Implement MenuSystem, reimplement the mouse grab and menu system, add a new common module in the game systems for common functions, various other fixes
This commit is contained in:
parent
47c3b2b111
commit
b17a7636d8
7 changed files with 219 additions and 150 deletions
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@ -6,7 +6,8 @@ use rapier3d::dynamics::{CoefficientCombineRule, RigidBodyType};
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use rapier3d::prelude::ColliderBuilder;
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use winit::event::{Event, WindowEvent};
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use systems::debug_camera::FPSDebugCameraSystem;
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use crate::systems::{KeybindsSystem, KinematicCharacterController, PhysicsSystem};
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use crate::systems::common::should_draw_menu;
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use crate::systems::{KeybindsSystem, KinematicCharacterController, MenuSystem, PhysicsSystem};
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const TEST_GLTF: &str = "sphere.glb";
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const PLANE_GLTF: &str = "plane.glb";
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@ -96,22 +97,23 @@ impl System for MainSystem {
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InputState,
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)>().unwrap();
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let mut egui_queue = pctx.egui_queue.borrow_mut();
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let time_ctx = pctx.time_ctx.clone();
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let mut character_pos = Vec3::ZERO;
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for (_ent, (tr, ch_component)) in scene.world.query::<(&Transform, &CharacterBodyComponent)>().iter() {
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character_pos = tr.translation;
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}
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egui_queue.queue(move |egui_ctx| {
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egui::Window::new("Debug").show(egui_ctx, |ui| {
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ui.label("Hello World!");
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ui.label(format!("Frame Delta: {}", time_ctx.frame_dt));
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ui.label(format!("Fixed Delta: {}", time_ctx.fixed_dt));
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ui.label(format!("FPS: {}", 1.0 / time_ctx.frame_dt));
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ui.label(format!("Character POS: {}", character_pos));
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if should_draw_menu(scene) {
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let mut egui_queue = pctx.egui_queue.borrow_mut();
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let time_ctx = pctx.time_ctx.clone();
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let mut character_pos = Vec3::ZERO;
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for (_ent, (tr, ch_component)) in scene.world.query::<(&Transform, &CharacterBodyComponent)>().iter() {
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character_pos = tr.translation;
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}
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egui_queue.queue(move |egui_ctx| {
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egui::Window::new("Debug").show(egui_ctx, |ui| {
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ui.label("Hello World!");
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ui.label(format!("Frame Delta: {}", time_ctx.frame_dt));
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ui.label(format!("Fixed Delta: {}", time_ctx.fixed_dt));
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ui.label(format!("FPS: {}", 1.0 / time_ctx.frame_dt));
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ui.label(format!("Character POS: {}", character_pos));
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});
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});
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});
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}
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}
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}
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@ -121,6 +123,7 @@ fn main() {
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.add_system::<KeybindsSystem>()
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.add_system::<KinematicCharacterController>()
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.add_system::<FPSDebugCameraSystem>()
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.add_system::<MenuSystem>()
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.add_system::<MainSystem>()
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.add_system::<UpdateAspectRatioSystem>()
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.add_scene(MAIN_SCENE_ID, Scene::new(MAIN_SCENE_ID.to_owned(), None))
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34
game/src/systems/common.rs
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34
game/src/systems/common.rs
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@ -0,0 +1,34 @@
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use glam::Vec3;
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use raidillon_app::prelude::*;
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use crate::systems::menu::MenuState;
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pub fn is_camera_mode_valid(scene: &mut Scene, mode: CameraMode) -> bool {
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let mut q = scene.world.query::<(&Camera, &CameraMode)>();
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let (cam_ent, (cam, cam_mode)) = q
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.iter()
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.next()
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.unwrap();
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*cam_mode == mode
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}
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pub fn is_mouse_look_enabled(scene: &mut Scene) -> bool {
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let mut q = scene.world.query::<(&MenuState)>();
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let (_ent, mode) = q.iter().next().unwrap();
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*mode == MenuState::Closed
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}
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pub fn camera_front(yaw: f32, pitch: f32) -> Vec3 {
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let yaw_rad = yaw.to_radians();
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let pitch_rad = pitch.to_radians();
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Vec3::new(
