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|
mod camera;
mod config;
mod content;
mod renderer;
mod sim;
use futures::executor;
use glam::Vec2;
use rand::random_range;
use std::{collections::VecDeque, sync::Arc, time::Instant};
use winit::{
application::ApplicationHandler,
event::{
ElementState, KeyEvent, MouseButton,
WindowEvent::{self},
},
event_loop::{ActiveEventLoop, ControlFlow, EventLoop},
keyboard::{KeyCode, PhysicalKey},
window::Window,
};
use crate::{
camera::Camera,
config::WINDOW_TITLE,
content::{
entities::{entity_cube::entity_cube_def, entity_grenade::entity_grenade_def},
materials::MaterialId,
},
renderer::RendererState,
sim::{
cell::Cell,
cell_manager::manager::CellManager,
lib::force::{apply_bullet, apply_explosion},
rb_manager::DebugRenderMode,
sim_manager::{SimCtx, SimManager},
},
};
pub type Error = Box<dyn std::error::Error>;
pub type Result<T> = std::result::Result<T, Error>;
struct Config {
brush_radius: f32,
brush_material: MaterialId,
dropper_material: MaterialId,
use_threading: bool,
cells_render: bool,
debug_render: bool,
debug_render_mode: DebugRenderMode,
}
struct Input {
last_mouse_pos_on_screen: Option<(f32, f32)>,
last_mouse_world_pos: Option<(f32, f32)>,
last_mouse_chunk_pos: Option<(i32, i32)>,
last_mouse_local_pos: Option<(u8, u8)>,
is_lmb_pressed: bool,
is_rmb_pressed: bool,
trigger_test_1: bool,
trigger_test_2: bool,
trigger_test_3: bool,
trigger_test_4: bool,
trigger_test_5: bool,
// keybindings
is_up_pressed: bool,
is_left_pressed: bool,
is_down_pressed: bool,
is_right_pressed: bool,
}
struct Diagnostics {
frame_times: VecDeque<f32>,
fps: f32,
}
struct App {
// core
window: Option<Arc<Window>>,
renderer_state: Option<RendererState>,
// tests
bullet_origin: Option<Vec2>,
// game
input: Input,
camera: Option<Camera>,
sim_manager: Option<SimManager>,
// renderer
last_render: Instant,
// state
config: Config,
diagnostics: Diagnostics,
}
impl App {
// called as often as possible
// delta time is the real seconds elapsed since the last time this was called
fn update(&mut self, delta_time: f32) {
// apply inputs
if let Some(camera) = &mut self.camera {
camera.handle_camera_input(&self.input, delta_time)
}
if let Some(sim) = &mut self.sim_manager {
// --TEST SPAWNING--
if self.input.trigger_test_1
&& let Some(lm) = self.input.last_mouse_world_pos
{
self.input.trigger_test_1 = false;
sim.create_entity(entity_cube_def(
Vec2::new(lm.0, lm.1),
self.config.dropper_material,
));
}
if self.input.trigger_test_2
&& let Some(lm) = self.input.last_mouse_world_pos
{
self.input.trigger_test_2 = false;
sim.create_entity(entity_grenade_def(Vec2::new(lm.0, lm.1), 3.0));
}
if self.input.trigger_test_3
&& let Some(lm) = self.input.last_mouse_world_pos
{
self.input.trigger_test_3 = false;
if let Some(origin) = self.bullet_origin {
apply_bullet(
&mut SimCtx {
cell_manager: &mut sim.cell_manager,
particle_manager: &mut sim.particle_manager,
rb_manager: &mut sim.rb_manager,
},
origin,
Vec2::new(lm.0, lm.1),
800,
);
self.bullet_origin = None;
} else {
self.bullet_origin = Some(Vec2::new(lm.0, lm.1));
}
}
if self.input.trigger_test_4
&& let Some(lm) = self.input.last_mouse_world_pos
{
let mouse = Vec2::new(lm.0, lm.1);
self.input.trigger_test_4 = false;
apply_explosion(
&mut SimCtx {
cell_manager: &mut sim.cell_manager,
