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use crate ::physics_worker ::InputInstruction ;
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use strafesnet_common ::integer ;
use strafesnet_common ::instruction ::TimedInstruction ;
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pub enum WindowInstruction {
Resize ( winit ::dpi ::PhysicalSize < u32 > ) ,
WindowEvent ( winit ::event ::WindowEvent ) ,
DeviceEvent ( winit ::event ::DeviceEvent ) ,
RequestRedraw ,
Render ,
}
//holds thread handles to dispatch to
struct WindowContext < ' a > {
manual_mouse_lock :bool ,
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mouse :strafesnet_common ::mouse ::MouseState , //std::sync::Arc<std::sync::Mutex<>>
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screen_size :glam ::UVec2 ,
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window :& ' a winit ::window ::Window ,
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physics_thread :crate ::compat_worker ::QNWorker < ' a , TimedInstruction < crate ::physics_worker ::Instruction > > ,
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}
impl WindowContext < '_ > {
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fn get_middle_of_screen ( & self ) ->winit ::dpi ::PhysicalPosition < u32 > {
winit ::dpi ::PhysicalPosition ::new ( self . screen_size . x / 2 , self . screen_size . y / 2 )
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}
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fn window_event ( & mut self , time :integer ::Time , event :winit ::event ::WindowEvent ) {
match event {
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winit ::event ::WindowEvent ::DroppedFile ( path ) = > {
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match crate ::file ::load ( path . as_path ( ) ) {
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Ok ( map ) = > self . physics_thread . send ( TimedInstruction { time , instruction :crate ::physics_worker ::Instruction ::ChangeMap ( map ) } ) . unwrap ( ) ,
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Err ( e ) = > println! ( " Failed to load map: {e} " ) ,
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}
} ,
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winit ::event ::WindowEvent ::Focused ( state ) = > {
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//pause unpause
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self . physics_thread . send ( TimedInstruction {
time ,
instruction :crate ::physics_worker ::Instruction ::SetPaused ( ! state ) ,
} ) . unwrap ( ) ;
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//recalculate pressed keys on focus
} ,
winit ::event ::WindowEvent ::KeyboardInput {
event :winit ::event ::KeyEvent { state , logical_key , repeat :false , .. } ,
..
} = > {
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match ( logical_key , state ) {
( winit ::keyboard ::Key ::Named ( winit ::keyboard ::NamedKey ::Tab ) , winit ::event ::ElementState ::Pressed ) = > {
self . manual_mouse_lock = false ;
match self . window . set_cursor_position ( self . get_middle_of_screen ( ) ) {
Ok ( ( ) ) = > ( ) ,
Err ( e ) = > println! ( " Could not set cursor position: {:?} " , e ) ,
}
match self . window . set_cursor_grab ( winit ::window ::CursorGrabMode ::None ) {
Ok ( ( ) ) = > ( ) ,
Err ( e ) = > println! ( " Could not release cursor: {:?} " , e ) ,
}
self . window . set_cursor_visible ( state . is_pressed ( ) ) ;
} ,
( winit ::keyboard ::Key ::Named ( winit ::keyboard ::NamedKey ::Tab ) , winit ::event ::ElementState ::Released ) = > {
//if cursor is outside window don't lock but apparently there's no get pos function
//let pos=window.get_cursor_pos();
match self . window . set_cursor_grab ( winit ::window ::CursorGrabMode ::Locked ) {
Ok ( ( ) ) = > ( ) ,
Err ( _ ) = > {
match self . window . set_cursor_grab ( winit ::window ::CursorGrabMode ::Confined ) {
Ok ( ( ) ) = > ( ) ,
Err ( e ) = > {
self . manual_mouse_lock = true ;
println! ( " Could not confine cursor: {:?} " , e )
} ,
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}
}
}
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self . window . set_cursor_visible ( state . is_pressed ( ) ) ;
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} ,
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( winit ::keyboard ::Key ::Named ( winit ::keyboard ::NamedKey ::F11 ) , winit ::event ::ElementState ::Pressed ) = > {
if self . window . fullscreen ( ) . is_some ( ) {
self . window . set_fullscreen ( None ) ;
} else {
self . window . set_fullscreen ( Some ( winit ::window ::Fullscreen ::Borderless ( None ) ) ) ;
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}
} ,
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( winit ::keyboard ::Key ::Named ( winit ::keyboard ::NamedKey ::Escape ) , winit ::event ::ElementState ::Pressed ) = > {
self . manual_mouse_lock = false ;
match self . window . set_cursor_grab ( winit ::window ::CursorGrabMode ::None ) {
Ok ( ( ) ) = > ( ) ,
Err ( e ) = > println! ( " Could not release cursor: {:?} " , e ) ,
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}
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self . window . set_cursor_visible ( true ) ;
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} ,
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( keycode , state ) = > {
let s = state . is_pressed ( ) ;
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if let Some ( input_instruction ) = match keycode {
winit ::keyboard ::Key ::Named ( winit ::keyboard ::NamedKey ::Space ) = > Some ( InputInstruction ::Jump ( s ) ) ,
winit ::keyboard ::Key ::Character ( key ) = > match key . as_str ( ) {
