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@ -1,6 +1,8 @@
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use crate::physics::{MouseState,PhysicsInputInstruction};
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use strafesnet_common::integer::Time;
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use strafesnet_common::instruction::{TimedInstruction,InstructionConsumer};
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use strafesnet_common::instruction::TimedInstruction;
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use strafesnet_common::timer::{Scaled,Timer,TimerState};
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#[derive(Debug)]
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pub enum InputInstruction{
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MoveMouse(glam::IVec2),
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@ -22,12 +24,14 @@ pub enum Instruction{
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Resize(winit::dpi::PhysicalSize<u32>,crate::settings::UserSettings),
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GenerateModels(strafesnet_common::map::CompleteMap),
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ClearModels,
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SetPaused(bool),
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//Graphics(crate::graphics_worker::Instruction),
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}
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pub struct MouseInterpolator{
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timeline:std::collections::VecDeque<TimedInstruction<PhysicsInputInstruction>>,
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last_mouse_time:Time,
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mouse_blocking:bool,
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timer:Timer<Scaled>,
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}
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impl MouseInterpolator{
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fn push_mouse_instruction(&mut self,physics:&crate::physics::PhysicsContext,ins:&TimedInstruction<Instruction>,m:glam::IVec2){
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@ -35,7 +39,7 @@ impl MouseInterpolator{
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//tell the game state which is living in the past about its future
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self.timeline.push_front(TimedInstruction{
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time:self.last_mouse_time,
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instruction:PhysicsInputInstruction::SetNextMouse(MouseState{time:ins.time,pos:m}),
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instruction:PhysicsInputInstruction::SetNextMouse(MouseState{time:self.timer.time(ins.time),pos:m}),
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});
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}else{
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//mouse has just started moving again after being still for longer than 10ms.
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@ -44,7 +48,7 @@ impl MouseInterpolator{
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time:self.last_mouse_time,
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instruction:PhysicsInputInstruction::ReplaceMouse(
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MouseState{time:self.last_mouse_time,pos:physics.get_next_mouse().pos},
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MouseState{time:ins.time,pos:m}
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MouseState{time:self.timer.time(ins.time),pos:m}
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),
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});
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//delay physics execution until we have an interpolation target
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@ -56,27 +60,38 @@ impl MouseInterpolator{
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/// may or may not mutate internal state XD!
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fn map_instruction(&mut self,physics:&crate::physics::PhysicsContext,ins:&TimedInstruction<Instruction>)->Option<PhysicsInputInstruction>{
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match &ins.instruction{
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Instruction::Input(input_instruction)=>match input_instruction{
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&InputInstruction::MoveMouse(m)=>{
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self.push_mouse_instruction(physics,ins,m);
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None
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Instruction::Input(input_instruction)=>match self.timer.is_paused(){
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true=>None,
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false=>match input_instruction{
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&InputInstruction::MoveMouse(m)=>{
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self.push_mouse_instruction(physics,ins,m);
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None
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},
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&InputInstruction::MoveForward(s)=>Some(PhysicsInputInstruction::SetMoveForward(s)),
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&InputInstruction::MoveLeft(s)=>Some(PhysicsInputInstruction::SetMoveLeft(s)),
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&InputInstruction::MoveBack(s)=>Some(PhysicsInputInstruction::SetMoveBack(s)),
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&InputInstruction::MoveRight(s)=>Some(PhysicsInputInstruction::SetMoveRight(s)),
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&InputInstruction::MoveUp(s)=>Some(PhysicsInputInstruction::SetMoveUp(s)),
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&InputInstruction::MoveDown(s)=>Some(PhysicsInputInstruction::SetMoveDown(s)),
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&InputInstruction::Jump(s)=>Some(PhysicsInputInstruction::SetJump(s)),
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&InputInstruction::Zoom(s)=>Some(PhysicsInputInstruction::SetZoom(s)),
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&InputInstruction::Spawn(mode_id,stage_id)=>Some(PhysicsInputInstruction::Spawn(mode_id,stage_id)),
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InputInstruction::Restart=>Some(PhysicsInputInstruction::Restart),
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InputInstruction::PracticeFly=>Some(PhysicsInputInstruction::PracticeFly),
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},
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&InputInstruction::MoveForward(s)=>Some(PhysicsInputInstruction::SetMoveForward(s)),
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&InputInstruction::MoveLeft(s)=>Some(PhysicsInputInstruction::SetMoveLeft(s)),
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&InputInstruction::MoveBack(s)=>Some(PhysicsInputInstruction::SetMoveBack(s)),
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&InputInstruction::MoveRight(s)=>Some(PhysicsInputInstruction::SetMoveRight(s)),
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&InputInstruction::MoveUp(s)=>Some(PhysicsInputInstruction::SetMoveUp(s)),
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&InputInstruction::MoveDown(s)=>Some(PhysicsInputInstruction::SetMoveDown(s)),
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&InputInstruction::Jump(s)=>Some(PhysicsInputInstruction::SetJump(s)),
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&InputInstruction::Zoom(s)=>Some(PhysicsInputInstruction::SetZoom(s)),
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&InputInstruction::Spawn(mode_id,stage_id)=>Some(PhysicsInputInstruction::Spawn(mode_id,stage_id)),
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InputInstruction::Restart=>Some(PhysicsInputInstruction::Restart),
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InputInstruction::PracticeFly=>Some(PhysicsInputInstruction::PracticeFly),
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},
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//do these really need to idle the physics?