particle_manager: &mut sim.particle_manager,
rb_manager: &mut sim.rb_manager,
},
mouse,
30,
Vec2::new(0.0, -0.6),
300.0,
);
}
// --TEST DRAWING--
if (self.input.is_lmb_pressed || self.input.is_rmb_pressed)
&& let Some(lm) = self.input.last_mouse_world_pos
{
// start with the bounding box of the drawing brush circle + some margin
// clamp the bounding box to the board sie
let bb_xl = (lm.0 - self.config.brush_radius).round() as i32;
let bb_xu = (lm.0 + self.config.brush_radius).round() as i32;
let bb_yl = (lm.1 - self.config.brush_radius).round() as i32;
let bb_yu = (lm.1 + self.config.brush_radius).round() as i32;
// for each point, check if the distance is less than the brush size and write the pixel
for x in bb_xl..bb_xu {
for y in bb_yl..bb_yu {
let r = random_range(0.0..1.0);
if ((x - lm.0.round() as i32).pow(2) + (y - lm.1.round() as i32).pow(2))
< (self.config.brush_radius as i32).pow(2)
&& r > 0.9
{
let cell = if self.input.is_lmb_pressed {
let mut cell = Cell::from_material(self.config.brush_material);
// ensure we simulate on the first tick
cell.match_parity(sim.cell_manager.seqno);
cell
} else {
Cell::void()
};
sim.cell_manager.set_cell_from_game_position(
x, y, cell, false, // wake the chunk
)
}
}
}
}
sim.update(&self.config, delta_time);
}
}
}
impl Default for App {
fn default() -> Self {
Self {
window: None,
renderer_state: None,
bullet_origin: None,
input: Input {
last_mouse_pos_on_screen: None,
last_mouse_world_pos: None,
last_mouse_chunk_pos: None,
last_mouse_local_pos: None,
trigger_test_1: false,
trigger_test_2: false,
trigger_test_3: false,
trigger_test_4: false,
trigger_test_5: false,
is_lmb_pressed: false,
is_rmb_pressed: false,
is_up_pressed: false,
is_left_pressed: false,
is_down_pressed: false,
is_right_pressed: false,
},
camera: None,
sim_manager: Some(SimManager::new()),
last_render: Instant::now(),
config: Config {
use_threading: true,
brush_radius: 10.0,
brush_material: MaterialId::Sand,
dropper_material: MaterialId::Wood,
cells_render: true,
debug_render: false,
debug_render_mode: DebugRenderMode::default(),
},
diagnostics: Diagnostics {
fps: 0.0,
frame_times: VecDeque::new(),
},
}
}
}
impl ApplicationHandler for App {
fn resumed(&mut self, event_loop: &ActiveEventLoop) {
let window = Arc::new(
event_loop
.create_window(Window::default_attributes().with_title(WINDOW_TITLE))
.unwrap(),
);
self.window = Some(window.clone());
self.renderer_state = Some(executor::block_on(RendererState::new(window.clone())));
let size = window.inner_size();
self.camera = Some(Camera::new((size.width as i32, size.height as i32)));
// let surface = SurfaceTexture::new(size.width, size.height, window_ref);
// let mut pixels = Pixels::new(PIXEL_BUFFER_WIDTH, PIXEL_BUFFER_HEIGHT, surface).unwrap();
// pixels.set_scaling_mode(ScalingMode::Fill);
}
fn window_event(
&mut self,
event_loop: &ActiveEventLoop,
_: winit::window::WindowId,
event: WindowEvent,
) {
if let Some(renderer_state) = &mut self.renderer_state
&& let Some(window) = &mut self.window
{
let egui_response = renderer_state.egui_state.on_window_event(window, &event);
// if egui consumed the event, it means we shouldn't treat any e.g., mouse clicks
if egui_response.consumed {
return;
}
}
match event {
WindowEvent::KeyboardInput {
event:
KeyEvent {
physical_key: PhysicalKey::Code(code),
state,
repeat,
..
},
..
