pos) / ship_pos.z;
|
||||
|
||||
// Game dimensions of this sprite post-scale.
|
||||
// Post-scale width or height, whichever is larger.
|
||||
// This is in game units.
|
||||
//
|
||||
// We take the maximum to account for rotated sprites.
|
||||
let m =
|
||||
(ship_cnt.size / ship_pos.z) * input.ct.get_sprite(ship_cnt.sprite).aspect.max(1.0);
|
||||
|
||||
// Don't draw sprites that are off the screen
|
||||
if pos.x < screen_clip.0.x - m
|
||||
|| pos.y > screen_clip.0.y + m
|
||||
|| pos.x > screen_clip.1.x + m
|
||||
|| pos.y < screen_clip.1.y - m
|
||||
{
|
||||
continue;
|
||||
}
|
||||
|
||||
let idx = g.state.get_object_counter();
|
||||
// Write this object's location data
|
||||
g.state.queue.write_buffer(
|
||||
&g.state.global_uniform.object_buffer,
|
||||
ObjectData::SIZE * idx as u64,
|
||||
bytemuck::cast_slice(&[ObjectData {
|
||||
xpos: ship_pos.x,
|
||||
ypos: ship_pos.y,
|
||||
zpos: ship_pos.z,
|
||||
angle: ship_ang,
|
||||
size: ship_cnt.size,
|
||||
parent: 0,
|
||||
is_child: 0,
|
||||
_padding: Default::default(),
|
||||
}]),
|
||||
);
|
||||
|
||||
// Push this object's instance
|
||||
let anim_state = s.ship.get_anim_state();
|
||||
g.state.push_object_buffer(ObjectInstance {
|
||||
texture_index: anim_state.texture_index(),
|
||||
texture_fade: anim_state.fade,
|
||||
object_index: idx as u32,
|
||||
color: [1.0, 1.0, 1.0, 1.0],
|
||||
});
|
||||
|
||||
if {
|
||||
let is_flying = match s.ship.get_data().get_state() {
|
||||
ShipState::Flying { .. }
|
||||
| ShipState::UnLanding { .. }
|
||||
| ShipState::Landing { .. } => true,
|
||||
_ => false,
|
||||
};
|
||||
is_flying
|
||||
} {
|
||||
for (engine_point, anim) in s.ship.iter_engine_anim() {
|
||||
g.state.queue.write_buffer(
|
||||
&g.state.global_uniform.object_buffer,
|
||||
ObjectData::SIZE * g.state.get_object_counter() as u64,
|
||||
bytemuck::cast_slice(&[ObjectData {
|
||||
// Note that we adjust the y-coordinate for half-height,
|
||||
// not the x-coordinate, even though our ships point east
|
||||
// at 0 degrees. This is because this is placed pre-rotation,
|
||||
// and the parent rotation adjustment in our object shader
|
||||
// automatically accounts for this.
|
||||
xpos: engine_point.pos.x,
|
||||
ypos: engine_point.pos.y - engine_point.size / 2.0,
|
||||
zpos: 1.0,
|
||||
// We still need an adjustment here, though,
|
||||
// since engine sprites point north (with exhaust towards the south)
|
||||
angle: to_radians(90.0),
|
||||
size: engine_point.size,
|
||||
parent: idx as u32,
|
||||
is_child: 1,
|
||||
_padding: Default::default(),
|
||||
}]),
|
||||
);
|
||||
|
||||
let anim_state = anim.get_texture_idx();
|
||||
g.state.push_object_buffer(ObjectInstance {
|
||||
texture_index: anim_state.texture_index(),
|
||||
texture_fade: anim_state.fade,
|
||||
object_index: g.state.get_object_counter() as u32,
|
||||
color: [1.0, 1.0, 1.0, 1.0],
|
||||
});
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
pub(super) fn push_projectiles(
|
||||
g: &mut GPUState,
|
||||
input: &RenderInput,
|
||||
// NE and SW corners of screen
|
||||
screen_clip: (Point2<f32>, Point2<f32>),
|
||||
) {
|
||||
for p in input.phys_img.iter_projectiles() {
|
||||
let r = &p.rigidbody;
|
||||
let proj_pos = *r.translation();
|
||||
let proj_rot = r.rotation();
|
||||
let proj_ang = proj_rot.angle();
|
||||
let proj_cnt = &p.projectile.content; // TODO: don't clone this?
|
||||
|
||||
// Position adjusted for parallax
|
||||
// TODO: adjust parallax for zoom?
|
||||
// 1.0 is z-coordinate, which is constant for projectiles
|
||||
let pos = (proj_pos - input.camera_pos) / 1.0;
|
||||
|
||||
// Game dimensions of this sprite post-scale.
|
||||
// Post-scale width or height, whichever is larger.
|
||||
// This is in game units.
|
||||
//
|
||||
// We take the maximum to account for rotated sprites.
|
||||
let m = (proj_cnt.size / 1.0) * input.ct.get_sprite(proj_cnt.sprite).aspect.max(1.0);
|
||||
|
||||
// Don't draw sprites that are off the screen
|
||||
if pos.x < screen_clip.0.x - m
|
||||
|| pos.y > screen_clip.0.y + m
|
||||
|| pos.x > screen_clip.1.x + m
|
||||
|| pos.y < screen_clip.1.y - m
|
||||
{
|
||||
continue;
|
||||
}
|
||||
|
||||
let idx = g.state.get_object_counter();
|
||||
// Write this object's location data
|
||||
g.state.queue.write_buffer(
|
||||
&g.state.global_uniform.object_buffer,
|
||||
ObjectData::SIZE * idx as u64,
|
||||
bytemuck::cast_slice(&[ObjectData {
|
||||
xpos: proj_pos.x,
|
||||
ypos: proj_pos.y,
|
||||
zpos: 1.0,
|
||||
angle: proj_ang,
|
||||
size: 0f32.max(proj_cnt.size + p.projectile.size_rng),
|
||||
parent: 0,
|
||||
is_child: 0,
|
||||
_padding: Default::default(),
|
||||
}]),
|
||||
);
|
||||
|
||||
let anim_state = p.projectile.get_anim_state();
|
||||
g.state.push_object_buffer(ObjectInstance {
|
||||
texture_index: anim_state.texture_index(),
|
||||
texture_fade: anim_state.fade,
|
||||
object_index: idx as u32,
|
||||
color: [1.0, 1.0, 1.0, 1.0],
|
||||
});
|
||||
}
|
||||
}
|
||||
|
||||
pub(super) fn push_system(
|
||||
g: &mut GPUState,
|
||||
input: &RenderInput,
|
||||
// NE and SW corners of screen
|
||||
screen_clip: (Point2<f32>, Point2<f32>),
|
||||
) {
|
||||
let system = input.ct.get_system(input.current_system);
|
||||
|
||||
for o in &system.objects {
|
||||
// Position adjusted for parallax
|
||||
let pos: Point2<f32> = (Point2::new(o.pos.x, o.pos.y) - input.camera_pos) / o.pos.z;
|
||||
|
||||
// Game dimensions of this sprite post-scale.
|
||||
// Post-scale width or height, whichever is larger.
|
||||
// This is in game units.
|
||||
//
|
||||
// We take the maximum to account for rotated sprites.
|
||||
let m = (o.size / o.pos.z) * input.ct.get_sprite(o.sprite).aspect.max(1.0);
|
||||
|
||||
// Don't draw sprites that are off the screen
|
||||
if pos.x < screen_clip.0.x - m
|
||||
|| pos.y > screen_clip.0.y + m
|
||||
|| pos.x > screen_clip.1.x + m
|
||||
|| pos.y < screen_clip.1.y - m
|
||||
{
|
||||
continue;
|
||||
}
|
||||
|
||||
let idx = g.state.get_object_counter();
|
||||
// Write this object's location data
|
||||
g.state.queue.write_buffer(
|
||||
&g.state.global_uniform.object_buffer,
|
||||
ObjectData::SIZE * idx as u64,
|
||||
bytemuck::cast_slice(&[ObjectData {
|
||||
xpos: o.pos.x,
|
||||
ypos: o.pos.y,
|
||||
zpos: o.pos.z,
|
||||
angle: o.angle,
|
||||
size: o.size,
|
||||
parent: 0,
|
||||
is_child: 0,
|
||||
_padding: Default::default(),
|
||||
}]),
|
||||
);
|
||||
|
||||
let sprite = input.ct.get_sprite(o.sprite);
|
||||
let texture_a = sprite.get_first_frame(); // ANIMATE
|
||||
|
||||
// Push this object's instance
|
||||
g.state.push_object_buffer(ObjectInstance {
|
||||
texture_index: [texture_a, texture_a],
|
||||
texture_fade: 1.0,
|
||||
object_index: idx as u32,
|
||||
color: [1.0, 1.0, 1.0, 1.0],
|
||||
});
|
||||
}
|
||||
}
|
||||
|
||||
pub(super) fn push_effects(
|
||||
g: &mut GPUState,
|
||||
input: &RenderInput,
|
||||
// NE and SW corners of screen
|
||||
screen_clip: (Point2<f32>, Point2<f32>),
|
||||
) {
|
||||
for p in input.phys_img.iter_effects() {
|
||||
let r = &p.rigidbody;
|
||||
let pos = *r.translation();
|
||||
let rot = r.rotation();
|
||||
let ang = rot.angle();
|
||||
|
||||
// Position adjusted for parallax
|
||||
// TODO: adjust parallax for zoom?
|
||||
// 1.0 is z-coordinate, which is constant for projectiles
|
||||
let adjusted_pos = (pos - input.camera_pos) / 1.0;
|
||||
|
||||
// Game dimensions of this sprite post-scale.
|
||||
// Post-scale width or height, whichever is larger.
|
||||
// This is in game units.
|
||||
//
|
||||
// We take the maximum to account for rotated sprites.