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yaw_rad.cos() * pitch_rad.cos(),
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pitch_rad.sin(),
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yaw_rad.sin() * pitch_rad.cos(),
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).normalize()
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}
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pub fn should_draw_menu(scene: &mut Scene) -> bool {
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let mut q = scene.world.query::<(&MenuState)>();
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let (_ent, mode) = q.iter().next().unwrap();
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*mode == MenuState::Open
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}
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@ -5,9 +5,11 @@ use winit::keyboard::{KeyCode, PhysicalKey};
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use winit::window::CursorGrabMode;
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use raidillon_app::prelude::*;
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use crate::systems::common::{camera_front, is_camera_mode_valid, is_mouse_look_enabled};
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use crate::systems::menu::MenuState;
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pub struct FPSDebugCameraSystem {
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mouse_delta: (f64, f64),
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mouse_enabled: bool,
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position: Vec3,
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yaw: f32,
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pitch: f32,
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@ -19,7 +21,6 @@ impl Default for FPSDebugCameraSystem {
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fn default() -> Self {
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Self {
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mouse_delta: Default::default(),
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mouse_enabled: Default::default(),
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position: Vec3::new(0.0, 0.0, 2.0),
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yaw: -90.0,
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pitch: 0.0,
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@ -31,7 +32,7 @@ impl Default for FPSDebugCameraSystem {
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impl System for FPSDebugCameraSystem {
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fn handle_event(&mut self, res: &mut EngineResources, scene: &mut Scene) {
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if !self.is_camera_mode_valid(scene) {
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if !(is_camera_mode_valid(scene, CameraMode::Debug) && is_mouse_look_enabled(scene)) {
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return
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}
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let pctx = res.get::<PlatformContext>().unwrap();
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@ -46,89 +47,43 @@ impl System for FPSDebugCameraSystem {
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_ => {}
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}
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},
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Event::WindowEvent { event, .. } => match event {
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WindowEvent::MouseInput { state, button, .. } => {
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if button == MouseButton::Right {
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// blood and tear
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let window = pctx.window.lock().unwrap();
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match state {
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ElementState::Pressed => {
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if window
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.set_cursor_grab(CursorGrabMode::Confined)
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.or_else(|_| window.set_cursor_grab(CursorGrabMode::Locked))
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.is_ok()
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{
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window.set_cursor_visible(false);
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self.mouse_enabled = true;
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}
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}
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ElementState::Released => {
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let _ = window.set_cursor_grab(CursorGrabMode::None);
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window.set_cursor_visible(true);
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self.mouse_enabled = false;
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}
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}
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}
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}
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_ => {},
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},
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_ => {},
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}
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}
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fn frame_update(&mut self, res: &mut EngineResources, scene: &mut Scene) {
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if !self.is_camera_mode_valid(scene) {
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return
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}
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let (pctx, input) = res.get_many::<(PlatformContext, InputState)>().unwrap();
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if self.mouse_enabled {
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if is_mouse_look_enabled(scene) {
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self.yaw += self.mouse_delta.0 as f32 * self.sensitivity;
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self.pitch -= self.mouse_delta.1 as f32 * self.sensitivity;
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self.pitch = self.pitch.clamp(-89.0, 89.0);
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}
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let front = self.front();
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let front = camera_front(self.yaw, self.pitch);
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let right_vec = front.cross(Vec3::Y).normalize();
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if input.key_held(KeyCode::KeyW) {
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self.position += front * pctx.time_ctx.frame_dt * self.speed;
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}
