//! 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(manager); resources.insert(Timing::default()); resources.insert(Mouse::default()); }, move |schedule| { schedule .add_system(update_deltatime_system()) .add_system(process_window_events_system::< MovementInputsManager, Q3BspFile, >()) .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; } }; }); }