|
||||
let m = (p.effect.size / 1.0)
|
||||
* input
|
||||
.ct
|
||||
.get_sprite(p.effect.anim.get_sprite())
|
||||
.aspect
|
||||
.max(1.0);
|
||||
|
||||
// Don't draw sprites that are off the screen
|
||||
if adjusted_pos.x < screen_clip.0.x - m
|
||||
|| adjusted_pos.y > screen_clip.0.y + m
|
||||
|| adjusted_pos.x > screen_clip.1.x + m
|
||||
|| adjusted_pos.y < screen_clip.1.y - m
|
||||
{
|
||||
continue;
|
||||
}
|
||||
|
||||
let idx = g.state.get_object_counter();
|
||||
// Write this object's location data
|
||||
g.state.queue.write_buffer(
|
||||
&g.state.global_uniform.object_buffer,
|
||||
ObjectData::SIZE * idx as u64,
|
||||
bytemuck::cast_slice(&[ObjectData {
|
||||
xpos: pos.x,
|
||||
ypos: pos.y,
|
||||
zpos: 1.0,
|
||||
angle: ang,
|
||||
size: p.effect.size,
|
||||
parent: 0,
|
||||
is_child: 0,
|
||||
_padding: Default::default(),
|
||||
}]),
|
||||
);
|
||||
|
||||
let anim_state = p.effect.anim.get_texture_idx();
|
||||
g.state.push_object_buffer(ObjectInstance {
|
||||
texture_index: anim_state.texture_index(),
|
||||
texture_fade: anim_state.fade,
|
||||
object_index: idx as u32,
|
||||
color: [1.0, 1.0, 1.0, p.get_fade()],
|
||||
});
|
||||
}
|
||||
}
|
||||
}
|
|
@ -1,144 +0,0 @@
|
|||
use anyhow::Result;
|
||||
use glyphon::Resolution;
|
||||
use nalgebra::Point2;
|
||||
use std::iter;
|
||||
|
||||
use super::super::RenderScene;
|
||||
use crate::vertexbuffer::consts::SPRITE_INDICES;
|
||||
|
||||
pub struct SystemScene {}
|
||||
|
||||
impl RenderScene for SystemScene {
|
||||
fn render(g: &mut crate::GPUState, input: &crate::RenderInput) -> Result<()> {
|
||||
let output = g.surface.get_current_texture()?;
|
||||
let view = output.texture.create_view(&Default::default());
|
||||
|
||||
let mut encoder = g
|
||||
.device
|
||||
.create_command_encoder(&wgpu::CommandEncoderDescriptor {
|
||||
label: Some("render encoder"),
|
||||
});
|
||||
|
||||
let mut render_pass = encoder.begin_render_pass(&wgpu::RenderPassDescriptor {
|
||||
label: Some("render pass"),
|
||||
|
||||
color_attachments: &[Some(wgpu::RenderPassColorAttachment {
|
||||
view: &view,
|
||||
resolve_target: None,
|
||||
ops: wgpu::Operations {
|
||||
load: wgpu::LoadOp::Clear(wgpu::Color {
|
||||
r: 0.0,
|
||||
g: 0.0,
|
||||
b: 0.0,
|
||||
a: 1.0,
|
||||
}),
|
||||
store: wgpu::StoreOp::Store,
|
||||
},
|
||||
})],
|
||||
depth_stencil_attachment: None,
|
||||
occlusion_query_set: None,
|
||||
timestamp_writes: None,
|
||||
});
|
||||
|
||||
// Create sprite instances
|
||||
|
||||
// Game coordinates (relative to camera) of ne and sw corners of screen.
|
||||
// Used to skip off-screen sprites.
|
||||
let clip_ne = Point2::new(-g.state.window_aspect, 1.0) * input.camera_zoom;
|
||||
let clip_sw = Point2::new(g.state.window_aspect, -1.0) * input.camera_zoom;
|
||||
|
||||
// Order matters, it determines what is drawn on top.
|
||||
// The order inside ships and projectiles doesn't matter,
|
||||
// but ships should always be under projectiles.
|
||||
Self::push_system(g, &input, (clip_ne, clip_sw));
|
||||
Self::push_ships(g, &input, (clip_ne, clip_sw));
|
||||
Self::push_projectiles(g, &input, (clip_ne, clip_sw));
|
||||
Self::push_effects(g, &input, (clip_ne, clip_sw));
|
||||
g.ui.draw(&input, &mut g.state)?;
|
||||
|
||||
// These should match the indices in each shader,
|
||||
// and should each have a corresponding bind group layout.
|
||||
render_pass.set_bind_group(0, &g.texture_array.bind_group, &[]);
|
||||
render_pass.set_bind_group(1, &g.state.global_uniform.bind_group, &[]);
|
||||
|
||||
// Starfield pipeline
|
||||
g.state
|
||||
.vertex_buffers
|
||||
.get_starfield()
|
||||
.set_in_pass(&mut render_pass);
|
||||
render_pass.set_pipeline(&g.starfield_pipeline);
|
||||
render_pass.draw_indexed(
|
||||
0..SPRITE_INDICES.len() as u32,
|
||||
0,
|
||||
0..g.state.get_starfield_counter(),
|
||||
);
|
||||
|
||||
// Sprite pipeline
|
||||
g.state
|
||||
.vertex_buffers
|
||||
.get_object()
|
||||
.set_in_pass(&mut render_pass);
|
||||
render_pass.set_pipeline(&g.object_pipeline);
|
||||
render_pass.draw_indexed(
|
||||
0..SPRITE_INDICES.len() as u32,
|
||||
0,
|
||||
0..g.state.get_object_counter(),
|
||||
);
|
||||
|
||||
// Ui pipeline
|
||||
g.state
|
||||
.vertex_buffers
|
||||
.get_ui()
|
||||
.set_in_pass(&mut render_pass);
|
||||
render_pass.set_pipeline(&g.ui_pipeline);
|
||||
render_pass.draw_indexed(
|
||||
0..SPRITE_INDICES.len() as u32,
|
||||
0,
|
||||
0..g.state.get_ui_counter(),
|
||||
);
|
||||
|
||||
// Radial progress bars
|
||||
// TODO: do we need to do this every time?
|
||||
g.state
|
||||
.vertex_buffers
|
||||
.get_radialbar()
|
||||
.set_in_pass(&mut render_pass);
|
||||
render_pass.set_pipeline(&g.radialbar_pipeline);
|
||||
render_pass.draw_indexed(
|
||||
0..SPRITE_INDICES.len() as u32,
|
||||
0,
|
||||
0..g.state.get_radialbar_counter(),
|
||||
);
|
||||
|
||||
let textareas = g.ui.get_textareas(input, &g.state);
|
||||
g.state
|
||||
.text_renderer
|
||||
.prepare(
|
||||
&g.device,
|
||||
&g.state.queue,
|
||||
&mut g.state.text_font_system,
|
||||
&mut g.state.text_atlas,
|
||||
Resolution {
|
||||
width: g.state.window_size.width,
|
||||
height: g.state.window_size.height,
|
||||
},
|
||||
textareas,
|
||||
&mut g.state.text_cache,
|
||||
)
|
||||
.unwrap();
|
||||
|
||||
g.state
|
||||
.text_renderer
|
||||
.render(&g.state.text_atlas, &mut render_pass)
|
||||
.unwrap();
|
||||
|
||||
// begin_render_pass borrows encoder mutably,
|
||||
// so we need to drop it before calling finish.
