refactor physics_worker
This commit is contained in:
parent
3a98eaff7c
commit
b4b85b7da4
@ -4,8 +4,7 @@ pub enum Instruction{
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Render(crate::physics::PhysicsOutputState,integer::Time,glam::IVec2),
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//UpdateModel(crate::graphics::GraphicsModelUpdate),
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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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ChangeMap(strafesnet_common::map::CompleteMap),
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}
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//Ideally the graphics thread worker description is:
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@ -27,11 +26,9 @@ pub fn new<'a>(
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let mut resize=None;
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crate::compat_worker::INWorker::new(move |ins:Instruction|{
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match ins{
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Instruction::GenerateModels(map)=>{
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graphics.generate_models(&device,&queue,&map);
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},
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Instruction::ClearModels=>{
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Instruction::ChangeMap(map)=>{
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graphics.clear();
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graphics.generate_models(&device,&queue,&map);
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},
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Instruction::Resize(size,user_settings)=>{
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resize=Some((size,user_settings));
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@ -1006,28 +1006,6 @@ impl instruction::InstructionEmitter<PhysicsInternalInstruction> for PhysicsCont
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}
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}
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impl PhysicsContext{
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pub fn clear(&mut self){
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self.state.clear();
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}
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//TODO: remove non-standard interfaces to process_instruction
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pub fn load_user_settings(&mut self,user_settings:&crate::settings::UserSettings){
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self.run_input_instruction(TimedInstruction{
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time:self.state.time,
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instruction:PhysicsInputInstruction::SetSensitivity(user_settings.calculate_sensitivity()),
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});
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}
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pub fn restart(&mut self){
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self.run_input_instruction(TimedInstruction{
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time:self.state.time,
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instruction:PhysicsInputInstruction::Restart,
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});
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}
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pub fn spawn(&mut self){
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self.run_input_instruction(TimedInstruction{
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time:self.state.time,
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instruction:PhysicsInputInstruction::Spawn(gameplay_modes::ModeId::MAIN,StageId::FIRST),
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});
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}
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pub const fn output(&self)->PhysicsOutputState{
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PhysicsOutputState{
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body:self.state.body,
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@ -1039,7 +1017,9 @@ impl PhysicsContext{
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pub const fn get_next_mouse(&self)->&MouseState{
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self.state.input_state.get_next_mouse()
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}
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/// use with caution, this is the only non-instruction way to mess with physics
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pub fn generate_models(&mut self,map:&map::CompleteMap){
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self.state.clear();
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self.data.modes=map.modes.clone();
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for mode in &mut self.data.modes.modes{
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mode.denormalize_data();
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@ -3,6 +3,7 @@ use strafesnet_common::physics::Instruction as PhysicsInputInstruction;
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use strafesnet_common::integer::Time;
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use strafesnet_common::instruction::TimedInstruction;
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use strafesnet_common::timer::{Scaled,Timer,TimerState};
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use mouse_interpolator::MouseInterpolator;
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#[derive(Debug)]
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pub enum InputInstruction{
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@ -15,27 +16,49 @@ pub enum InputInstruction{
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MoveForward(bool),
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Jump(bool),
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Zoom(bool),
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Restart,
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Spawn(strafesnet_common::gameplay_modes::ModeId,strafesnet_common::gameplay_modes::StageId),
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ResetAndRestart,
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ResetAndSpawn(strafesnet_common::gameplay_modes::ModeId,strafesnet_common::gameplay_modes::StageId),
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PracticeFly,
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}
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pub enum Instruction{
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Input(InputInstruction),
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Render,
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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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Resize(winit::dpi::PhysicalSize<u32>),
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ChangeMap(strafesnet_common::map::CompleteMap),
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//SetPaused is not an InputInstruction: the physics doesn't know that it's paused.