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if input.key_held(KeyCode::KeyS) {
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self.position -= front * pctx.time_ctx.frame_dt * self.speed;
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}
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if input.key_held(KeyCode::KeyA) {
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self.position -= right_vec * pctx.time_ctx.frame_dt * self.speed;
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}
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if input.key_held(KeyCode::KeyD) {
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self.position += right_vec * pctx.time_ctx.frame_dt * self.speed;
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if is_mouse_look_enabled(scene) {
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if input.key_held(KeyCode::KeyW) {
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self.position += front * pctx.time_ctx.frame_dt * self.speed;
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}
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if input.key_held(KeyCode::KeyS) {
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self.position -= front * pctx.time_ctx.frame_dt * self.speed;
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}
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if input.key_held(KeyCode::KeyA) {
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self.position -= right_vec * pctx.time_ctx.frame_dt * self.speed;
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}
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if input.key_held(KeyCode::KeyD) {
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self.position += right_vec * pctx.time_ctx.frame_dt * self.speed;
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}
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}
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scene.world.query_mut::<&mut Camera>().into_iter().for_each(|(_, camera)| {
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camera.eye = self.position;
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camera.center = self.position + front;
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});
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if is_camera_mode_valid(scene, CameraMode::Debug) {
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scene.world.query_mut::<&mut Camera>().into_iter().for_each(|(_, camera)| {
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camera.eye = self.position;
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camera.center = self.position + front;
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});
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}
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self.mouse_delta = (0.0, 0.0);
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}
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}
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impl FPSDebugCameraSystem {
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pub fn front(&self) -> Vec3 {
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let yaw_rad = self.yaw.to_radians();
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let pitch_rad = self.pitch.to_radians();
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Vec3::new(
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yaw_rad.cos() * pitch_rad.cos(),
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pitch_rad.sin(),
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yaw_rad.sin() * pitch_rad.cos(),
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).normalize()
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}
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fn is_camera_mode_valid(&self, scene: &mut Scene) -> bool {
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let mut q = scene.world.query::<(&Camera, &CameraMode)>();
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let (cam_ent, (cam, cam_mode)) = q
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.iter()
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.next()
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.unwrap();
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*cam_mode == CameraMode::Debug
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}
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}
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@ -1,6 +1,8 @@
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use winit::keyboard::KeyCode;
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use raidillon_app::prelude::*;
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use crate::systems::{common::should_draw_menu, menu::MenuState};
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#[derive(Default)]
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pub struct KeybindsSystem {
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camera_toggle_held: bool,
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@ -19,21 +21,31 @@ impl System for KeybindsSystem {
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}
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fn frame_update(&mut self, res: &mut EngineResources, scene: &mut Scene) {
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let pctx = res.get_mut::<PlatformContext>().unwrap();
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let mut q = scene.world.query::<(&Camera, &CameraMode)>();
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let (cam_ent, (cam, cam_mode)) = q
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.iter()
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.next()
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.unwrap();
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if should_draw_menu(scene) {
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let pctx = res.get_mut::<PlatformContext>().unwrap();
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let mut q = scene.world.query::<(&Camera, &CameraMode)>();
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let (cam_ent, (cam, cam_mode)) = q
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.iter()
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.next()
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.unwrap();
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let cam_mode_str = format!("Camera Mode: {:?}", cam_mode);
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let cam_mode_str = format!("Camera Mode: {:?}", cam_mode);
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let mut q = scene.world.query::<(&MenuState)>();
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let (_ent, menu_state) = q
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.iter()
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.next()
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.unwrap();
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pctx.egui_queue.borrow_mut().queue(move |egui_ctx| {