|
||||
drop(render_pass);
|
||||
|
||||
g.state.queue.submit(iter::once(encoder.finish()));
|
||||
output.present();
|
||||
|
||||
return Ok(());
|
||||
}
|
||||
}
|
|
@ -1,5 +1,7 @@
|
|||
use galactica_content::Content;
|
||||
use galactica_util::constants::{OBJECT_SPRITE_INSTANCE_LIMIT, UI_SPRITE_INSTANCE_LIMIT};
|
||||
use galactica_util::constants::{
|
||||
OBJECT_SPRITE_INSTANCE_LIMIT, RADIALBAR_SPRITE_INSTANCE_LIMIT, UI_SPRITE_INSTANCE_LIMIT,
|
||||
};
|
||||
use glyphon::{FontSystem, SwashCache, TextAtlas, TextRenderer};
|
||||
use std::rc::Rc;
|
||||
use wgpu::BufferAddress;
|
||||
|
@ -152,7 +154,6 @@ impl RenderState {
|
|||
self.vertex_buffers.object_counter as u32
|
||||
}
|
||||
|
||||
/*
|
||||
pub fn push_radialbar_buffer(&mut self, instance: RadialBarInstance) {
|
||||
// Enforce buffer limit
|
||||
if self.vertex_buffers.radialbar_counter as u64 > RADIALBAR_SPRITE_INSTANCE_LIMIT {
|
||||
|
@ -167,7 +168,6 @@ impl RenderState {
|
|||
);
|
||||
self.vertex_buffers.radialbar_counter += 1;
|
||||
}
|
||||
*/
|
||||
|
||||
pub fn get_radialbar_counter(&self) -> u32 {
|
||||
self.vertex_buffers.radialbar_counter as u32
|
||||
|
|
|
@ -14,15 +14,5 @@ pub(crate) fn preprocess_shader(
|
|||
&global_uniform.shader_header(global_uniform_group),
|
||||
);
|
||||
|
||||
// Insert common functions
|
||||
let shader = shader.replace(
|
||||
"// INCLUDE: anchor.wgsl",
|
||||
&include_str!(concat!(
|
||||
env!("CARGO_MANIFEST_DIR"),
|
||||
"/shaders/include/",
|
||||
"anchor.wgsl"
|
||||
)),
|
||||
);
|
||||
|
||||
return shader;
|
||||
}
|
||||
|
|
|
@ -0,0 +1,25 @@
|
|||
use nalgebra::Vector4;
|
||||
use rhai::{CustomType, TypeBuilder};
|
||||
|
||||
#[derive(Debug, Clone)]
|
||||
pub struct Color {
|
||||
pub val: Vector4<f32>,
|
||||
}
|
||||
|
||||
impl Color {
|
||||
pub fn new(r: f32, g: f32, b: f32, a: f32) -> Self {
|
||||
Self {
|
||||
val: Vector4::new(r, g, b, a),
|
||||
}
|
||||
}
|
||||
|
||||
pub fn as_array(&self) -> [f32; 4] {
|
||||
[self.val.x, self.val.y, self.val.z, self.val.w]
|
||||
}
|
||||
}
|
||||
|
||||
impl CustomType for Color {
|
||||
fn build(mut builder: TypeBuilder<Self>) {
|
||||
builder.with_name("Color").with_fn("Color", Self::new);
|
||||
}
|
||||
}
|
|
@ -0,0 +1,28 @@
|
|||
use rhai::{CustomType, TypeBuilder};
|
||||
|
||||
#[derive(Debug, Clone)]
|
||||
pub struct SceneConfig {
|
||||
pub show_phys: bool,
|
||||
pub show_starfield: bool,
|
||||
}
|
||||
|
||||
impl SceneConfig {
|
||||
pub fn new() -> Self {
|
||||
Self {
|
||||
show_phys: false,
|
||||
show_starfield: false,
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
impl CustomType for SceneConfig {
|
||||
fn build(mut builder: TypeBuilder<Self>) {
|
||||
builder
|
||||
.with_name("SceneConfig")
|
||||
.with_fn("SceneConfig", Self::new)
|
||||
.with_fn("show_phys", |s: &mut Self, x: bool| s.show_phys = x)
|
||||
.with_fn("show_starfield", |s: &mut Self, x: bool| {
|
||||
s.show_starfield = x
|
||||
});
|
||||
}
|
||||
}
|
|
@ -0,0 +1,42 @@
|
|||
use rhai::{CustomType, TypeBuilder};
|
||||
|
||||
use super::SpriteElement;
|
||||
|
||||
#[derive(Debug, Clone)]
|
||||
pub struct MouseClickEvent {
|
||||
pub down: bool,
|
||||
pub element: SpriteElement,
|
||||
}
|
||||
|
||||
impl CustomType for MouseClickEvent {
|
||||
fn build(mut builder: TypeBuilder<Self>) {
|
||||
builder
|
||||
.with_name("MouseClickEvent")
|
||||
.with_fn("is_down", |s: &mut Self| s.down)
|
||||
.with_fn("element", |s: &mut Self| s.element.clone());
|
||||
}
|
||||
}
|
||||
|
||||
#[derive(Debug, Clone)]
|
||||
pub struct MouseHoverEvent {
|
||||
pub enter: bool,
|
||||
pub element: SpriteElement,
|
||||
}
|
||||
|
||||
impl CustomType for MouseHoverEvent {
|
||||
fn build(mut builder: TypeBuilder<Self>) {
|
||||
builder
|
||||
.with_name("MouseHoverEvent")
|
||||
.with_fn("is_enter", |s: &mut Self| s.enter)
|
||||
.with_fn("element", |s: &mut Self| s.element.clone());
|
||||
}
|
||||
}
|
||||
|
||||
#[derive(Debug, Clone)]
|
||||
pub struct PlayerShipStateEvent {}
|
||||
|
||||
impl CustomType for PlayerShipStateEvent {
|
||||
fn build(mut builder: TypeBuilder<Self>) {
|
||||
builder.with_name("PlayerShipStateEvent");
|
||||
}
|
||||
}
|
|
@ -1,19 +1,49 @@
|
|||
mod color;
|
||||
mod config;
|
||||
mod event;
|
||||
mod radialbuilder;
|
||||
mod rect;
|
||||
mod sceneaction;
|
||||
mod sprite;
|
||||
mod spritebuilder;
|
||||
mod state;
|
||||
mod textboxbuilder;
|
||||
mod util;
|
||||
|
||||
pub use color::*;
|
||||
pub use config::*;
|
||||
pub use event::*;
|
||||
pub use radialbuilder::*;
|
||||
pub use rect::*;
|
||||
pub use sceneaction::*;
|
||||
pub use sprite::*;
|
||||
pub use spritebuilder::*;
|
||||
pub use state::*;
|
||||
pub use textboxbuilder::*;
|
||||
pub use util::*;
|
||||
|
||||
use rhai::{exported_module, Engine};
|
||||
|
||||
pub fn register_into_engine(engine: &mut Engine) {
|
||||
engine
|
||||
.build_type::<State>()
|
||||
// Helpers
|
||||
.build_type::<Rect>()
|
||||
.build_type::<Color>()
|
||||
.build_type::<SceneConfig>()
|
||||
// State
|
||||
.build_type::<State>()
|
||||
.build_type::<ShipState>()
|
||||
.build_type::<SystemObjectState>()
|
||||
// Builders
|
||||
.build_type::<RadialBuilder>()
|
||||
.build_type::<SpriteElement>()
|
||||
.build_type::<SpriteBuilder>()
|
||||
.build_type::<TextBoxBuilder>()
|
||||
// Events
|
||||
.build_type::<MouseClickEvent>()
|
||||
.build_type::<MouseHoverEvent>()
|
||||
.build_type::<PlayerShipStateEvent>()
|
||||
// Larger modules
|
||||
.register_type_with_name::<SpriteAnchor>("SpriteAnchor")
|
||||
.register_static_module("SpriteAnchor", exported_module!(spriteanchor_mod).into())
|
||||
.register_type_with_name::<TextBoxFont>("TextBoxFont")
|
||||
|
@ -29,10 +59,3 @@ pub fn register_into_engine(engine: &mut Engine) {
|
|||
.register_type_with_name::<SceneAction>("SceneAction")
|
||||
.register_static_module("SceneAction", exported_module!(sceneaction_mod).into());
|
||||
}
|
||||
|
||||
pub use rect::*;
|
||||
pub use sprite::*;
|
||||
pub use spritebuilder::*;
|
||||
pub use state::*;
|
||||
pub use textboxbuilder::*;
|
||||
pub use util::*;
|
||||
|
|
|
@ -0,0 +1,39 @@
|
|||
use nalgebra::clamp;
|
||||
use rhai::{CustomType, ImmutableString, TypeBuilder};
|
||||
|
||||
use super::{color::Color, Rect};
|
||||
|
||||
#[derive(Debug, Clone)]
|
||||
pub struct RadialBuilder {
|
||||
pub name: ImmutableString,
|
||||
pub rect: Rect,
|
||||
|
||||
pub stroke: f32,
|
||||
pub color: Color,
|
||||
pub progress: f32,
|
||||
}
|
||||
|
||||
impl RadialBuilder {
|
||||
pub fn new(name: ImmutableString, stroke: f32, color: Color, rect: Rect) -> Self {
|
||||
Self {
|
||||
name,
|
||||
rect,
|
||||
stroke,
|
||||
color,
|
||||
progress: 0.0,
|
||||
}
|
||||
}
|
||||
|
||||
pub fn set_progress(&mut self, progress: f32) {
|
||||
self.progress = clamp(progress, 0.0, 1.0);
|
||||
}
|
||||
}
|
||||
|
||||
impl CustomType for RadialBuilder {
|
||||
fn build(mut builder: TypeBuilder<Self>) {
|
||||
builder
|
||||
.with_name("RadialBuilder")
|
||||
.with_fn("RadialBuilder", Self::new)
|
||||
.with_fn("set_progress", Self::set_progress);
|
||||
}
|
||||
}
|
|
@ -0,0 +1,18 @@
|
|||
use rhai::plugin::*;
|
||||
|
||||
#[derive(Debug, Clone, Eq, PartialEq, Hash)]
|
||||
pub enum SceneAction {
|
||||
None,
|
||||
GoTo(String),
|
||||
}
|
||||
|
||||
#[export_module]
|
||||
pub mod sceneaction_mod {
|
||||
#[allow(non_upper_case_globals)]
|
||||
pub const None: SceneAction = SceneAction::None;
|
||||
|
||||
#[allow(non_snake_case)]
|
||||
pub fn GoTo(scene: String) -> SceneAction {
