doukutsu-rs/src/ggez/context.rs

328 lines
12 KiB
Rust

use std::fmt;
/// We re-export winit so it's easy for people to use the same version as we are
/// without having to mess around figuring it out.
pub use winit;
use crate::ggez::conf;
use crate::ggez::error::GameResult;
use crate::ggez::event::winit_event;
use crate::ggez::filesystem::Filesystem;
use crate::ggez::graphics::{self, Point2};
use crate::ggez::input::{gamepad, keyboard, mouse};
use crate::ggez::timer;
/// A `Context` is an object that holds on to global resources.
/// It basically tracks hardware state such as the screen, audio
/// system, timers, and so on. Generally this type can **not**
/// be shared/sent between threads and only one `Context` can exist at a time. Trying
/// to create a second one will fail. It is fine to drop a `Context`
/// and create a new one, but this will also close and re-open your
/// game's window.
///
/// Most functions that interact with the hardware, for instance
/// drawing things, playing sounds, or loading resources (which then
/// need to be transformed into a format the hardware likes) will need
/// to access the `Context`. It is an error to create some type that
/// relies upon a `Context`, such as `Image`, and then drop the `Context`
/// and try to draw the old `Image` with the new `Context`. Most types
/// include checks to make this panic in debug mode, but it's not perfect.
///
/// All fields in this struct are basically undocumented features,
/// only here to make it easier to debug, or to let advanced users
/// hook into the guts of ggez and make it do things it normally
/// can't. Most users shouldn't need to touch these things directly,
/// since implementation details may change without warning. The
/// public and stable API is `ggez`'s module-level functions and
/// types.
pub struct Context {
/// Filesystem state
pub filesystem: Filesystem,
/// Graphics state
pub(crate) gfx_context: crate::graphics::context::GraphicsContext,
/// Timer state
pub timer_context: timer::TimeContext,
/// Keyboard context
pub keyboard_context: keyboard::KeyboardContext,
/// Mouse context
pub mouse_context: mouse::MouseContext,
/// Gamepad context
pub gamepad_context: Box<dyn gamepad::GamepadContext>,
/// The Conf object the Context was created with.
/// It's here just so that we can see the original settings,
/// updating it will have no effect.
pub(crate) conf: conf::Conf,
/// Controls whether or not the event loop should be running.
/// Set this with `ggez::event::quit()`.
pub continuing: bool,
/// Context-specific unique ID.
/// Compiles to nothing in release mode, and so
/// vanishes; meanwhile we get dead-code warnings.
#[allow(dead_code)]
debug_id: DebugId,
}
impl fmt::Debug for Context {
fn fmt(&self, f: &mut fmt::Formatter) -> fmt::Result {
write!(f, "<Context: {:p}>", self)
}
}
impl Context {
/// Tries to create a new Context using settings from the given [`Conf`](../conf/struct.Conf.html) object.
/// Usually called by [`ContextBuilder::build()`](struct.ContextBuilder.html#method.build).
fn from_conf(conf: conf::Conf, mut fs: Filesystem) -> GameResult<(Context, winit::EventsLoop)> {
let debug_id = DebugId::new();
let events_loop = winit::EventsLoop::new();
let timer_context = timer::TimeContext::new();
let backend_spec = graphics::GlBackendSpec::from(conf.backend);
let graphics_context = graphics::context::GraphicsContext::new(
&mut fs,
&events_loop,
&conf.window_setup,
conf.window_mode,
backend_spec,
debug_id,
)?;
let mouse_context = mouse::MouseContext::new();
let keyboard_context = keyboard::KeyboardContext::new();
let gamepad_context: Box<dyn gamepad::GamepadContext> = if conf.modules.gamepad {
Box::new(gamepad::GilrsGamepadContext::new()?)
} else {
Box::new(gamepad::NullGamepadContext::default())
};
let ctx = Context {
conf,
filesystem: fs,
gfx_context: graphics_context,
continuing: true,
timer_context,
keyboard_context,
gamepad_context,
mouse_context,
debug_id,
};
Ok((ctx, events_loop))
}
// TODO LATER: This should be a function in `ggez::event`, per the
// "functions are stable, methods and fields are unstable" promise
// given above.
/// Feeds an `Event` into the `Context` so it can update any internal
/// state it needs to, such as detecting window resizes. If you are
/// rolling your own event loop, you should call this on the events
/// you receive before processing them yourself.
pub fn process_event(&mut self, event: &winit::Event) {
match event.clone() {
winit_event::Event::WindowEvent { event, .. } => match event {
winit_event::WindowEvent::Resized(logical_size) => {
let hidpi_factor = self.gfx_context.window.get_hidpi_factor();
let physical_size = logical_size.to_physical(hidpi_factor as f64);
self.gfx_context.window.resize(physical_size);
self.gfx_context.resize_viewport();
}
winit_event::WindowEvent::CursorMoved {
position: logical_position,
..
} => {
self.mouse_context.set_last_position(Point2::new(
logical_position.x as f32,
logical_position.y as f32,
));
}
winit_event::WindowEvent::MouseInput { button, state, .. } => {
let pressed = match state {
winit_event::ElementState::Pressed => true,
winit_event::ElementState::Released => false,
};
self.mouse_context.set_button(button, pressed);
}
winit_event::WindowEvent::KeyboardInput {
input:
winit::KeyboardInput {
state,
virtual_keycode: Some(keycode),
modifiers,
..