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egui::Window::new("Camera").show(egui_ctx, |ui| {
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ui.label("F5 to switch camera");
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ui.label(cam_mode_str);
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let menu_state_str = format!("Menu State: {:?}", menu_state);
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pctx.egui_queue.borrow_mut().queue(move |egui_ctx| {
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egui::Window::new("Camera").show(egui_ctx, |ui| {
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ui.label("F5 to switch camera");
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ui.label(cam_mode_str);
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ui.label(menu_state_str)
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});
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});
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});
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}
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}
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}
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@ -8,6 +8,9 @@ use winit::event::Event;
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use winit::keyboard::KeyCode;
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use raidillon_app::prelude::*;
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use crate::systems::common::{camera_front, is_camera_mode_valid, is_mouse_look_enabled};
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use crate::systems::menu::MenuState;
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#[derive(Default)]
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pub struct KinematicCharacterController {
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character_controller: RapierKinematicCharacterController,
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@ -57,7 +60,7 @@ impl System for KinematicCharacterController {
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}
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fn handle_event(&mut self, res: &mut EngineResources, scene: &mut Scene) {
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if !self.is_camera_mode_valid(scene) {
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if !is_camera_mode_valid(scene, CameraMode::Kinematic) {
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return
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}
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@ -78,45 +81,44 @@ impl System for KinematicCharacterController {
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}
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fn frame_update(&mut self, res: &mut EngineResources, scene: &mut Scene) {
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if !self.is_camera_mode_valid(scene) {
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return
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}
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let (pctx, input) = res.get_many::<(PlatformContext, InputState)>().unwrap();
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self.yaw += (self.mouse_delta.0 as f32) * self.sensitivity;
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self.pitch -= (self.mouse_delta.1 as f32) * self.sensitivity;
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self.pitch = self.pitch.clamp(-89.0, 89.0);
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let front = self.front();
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let front = camera_front(self.yaw, self.pitch);
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let right_vec = front.cross(Vec3::Y).normalize();
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if input.key_held(KeyCode::KeyW) {
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self.desired_movement += front * pctx.time_ctx.frame_dt * self.speed;
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}
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if input.key_held(KeyCode::KeyS) {
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self.desired_movement -= front * pctx.time_ctx.frame_dt * self.speed;
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}
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if input.key_held(KeyCode::KeyA) {
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self.desired_movement -= right_vec * pctx.time_ctx.frame_dt * self.speed;
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}
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if input.key_held(KeyCode::KeyD) {
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self.desired_movement += right_vec * pctx.time_ctx.frame_dt * self.speed;
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if is_camera_mode_valid(scene, CameraMode::Kinematic) && is_mouse_look_enabled(scene) {
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let (pctx, input) = res.get_many::<(PlatformContext, InputState)>().unwrap();
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self.yaw += (self.mouse_delta.0 as f32) * self.sensitivity;
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self.pitch -= (self.mouse_delta.1 as f32) * self.sensitivity;
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self.pitch = self.pitch.clamp(-89.0, 89.0);
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if input.key_held(KeyCode::KeyW) {
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self.desired_movement += front * pctx.time_ctx.frame_dt * self.speed;
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}
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if input.key_held(KeyCode::KeyS) {
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self.desired_movement -= front * pctx.time_ctx.frame_dt * self.speed;
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}
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if input.key_held(KeyCode::KeyA) {
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self.desired_movement -= right_vec * pctx.time_ctx.frame_dt * self.speed;
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}
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if input.key_held(KeyCode::KeyD) {
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self.desired_movement += right_vec * pctx.time_ctx.frame_dt * self.speed;
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}
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}
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let pos = Physics::rapier_translation_to_glam(&self.last_position);
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if is_camera_mode_valid(scene, CameraMode::Kinematic) {
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let pos = Physics::rapier_translation_to_glam(&self.last_position);
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scene.world.query_mut::<&mut Camera>().into_iter().for_each(|(_, camera)| {
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// INTERPOLATION NEEDED.
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camera.eye = pos;