|
||||
SceneAction::GoTo(scene)
|
||||
}
|
||||
}
|
|
@ -11,6 +11,7 @@ pub struct SpriteElement {
|
|||
pub ct: Rc<Content>,
|
||||
}
|
||||
|
||||
// TODO: remove this
|
||||
unsafe impl Send for SpriteElement {}
|
||||
unsafe impl Sync for SpriteElement {}
|
||||
|
||||
|
@ -25,7 +26,18 @@ impl SpriteElement {
|
|||
}
|
||||
|
||||
pub fn take_edge(&mut self, edge_name: &str, duration: f32) {
|
||||
let sprite_handle = self.sprite.as_ref().borrow().anim.get_sprite();
|
||||
if self.sprite.as_ref().borrow().anim.is_none() {
|
||||
return;
|
||||
}
|
||||
|
||||
let sprite_handle = self
|
||||
.sprite
|
||||
.as_ref()
|
||||
.borrow()
|
||||
.anim
|
||||
.as_ref()
|
||||
.unwrap()
|
||||
.get_sprite();
|
||||
let sprite = self.ct.get_sprite(sprite_handle);
|
||||
|
||||
let edge = resolve_edge_as_edge(edge_name, duration, |x| {
|
||||
|
@ -47,6 +59,8 @@ impl SpriteElement {
|
|||
.as_ref()
|
||||
.borrow_mut()
|
||||
.anim
|
||||
.as_mut()
|
||||
.unwrap()
|
||||
.jump_to(&self.ct, edge);
|
||||
}
|
||||
}
|
||||
|
|
|
@ -1,17 +1,17 @@
|
|||
use rhai::{CustomType, TypeBuilder};
|
||||
use rhai::{CustomType, ImmutableString, TypeBuilder};
|
||||
|
||||
use super::Rect;
|
||||
|
||||
#[derive(Debug, Clone)]
|
||||
pub struct SpriteBuilder {
|
||||
pub name: String,
|
||||
pub name: ImmutableString,
|
||||
pub rect: Rect,
|
||||
pub sprite: String,
|
||||
pub mask: Option<String>,
|
||||
pub sprite: ImmutableString,
|
||||
pub mask: Option<ImmutableString>,
|
||||
}
|
||||
|
||||
impl SpriteBuilder {
|
||||
pub fn new(name: String, sprite: String, rect: Rect) -> Self {
|
||||
pub fn new(name: ImmutableString, sprite: ImmutableString, rect: Rect) -> Self {
|
||||
Self {
|
||||
name,
|
||||
rect,
|
||||
|
@ -20,7 +20,7 @@ impl SpriteBuilder {
|
|||
}
|
||||
}
|
||||
|
||||
pub fn set_mask(&mut self, mask: String) {
|
||||
pub fn set_mask(&mut self, mask: ImmutableString) {
|
||||
self.mask = Some(mask);
|
||||
}
|
||||
}
|
||||
|
|
|
@ -1,7 +1,175 @@
|
|||
use galactica_content::{Ship, SystemObject, SystemObjectHandle};
|
||||
use galactica_system::{
|
||||
data::{self, ShipData},
|
||||
phys::PhysSimShipHandle,
|
||||
};
|
||||
use log::error;
|
||||
use rhai::{CustomType, TypeBuilder};
|
||||
use std::rc::Rc;
|
||||
|
||||
#[derive(Debug, Clone, CustomType)]
|
||||
pub struct State {
|
||||
pub planet_landscape: String,
|
||||
pub planet_name: String,
|
||||
use crate::RenderInput;
|
||||
|
||||
#[derive(Debug, Clone)]
|
||||
pub struct ShipState {
|
||||
ship: Option<PhysSimShipHandle>,
|
||||
input: Rc<RenderInput>,
|
||||
}
|
||||
|
||||
// TODO: remove this
|
||||
unsafe impl Send for ShipState {}
|
||||
unsafe impl Sync for ShipState {}
|
||||
|
||||
impl ShipState {
|
||||
fn get_content(&mut self) -> &Ship {
|
||||
let ship = self
|
||||
.input
|
||||
.phys_img
|
||||
.get_ship(self.ship.as_ref().unwrap())
|
||||
.unwrap();
|
||||
let handle = ship.ship.get_data().get_content();
|
||||
self.input.ct.get_ship(handle)
|
||||
}
|
||||
|
||||
fn get_data(&mut self) -> &ShipData {
|
||||
let ship = self
|
||||
.input
|
||||
.phys_img
|
||||
.get_ship(self.ship.as_ref().unwrap())
|
||||
.unwrap();
|
||||
ship.ship.get_data()
|
||||
}
|
||||
|
||||
fn landed_on(&mut self) -> SystemObjectState {
|
||||
let input = self.input.clone();
|
||||
match self.get_data().get_state() {
|
||||
data::ShipState::Landed { target } => {
|
||||
return SystemObjectState {
|
||||
input,
|
||||
object: Some(*target),
|
||||
}
|
||||
}
|
||||
_ => {
|
||||
return SystemObjectState {
|
||||
input,
|
||||
object: None,
|
||||
}
|
||||
}
|
||||
};
|
||||
}
|
||||
}
|
||||
|
||||
impl CustomType for ShipState {
|
||||
fn build(mut builder: TypeBuilder<Self>) {
|
||||
builder
|
||||
.with_name("ShipState")
|
||||
.with_fn("is_some", |s: &mut Self| s.ship.is_some())
|
||||
.with_fn("is_dead", |s: &mut Self| s.get_data().get_state().is_dead())
|
||||
.with_fn("is_landed", |s: &mut Self| {
|
||||
s.get_data().get_state().is_landed()
|
||||
})
|
||||
.with_fn("is_landing", |s: &mut Self| {
|
||||
s.get_data().get_state().is_landing()
|
||||
})
|
||||
.with_fn("is_flying", |s: &mut Self| {
|
||||
s.get_data().get_state().is_flying()
|
||||
})
|
||||
.with_fn("is_unlanding", |s: &mut Self| {
|
||||
s.get_data().get_state().is_unlanding()
|
||||
})
|
||||
.with_fn("is_collapsing", |s: &mut Self| {
|
||||
s.get_data().get_state().is_collapsing()
|
||||
})
|
||||
.with_fn("name", |s: &mut Self| s.get_content().name.clone())
|
||||
.with_fn("thumbnail", |s: &mut Self| s.get_content().thumb)
|
||||
.with_fn("landed_on", |s: &mut Self| s.landed_on());
|
||||
}
|
||||
}
|
||||
|
||||
#[derive(Debug, Clone)]
|
||||
pub struct SystemObjectState {
|
||||
object: Option<SystemObjectHandle>,
|
||||
input: Rc<RenderInput>,
|
||||
}
|
||||
|
||||
// TODO: remove this
|
||||
unsafe impl Send for SystemObjectState {}
|
||||
unsafe impl Sync for SystemObjectState {}
|
||||
|
||||
impl SystemObjectState {
|
||||
fn get_content(&mut self) -> &SystemObject {
|
||||
self.input.ct.get_system_object(self.object.unwrap())
|
||||
}
|
||||
}
|
||||
|
||||
impl CustomType for SystemObjectState {
|
||||
fn build(mut builder: TypeBuilder<Self>) {
|
||||
builder
|
||||
.with_name("SystemObjectState")
|
||||
//
|
||||
// Get landable name
|
||||
.with_fn("name", |s: &mut Self| {
|
||||
s.get_content()
|
||||
.name
|
||||
.as_ref()
|
||||
.map(|x| x.to_string())
|
||||
.unwrap_or_else(|| {
|
||||
error!("UI called `name()` on a system object which doesn't provide one");
|
||||
"".to_string()
|
||||
})
|
||||
})
|
||||
//
|
||||
// Get landable description
|
||||
.with_fn("desc", |s: &mut Self| {
|
||||
s.get_content()
|
||||
.desc
|
||||
.as_ref()
|
||||
.map(|x| x.to_string())
|
||||
.unwrap_or_else(|| {
|
||||
error!("UI called `name()` on a system object which doesn't provide one");
|
||||
"".to_string()
|
||||
})
|
||||
})
|
||||
//
|
||||
// Get landable landscape image
|
||||
.with_fn("image", |s: &mut Self| {
|
||||
let handle = s.get_content().image;
|
||||
if let Some(handle) = handle {
|
||||
s.input.ct.get_sprite(handle).name.clone()
|
||||
} else {
|
||||
error!("UI called `image()` on a system object which doesn't provide one");
|
||||
"".to_string()
|
||||
}
|
||||
})
|
||||
.with_fn("is_some", |s: &mut Self| s.object.is_some());
|
||||
}
|
||||
}
|
||||
|
||||
#[derive(Debug, Clone)]
|
||||
pub struct State {
|
||||
input: Rc<RenderInput>,
|
||||
}
|
||||
|
||||
// TODO: remove this
|
||||
unsafe impl Send for State {}
|
||||
unsafe impl Sync for State {}
|
||||
|
||||
impl State {
|
||||
pub fn new(input: Rc<RenderInput>) -> Self {
|
||||
Self { input }
|
||||
}
|
||||
|
||||
pub fn player_ship(&mut self) -> ShipState {
|
||||
ShipState {
|
||||
input: self.input.clone(),
|
||||
ship: self.input.player.ship.map(|x| PhysSimShipHandle(x)),
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
impl CustomType for State {
|
||||
fn build(mut builder: TypeBuilder<Self>) {
|
||||
builder
|
||||
.with_name("State")
|
||||
.with_fn("player_ship", Self::player_ship);
|
||||
}
|
||||
}
|
||||
|
|
|
@ -1,21 +1,21 @@
|
|||
use rhai::{CustomType, TypeBuilder};
|
||||
use rhai::{CustomType, ImmutableString, TypeBuilder};
|
||||
|
||||
use super::{Rect, TextBoxFont, TextBoxJustify};
|
||||
|
||||
#[derive(Debug, Clone)]
|
||||
pub struct TextBoxBuilder {
|
||||
pub name: String,
|
||||
pub name: ImmutableString,
|
||||
pub font_size: f32,
|
||||
pub line_height: f32,
|
||||
pub font: TextBoxFont,
|
||||
pub justify: TextBoxJustify,
|
||||
pub rect: Rect,