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//sending None dumps the instruction queue
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Instruction::GenerateModels(_)=>Some(PhysicsInputInstruction::Idle),
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Instruction::ClearModels=>Some(PhysicsInputInstruction::Idle),
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Instruction::Resize(_,_)=>Some(PhysicsInputInstruction::Idle),
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Instruction::Render=>Some(PhysicsInputInstruction::Idle),
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&Instruction::SetPaused(paused)=>{
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if let Err(e)=self.timer.set_paused(ins.time,paused){
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println!("Cannot pause: {e}");
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}
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Some(PhysicsInputInstruction::Idle)
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},
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}
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}
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fn update_mouse_blocking(&mut self,physics:&crate::physics::PhysicsContext,ins:&TimedInstruction<Instruction>)->bool{
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@ -85,11 +100,11 @@ impl MouseInterpolator{
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//shitty mice are 125Hz which is 8ms so this should cover that.
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//setting this to 100us still doesn't print even though it's 10x lower than the polling rate,
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//so mouse events are probably not handled separately from drawing and fire right before it :(
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if Time::from_millis(10)<ins.time-physics.get_next_mouse().time{
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if Time::from_millis(10)<self.timer.time(ins.time)-physics.get_next_mouse().time{
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//push an event to extrapolate no movement from
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self.timeline.push_front(TimedInstruction{
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time:self.last_mouse_time,
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instruction:PhysicsInputInstruction::SetNextMouse(MouseState{time:ins.time,pos:physics.get_next_mouse().pos}),
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instruction:PhysicsInputInstruction::SetNextMouse(MouseState{time:self.timer.time(ins.time),pos:physics.get_next_mouse().pos}),
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});
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self.last_mouse_time=ins.time;
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//stop blocking. the mouse is not moving so the physics does not need to live in the past and wait for interpolation targets.
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@ -100,7 +115,7 @@ impl MouseInterpolator{
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}
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}else{
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//keep this up to date so that it can be used as a known-timestamp
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//that the mouse was not moving when the mouse starts moving again
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//that the mouse was Timer<Scaled>not moving when the mouse starts moving again
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self.last_mouse_time=ins.time;
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true
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}
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@ -122,8 +137,11 @@ impl MouseInterpolator{
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}
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}
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fn empty_queue(&mut self,physics:&mut crate::physics::PhysicsContext){
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while let Some(instruction)=self.timeline.pop_front(){
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physics.run_input_instruction(instruction);
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while let Some(TimedInstruction{time,instruction})=self.timeline.pop_front(){
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physics.run_input_instruction(TimedInstruction{
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time:self.timer.time(time),
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instruction,
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});
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}
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}
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fn handle_instruction(&mut self,physics:&mut crate::physics::PhysicsContext,ins:&TimedInstruction<Instruction>){
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@ -140,12 +158,13 @@ pub fn new(mut physics:crate::physics::PhysicsContext,mut graphics_worker:crate:
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mouse_blocking:true,
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last_mouse_time:physics.get_next_mouse().time,
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timeline:std::collections::VecDeque::new(),
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timer:Timer::from_state(Scaled::identity(),false),
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};
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crate::compat_worker::QNWorker::new(move |ins:TimedInstruction<Instruction>|{
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interpolator.handle_instruction(&mut physics,&ins);
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match ins.instruction{
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Instruction::Render=>{
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graphics_worker.send(crate::graphics_worker::Instruction::Render(physics.output(),ins.time,physics.get_next_mouse().pos)).unwrap();
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graphics_worker.send(crate::graphics_worker::Instruction::Render(physics.output(),interpolator.timer.time(ins.time),physics.get_next_mouse().pos)).unwrap();
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},
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Instruction::Resize(size,user_settings)=>{
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graphics_worker.send(crate::graphics_worker::Instruction::Resize(size,user_settings)).unwrap();
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Err(e)=>println!("Failed to load map: {e}"),
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}
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},
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winit::event::WindowEvent::Focused(_state)=>{
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winit::event::WindowEvent::Focused(state)=>{
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//pause unpause
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self.physics_thread.send(TimedInstruction{
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time,
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instruction:crate::physics_worker::Instruction::SetPaused(!state),
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}).unwrap();
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//recalculate pressed keys on focus
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},
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winit::event::WindowEvent::KeyboardInput{
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