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camera.center = pos + front;
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});
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}
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scene.world.query_mut::<&mut Camera>().into_iter().for_each(|(_, camera)| {
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// INTERPOLATION NEEDED.
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camera.eye = pos;
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camera.center = pos + front;
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});
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self.mouse_delta = (0.0, 0.0);
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}
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fn fixed_update(&mut self, res: &mut EngineResources, scene: &mut Scene) {
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if !self.is_camera_mode_valid(scene) {
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return
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}
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let p = scene.resources.get_mut::<Physics>().unwrap();
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let (pctx, input) = res.get_many::<(PlatformContext, InputState)>().unwrap();
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@ -166,24 +168,3 @@ impl System for KinematicCharacterController {
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self.desired_movement = Vec3::ZERO;
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}
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}
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impl KinematicCharacterController {
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pub fn front(&self) -> Vec3 {
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let yaw_rad = self.yaw.to_radians();
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let pitch_rad = self.pitch.to_radians();
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Vec3::new(
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yaw_rad.cos() * pitch_rad.cos(),
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pitch_rad.sin(),
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yaw_rad.sin() * pitch_rad.cos(),
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).normalize()
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}
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fn is_camera_mode_valid(&self, scene: &mut Scene) -> bool {
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let mut q = scene.world.query::<(&Camera, &CameraMode)>();
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let (cam_ent, (cam, cam_mode)) = q
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.iter()
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.next()
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.unwrap();
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*cam_mode == CameraMode::Kinematic
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}
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}
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81
game/src/systems/menu.rs
Normal file
81
game/src/systems/menu.rs
Normal file
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@ -0,0 +1,81 @@
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use egui::Id;
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use raidillon_app::prelude::*;
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use winit::{dpi::{LogicalPosition, Position}, keyboard::KeyCode, window::CursorGrabMode};
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#[derive(Default)]
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pub struct MenuSystem {
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escape_key_held: bool,
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/// Unoptimal solution to fix windows event delay
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times_ran_initial_win_event: u32,
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}
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#[derive(Default, Eq, PartialEq, Debug)]
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||||
pub enum MenuState {
|
||||
Open,
|
||||
#[default]
|
||||
Closed,
|
||||
}
|
||||
|
||||
impl System for MenuSystem {
|
||||
fn load_world(&mut self, res: &mut EngineResources, scene: &mut Scene) {
|
||||
scene.world.spawn((MenuState::Closed,));
|
||||
}
|
||||
|
||||
fn frame_update(&mut self, res: &mut EngineResources, scene: &mut Scene) {
|
||||
// Windows won't register some events in the first miliseconds after initialization
|
||||
if self.times_ran_initial_win_event < 20 {
|
||||
let window = res.get::<PlatformContext>().unwrap().window.lock().unwrap();
|
||||
window.set_cursor_grab(CursorGrabMode::Confined).or_else(|_| window.set_cursor_grab(CursorGrabMode::Locked));
|
||||
window.set_cursor_visible(false);
|
||||
self.times_ran_initial_win_event += 1
|
||||
}
|
||||
|
||||
let mut egui_queue = res.get::<PlatformContext>().unwrap().egui_queue.borrow_mut();
|
||||
egui_queue.queue(|egui_ctx| {
|
||||
egui::Area::new(Id::new("esc to pause"))
|
||||
.anchor(egui::Align2::RIGHT_TOP, [-10.0, 10.0])
|
||||
.show(egui_ctx, |ui| {
|
||||
ui.label(
|
||||
egui::RichText::new("ESC to pause").size(24.0).color(egui::Color32::BLACK)
|
||||
);
|
||||
});
|
||||
});
|
||||
}
|
||||
|
||||
fn handle_event(&mut self, res: &mut EngineResources, scene: &mut Scene) {
|
||||
// The menu is toggled by pressing the escape key
|
||||
let input = res.get::<InputState>().unwrap();
|
||||
if input.key_held(KeyCode::Escape) {
|
||||
if self.escape_key_held { return }
|
||||
self.toggle_menu(res, scene);
|
||||
self.escape_key_held = true;
|
||||
} else {
|
||||
self.escape_key_held = false;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
impl MenuSystem {
|
||||
fn toggle_menu(&mut self, res: &mut EngineResources, scene: &mut Scene) {
|
||||
let q = scene.world.query_mut::<(&mut MenuState)>();
|
||||
let (menu_ent, menu_state) = q
|
||||
.into_iter()
|
||||
.next()
|
||||
.unwrap();
|
||||
|
||||
let window = res.get::<PlatformContext>().unwrap().window.lock().unwrap();
|
||||
|
||||
match *menu_state {
|
||||
MenuState::Open => {
|
||||
*menu_state = MenuState::Closed;
|
||||
window.set_cursor_grab(CursorGrabMode::Confined).or_else(|_| window.set_cursor_grab(CursorGrabMode::Locked));
|
||||
window.set_cursor_visible(false);
|
||||
},
|
||||
MenuState::Closed => {
|
||||
*menu_state = MenuState::Open;
|
||||
window.set_cursor_grab(CursorGrabMode::None);
|
||||
window.set_cursor_visible(true);
|
||||
},
|
||||
}
|
||||
}
|
||||
}
|
||||
|
|
@ -1,8 +1,11 @@
|
|||
mod physics;
|
||||
mod kinematic_character_controller;
|
||||
mod keybinds;
|
||||
mod menu;
|
||||
pub mod debug_camera;
|
||||
pub mod common;
|
||||
|
||||
pub use physics::PhysicsSystem;
|
||||
pub use kinematic_character_controller::KinematicCharacterController;
|
||||
pub use keybinds::KeybindsSystem;
|
||||
pub use menu::MenuSystem;
|
||||
|
|
|
|||
Loading…
Add table
Add a link
Reference in a new issue