|
||||
pub text: String,
|
||||
pub text: ImmutableString,
|
||||
}
|
||||
|
||||
impl TextBoxBuilder {
|
||||
pub fn new(
|
||||
name: String,
|
||||
name: ImmutableString,
|
||||
font_size: f32,
|
||||
line_height: f32,
|
||||
font: TextBoxFont,
|
||||
|
@ -29,11 +29,11 @@ impl TextBoxBuilder {
|
|||
font,
|
||||
justify,
|
||||
rect,
|
||||
text: String::new(),
|
||||
text: ImmutableString::new(),
|
||||
}
|
||||
}
|
||||
|
||||
pub fn set_text(&mut self, text: String) {
|
||||
pub fn set_text(&mut self, text: ImmutableString) {
|
||||
self.text = text
|
||||
}
|
||||
}
|
||||
|
|
|
@ -60,22 +60,3 @@ pub mod textboxjustify_mod {
|
|||
#[allow(non_upper_case_globals)]
|
||||
pub const Left: TextBoxJustify = TextBoxJustify::Left;
|
||||
}
|
||||
|
||||
#[derive(Debug, Clone, Eq, PartialEq, Hash)]
|
||||
pub enum SceneAction {
|
||||
None,
|
||||
SceneOutfitter,
|
||||
SceneLanded,
|
||||
}
|
||||
|
||||
#[export_module]
|
||||
pub mod sceneaction_mod {
|
||||
#[allow(non_upper_case_globals)]
|
||||
pub const None: SceneAction = SceneAction::None;
|
||||
|
||||
#[allow(non_upper_case_globals)]
|
||||
pub const SceneOutfitter: SceneAction = SceneAction::SceneOutfitter;
|
||||
|
||||
#[allow(non_upper_case_globals)]
|
||||
pub const SceneLanded: SceneAction = SceneAction::SceneLanded;
|
||||
}
|
||||
|
|
|
@ -0,0 +1,8 @@
|
|||
#[derive(Debug, Copy, Clone)]
|
||||
pub enum Event {
|
||||
None,
|
||||
MouseClick,
|
||||
MouseRelease,
|
||||
MouseHover,
|
||||
MouseUnhover,
|
||||
}
|
|
@ -1,100 +1,43 @@
|
|||
use anyhow::Result;
|
||||
use anyhow::{Context, Result};
|
||||
use galactica_content::Content;
|
||||
use galactica_system::phys::PhysSimShipHandle;
|
||||
use glyphon::TextArea;
|
||||
use log::{debug, error, trace};
|
||||
use rhai::{Array, Dynamic, Engine, Scope, AST};
|
||||
use std::{cell::RefCell, collections::HashSet, fmt::Debug, rc::Rc};
|
||||
use rhai::{Array, Dynamic, Engine, Scope};
|
||||
use std::{collections::HashSet, num::NonZeroU32, rc::Rc};
|
||||
|
||||
use super::{
|
||||
api::{self, SceneAction, SpriteElement, TextBoxBuilder},
|
||||
util::{Sprite, TextBox},
|
||||
api::{
|
||||
self, MouseClickEvent, MouseHoverEvent, PlayerShipStateEvent, SceneAction, SceneConfig,
|
||||
SpriteElement, TextBoxBuilder,
|
||||
},
|
||||
event::Event,
|
||||
util::{FpsIndicator, RadialBar, TextBox},
|
||||
UiElement,
|
||||
};
|
||||
use crate::{
|
||||
ui::api::{SpriteBuilder, State},
|
||||
ui::{
|
||||
api::{RadialBuilder, SpriteBuilder, State},
|
||||
util::Sprite,
|
||||
},
|
||||
RenderInput, RenderState,
|
||||
};
|
||||
|
||||
#[derive(Debug, Copy, Clone)]
|
||||
pub enum MouseEvent {
|
||||
Click,
|
||||
Release,
|
||||
Enter,
|
||||
Leave,
|
||||
None,
|
||||
}
|
||||
|
||||
impl MouseEvent {
|
||||
pub fn is_enter(&self) -> bool {
|
||||
match self {
|
||||
Self::Enter => true,
|
||||
_ => false,
|
||||
}
|
||||
}
|
||||
|
||||
pub fn is_click(&self) -> bool {
|
||||
match self {
|
||||
Self::Click => true,
|
||||
_ => false,
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
#[derive(Debug, Copy, Clone)]
|
||||
pub(crate) enum UiScene {
|
||||
Landed,
|
||||
Flying,
|
||||
Outfitter,
|
||||
}
|
||||
|
||||
impl ToString for UiScene {
|
||||
fn to_string(&self) -> String {
|
||||
match self {
|
||||
Self::Flying => "flying".to_string(),
|
||||
Self::Landed => "landed".to_string(),
|
||||
Self::Outfitter => "outfitter".to_string(),
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
enum UiElement {
|
||||
Sprite(Rc<RefCell<Sprite>>),
|
||||
Text(TextBox),
|
||||
}
|
||||
|
||||
impl UiElement {
|
||||
pub fn new_sprite(sprite: Sprite) -> Self {
|
||||
Self::Sprite(Rc::new(RefCell::new(sprite)))
|
||||
}
|
||||
|
||||
pub fn new_text(text: TextBox) -> Self {
|
||||
Self::Text(text)
|
||||
}
|
||||
|
||||
pub fn sprite(&self) -> Option<Rc<RefCell<Sprite>>> {
|
||||
match self {
|
||||
Self::Sprite(s) => Some(s.clone()),
|
||||
_ => None,
|
||||
}
|
||||
}
|
||||
|
||||
pub fn text(&self) -> Option<&TextBox> {
|
||||
match self {
|
||||
Self::Text(t) => Some(t),
|
||||
_ => None,
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
pub(crate) struct UiManager {
|
||||
current_scene: UiScene,
|
||||
current_scene: Option<String>,
|
||||
current_scene_config: SceneConfig,
|
||||
engine: Engine,
|
||||
scope: Scope<'static>,
|
||||
elements: Vec<UiElement>,
|
||||
ct: Rc<Content>,
|
||||
|
||||
last_player_state: u32,
|
||||
show_timings: bool,
|
||||
fps_indicator: FpsIndicator,
|
||||
}
|
||||
|
||||
impl UiManager {
|
||||
pub fn new(ct: Rc<Content>) -> Self {
|
||||
pub fn new(ct: Rc<Content>, state: &mut RenderState) -> Self {
|
||||
let scope = Scope::new();
|
||||
|
||||
let mut engine = Engine::new();
|
||||
|
@ -102,73 +45,125 @@ impl UiManager {
|
|||
|
||||
Self {
|
||||
ct,
|
||||
current_scene: UiScene::Flying,
|
||||
current_scene: None,
|
||||
current_scene_config: SceneConfig::new(),
|
||||
engine,
|
||||
scope,
|
||||
elements: Vec::new(),
|
||||
show_timings: true,
|
||||
fps_indicator: FpsIndicator::new(state),
|
||||
last_player_state: 0,
|
||||
}
|
||||
}
|
||||
|
||||
pub fn get_scene_ast(ct: &Content, scene: UiScene) -> &AST {
|
||||
match scene {
|
||||
UiScene::Landed => &ct.get_config().ui_landed_scene,
|
||||
UiScene::Flying => &ct.get_config().ui_flying_scene,
|
||||
UiScene::Outfitter => &ct.get_config().ui_outfitter_scene,
|
||||
}
|
||||
pub fn get_config(&self) -> &SceneConfig {
|
||||
&self.current_scene_config
|
||||
}
|
||||
|
||||
/// Change the current scene
|
||||
pub fn set_scene(&mut self, state: &mut RenderState, scene: UiScene) -> Result<()> {
|
||||
pub fn set_scene(
|
||||
&mut self,
|
||||
state: &mut RenderState,
|
||||
input: Rc<RenderInput>,
|
||||
scene: String,
|
||||
) -> Result<()> {
|
||||
if !self.ct.get_config().ui_scenes.contains_key(&scene) {
|
||||
error!("tried to switch to ui scene `{scene}`, which doesn't exist");
|
||||
return Ok(());
|
||||
}
|
||||
|
||||
debug!("switching to {:?}", scene);
|
||||
self.current_scene = scene;
|
||||
self.current_scene = Some(scene);
|
||||
self.current_scene_config = self
|
||||
.engine
|
||||
.call_fn(
|
||||
&mut self.scope,
|
||||
&self
|
||||
.ct
|
||||
.get_config()
|
||||
.ui_scenes
|
||||
.get(self.current_scene.as_ref().unwrap())
|
||||
.unwrap(),
|
||||
"config",
|
||||
(),
|
||||
)
|
||||
.with_context(|| format!("while handling `config()`"))
|
||||
.with_context(|| format!("in ui scene `{}`", self.current_scene.as_ref().unwrap()))?;
|
||||
|
||||
self.scope.clear();
|
||||
self.elements.clear();
|
||||
let mut used_names = HashSet::new();
|
||||
|
||||
trace!("running init for `{}`", self.current_scene.to_string());
|
||||
|
||||
let builders: Array = self.engine.call_fn(
|
||||
&mut self.scope,
|
||||
Self::get_scene_ast(&self.ct, self.current_scene),
|
||||
"init",
|
||||
(State {
|
||||
planet_landscape: "ui::landscape::test".to_string(),
|
||||
planet_name: "Earth".to_string(),
|
||||
},),
|
||||
)?;
|
||||
let builders: Array = self
|
||||
.engine
|
||||
.call_fn(
|
||||
&mut self.scope,
|
||||
&self
|
||||
.ct
|
||||
.get_config()
|
||||
.ui_scenes
|
||||
.get(self.current_scene.as_ref().unwrap())
|
||||
.unwrap(),
|
||||
"init",
|
||||
(State::new(input.clone()),),
|
||||
)
|
||||
.with_context(|| format!("while running `init()`"))
|
||||
.with_context(|| format!("in ui scene `{}`", self.current_scene.as_ref().unwrap()))?;
|
||||
|
||||
trace!("found {:?} builders", builders.len());
|
||||
|
||||
for v in builders {
|
||||
if v.is::<SpriteBuilder>() {
|
||||