} => {
if let Some(sim) = &mut self.sim_manager {
let pressed = state.is_pressed();
match code {
KeyCode::KeyW => self.input.is_up_pressed = pressed,
KeyCode::KeyA => self.input.is_left_pressed = pressed,
KeyCode::KeyS => self.input.is_down_pressed = pressed,
KeyCode::KeyD => self.input.is_right_pressed = pressed,
KeyCode::KeyC => sim.cell_manager = CellManager::from_default_size(),
KeyCode::KeyP => sim.particle_manager.particles = Vec::new(),
KeyCode::KeyV => {
let ids: Vec<u32> = sim.entities.keys().cloned().collect();
for id in ids {
sim.destroy_entity(id);
}
}
KeyCode::Space if pressed => sim.paused = !sim.paused,
KeyCode::KeyX if pressed => sim.ignore_pause_next_tick = true,
KeyCode::Digit1 if pressed && !repeat => self.input.trigger_test_1 = true,
KeyCode::Digit2 if pressed && !repeat => self.input.trigger_test_2 = true,
KeyCode::Digit3 if pressed && !repeat => self.input.trigger_test_3 = true,
KeyCode::Digit4 if pressed && !repeat => self.input.trigger_test_4 = true,
KeyCode::Digit5 if pressed && !repeat => self.input.trigger_test_5 = true,
_ => {}
}
}
}
WindowEvent::CursorMoved { position, .. } => {
self.input.last_mouse_pos_on_screen = Some((position.x as f32, position.y as f32));
if let Some(camera) = &mut self.camera {
let world_pos =
camera.screen_position_to_world(position.x as f32, position.y as f32);
self.input.last_mouse_world_pos = Some(world_pos);
let ((cx, cy), (lx, ly)) =
CellManager::split_game_position(world_pos.0 as i32, world_pos.1 as i32);
self.input.last_mouse_chunk_pos = Some((cx, cy));
self.input.last_mouse_local_pos = Some((lx, ly));
}
}
WindowEvent::MouseInput { state, button, .. } => {
if button == MouseButton::Left {
self.input.is_lmb_pressed = state == ElementState::Pressed
} else if button == MouseButton::Right {
self.input.is_rmb_pressed = state == ElementState::Pressed
}
}
WindowEvent::Resized(size) => {
if let Some(renderer_state) = &mut self.renderer_state
&& let Some(camera) = &mut self.camera
{
renderer_state.resize(size.width, size.height);
camera.resize((size.width as i32, size.height as i32));
}
}
WindowEvent::CloseRequested => {
event_loop.exit();
}
WindowEvent::RedrawRequested => {
#[cfg(feature = "profiler")]
puffin::GlobalProfiler::lock().new_frame();
puffin::profile_scope!("redraw_requested");
// compute FPS diagnostics
let now = Instant::now();
let delta_time = (now - self.last_render).as_secs_f32();
self.last_render = now;
self.diagnostics.frame_times.push_back(delta_time);
if self.diagnostics.frame_times.len() > 30 {
self.diagnostics.frame_times.pop_front();
}
let average_frame_time = self.diagnostics.frame_times.iter().sum::<f32>()
/ self.diagnostics.frame_times.len() as f32;
self.diagnostics.fps = 1.0 / average_frame_time;
self.update(delta_time);
if let Some(renderer_state) = &mut self.renderer_state
&& let Some(sim) = &mut self.sim_manager
&& let Some(camera) = &mut self.camera
{
renderer_state.render(
sim,
camera,
&mut self.config,
&self.diagnostics,
&self.input,
);
}
}
_ => {}
}
}
fn about_to_wait(&mut self, _: &ActiveEventLoop) {
if let Some(window) = &self.window {
window.request_redraw();
} else {
panic!("No window!")
}
}
}
#[cfg(feature = "profiler")]
fn start_profiler() {
let _server = puffin_http::Server::new("127.0.0.1:8585").unwrap();
puffin::set_scopes_on(true);
std::mem::forget(_server); // keep serving for the process lifetime
std::process::Command::new("puffin_viewer")
.args(["--url", "127.0.0.1:8585"])
.spawn()
.ok(); // don't die if it isn't installed
}
fn main() -> Result<()> {
#[cfg(feature = "profiler")]
start_profiler();
let event_loop = EventLoop::new()?;
event_loop.set_control_flow(ControlFlow::Poll);
let mut app = App::default();
event_loop.run_app(&mut app)?;
Ok(())
}
|