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//! Renders ./example.bsp
#[macro_use]
extern crate stockton_input_codegen;
#[macro_use]
extern crate legion;
use anyhow::{Context, Result};
use log::warn;
use std::collections::BTreeMap;
use std::fs::File;
use std::io::Read;
use std::path::Path;
use winit::{event::Event, event_loop::EventLoop, window::WindowBuilder};
use egui::{containers::CentralPanel, Frame};
use stockton_contrib::delta_time::*;
use stockton_contrib::flycam::*;
use stockton_input::{Axis, InputManager, Mouse};
use stockton_levels::prelude::*;
use stockton_render::error::full_error_display;
use stockton_render::systems::*;
use stockton_render::{Renderer, UiState, WindowEvent};
use stockton_types::components::{CameraSettings, Transform};
use stockton_types::{Session, Vector3};
type MapFile = ();
#[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) {
CentralPanel::default()
.frame(Frame::none())
.show(ui.ctx(), |ui| {
ui.heading("Hello, World!");
});
}
fn main() {
if let Err(err) = try_main() {
eprintln!("{}", full_error_display(err));
}
}
fn try_main() -> Result<()> {
// Initialise logger
simplelog::TermLogger::init(
log::LevelFilter::Debug,
simplelog::ConfigBuilder::new()
.set_max_level(log::LevelFilter::Debug)
.set_thread_mode(simplelog::ThreadLogMode::Names)
.build(),
simplelog::TerminalMode::Stderr,
simplelog::ColorChoice::Auto,
)
.context("Error initialising logger")?;
// Make a window
let event_loop = EventLoop::new();
let window = WindowBuilder::new()
.build(&event_loop)
.context("Error creating window")?;
if window.set_cursor_grab(true).is_err() {
warn!("warning: cursor not grabbed");
}
window.set_cursor_visible(false);
// TODO: Parse the map file
let map = todo!();
// Create the UI State
let mut ui = UiState::new();
// Create the renderer
let (renderer, tx) = Renderer::new(&window)?;
let new_control_flow = renderer.update_control_flow.clone();
// Populate the initial UI state
ui.populate_initial_state(&renderer);
// 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(ui);
resources.insert(map);
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, MapFile>())
.flush()
.add_system(hello_world_system())
.add_system(flycam_move_system::<MovementInputsManager>())
.flush();
},
);
// 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;
}
};
});
}
|