let s = v.cast::<SpriteBuilder>();
|
||||
if used_names.contains(&s.name) {
|
||||
if used_names.contains(s.name.as_str()) {
|
||||
error!(
|
||||
"UI scene `{}` re-uses element name `{}`",
|
||||
self.current_scene.to_string(),
|
||||
self.current_scene.as_ref().unwrap(),
|
||||
s.name
|
||||
);
|
||||
} else {
|
||||
used_names.insert(s.name.clone());
|
||||
used_names.insert(s.name.to_string());
|
||||
}
|
||||
self.elements.push(UiElement::new_sprite(Sprite::new(
|
||||
&self.ct, s.name, s.sprite, s.mask, s.rect,
|
||||
&self.ct,
|
||||
s.name.to_string(),
|
||||
s.sprite.to_string(),
|
||||
s.mask.map(|x| x.to_string()),
|
||||
s.rect,
|
||||
)));
|
||||
} else if v.is::<RadialBuilder>() {
|
||||
let r = v.cast::<RadialBuilder>();
|
||||
if used_names.contains(r.name.as_str()) {
|
||||
error!(
|
||||
"UI scene `{}` re-uses element name `{}`",
|
||||
self.current_scene.as_ref().unwrap(),
|
||||
r.name
|
||||
);
|
||||
} else {
|
||||
used_names.insert(r.name.to_string());
|
||||
}
|
||||
self.elements.push(UiElement::new_radialbar(RadialBar::new(
|
||||
&self.ct,
|
||||
r.name.to_string(),
|
||||
r.stroke,
|
||||
r.color,
|
||||
r.rect,
|
||||
r.progress,
|
||||
)));
|
||||
} else if v.is::<TextBoxBuilder>() {
|
||||
let t = v.cast::<TextBoxBuilder>();
|
||||
if used_names.contains(&t.name) {
|
||||
if used_names.contains(t.name.as_str()) {
|
||||
error!(
|
||||
"UI scene `{}` re-uses element name `{}`",
|
||||
self.current_scene.to_string(),
|
||||
self.current_scene.as_ref().unwrap(),
|
||||
t.name
|
||||
);
|
||||
} else {
|
||||
used_names.insert(t.name.clone());
|
||||
used_names.insert(t.name.to_string());
|
||||
}
|
||||
let mut b = TextBox::new(
|
||||
state,
|
||||
t.name,
|
||||
t.name.to_string(),
|
||||
t.font_size,
|
||||
t.line_height,
|
||||
t.font,
|
||||
|
@ -186,65 +181,161 @@ impl UiManager {
|
|||
}
|
||||
|
||||
/// Draw all ui elements
|
||||
pub fn draw(&mut self, input: &RenderInput, state: &mut RenderState) -> Result<()> {
|
||||
let mut iter = self
|
||||
.elements
|
||||
.iter()
|
||||
.map(|x| x.sprite())
|
||||
.filter(|x| x.is_some())
|
||||
.map(|x| x.unwrap());
|
||||
pub fn draw(&mut self, input: Rc<RenderInput>, state: &mut RenderState) -> Result<()> {
|
||||
// Initialize start scene if we haven't yet
|
||||
if self.current_scene.is_none() {
|
||||
self.set_scene(
|
||||
state,
|
||||
input.clone(),
|
||||
self.ct.get_config().start_ui_scene.clone(),
|
||||
)?;
|
||||
}
|
||||
|
||||
let action: SceneAction = loop {
|
||||
let e = match iter.next() {
|
||||
Some(e) => e,
|
||||
None => break SceneAction::None,
|
||||
};
|
||||
// Update timings if they're being displayed
|
||||
if self.show_timings {
|
||||
self.fps_indicator.step(&input, state);
|
||||
}
|
||||
|
||||
let mut x = (*e).borrow_mut();
|
||||
let m = x.check_mouse(input, state);
|
||||
x.step(input, state);
|
||||
x.push_to_buffer(input, state);
|
||||
drop(x);
|
||||
// we MUST drop here, since script calls mutate the sprite RefCell
|
||||
|
||||
let action: Dynamic = match m {
|
||||
MouseEvent::None => Dynamic::from(SceneAction::None),
|
||||
|
||||
MouseEvent::Release | MouseEvent::Click => self.engine.call_fn(
|
||||
// Send player state change events
|
||||
if {
|
||||
let player = input.player.ship;
|
||||
if let Some(player) = player {
|
||||
let ship = input.phys_img.get_ship(&PhysSimShipHandle(player)).unwrap();
|
||||
if self.last_player_state == 0
|
||||
|| NonZeroU32::new(self.last_player_state).unwrap()
|
||||
!= ship.ship.get_data().get_state().as_int()
|
||||
{
|
||||
self.last_player_state = ship.ship.get_data().get_state().as_int().into();
|
||||
true
|
||||
} else {
|
||||
false
|
||||
}
|
||||
} else {
|
||||
self.last_player_state = 0;
|
||||
true
|
||||
}
|
||||
} {
|
||||
let action: Dynamic = self
|
||||
.engine
|
||||
.call_fn(
|
||||
&mut self.scope,
|
||||
Self::get_scene_ast(&self.ct, self.current_scene),
|
||||
"click",
|
||||
(SpriteElement::new(self.ct.clone(), e.clone()), m.is_click()),
|
||||
)?,
|
||||
|
||||
MouseEvent::Leave | MouseEvent::Enter => self.engine.call_fn(
|
||||
&mut self.scope,
|
||||
Self::get_scene_ast(&self.ct, self.current_scene),
|
||||
"hover",
|
||||
(SpriteElement::new(self.ct.clone(), e.clone()), m.is_enter()),
|
||||
)?,
|
||||
};
|
||||
&self
|
||||
.ct
|
||||
.get_config()
|
||||
.ui_scenes
|
||||
.get(self.current_scene.as_ref().unwrap())
|
||||
.unwrap(),
|
||||
"event",
|
||||
(State::new(input.clone()), PlayerShipStateEvent {}),
|
||||
)
|
||||
.with_context(|| format!("while handling player state change event"))
|
||||
.with_context(|| {
|
||||
format!("in ui scene `{}`", self.current_scene.as_ref().unwrap())
|
||||
})?;
|
||||
|
||||
if let Some(action) = action.try_cast::<SceneAction>() {
|
||||
match action {
|
||||
SceneAction::None => {}
|
||||
_ => {
|
||||
break action;
|
||||
}
|
||||
if self.handle_action(state, input.clone(), action)? {
|
||||
return Ok(());
|
||||
}
|
||||
}
|
||||
};
|
||||
}
|
||||
|
||||
drop(iter);
|
||||
for i in 0..self.elements.len() {
|
||||
match &self.elements[i] {
|
||||
UiElement::Sprite(e) => {
|
||||
// Draw and update sprites
|
||||
let mut sprite = (*e).borrow_mut();
|
||||
sprite.step(&input, state);
|
||||
sprite.push_to_buffer(&input, state);
|
||||
|
||||
match action {
|
||||
SceneAction::None => {}
|
||||
SceneAction::SceneOutfitter => self.set_scene(state, UiScene::Outfitter)?,
|
||||
SceneAction::SceneLanded => self.set_scene(state, UiScene::Landed)?,
|
||||
let event = sprite.check_events(&input, state);
|
||||
// we MUST drop here, since script calls mutate the sprite RefCell
|
||||
drop(sprite);
|
||||
|
||||
match event {
|
||||
Event::None => continue,
|
||||
_ => {}
|
||||
}
|
||||
|
||||
let event_arg = match event {
|
||||
Event::None => unreachable!("this shouldn't happen"),
|
||||
|
||||
Event::MouseClick => Dynamic::from(MouseClickEvent {
|
||||
down: true,
|
||||
element: SpriteElement::new(self.ct.clone(), e.clone()),
|
||||
}),
|
||||
|
||||
Event::MouseRelease => Dynamic::from(MouseClickEvent {
|
||||
down: false,
|
||||
element: SpriteElement::new(self.ct.clone(), e.clone()),
|
||||
}),
|
||||
|
||||
Event::MouseHover => Dynamic::from(MouseHoverEvent {
|
||||
enter: true,
|
||||
element: SpriteElement::new(self.ct.clone(), e.clone()),
|
||||
}),
|
||||
|
||||
Event::MouseUnhover => Dynamic::from(MouseHoverEvent {
|
||||
enter: false,
|
||||
element: SpriteElement::new(self.ct.clone(), e.clone()),
|
||||
}),
|
||||
};
|
||||
|
||||
let action: Dynamic = self
|
||||
.engine
|
||||
.call_fn(
|
||||
&mut self.scope,
|
||||
&self
|
||||
.ct
|
||||
.get_config()
|
||||
.ui_scenes
|
||||
.get(self.current_scene.as_ref().unwrap())
|
||||
.unwrap(),
|
||||
"event",
|
||||
(State::new(input.clone()), event_arg),
|
||||
)
|
||||
.with_context(|| format!("while handling event `{:?}`", event))
|
||||
.with_context(|| {
|
||||
format!("in ui scene `{}`", self.current_scene.as_ref().unwrap())
|
||||
})?;
|
||||
|
||||
if let Some(action) = action.try_cast::<SceneAction>() {
|
||||
if self.handle_action(state, input.clone(), action)? {
|
||||
return Ok(());
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
UiElement::RadialBar(e) => {
|
||||
// Draw and update radialbar
|
||||
let mut x = (*e).borrow_mut();
|
||||
x.step(&input, state);
|
||||
x.push_to_buffer(&input, state);
|
||||
}
|
||||
|
||||
UiElement::Text(..) => {}
|
||||
}
|
||||
}
|
||||
|
||||
return Ok(());
|
||||
}
|
||||
|
||||
/// Do a SceneAction.
|
||||
/// If this returns true, all evaluation stops immediately.
