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:
reo 2025-11-22 14:15:53 +03:00
parent 47c3b2b111
commit b17a7636d8
7 changed files with 219 additions and 150 deletions

View file

@ -5,9 +5,11 @@ use winit::keyboard::{KeyCode, PhysicalKey};
use winit::window::CursorGrabMode;
use raidillon_app::prelude::*;
use crate::systems::common::{camera_front, is_camera_mode_valid, is_mouse_look_enabled};
use crate::systems::menu::MenuState;
pub struct FPSDebugCameraSystem {
mouse_delta: (f64, f64),
mouse_enabled: bool,
position: Vec3,
yaw: f32,
pitch: f32,
@ -19,7 +21,6 @@ impl Default for FPSDebugCameraSystem {
fn default() -> Self {
Self {
mouse_delta: Default::default(),
mouse_enabled: Default::default(),
position: Vec3::new(0.0, 0.0, 2.0),
yaw: -90.0,
pitch: 0.0,
@ -31,7 +32,7 @@ impl Default for FPSDebugCameraSystem {
impl System for FPSDebugCameraSystem {
fn handle_event(&mut self, res: &mut EngineResources, scene: &mut Scene) {
if !self.is_camera_mode_valid(scene) {
if !(is_camera_mode_valid(scene, CameraMode::Debug) && is_mouse_look_enabled(scene)) {
return
}
let pctx = res.get::<PlatformContext>().unwrap();
@ -46,89 +47,43 @@ impl System for FPSDebugCameraSystem {
_ => {}
}
},
Event::WindowEvent { event, .. } => match event {
WindowEvent::MouseInput { state, button, .. } => {
if button == MouseButton::Right {
// blood and tear
let window = pctx.window.lock().unwrap();
match state {
ElementState::Pressed => {
if window
.set_cursor_grab(CursorGrabMode::Confined)
.or_else(|_| window.set_cursor_grab(CursorGrabMode::Locked))
.is_ok()
{
window.set_cursor_visible(false);
self.mouse_enabled = true;
}
}
ElementState::Released => {
let _ = window.set_cursor_grab(CursorGrabMode::None);
window.set_cursor_visible(true);
self.mouse_enabled = false;
}
}
}
}
_ => {},
},
_ => {},
}
}
fn frame_update(&mut self, res: &mut EngineResources, scene: &mut Scene) {
if !self.is_camera_mode_valid(scene) {
return
}
let (pctx, input) = res.get_many::<(PlatformContext, InputState)>().unwrap();
if self.mouse_enabled {
if is_mouse_look_enabled(scene) {
self.yaw += self.mouse_delta.0 as f32 * self.sensitivity;
self.pitch -= self.mouse_delta.1 as f32 * self.sensitivity;
self.pitch = self.pitch.clamp(-89.0, 89.0);
}
let front = self.front();
let front = camera_front(self.yaw, self.pitch);
let right_vec = front.cross(Vec3::Y).normalize();
if input.key_held(KeyCode::KeyW) {
self.position += front * pctx.time_ctx.frame_dt * self.speed;
}
if input.key_held(KeyCode::KeyS) {
self.position -= front * pctx.time_ctx.frame_dt * self.speed;
}
if input.key_held(KeyCode::KeyA) {
self.position -= right_vec * pctx.time_ctx.frame_dt * self.speed;
}
if input.key_held(KeyCode::KeyD) {
self.position += right_vec * pctx.time_ctx.frame_dt * self.speed;
if is_mouse_look_enabled(scene) {
if input.key_held(KeyCode::KeyW) {
self.position += front * pctx.time_ctx.frame_dt * self.speed;
}
if input.key_held(KeyCode::KeyS) {
self.position -= front * pctx.time_ctx.frame_dt * self.speed;
}
if input.key_held(KeyCode::KeyA) {
self.position -= right_vec * pctx.time_ctx.frame_dt * self.speed;
}
if input.key_held(KeyCode::KeyD) {
self.position += right_vec * pctx.time_ctx.frame_dt * self.speed;
}
}
scene.world.query_mut::<&mut Camera>().into_iter().for_each(|(_, camera)| {
camera.eye = self.position;
camera.center = self.position + front;
});
if is_camera_mode_valid(scene, CameraMode::Debug) {
scene.world.query_mut::<&mut Camera>().into_iter().for_each(|(_, camera)| {
camera.eye = self.position;
camera.center = self.position + front;
});
}
self.mouse_delta = (0.0, 0.0);
}
}
impl FPSDebugCameraSystem {
pub fn front(&self) -> Vec3 {
let yaw_rad = self.yaw.to_radians();
let pitch_rad = self.pitch.to_radians();
Vec3::new(
yaw_rad.cos() * pitch_rad.cos(),
pitch_rad.sin(),
yaw_rad.sin() * pitch_rad.cos(),
).normalize()
}
fn is_camera_mode_valid(&self, scene: &mut Scene) -> bool {
let mut q = scene.world.query::<(&Camera, &CameraMode)>();
let (cam_ent, (cam, cam_mode)) = q
.iter()
.next()
.unwrap();
*cam_mode == CameraMode::Debug
}
}