/*
* Copyright (C) Oscar Shrimpton 2020
*
* This program is free software: you can redistribute it and/or modify it
* under the terms of the GNU General Public License as published by the Free
* Software Foundation, either version 3 of the License, or (at your option)
* any later version.
*
* This program is distributed in the hope that it will be useful, but WITHOUT
* ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or
* FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License for
* more details.
*
* You should have received a copy of the GNU General Public License along
* with this program. If not, see .
*/
//! Renders ./example.bsp
#[macro_use]
extern crate stockton_input_codegen;
#[macro_use]
extern crate legion;
use std::collections::BTreeMap;
use winit::{event::Event, event_loop::EventLoop, window::WindowBuilder};
use stockton_contrib::delta_time::*;
use stockton_contrib::flycam::*;
use stockton_input::{Axis, InputManager, Mouse};
use stockton_levels::{prelude::*, q3::Q3BSPFile};
use stockton_render::systems::*;
use stockton_render::{Renderer, UIState, WindowEvent};
use stockton_types::components::{CameraSettings, Transform};
use stockton_types::{Session, Vector3};
#[derive(InputManager, Default, Clone, Debug)]
struct MovementInputs {
#[axis]
x: Axis,
#[axis]
y: Axis,
#[axis]
z: Axis,
}
impl FlycamInput for MovementInputs {
fn get_x_axis(&self) -> &Axis {
&self.x
}
fn get_y_axis(&self) -> &Axis {
&self.y
}
fn get_z_axis(&self) -> &Axis {
&self.z
}
}
#[system]
fn hello_world(#[resource] ui: &mut UIState) {
let ui = ui.ui();
ui.heading("ABCDEFGHIJKLMNOPQRSTUVWXYZ");
}
fn main() {
// Initialise logger
simple_logger::SimpleLogger::new()
.with_level(log::LevelFilter::Debug)
.init()
.unwrap();
// Make a window
let event_loop = EventLoop::new();
let window = WindowBuilder::new().build(&event_loop).unwrap();
if window.set_cursor_grab(true).is_err() {
println!("warning: cursor not grabbed");
}
window.set_cursor_visible(false);
// Parse the map file and swizzle the co-ords
let data = include_bytes!("../data/newtest.bsp")
.to_vec()
.into_boxed_slice();
let bsp: Result, stockton_levels::types::ParseError> =
Q3BSPFile::parse_file(&data);
let bsp: Q3BSPFile = bsp.unwrap();
let bsp: Q3BSPFile = bsp.swizzle_to();
// Create the renderer
let (renderer, tx) = Renderer::new(&window, &bsp);
let new_control_flow = renderer.update_control_flow.clone();
// Create the input manager
let manager = {
use stockton_input::InputMutation::*;
use MovementInputsFields::*;
let mut actions = BTreeMap::new();
actions.insert(17, (Z, PositiveAxis)); // W
actions.insert(30, (X, NegativeAxis)); // A
actions.insert(31, (Z, NegativeAxis)); // S
actions.insert(32, (X, PositiveAxis)); // D
actions.insert(29, (Y, NegativeAxis)); // Ctrl
actions.insert(57, (Y, PositiveAxis)); // Space
MovementInputsManager::new(actions)
};
// Load everything into the session
let mut session = Session::new(
move |resources| {
resources.insert(UIState::new(&renderer));
resources.insert(renderer);
resources.insert(bsp);
resources.insert(manager);
resources.insert(Timing::default());
resources.insert(Mouse::default());
},
move |schedule| {
schedule
.add_system(update_deltatime_system())
.add_system(process_window_events_system::())
.flush()
.add_system(hello_world_system())
.add_system(flycam_move_system::())
.flush()
.add_system(calc_vp_matrix_system())
.add_thread_local(do_render_system::>());
},
);
// Add our player entity
let _player = session.world.push((
Transform {
position: Vector3::new(0.0, 0.0, 0.0),
rotation: Vector3::new(0.0, 0.0, 0.0),
},
CameraSettings {
far: 1024.0,
fov: 90.0,
near: 0.1,
},
FlycamControlled::new(512.0, 400.0),
));
// Done loading - This is our main loop.
// It just communicates events to the session and continuously ticks
event_loop.run(move |event, _, flow| {
match event {
Event::MainEventsCleared => {
window.request_redraw();
}
Event::RedrawRequested(_) => session.do_update(),
_ => {
if let Some(we) = WindowEvent::from(&event) {
tx.send(we).unwrap();
}
}
}
// Update the control flow if the session has requested it.
{
let new_control_flow = new_control_flow.read().unwrap();
if *new_control_flow != *flow {
*flow = *new_control_flow;
}
};
});
}