|
||||
fn handle_action(
|
||||
&mut self,
|
||||
state: &mut RenderState,
|
||||
input: Rc<RenderInput>,
|
||||
action: SceneAction,
|
||||
) -> Result<bool> {
|
||||
Ok(match action {
|
||||
SceneAction::None => false,
|
||||
SceneAction::GoTo(s) => {
|
||||
self.set_scene(state, input.clone(), s.clone())?;
|
||||
true
|
||||
}
|
||||
})
|
||||
}
|
||||
}
|
||||
|
||||
impl<'a> UiManager {
|
||||
|
@ -254,12 +345,27 @@ impl<'a> UiManager {
|
|||
input: &RenderInput,
|
||||
state: &RenderState,
|
||||
) -> Vec<TextArea<'a>> {
|
||||
self.elements
|
||||
let mut v = Vec::with_capacity(32);
|
||||
|
||||
if self.current_scene.is_none() {
|
||||
return v;
|
||||
}
|
||||
|
||||
if self.show_timings {
|
||||
v.push(self.fps_indicator.get_textarea(state, input))
|
||||
}
|
||||
|
||||
for t in self
|
||||
.elements
|
||||
.iter()
|
||||
.map(|x| x.text())
|
||||
.filter(|x| x.is_some())
|
||||
.map(|x| x.unwrap())
|
||||
.map(|x| x.get_textarea(state, input))
|
||||
.collect()
|
||||
{
|
||||
v.push(t)
|
||||
}
|
||||
|
||||
v
|
||||
}
|
||||
}
|
||||
|
|
|
@ -1,6 +1,8 @@
|
|||
mod api;
|
||||
mod event;
|
||||
mod manager;
|
||||
mod uielement;
|
||||
mod util;
|
||||
|
||||
pub(crate) use manager::UiManager;
|
||||
pub(crate) use manager::UiScene;
|
||||
pub(crate) use uielement::UiElement;
|
||||
|
|
|
@ -0,0 +1,31 @@
|
|||
use std::{cell::RefCell, rc::Rc};
|
||||
|
||||
use super::util::{RadialBar, Sprite, TextBox};
|
||||
|
||||
#[derive(Debug)]
|
||||
pub enum UiElement {
|
||||
Sprite(Rc<RefCell<Sprite>>),
|
||||
RadialBar(Rc<RefCell<RadialBar>>),
|
||||
Text(TextBox),
|
||||
}
|
||||
|
||||
impl UiElement {
|
||||
pub fn new_sprite(sprite: Sprite) -> Self {
|
||||
Self::Sprite(Rc::new(RefCell::new(sprite)))
|
||||
}
|
||||
|
||||
pub fn new_radialbar(bar: RadialBar) -> Self {
|
||||
Self::RadialBar(Rc::new(RefCell::new(bar)))
|
||||
}
|
||||
|
||||
pub fn new_text(text: TextBox) -> Self {
|
||||
Self::Text(text)
|
||||
}
|
||||
|
||||
pub fn text(&self) -> Option<&TextBox> {
|
||||
match self {
|
||||
Self::Text(t) => Some(t),
|
||||
_ => None,
|
||||
}
|
||||
}
|
||||
}
|
|
@ -0,0 +1,60 @@
|
|||
use glyphon::{Attrs, Buffer, Color, Family, Metrics, Shaping, TextArea, TextBounds};
|
||||
|
||||
use crate::{RenderInput, RenderState};
|
||||
|
||||
pub(crate) struct FpsIndicator {
|
||||
buffer: Buffer,
|
||||
update_counter: u32,
|
||||
}
|
||||
|
||||
impl FpsIndicator {
|
||||
pub fn new(state: &mut RenderState) -> Self {
|
||||
let mut buffer = Buffer::new(&mut state.text_font_system, Metrics::new(7.0, 8.0));
|
||||
buffer.set_size(
|
||||
&mut state.text_font_system,
|
||||
state.window_size.width as f32,
|
||||
state.window_size.height as f32,
|
||||
);
|
||||
|
||||
Self {
|
||||
buffer,
|
||||
update_counter: 0,
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
impl FpsIndicator {
|
||||
pub fn step(&mut self, input: &RenderInput, state: &mut RenderState) {
|
||||
if self.update_counter > 0 {
|
||||
self.update_counter -= 1;
|
||||
return;
|
||||
}
|
||||
self.update_counter = 100;
|
||||
|
||||
self.buffer.set_text(
|
||||
&mut state.text_font_system,
|
||||
&input.timing.get_string(),
|
||||
Attrs::new().family(Family::Monospace),
|
||||
Shaping::Basic,
|
||||
);
|
||||
self.buffer.shape_until_scroll(&mut state.text_font_system);
|
||||
}
|
||||
}
|
||||
|
||||
impl<'a, 'b: 'a> FpsIndicator {
|
||||
pub fn get_textarea(&'b self, _state: &RenderState, input: &RenderInput) -> TextArea<'a> {
|
||||
TextArea {
|
||||
buffer: &self.buffer,
|
||||
left: 10.0,
|
||||
top: 400.0,
|
||||
scale: input.ct.get_config().ui_scale,
|
||||
bounds: TextBounds {
|
||||
left: 10,
|
||||
top: 400,
|
||||
right: 300,
|
||||
bottom: 800,
|
||||
},
|
||||
default_color: Color::rgb(255, 255, 255),
|
||||
}
|
||||
}
|
||||
}
|
|
@ -1,5 +1,9 @@
|
|||
mod fpsindicator;
|
||||
mod radialbar;
|
||||
mod sprite;
|
||||
mod textbox;
|
||||
|
||||
pub use sprite::*;
|
||||
pub use textbox::*;
|
||||
pub(super) use fpsindicator::*;
|
||||
pub(super) use radialbar::*;
|
||||
pub(super) use sprite::*;
|
||||
pub(super) use textbox::*;
|
||||
|
|
|
@ -0,0 +1,47 @@
|
|||
use galactica_content::Content;
|
||||
use std::f32::consts::TAU;
|
||||
|
||||
use super::super::api::Rect;
|
||||
use crate::{ui::api::Color, vertexbuffer::types::RadialBarInstance, RenderInput, RenderState};
|
||||
|
||||
#[derive(Debug, Clone)]
|
||||
pub struct RadialBar {
|
||||
pub name: String,
|
||||
pub rect: Rect,
|
||||
pub stroke: f32,
|
||||
pub color: Color,
|
||||
pub progress: f32,
|
||||
}
|
||||
|
||||
impl RadialBar {
|
||||
pub fn new(
|
||||
_ct: &Content,
|
||||
name: String,
|
||||
stroke: f32,
|
||||
color: Color,
|
||||
rect: Rect,
|
||||
progress: f32,
|
||||
) -> Self {
|
||||
Self {
|
||||
name,
|
||||
rect,
|
||||
stroke,
|
||||
color,
|
||||
progress,
|
||||
}
|
||||
}
|
||||
|
||||
pub fn push_to_buffer(&self, input: &RenderInput, state: &mut RenderState) {
|
||||
let rect = self.rect.to_centered(state, input.ct.get_config().ui_scale);
|
||||
|
||||
state.push_radialbar_buffer(RadialBarInstance {
|
||||
position: [rect.pos.x, rect.pos.y],
|
||||
diameter: rect.dim.x.min(rect.dim.y),
|
||||
stroke: self.stroke * input.ct.get_config().ui_scale,
|
||||
color: self.color.as_array(),
|
||||
angle: self.progress * TAU,
|
||||
});
|
||||
}
|
||||
|
||||
pub fn step(&mut self, _input: &RenderInput, _state: &mut RenderState) {}
|
||||
}
|
|
@ -1,14 +1,17 @@
|
|||
use galactica_content::{Content, SpriteAutomaton, SpriteHandle};
|
||||
use galactica_util::to_radians;
|
||||
use log::error;
|
||||
|
||||
use super::super::api::Rect;
|
||||
use crate::{ui::manager::MouseEvent, vertexbuffer::types::UiInstance, RenderInput, RenderState};
|
||||
use crate::{ui::event::Event, vertexbuffer::types::UiInstance, RenderInput, RenderState};
|
||||
|
||||
#[derive(Debug, Clone)]
|
||||
pub struct Sprite {
|
||||
pub anim: SpriteAutomaton,
|
||||
pub rect: Rect,
|
||||
pub mask: Option<SpriteHandle>,
|
||||
/// If this is none, this was constructed with an invalid sprite
|
||||
pub anim: Option<SpriteAutomaton>,
|
||||
|
||||
rect: Rect,
|
||||
mask: Option<SpriteHandle>,
|
||||
pub name: String,
|
||||
|
||||
has_mouse: bool,
|
||||
|
@ -25,10 +28,24 @@ impl Sprite {
|
|||
mask: Option<String>,
|
||||
rect: Rect,
|
||||
) -> Self {
|
||||
let sprite_handle = ct.get_sprite_handle(&sprite).unwrap(); // TODO: errors
|
||||
let sprite_handle = ct.get_sprite_handle(&sprite);
|
||||
|
||||
if sprite_handle.is_none() {
|
||||
error!("UI constructed a sprite named `{name}` using an invalid source `{sprite}`")
|
||||
}
|
||||
|
||||
let mask = {
|
||||
if mask.is_some() {
|
||||
Some(ct.get_sprite_handle(&mask.unwrap()).unwrap())
|
||||
let m = ct.get_sprite_handle(mask.as_ref().unwrap());
|
||||
if m.is_none() {
|
||||
error!(
|
||||
"UI constructed a sprite named `{name}` using an invalid mask` {}`",
|
||||
mask.unwrap()
|
||||
);
|
||||
None
|
||||
} else {
|
||||
m
|
||||
}
|
||||
} else {
|
||||
None
|
||||
}
|
||||
|
@ -36,7 +53,7 @@ impl Sprite {
|
|||
|
||||
Self {
|
||||
name,
|
||||
anim: SpriteAutomaton::new(&ct, sprite_handle),
|
||||
anim: sprite_handle.map(|x| SpriteAutomaton::new(&ct, x)),
|
||||
rect,
|
||||
mask,
|
||||
has_mouse: false,
|
||||
|
@ -46,14 +63,17 @@ impl Sprite {
|
|||
}
|
||||
|
||||
pub fn push_to_buffer(&self, input: &RenderInput, state: &mut RenderState) {
|
||||
if self.anim.is_none() {
|
||||
return;
|
||||
}
|
||||
|
||||
let rect = self.rect.to_centered(state, input.ct.get_config().ui_scale);
|
||||
|
||||
// TODO: use both dimensions,
|
||||
// not just height
|
||||
let anim_state = self.anim.get_texture_idx();
|
||||
let anim_state = self.anim.as_ref().unwrap().get_texture_idx();
|
||||
|
||||
state.push_ui_buffer(UiInstance {
|
||||
anchor: crate::PositionAnchor::CC.to_int(),
|
||||
position: rect.pos.into(),
|
||||
angle: to_radians(90.0),
|
||||
dim: rect.dim.into(),
|
||||
|
@ -71,7 +91,7 @@ impl Sprite {
|
|||
});
|
||||
}
|
||||
|
||||
pub fn check_mouse(&mut self, input: &RenderInput, state: &mut RenderState) -> MouseEvent {
|
||||
pub fn check_events(&mut self, input: &RenderInput, state: &mut RenderState) -> Event {
|
||||
let r = self.rect.to_centered(state, input.ct.get_config().ui_scale);
|
||||
|
||||
if self.waiting_for_release && self.has_mouse && !input.player.input.pressed_leftclick() {
|
||||
|
@ -84,18 +104,18 @@ impl Sprite {
|
|||
&& input.player.input.pressed_leftclick()
|
||||
{
|
||||
self.has_click = true;
|
||||
return MouseEvent::Click;
|
||||
return Event::MouseClick;
|
||||
}
|
||||
|
||||
if self.has_mouse && self.has_click && !input.player.input.pressed_leftclick() {
|
||||
self.has_click = false;
|
||||
return MouseEvent::Release;
|
||||
return Event::MouseRelease;
|
||||
}
|
||||
|
||||
// Release mouse when cursor leaves box
|
||||
if self.has_click && !self.has_mouse {
|
||||
self.has_click = false;
|
||||
return MouseEvent::Release;
|
||||
return Event::MouseRelease;
|
||||
}
|
||||
|
||||
if r.contains_mouse(input, state) && !self.has_mouse {
|
||||
|
@ -105,19 +125,26 @@ impl Sprite {
|
|||
self.waiting_for_release = true;
|
||||
}
|
||||
self.has_mouse = true;
|
||||
return MouseEvent::Enter;
|
||||
return Event::MouseHover;
|
||||
}
|
||||
|
||||
if !r.contains_mouse(input, state) && self.has_mouse {
|
||||
self.waiting_for_release = false;
|
||||
self.has_mouse = false;
|
||||
return MouseEvent::Leave;
|
||||
return Event::MouseUnhover;
|
||||
}
|
||||
|
||||
return MouseEvent::None;
|
||||
return Event::None;
|
||||
}
|
||||
|
||||
pub fn step(&mut self, input: &RenderInput, _state: &mut RenderState) {
|
||||
self.anim.step(&input.ct, input.time_since_last_run);
|
||||
if self.anim.is_none() {
|
||||
return;
|
||||
}
|
||||
|
||||
self.anim
|
||||
.as_mut()
|
||||
.unwrap()
|
||||
.step(&input.ct, input.time_since_last_run);
|
||||
}
|
||||
}
|
||||
|
|
|
@ -143,10 +143,6 @@ impl BufferObject for ObjectInstance {
|
|||
#[repr(C)]
|
||||
#[derive(Copy, Clone, bytemuck::Pod, bytemuck::Zeroable)]
|
||||
pub struct UiInstance {
|
||||
/// How to interpret this object's coordinates.
