use super::*;
#[component]
pub(crate) fn page_game_3d(node: VirtualNode<PageGame3DProps>) -> VirtualNode {
let _page_game_3d_props: PageGame3DProps = node.try_get_props().unwrap_or_default();
let tab: Signal<Game3DTab> = App::use_signal(Game3DTab::default);
let fullscreen: UseGame3DFullscreen = use_game_3d_fullscreen_state();
use_game_3d_fullscreen_popstate(fullscreen);
html! {
div {
class: c_page_container()
euv_header {
icon: "🎲"
title: GAME_3D_HEADER_TITLE
subtitle: GAME_3D_HEADER_SUBTITLE
}
euv_card {
title: GAME_3D_CANVAS_CARD_TITLE
div {
class: c_tab_bar()
div {
class: if { tab.get() == Game3DTab::Canvas2D } {
c_tab_item_active()
} else {
c_tab_item_inactive()
}
onclick: game_3d_on_tab_select(tab, Game3DTab::Canvas2D, fullscreen)
"2D"
}
div {
class: if { tab.get() == Game3DTab::WebGl } {
c_tab_item_active()
} else {
c_tab_item_inactive()
}
onclick: game_3d_on_tab_select(tab, Game3DTab::WebGl, fullscreen)
"GL"
}
div {
class: if { tab.get() == Game3DTab::WebGpu } {
c_tab_item_active()
} else {
c_tab_item_inactive()
}
onclick: game_3d_on_tab_select(tab, Game3DTab::WebGpu, fullscreen)
"GPU"
}
}
match { tab } {
Game3DTab::Canvas2D => {
div {
game_3d_canvas_tab(fullscreen)
}
}
Game3DTab::WebGl => {
div {
game_3d_webgl_tab(use_game_3d_webgl_state(), fullscreen)
}
}
Game3DTab::WebGpu => {
div {
game_3d_webgpu_tab(use_game_3d_webgpu_state(), fullscreen)
}
}
}
}
euv_card {
title: GAME_3D_FEATURES_CARD_TITLE
match { tab } {
Game3DTab::Canvas2D => {
p {
class: c_game_description()
GAME_3D_CANVAS_DESCRIPTION
}
}
Game3DTab::WebGpu => {
p {
class: c_game_description()
GAME_3D_WEBGPU_DESCRIPTION
}
}
Game3DTab::WebGl => {
p {
class: c_game_description()
GAME_3D_WEBGL_DESCRIPTION
}
}
}
}
}
}
}
fn game_3d_canvas_tab(fullscreen: UseGame3DFullscreen) -> VirtualNode {
let state: UseGame3D = use_game_3d_state();
let canvas_2d_fullscreen: Signal<bool> = fullscreen.get_canvas_2d();
let cubes_store: Signal<CubeStore> = App::use_signal(|| {
let cubes: Rc<RefCell<Vec<Cube3D>>> = Rc::new(RefCell::new(create_initial_cubes()));
CubeStore(cubes)
});
let cubes: Rc<RefCell<Vec<Cube3D>>> = cubes_store.get().0;
let angles_store: Signal<CameraAngles> = App::use_signal(CameraAngles::default);
let angles: CameraAngles = angles_store.get();
let loop_started: Signal<bool> = App::use_signal(|| false);
let last_pointer: PointerPositionSignal = App::use_signal(|| Rc::new(Cell::new(None)));
if !loop_started.get() {
loop_started.set(true);
state.get_cube_count().set(cubes.borrow().len());
start_game_3d_loop(state, cubes.clone(), angles.clone());
}
let on_toggle_pause: Option<Rc<dyn Fn(Event)>> = game_3d_on_toggle_pause(state);
let on_toggle_auto_rotate: Option<Rc<dyn Fn(Event)>> = game_3d_on_toggle_auto_rotate(state);
let on_reset_camera: Option<Rc<dyn Fn(Event)>> = game_3d_on_reset_camera(angles.clone());
let pointer_cell: Rc<Cell<Option<(f64, f64)>>> = last_pointer.get();
let on_pointer_down: Option<Rc<dyn Fn(Event)>> = game_3d_on_pointer_down(pointer_cell.clone());
let on_pointer_move: Option<Rc<dyn Fn(Event)>> =
