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