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doukutsu-rs/src/ui.rs

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Rust
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2020-08-19 11:21:40 +00:00
use std::time::Instant;
use ggez::{Context, GameResult, graphics};
use ggez::GameError::RenderError;
use imgui::{FontConfig, FontSource};
use imgui_gfx_renderer::{Renderer, Shaders};
use imgui_gfx_renderer::gfx::format::Rgba8;
use imgui_gfx_renderer::gfx::handle::RenderTargetView;
use imgui_gfx_renderer::gfx::memory::Typed;
use imgui_winit_support::{HiDpiMode, WinitPlatform};
use crate::scene::Scene;
use crate::GameContext;
use crate::game_state::GameState;
mod types {
pub type Device = gfx_device_gl::Device;
pub type Factory = gfx_device_gl::Factory;
pub type Resources = gfx_device_gl::Resources;
}
pub struct UI {
pub imgui: imgui::Context,
pub platform: WinitPlatform,
pub renderer: Renderer<Rgba8, types::Resources>,
main_color: RenderTargetView<types::Resources, Rgba8>,
last_frame: Instant,
}
impl UI {
pub fn new(ctx: &mut Context) -> GameResult<Self> {
let mut imgui = imgui::Context::create();
imgui.set_ini_filename(None);
imgui.fonts().add_font(&[
FontSource::DefaultFontData {
config: Some(FontConfig::default()),
},
]);
imgui.style_mut().use_dark_colors();
let mut platform = WinitPlatform::init(&mut imgui);
platform.attach_window(imgui.io_mut(), graphics::window(ctx), HiDpiMode::Rounded);
let (factory, dev, _, _, color) = graphics::gfx_objects(ctx);
let shaders = {
let version = dev.get_info().shading_language;
if version.is_embedded {
if version.major >= 3 {
Shaders::GlSlEs300
} else {
Shaders::GlSlEs100
}
} else if version.major >= 4 {
Shaders::GlSl400
} else if version.major >= 3 {
if version.minor >= 2 {
Shaders::GlSl150
} else {
Shaders::GlSl130
}
} else {
Shaders::GlSl110
}
};
let renderer = Renderer::init(&mut imgui, factory, shaders)
.map_err(|e| RenderError(e.to_string()))?;
Ok(Self {
imgui,
platform,
renderer,
main_color: RenderTargetView::new(color),
last_frame: Instant::now(),
})
}
pub fn handle_events(&mut self, ctx: &mut Context, event: &winit::Event) {
self.platform.handle_event(self.imgui.io_mut(), graphics::window(ctx), &event);
}
pub fn draw(&mut self, state: &mut GameState, game_ctx: &mut GameContext, ctx: &mut Context, scene: &mut Box<dyn Scene>) -> GameResult {
{
let io = self.imgui.io_mut();
self.platform.prepare_frame(io, graphics::window(ctx)).map_err(|e| RenderError(e))?;
io.update_delta_time(self.last_frame);
self.last_frame = Instant::now();
}
let mut ui = self.imgui.frame();
scene.overlay_draw(state, game_ctx, ctx, &mut ui)?;
self.platform.prepare_render(&ui, graphics::window(ctx));
let draw_data = ui.render();
let (factory, dev, encoder, _, _) = graphics::gfx_objects(ctx);
self.renderer
.render(factory, encoder, &mut self.main_color, draw_data)
.map_err(|e| RenderError(e.to_string()))?;
encoder.flush(dev);
Ok(())
}
}