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SetPaused(bool),
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//Graphics(crate::graphics_worker::Instruction),
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}
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mod mouse_interpolator{
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use super::*;
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//TODO: move this or tab
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pub struct MouseInterpolator{
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//"PlayerController"
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user_settings:crate::settings::UserSettings,
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//"MouseInterpolator"
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timeline:std::collections::VecDeque<TimedInstruction<PhysicsInputInstruction>>,
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last_mouse_time:Time,//this value is pre-transformed to simulation time
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mouse_blocking:bool,
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//"Simulation"
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timer:Timer<Scaled>,
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physics:crate::physics::PhysicsContext,
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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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pub fn new(
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physics:crate::physics::PhysicsContext,
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user_settings:crate::settings::UserSettings,
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)->MouseInterpolator{
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MouseInterpolator{
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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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physics,
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user_settings,
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}
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}
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fn push_mouse_instruction(&mut self,ins:&TimedInstruction<Instruction>,m:glam::IVec2){
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if self.mouse_blocking{
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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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@ -48,7 +71,7 @@ impl MouseInterpolator{
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self.timeline.push_front(TimedInstruction{
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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:self.last_mouse_time,pos:self.physics.get_next_mouse().pos},
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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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@ -57,58 +80,84 @@ impl MouseInterpolator{
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}
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self.last_mouse_time=self.timer.time(ins.time);
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}
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/// returns the mapped physics input instruction
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fn push(&mut self,time:Time,phys_input:PhysicsInputInstruction){
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//This is always a non-mouse event
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self.timeline.push_back(TimedInstruction{
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time:self.timer.time(time),
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instruction:phys_input,
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});
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}
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/// returns should_empty_queue
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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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fn map_instruction(&mut self,ins:&TimedInstruction<Instruction>)->bool{
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let mut update_mouse_blocking=true;
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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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if !self.timer.is_paused(){
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self.push_mouse_instruction(physics,ins,m);
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self.push_mouse_instruction(ins,m);
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}
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None
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update_mouse_blocking=false;
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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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&InputInstruction::MoveForward(s)=>self.push(ins.time,PhysicsInputInstruction::SetMoveForward(s)),
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&InputInstruction::MoveLeft(s)=>self.push(ins.time,PhysicsInputInstruction::SetMoveLeft(s)),
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&InputInstruction::MoveBack(s)=>self.push(ins.time,PhysicsInputInstruction::SetMoveBack(s)),
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&InputInstruction::MoveRight(s)=>self.push(ins.time,PhysicsInputInstruction::SetMoveRight(s)),
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&InputInstruction::MoveUp(s)=>self.push(ins.time,PhysicsInputInstruction::SetMoveUp(s)),
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&InputInstruction::MoveDown(s)=>self.push(ins.time,PhysicsInputInstruction::SetMoveDown(s)),
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&InputInstruction::Jump(s)=>self.push(ins.time,PhysicsInputInstruction::SetJump(s)),
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&InputInstruction::Zoom(s)=>self.push(ins.time,PhysicsInputInstruction::SetZoom(s)),
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&InputInstruction::ResetAndSpawn(mode_id,stage_id)=>{
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self.push(ins.time,PhysicsInputInstruction::Reset);
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self.push(ins.time,PhysicsInputInstruction::SetSensitivity(self.user_settings.calculate_sensitivity()));
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self.push(ins.time,PhysicsInputInstruction::Spawn(mode_id,stage_id));
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},
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InputInstruction::ResetAndRestart=>{
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self.push(ins.time,PhysicsInputInstruction::Reset);
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self.push(ins.time,PhysicsInputInstruction::SetSensitivity(self.user_settings.calculate_sensitivity()));
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self.push(ins.time,PhysicsInputInstruction::Restart);
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},
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InputInstruction::PracticeFly=>self.push(ins.time,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::ChangeMap(_)=>self.push(ins.time,PhysicsInputInstruction::Idle),
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Instruction::Resize(_)=>self.push(ins.time,PhysicsInputInstruction::Idle),
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Instruction::Render=>self.push(ins.time,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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self.push(ins.time,PhysicsInputInstruction::Idle);
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},
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}
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if update_mouse_blocking{
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//this returns the bool for us
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self.update_mouse_blocking(ins.time)
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}else{
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//do flush that queue
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true
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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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}
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/// must check if self.mouse_blocking==true before calling!
