Galactica/src/main.rs

99 lines
2.6 KiB
Rust

mod consts;
mod game;
mod inputstatus;
mod objects;
mod physics;
mod render;
mod shipbehavior;
use std::path::PathBuf;
use anyhow::Result;
use galactica_content as content;
use winit::{
event::{Event, KeyboardInput, WindowEvent},
event_loop::{ControlFlow, EventLoop},
window::WindowBuilder,
};
fn main() -> Result<()> {
// TODO: error if missing
let content = content::Content::load_dir(
PathBuf::from(consts::CONTENT_ROOT),
PathBuf::from(consts::TEXTURE_ROOT),
consts::STARFIELD_TEXTURE_NAME.to_owned(),
)?;
pollster::block_on(run(content))?;
return Ok(());
}
async fn run(content: content::Content) -> Result<()> {
let event_loop = EventLoop::new();
let window = WindowBuilder::new().build(&event_loop).unwrap();
let mut gpu = render::GPUState::new(window, &content).await?;
let mut game = game::Game::new(content);
gpu.update_starfield_buffer(&game);
event_loop.run(move |event, _, control_flow| {
match event {
Event::RedrawRequested(window_id) if window_id == gpu.window().id() => {
game.update();
match gpu.render(&game) {
Ok(_) => {}
// Reconfigure the surface if lost
Err(wgpu::SurfaceError::Lost) => gpu.resize(&game, gpu.window_size),
// The system is out of memory, we should probably quit
Err(wgpu::SurfaceError::OutOfMemory) => *control_flow = ControlFlow::Exit,
// All other errors (Outdated, Timeout) should be resolved by the next frame
Err(e) => eprintln!("{:?}", e),
}
}
Event::MainEventsCleared => {
// RedrawRequested will only trigger once unless we manually
// request it.
gpu.window().request_redraw();
}
Event::WindowEvent {
ref event,
window_id,
} if window_id == gpu.window.id() => {
match event {
WindowEvent::Focused(state) => {
game.set_paused(!state);
}
WindowEvent::CloseRequested => *control_flow = ControlFlow::Exit,
WindowEvent::KeyboardInput {
input:
KeyboardInput {
state,
virtual_keycode: Some(key),
..
},
..
} => game.process_key(state, key),
WindowEvent::MouseInput { state, button, .. } => {
game.process_click(state, button);
}
WindowEvent::MouseWheel { delta, phase, .. } => {
game.process_scroll(delta, phase);
}
WindowEvent::Resized(physical_size) => {
gpu.resize(&game, *physical_size);
}
WindowEvent::ScaleFactorChanged { new_inner_size, .. } => {
// new_inner_size is &&mut so we have to dereference it twice
gpu.resize(&game, **new_inner_size);
}
_ => {}
}
}
_ => {}
}
});
}