1 use crate::{GfxEvent::*, NetEvent};
3 use std::time::Instant;
6 event::{DeviceEvent::*, Event::*, WindowEvent::*},
7 event_loop::ControlFlow::ExitWithCode,
8 platform::run_return::EventLoopExtRunReturn,
17 mut event_loop: winit::event_loop::EventLoop<crate::GfxEvent>,
18 net_events: mpsc::UnboundedSender<NetEvent>,
20 let window = winit::window::WindowBuilder::new()
24 window.set_cursor_visible(false);
26 let mut state = state::State::new(&window).await;
28 let mut media = media::MediaMgr::new();
30 let mut nodedefs = None;
32 let mut last_frame = Instant::now();
34 let mut game_paused = false;
36 event_loop.run_return(move |event, _, flow| match event {
37 MainEventsCleared => window.request_redraw(),
38 RedrawRequested(id) if id == window.id() => {
39 let now = Instant::now();
40 let dt = now - last_frame;
45 .send(NetEvent::PlayerPos(
46 state.camera.position.into(),
47 Rad(state.camera.yaw).into(),
48 Rad(state.camera.pitch).into(),
52 use wgpu::SurfaceError::*;
53 match state.render(&map) {
55 Err(Lost) => state.configure_surface(),
56 Err(OutOfMemory) => *flow = ExitWithCode(0),
57 Err(err) => eprintln!("gfx error: {err:?}"),
63 } if id == window.id() => match event {
64 CloseRequested => *flow = ExitWithCode(0),
65 Resized(size) => state.resize(*size),
66 ScaleFactorChanged { new_inner_size, .. } => state.resize(**new_inner_size),
69 winit::event::KeyboardInput {
70 virtual_keycode: Some(key),
76 use fps_camera::Actions;
77 use winit::event::{ElementState, VirtualKeyCode as Key};
79 if key == &Key::Escape && key_state == &ElementState::Pressed {
80 game_paused = !game_paused;
81 window.set_cursor_visible(game_paused);
85 let actions = match key {
86 Key::W => Actions::MOVE_FORWARD,
87 Key::A => Actions::STRAFE_LEFT,
88 Key::S => Actions::MOVE_BACKWARD,
89 Key::D => Actions::STRAFE_RIGHT,
90 Key::Space => Actions::FLY_UP,
91 Key::LShift => Actions::FLY_DOWN,
92 _ => Actions::empty(),
96 ElementState::Pressed => state.camera.enable_actions(actions),
97 ElementState::Released => state.camera.disable_action(actions),
104 event: MouseMotion { delta },
108 state.camera.update_mouse(-delta.0 as f32, delta.1 as f32);
110 .set_cursor_position(winit::dpi::PhysicalPosition::new(
111 state.config.width / 2,
112 state.config.height / 2,
117 UserEvent(event) => match event {
118 Close => *flow = ExitWithCode(0),
119 NodeDefs(defs) => nodedefs = Some(defs),
120 MapBlock(pos, blk) => {
121 if let Some(map) = map.as_mut() {
122 map.add_block(&mut state, pos, blk);
125 Media(files, finished) => {
126 media.add_server_media(files);
129 map = Some(map::MapRender::new(
132 nodedefs.take().unwrap_or_default(),
135 net_events.send(NetEvent::Ready).ok();
138 PlayerPos(pos, pitch, yaw) => {
139 state.camera.position = pos.into();
140 state.camera.pitch = Rad::<f32>::from(pitch).0;
141 state.camera.yaw = Rad::<f32>::from(yaw).0;