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,
9 window::CursorGrabMode,
18 mut event_loop: winit::event_loop::EventLoop<crate::GfxEvent>,
19 net_events: mpsc::UnboundedSender<NetEvent>,
21 let window = winit::window::WindowBuilder::new()
25 window.set_cursor_visible(false);
27 let mut state = state::State::new(&window).await;
29 let mut media = media::MediaMgr::new();
31 let mut nodedefs = None;
33 let mut last_frame = Instant::now();
35 let mut game_paused = false;
37 event_loop.run_return(move |event, _, flow| match event {
38 MainEventsCleared => window.request_redraw(),
39 RedrawRequested(id) if id == window.id() => {
40 let now = Instant::now();
41 let dt = now - last_frame;
46 .send(NetEvent::PlayerPos(
47 state.camera.position.into(),
48 Rad(state.camera.yaw).into(),
49 Rad(state.camera.pitch).into(),
53 use wgpu::SurfaceError::*;
54 match state.render(&map) {
56 Err(Lost) => state.configure_surface(),
57 Err(OutOfMemory) => *flow = ExitWithCode(0),
58 Err(err) => eprintln!("gfx error: {err:?}"),
64 } if id == window.id() => match event {
65 CloseRequested => *flow = ExitWithCode(0),
66 Resized(size) => state.resize(*size),
67 ScaleFactorChanged { new_inner_size, .. } => state.resize(**new_inner_size),
70 winit::event::KeyboardInput {
71 virtual_keycode: Some(key),
77 use fps_camera::Actions;
78 use winit::event::{ElementState, VirtualKeyCode as Key};
80 if key == &Key::Escape && key_state == &ElementState::Pressed {
81 game_paused = !game_paused;
82 window.set_cursor_visible(game_paused);
86 let actions = match key {
87 Key::W => Actions::MOVE_FORWARD,
88 Key::A => Actions::STRAFE_LEFT,
89 Key::S => Actions::MOVE_BACKWARD,
90 Key::D => Actions::STRAFE_RIGHT,
91 Key::Space => Actions::FLY_UP,
92 Key::LShift => Actions::FLY_DOWN,
93 _ => Actions::empty(),
97 ElementState::Pressed => state.camera.enable_actions(actions),
98 ElementState::Released => state.camera.disable_action(actions),
105 event: MouseMotion { delta },
109 state.camera.update_mouse(delta.0 as f32, delta.1 as f32);
111 .set_cursor_position(winit::dpi::PhysicalPosition::new(
112 state.config.width / 2,
113 state.config.height / 2,
118 UserEvent(event) => match event {
119 Close => *flow = ExitWithCode(0),
120 NodeDefs(defs) => nodedefs = Some(defs),
121 MapBlock(pos, blk) => {
122 if let Some(map) = map.as_mut() {
123 map.add_block(&mut state, pos, blk);
126 Media(files, finished) => {
127 media.add_server_media(files);
130 map = Some(map::MapRender::new(
133 nodedefs.take().unwrap_or_default(),
136 net_events.send(NetEvent::Ready).ok();
139 PlayerPos(pos, pitch, yaw) => {
140 state.camera.position = pos.into();
141 state.camera.pitch = Rad::<f32>::from(pitch).0;
142 state.camera.yaw = Rad::<f32>::from(yaw).0;