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" W " | " w " = > Some ( InputInstruction ::MoveForward ( s ) ) ,
" A " | " a " = > Some ( InputInstruction ::MoveLeft ( s ) ) ,
" S " | " s " = > Some ( InputInstruction ::MoveBack ( s ) ) ,
" D " | " d " = > Some ( InputInstruction ::MoveRight ( s ) ) ,
" E " | " e " = > Some ( InputInstruction ::MoveUp ( s ) ) ,
" Q " | " q " = > Some ( InputInstruction ::MoveDown ( s ) ) ,
" Z " | " z " = > Some ( InputInstruction ::Zoom ( s ) ) ,
" R " | " r " = > if s {
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//mouse needs to be reset since the position is absolute
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self . mouse = strafesnet_common ::mouse ::MouseState ::default ( ) ;
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Some ( InputInstruction ::ResetAndRestart )
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} else { None } ,
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" F " | " f " = > if s { Some ( InputInstruction ::PracticeFly ) } else { None } ,
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_ = > None ,
} ,
_ = > None ,
} {
self . physics_thread . send ( TimedInstruction {
time ,
instruction :crate ::physics_worker ::Instruction ::Input ( input_instruction ) ,
} ) . unwrap ( ) ;
}
} ,
}
} ,
_ = > ( ) ,
}
}
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fn device_event ( & mut self , time :integer ::Time , event : winit ::event ::DeviceEvent ) {
match event {
winit ::event ::DeviceEvent ::MouseMotion {
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delta , //these (f64,f64) are integers on my machine
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} = > {
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if self . manual_mouse_lock {
match self . window . set_cursor_position ( self . get_middle_of_screen ( ) ) {
Ok ( ( ) ) = > ( ) ,
Err ( e ) = > println! ( " Could not set cursor position: {:?} " , e ) ,
}
}
//do not step the physics because the mouse polling rate is higher than the physics can run.
//essentially the previous input will be overwritten until a true step runs
//which is fine because they run all the time.
let delta = glam ::ivec2 ( delta . 0 as i32 , delta . 1 as i32 ) ;
self . mouse . pos + = delta ;
self . physics_thread . send ( TimedInstruction {
time ,
instruction :crate ::physics_worker ::Instruction ::Input ( InputInstruction ::MoveMouse ( self . mouse . pos ) ) ,
} ) . unwrap ( ) ;
} ,
winit ::event ::DeviceEvent ::MouseWheel {
delta ,
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} = > {
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println! ( " mousewheel {:?} " , delta ) ;
if false { //self.physics.style.use_scroll{
self . physics_thread . send ( TimedInstruction {
time ,
instruction :crate ::physics_worker ::Instruction ::Input ( InputInstruction ::Jump ( true ) ) , //activates the immediate jump path, but the style modifier prevents controls&CONTROL_JUMP bit from being set to auto jump
} ) . unwrap ( ) ;
}
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} ,
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_ = > ( ) ,
}
}
}
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pub fn worker < ' a > (
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window :& ' a winit ::window ::Window ,
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setup_context :crate ::setup ::SetupContext < ' a > ,
) ->crate ::compat_worker ::QNWorker < ' a , TimedInstruction < WindowInstruction > > {
// WindowContextSetup::new
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let user_settings = crate ::settings ::read_user_settings ( ) ;
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let mut graphics = crate ::graphics ::GraphicsState ::new ( & setup_context . device , & setup_context . queue , & setup_context . config ) ;
graphics . load_user_settings ( & user_settings ) ;
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//WindowContextSetup::into_context
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let screen_size = glam ::uvec2 ( setup_context . config . width , setup_context . config . height ) ;
let graphics_thread = crate ::graphics_worker ::new ( graphics , setup_context . config , setup_context . surface , setup_context . device , setup_context . queue ) ;
let mut window_context = WindowContext {
manual_mouse_lock :false ,
mouse :strafesnet_common ::mouse ::MouseState ::default ( ) ,
//make sure to update this!!!!!
screen_size ,
window ,
physics_thread :crate ::physics_worker ::new (
graphics_thread ,
user_settings ,
) ,
} ;
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//WindowContextSetup::into_worker
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crate ::compat_worker ::QNWorker ::new ( move | ins :TimedInstruction < WindowInstruction > | {
match ins . instruction {
WindowInstruction ::RequestRedraw = > {
window_context . window . request_redraw ( ) ;
}
WindowInstruction ::WindowEvent ( window_event ) = > {
window_context . window_event ( ins . time , window_event ) ;
} ,
WindowInstruction ::DeviceEvent ( device_event ) = > {
window_context . device_event ( ins . time , device_event ) ;
} ,
WindowInstruction ::Resize ( size ) = > {
window_context . physics_thread . send (
TimedInstruction {
time :ins . time ,
instruction :crate ::physics_worker ::Instruction ::Resize ( size )
}
) . unwrap ( ) ;
}
WindowInstruction ::Render = > {
window_context . physics_thread . send (
TimedInstruction {
time :ins . time ,
instruction :crate ::physics_worker ::Instruction ::Render
}
) . unwrap ( ) ;
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}
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}
} )
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}