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fn unblock_mouse(&mut self,time: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:self.timer.time(time),pos:self.physics.get_next_mouse().pos}),
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});
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self.last_mouse_time=self.timer.time(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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self.mouse_blocking=false;
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}
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fn update_mouse_blocking(&mut self,time:Time)->bool{
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if self.mouse_blocking{
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//assume the mouse has stopped moving after 10ms.
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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)<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:self.timer.time(ins.time),pos:physics.get_next_mouse().pos}),
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});
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self.last_mouse_time=self.timer.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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self.mouse_blocking=false;
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if Time::from_millis(10)<self.timer.time(time)-self.physics.get_next_mouse().time{
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self.unblock_mouse(time);
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true
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}else{
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false
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@ -116,72 +165,74 @@ impl MouseInterpolator{
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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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self.last_mouse_time=self.timer.time(ins.time);
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self.last_mouse_time=self.timer.time(time);
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true
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}
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}
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/// returns whether or not to empty the instruction queue
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fn handle_physics_input(&mut self,physics:&crate::physics::PhysicsContext,ins:&TimedInstruction<Instruction>,phys_input_option:Option<PhysicsInputInstruction>)->bool{
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if let Some(phys_input)=phys_input_option{
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//non-mouse event
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self.timeline.push_back(TimedInstruction{
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time:self.timer.time(ins.time),
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instruction:phys_input,
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});
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//this returns the bool for us
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self.update_mouse_blocking(physics,ins)
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}else{
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//mouse event
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true
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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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fn empty_queue(&mut self){
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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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self.physics.run_input_instruction(instruction);
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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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let physics_input_option=self.map_instruction(physics,ins);
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let should_empty_queue=self.handle_physics_input(physics,ins,physics_input_option);
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pub fn handle_instruction(&mut self,ins:&TimedInstruction<Instruction>){
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let should_empty_queue=self.map_instruction(ins);
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if should_empty_queue{
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self.empty_queue(physics);
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self.empty_queue();
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}
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}
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pub fn get_render_stuff(&self,time:Time)->(crate::physics::PhysicsOutputState,Time,glam::IVec2){
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(self.physics.output(),self.timer.time(time),self.physics.get_next_mouse().pos)
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}
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pub fn change_map(&mut self,time:Time,map:&strafesnet_common::map::CompleteMap){
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//dump any pending interpolation state
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if self.mouse_blocking{
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self.unblock_mouse(time);
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}
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self.empty_queue();
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//doing it like this to avoid doing PhysicsInstruction::ChangeMap(Rc<CompleteMap>)
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self.physics.generate_models(&map);
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//use the standard input interface so the instructions are written out to bots
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self.handle_instruction(&TimedInstruction{
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time:self.timer.time(time),
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instruction:Instruction::Input(InputInstruction::ResetAndSpawn(
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strafesnet_common::gameplay_modes::ModeId::MAIN,
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strafesnet_common::gameplay_modes::StageId::FIRST,
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)),
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});
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}
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pub const fn user_settings(&self)->&crate::settings::UserSettings{
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&self.user_settings
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}
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}
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}
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pub fn new(mut physics:crate::physics::PhysicsContext,mut graphics_worker:crate::compat_worker::INWorker<crate::graphics_worker::Instruction>)->crate::compat_worker::QNWorker<TimedInstruction<Instruction>>{
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let mut interpolator=MouseInterpolator{
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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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pub fn new<'a>(
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mut graphics_worker:crate::compat_worker::INWorker<'a,crate::graphics_worker::Instruction>,
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user_settings:crate::settings::UserSettings,
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)->crate::compat_worker::QNWorker<'a,TimedInstruction<Instruction>>{
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let physics=crate::physics::PhysicsContext::default();
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let mut interpolator=MouseInterpolator::new(
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physics,
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user_settings
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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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interpolator.handle_instruction(&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(),interpolator.timer.time(ins.time),physics.get_next_mouse().pos)).unwrap();
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let (physics_output,time,mouse_pos)=interpolator.get_render_stuff(ins.time);
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graphics_worker.send(crate::graphics_worker::Instruction::Render(physics_output,time,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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Instruction::Resize(size)=>{
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graphics_worker.send(crate::graphics_worker::Instruction::Resize(size,interpolator.user_settings().clone())).unwrap();
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},
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Instruction::GenerateModels(map)=>{
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physics.generate_models(&map);
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//important!