},
..
} => {
let pressed = match state {
winit_event::ElementState::Pressed => true,
winit_event::ElementState::Released => false,
};
self.keyboard_context
.set_modifiers(keyboard::KeyMods::from(modifiers));
self.keyboard_context.set_key(keycode, pressed);
}
winit_event::WindowEvent::HiDpiFactorChanged(_) => {
// Nope.
}
_ => (),
},
winit_event::Event::DeviceEvent { event, .. } => {
if let winit_event::DeviceEvent::MouseMotion { delta: (x, y) } = event {
self.mouse_context
.set_last_delta(Point2::new(x as f32, y as f32));
}
}
_ => (),
};
}
}
use std::borrow::Cow;
use std::path;
/// A builder object for creating a [`Context`](struct.Context.html).
#[derive(Debug, Clone, PartialEq)]
pub struct ContextBuilder {
pub(crate) game_id: String,
pub(crate) conf: conf::Conf,
pub(crate) paths: Vec<path::PathBuf>,
pub(crate) memory_zip_files: Vec<Cow<'static, [u8]>>,
pub(crate) load_conf_file: bool,
}
impl ContextBuilder {
/// Create a new `ContextBuilder` with default settings.
pub fn new(game_id: &str) -> Self {
Self {
game_id: game_id.to_string(),
conf: conf::Conf::default(),
paths: vec![],
memory_zip_files: vec![],
load_conf_file: true,
}
}
/// Sets the window setup settings.
pub fn window_setup(mut self, setup: conf::WindowSetup) -> Self {
self.conf.window_setup = setup;
self
}
/// Sets the window mode settings.
pub fn window_mode(mut self, mode: conf::WindowMode) -> Self {
self.conf.window_mode = mode;
self
}
/// Sets the graphics backend.
pub fn backend(mut self, backend: conf::Backend) -> Self {
self.conf.backend = backend;
self
}
/// Sets the modules configuration.
pub fn modules(mut self, modules: conf::ModuleConf) -> Self {
self.conf.modules = modules;
self
}
/// Sets all the config options, overriding any previous
/// ones from [`window_setup()`](#method.window_setup),
/// [`window_mode()`](#method.window_mode), and
/// [`backend()`](#method.backend).
pub fn conf(mut self, conf: conf::Conf) -> Self {
self.conf = conf;
self
}
/// Add a new read-only filesystem path to the places to search
/// for resources.
pub fn add_resource_path<T>(mut self, path: T) -> Self
where
T: Into<path::PathBuf>,
{
self.paths.push(path.into());
self
}
/// Specifies whether or not to load the `conf.toml` file if it
/// exists and use its settings to override the provided values.
/// Defaults to `true` which is usually what you want, but being
/// able to fiddle with it is sometimes useful for debugging.
pub fn with_conf_file(mut self, load_conf_file: bool) -> Self {
self.load_conf_file = load_conf_file;
self
}
/// Build the `Context`.
pub fn build(self) -> GameResult<(Context, winit::EventsLoop)> {
let mut fs = Filesystem::new(self.game_id.as_ref())?;
for path in &self.paths {
fs.mount(path, true);
}
let config = if self.load_conf_file {
fs.read_config().unwrap_or(self.conf)
} else {
self.conf
};
Context::from_conf(config, fs)
}
}
#[cfg(debug_assertions)]
use std::sync::atomic::{AtomicUsize, Ordering};
#[cfg(debug_assertions)]
static DEBUG_ID_COUNTER: AtomicUsize = AtomicUsize::new(0);
/// This is a type that contains a unique ID for each `Context` and
/// is contained in each thing created from the `Context` which
/// becomes invalid when the `Context` goes away (for example, `Image` because
/// it contains texture handles). When compiling without assertions
/// (in release mode) it is replaced with a zero-size type, compiles
/// down to nothing, disappears entirely with a puff of optimization logic.
#[derive(Debug, Copy, Clone, PartialEq, Eq)]
#[cfg(debug_assertions)]
pub(crate) struct DebugId(u32);
#[derive(Debug, Copy, Clone, PartialEq, Eq)]
#[cfg(not(debug_assertions))]
pub(crate) struct DebugId;
#[cfg(debug_assertions)]
impl DebugId {
pub fn new() -> Self {
let id = DEBUG_ID_COUNTER.fetch_add(1, Ordering::SeqCst) as u32;
// fetch_add() wraps on overflow so we check for overflow explicitly.
// JUST IN CASE YOU TRY TO CREATE 2^32 CONTEXTS IN ONE PROGRAM! muahahahahaaa
assert!(DEBUG_ID_COUNTER.load(Ordering::SeqCst) as u32 > id);
DebugId(id)
}
pub fn get(ctx: &Context) -> Self {
DebugId(ctx.debug_id.0)
}
#[allow(clippy::trivially_copy_pass_by_ref)]
pub fn assert(&self, ctx: &Context) {
if *self != ctx.debug_id {
panic!("Tried to use a resource with a Context that did not create it; this should never happen!");
}
}
}
#[cfg(not(debug_assertions))]
impl DebugId {
pub fn new() -> Self {
DebugId
}
pub fn get(_ctx: &Context) -> Self {
DebugId
}
pub fn assert(&self, _ctx: &Context) {
// Do nothing.
}
}