|
||||
/// this should be generated from an AnchoredUiPosition
|
||||
pub anchor: u32,
|
||||
|
||||
/// Position of this object in logical pixels
|
||||
pub position: [f32; 2],
|
||||
|
||||
|
@ -183,52 +179,46 @@ impl BufferObject for UiInstance {
|
|||
// instance when the shader starts processing a new instance
|
||||
step_mode: wgpu::VertexStepMode::Instance,
|
||||
attributes: &[
|
||||
// Anchor
|
||||
wgpu::VertexAttribute {
|
||||
offset: 0,
|
||||
shader_location: 2,
|
||||
format: wgpu::VertexFormat::Uint32,
|
||||
},
|
||||
// Position
|
||||
wgpu::VertexAttribute {
|
||||
offset: mem::size_of::<[f32; 1]>() as wgpu::BufferAddress,
|
||||
shader_location: 3,
|
||||
offset: mem::size_of::<[f32; 0]>() as wgpu::BufferAddress,
|
||||
shader_location: 2,
|
||||
format: wgpu::VertexFormat::Float32x2,
|
||||
},
|
||||
// Angle
|
||||
wgpu::VertexAttribute {
|
||||
offset: mem::size_of::<[f32; 3]>() as wgpu::BufferAddress,
|
||||
shader_location: 4,
|
||||
offset: mem::size_of::<[f32; 2]>() as wgpu::BufferAddress,
|
||||
shader_location: 3,
|
||||
format: wgpu::VertexFormat::Float32,
|
||||
},
|
||||
// Dim
|
||||
wgpu::VertexAttribute {
|
||||
offset: mem::size_of::<[f32; 4]>() as wgpu::BufferAddress,
|
||||
shader_location: 5,
|
||||
offset: mem::size_of::<[f32; 3]>() as wgpu::BufferAddress,
|
||||
shader_location: 4,
|
||||
format: wgpu::VertexFormat::Float32x2,
|
||||
},
|
||||
// Color
|
||||
wgpu::VertexAttribute {
|
||||
offset: mem::size_of::<[f32; 6]>() as wgpu::BufferAddress,
|
||||
shader_location: 6,
|
||||
offset: mem::size_of::<[f32; 5]>() as wgpu::BufferAddress,
|
||||
shader_location: 5,
|
||||
format: wgpu::VertexFormat::Float32x4,
|
||||
},
|
||||
// Texture
|
||||
wgpu::VertexAttribute {
|
||||
offset: mem::size_of::<[f32; 10]>() as wgpu::BufferAddress,
|
||||
shader_location: 7,
|
||||
offset: mem::size_of::<[f32; 9]>() as wgpu::BufferAddress,
|
||||
shader_location: 6,
|
||||
format: wgpu::VertexFormat::Uint32x2,
|
||||
},
|
||||
// Texture fade
|
||||
wgpu::VertexAttribute {
|
||||
offset: mem::size_of::<[f32; 12]>() as wgpu::BufferAddress,
|
||||
shader_location: 8,
|
||||
offset: mem::size_of::<[f32; 11]>() as wgpu::BufferAddress,
|
||||
shader_location: 7,
|
||||
format: wgpu::VertexFormat::Float32,
|
||||
},
|
||||
// Mask
|
||||
wgpu::VertexAttribute {
|
||||
offset: mem::size_of::<[f32; 13]>() as wgpu::BufferAddress,
|
||||
shader_location: 9,
|
||||
offset: mem::size_of::<[f32; 12]>() as wgpu::BufferAddress,
|
||||
shader_location: 8,
|
||||
format: wgpu::VertexFormat::Uint32x2,
|
||||
},
|
||||
],
|
||||
|
@ -239,10 +229,6 @@ impl BufferObject for UiInstance {
|
|||
#[repr(C)]
|
||||
#[derive(Copy, Clone, bytemuck::Pod, bytemuck::Zeroable)]
|
||||
pub struct RadialBarInstance {
|
||||
/// How to interpret this object's coordinates.
|
||||
/// this should be generated from an AnchoredUiPosition
|
||||
pub anchor: u32,
|
||||
|
||||
/// Position of this object in logical pixels
|
||||
pub position: [f32; 2],
|
||||
|
||||
|
@ -267,40 +253,34 @@ impl BufferObject for RadialBarInstance {
|
|||
array_stride: Self::SIZE,
|
||||
step_mode: wgpu::VertexStepMode::Instance,
|
||||
attributes: &[
|
||||
// Anchor
|
||||
wgpu::VertexAttribute {
|
||||
offset: 0,
|
||||
shader_location: 2,
|
||||
format: wgpu::VertexFormat::Uint32,
|
||||
},
|
||||
// Position
|
||||
wgpu::VertexAttribute {
|
||||
offset: mem::size_of::<[f32; 1]>() as wgpu::BufferAddress,
|
||||
shader_location: 3,
|
||||
offset: mem::size_of::<[f32; 0]>() as wgpu::BufferAddress,
|
||||
shader_location: 2,
|
||||
format: wgpu::VertexFormat::Float32x2,
|
||||
},
|
||||
// Diameter
|
||||
wgpu::VertexAttribute {
|
||||
offset: mem::size_of::<[f32; 2]>() as wgpu::BufferAddress,
|
||||
shader_location: 3,
|
||||
format: wgpu::VertexFormat::Float32,
|
||||
},
|
||||
// Width
|
||||
wgpu::VertexAttribute {
|
||||
offset: mem::size_of::<[f32; 3]>() as wgpu::BufferAddress,
|
||||
shader_location: 4,
|
||||
format: wgpu::VertexFormat::Float32,
|
||||
},
|
||||
// Width
|
||||
// Angle
|
||||
wgpu::VertexAttribute {
|
||||
offset: mem::size_of::<[f32; 4]>() as wgpu::BufferAddress,
|
||||
shader_location: 5,
|
||||
format: wgpu::VertexFormat::Float32,
|
||||
},
|
||||
// Angle
|
||||
// Color
|
||||
wgpu::VertexAttribute {
|
||||
offset: mem::size_of::<[f32; 5]>() as wgpu::BufferAddress,
|
||||
shader_location: 6,
|
||||
format: wgpu::VertexFormat::Float32,
|
||||
},
|
||||
// Color
|
||||
wgpu::VertexAttribute {
|
||||
offset: mem::size_of::<[f32; 6]>() as wgpu::BufferAddress,
|
||||
shader_location: 7,
|
||||
format: wgpu::VertexFormat::Float32x4,
|
||||
},
|
||||
],
|
||||
|
|
|
@ -1,3 +1,5 @@
|
|||
use std::num::NonZeroU32;
|
||||
|
||||
use galactica_content::SystemObjectHandle;
|
||||
use rapier2d::math::Isometry;
|
||||
|
||||
|
@ -73,4 +75,66 @@ impl ShipState {
|
|||
_ => None,
|
||||
}
|
||||
}
|
||||
|
||||
/// An integer representing each state.
|
||||
/// Makes detecting state changes cheap and easy.
|
||||
pub fn as_int(&self) -> NonZeroU32 {
|
||||
NonZeroU32::new(match self {
|
||||
Self::Dead => 1,
|
||||
Self::Collapsing => 2,
|
||||
Self::Flying { .. } => 3,
|
||||
Self::Landed { .. } => 4,
|
||||
Self::Landing { .. } => 5,
|
||||
Self::UnLanding { .. } => 6,
|
||||
})
|
||||
.unwrap()
|
||||
}
|
||||
|
||||
/// Is this state Dead?
|
||||
pub fn is_dead(&self) -> bool {
|
||||
match self {
|
||||
Self::Dead => true,
|
||||
_ => false,
|
||||
}
|
||||
}
|
||||
|
||||
/// Is this state Collapsing?
|
||||
pub fn is_collapsing(&self) -> bool {
|
||||
match self {
|
||||
Self::Collapsing => true,
|
||||
_ => false,
|
||||
}
|
||||
}
|
||||
|
||||
/// Is this state Flying?
|
||||
pub fn is_flying(&self) -> bool {
|
||||
match self {
|
||||
Self::Flying { .. } => true,
|
||||
_ => false,
|
||||
}
|
||||
}
|
||||
|
||||
/// Is this state Landed?
|
||||
pub fn is_landed(&self) -> bool {
|
||||
match self {
|
||||
Self::Landed { .. } => true,
|
||||
_ => false,
|
||||
}
|
||||
}
|
||||
|
||||
/// Is this state Landing?
|
||||
pub fn is_landing(&self) -> bool {
|
||||
match self {
|
||||
Self::Landing { .. } => true,
|
||||
_ => false,
|
||||
}
|
||||
}
|
||||
|
||||
/// Is this state UnLanding?
|
||||
pub fn is_unlanding(&self) -> bool {
|
||||
match self {
|
||||
Self::UnLanding { .. } => true,
|
||||
_ => false,
|
||||
}
|
||||
}
|
||||
}
|
||||
|
|
Loading…
Reference in New Issue