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//bots will not work properly without this exact restart + spawn setup
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//reset the physics state to start a new run on the new map
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physics.restart();
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//generate a spawn event so bots work properly on the first run
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//no run started so does not invalidate the run
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physics.spawn();
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graphics_worker.send(crate::graphics_worker::Instruction::GenerateModels(map)).unwrap();
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Instruction::ChangeMap(map)=>{
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interpolator.change_map(ins.time,&map);
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graphics_worker.send(crate::graphics_worker::Instruction::ChangeMap(map)).unwrap();
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},
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Instruction::ClearModels=>{
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physics.clear();
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graphics_worker.send(crate::graphics_worker::Instruction::ClearModels).unwrap();
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},
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_=>(),
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Instruction::Input(_)=>(),
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Instruction::SetPaused(_)=>(),
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}
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})
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}
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@ -213,9 +213,11 @@ pub fn setup_and_start(title:String){
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//dedicated thread to ping request redraw back and resize the window doesn't seem logical
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let window=crate::window::WindowContextSetup::new(&setup_context,&window);
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//the thread that spawns the physics thread
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let mut window_thread=window.into_worker(setup_context);
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let mut window_thread=crate::window::worker(
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&window,
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setup_context,
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);
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|
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if let Some(arg)=std::env::args().nth(1){
|
||||
let path=std::path::PathBuf::from(arg);
|
||||
|
@ -15,7 +15,6 @@ struct WindowContext<'a>{
|
||||
manual_mouse_lock:bool,
|
||||
mouse:strafesnet_common::mouse::MouseState,//std::sync::Arc<std::sync::Mutex<>>
|
||||
screen_size:glam::UVec2,
|
||||
user_settings:crate::settings::UserSettings,
|
||||
window:&'a winit::window::Window,
|
||||
physics_thread:crate::compat_worker::QNWorker<'a, TimedInstruction<crate::physics_worker::Instruction>>,
|
||||
}
|
||||
@ -28,10 +27,7 @@ impl WindowContext<'_>{
|
||||
match event {
|
||||
winit::event::WindowEvent::DroppedFile(path)=>{
|
||||
match crate::file::load(path.as_path()){
|
||||
Ok(map)=>{
|
||||
self.physics_thread.send(TimedInstruction{time,instruction:crate::physics_worker::Instruction::ClearModels}).unwrap();
|
||||
self.physics_thread.send(TimedInstruction{time,instruction:crate::physics_worker::Instruction::GenerateModels(map)}).unwrap();
|
||||
},
|
||||
Ok(map)=>self.physics_thread.send(TimedInstruction{time,instruction:crate::physics_worker::Instruction::ChangeMap(map)}).unwrap(),
|
||||
Err(e)=>println!("Failed to load map: {e}"),
|
||||
}
|
||||
},
|
||||
@ -114,7 +110,7 @@ impl WindowContext<'_>{
|
||||
"r"=>if s{
|
||||
//mouse needs to be reset since the position is absolute
|
||||
self.mouse=strafesnet_common::mouse::MouseState::default();
|
||||
Some(InputInstruction::Restart)
|
||||
Some(InputInstruction::ResetAndRestart)
|
||||
}else{None},
|
||||
"f"=>if s{Some(InputInstruction::PracticeFly)}else{None},
|
||||
_=>None,
|
||||
@ -169,48 +165,32 @@ impl WindowContext<'_>{
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
pub struct WindowContextSetup<'a>{
|
||||
user_settings:crate::settings::UserSettings,
|
||||
pub fn worker<'a>(
|
||||
window:&'a winit::window::Window,
|
||||
physics:crate::physics::PhysicsContext,
|
||||
graphics:crate::graphics::GraphicsState,
|
||||
}
|
||||
|
||||
impl<'a> WindowContextSetup<'a>{
|
||||
pub fn new(context:&crate::setup::SetupContext,window:&'a winit::window::Window)->Self{
|
||||
setup_context:crate::setup::SetupContext<'a>,
|
||||
)->crate::compat_worker::QNWorker<'a,TimedInstruction<WindowInstruction>>{
|
||||
// WindowContextSetup::new
|
||||
let user_settings=crate::settings::read_user_settings();
|
||||
|
||||
let mut physics=crate::physics::PhysicsContext::default();
|
||||
physics.load_user_settings(&user_settings);
|
||||
|
||||
let mut graphics=crate::graphics::GraphicsState::new(&context.device,&context.queue,&context.config);
|
||||
let mut graphics=crate::graphics::GraphicsState::new(&setup_context.device,&setup_context.queue,&setup_context.config);
|
||||
graphics.load_user_settings(&user_settings);
|
||||
|
||||
Self{
|
||||
user_settings,
|
||||
window,
|
||||
graphics,
|
||||
physics,
|
||||
}
|
||||
}
|
||||
|
||||
fn into_context(self,setup_context:crate::setup::SetupContext<'a>)->WindowContext<'a>{
|
||||
//WindowContextSetup::into_context
|
||||
let screen_size=glam::uvec2(setup_context.config.width,setup_context.config.height);
|
||||
let graphics_thread=crate::graphics_worker::new(self.graphics,setup_context.config,setup_context.surface,setup_context.device,setup_context.queue);
|
||||
WindowContext{
|
||||
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,
|
||||
user_settings:self.user_settings,
|
||||
window:self.window,
|
||||
physics_thread:crate::physics_worker::new(self.physics,graphics_thread),
|
||||
}
|
||||
}
|
||||
window,
|
||||
physics_thread:crate::physics_worker::new(
|
||||
graphics_thread,
|
||||
user_settings,
|
||||
),
|
||||
};
|
||||
|
||||
pub fn into_worker(self,setup_context:crate::setup::SetupContext<'a>)->crate::compat_worker::QNWorker<'a,TimedInstruction<WindowInstruction>>{
|
||||
let mut window_context=self.into_context(setup_context);
|
||||
//WindowContextSetup::into_worker
|
||||
crate::compat_worker::QNWorker::new(move |ins:TimedInstruction<WindowInstruction>|{
|
||||
match ins.instruction{
|
||||
WindowInstruction::RequestRedraw=>{
|
||||
@ -226,7 +206,7 @@ impl<'a> WindowContextSetup<'a>{
|
||||
window_context.physics_thread.send(
|
||||
TimedInstruction{
|
||||
time:ins.time,
|
||||
instruction:crate::physics_worker::Instruction::Resize(size,window_context.user_settings.clone())
|
||||
instruction:crate::physics_worker::Instruction::Resize(size)
|
||||
}
|
||||
).unwrap();
|
||||
}
|
||||
@ -240,5 +220,4 @@ impl<'a> WindowContextSetup<'a>{
|
||||
}
|
||||
}
|
||||
})
|
||||
}
|
||||
}
|
||||
|
Loading…
Reference in New Issue
Block a user