game_3d_on_pointer_move(angles.clone(), pointer_cell.clone());
let on_pointer_up: Option<Rc<dyn Fn(Event)>> = game_3d_on_pointer_up(pointer_cell.clone());
let on_touch_start: Option<Rc<dyn Fn(Event)>> = game_3d_on_touch_start(pointer_cell.clone());
let on_touch_move: Option<Rc<dyn Fn(Event)>> =
game_3d_on_touch_move(angles.clone(), pointer_cell.clone());
let on_touch_end: Option<Rc<dyn Fn(Event)>> = game_3d_on_touch_end(pointer_cell.clone());
let fps_display: String = format!("{:.1}", state.get_fps().get());
let cube_count: usize = state.get_cube_count().get();
let pause_label: &str = if state.get_running().get() {
GAME_3D_PAUSE_LABEL
} else {
GAME_3D_RESUME_LABEL
};
let auto_rotate_label: &str = if state.get_auto_rotate().get() {
GAME_3D_AUTO_ROTATE_ON_LABEL
} else {
GAME_3D_AUTO_ROTATE_OFF_LABEL
};
html! {
div {
div {
class: c_game_stats_bar()
span {
class: c_game_stats_label()
GAME_3D_FPS_PREFIX
span {
class: c_game_stats_fps_value()
fps_display
}
}
span {
class: c_game_stats_label()
GAME_3D_CUBES_PREFIX
span {
class: c_game_stats_count_value()
cube_count
}
}
}
div {
class: if { canvas_2d_fullscreen.get() } {
c_game_container_fullscreen()
} else {
c_game_canvas_wrapper()
}
div {
class: c_game_fullscreen_canvas_wrapper()
div {
class: c_game_fullscreen_canvas_letterbox()
canvas {
id: "game-3d-canvas"
class: if { canvas_2d_fullscreen.get() } {
c_game_3d_canvas_fullscreen()
} else {
c_game_3d_canvas()
}
onmousedown: on_pointer_down.clone()
onmousemove: on_pointer_move.clone()
onmouseup: on_pointer_up.clone()
onmouseleave: on_pointer_up.clone()
ontouchstart: on_touch_start.clone()
ontouchmove: on_touch_move.clone()
ontouchend: on_touch_end.clone()
ontouchcancel: on_touch_end.clone()
}
}
}
if { canvas_2d_fullscreen.get() } {
div {
class: c_game_fullscreen_toolbar()
euv_button {
variant: EuvButtonVariant::Primary
label: GAME_3D_EXIT_BUTTON_LABEL
onclick: game_3d_on_exit_fullscreen(canvas_2d_fullscreen)
}
}
}
}
div {
class: c_button_controls()
euv_button {
variant: EuvButtonVariant::Primary
label: pause_label
onclick: on_toggle_pause
}
euv_button {
variant: EuvButtonVariant::Primary
label: auto_rotate_label
onclick: on_toggle_auto_rotate
}
euv_button {
variant: EuvButtonVariant::Primary
label: GAME_3D_RESET_CAMERA_BUTTON_LABEL
onclick: on_reset_camera
}
euv_button {
variant: EuvButtonVariant::Primary
label: GAME_3D_ENTER_FULLSCREEN_BUTTON_LABEL
onclick: game_3d_on_enter_fullscreen(fullscreen, canvas_2d_fullscreen)
}
}
}
}
}
fn game_3d_webgpu_tab(state: UseGame3DWebGpu, fullscreen: UseGame3DFullscreen) -> VirtualNode {
let game: UseGame3D = use_game_3d_state();
let web_gpu_fullscreen: Signal<bool> = fullscreen.get_web_gpu();
let cubes_store: Signal<CubeStore> = App::use_signal(|| {
let cubes: Rc<RefCell<Vec<Cube3D>>> = Rc::new(RefCell::new(create_initial_cubes()));
CubeStore(cubes)
});
let cubes: Rc<RefCell<Vec<Cube3D>>> = cubes_store.get().0;
let angles_store: Signal<CameraAngles> = App::use_signal(CameraAngles::default);
let angles: CameraAngles = angles_store.get();
let last_pointer: PointerPositionSignal = App::use_signal(|| Rc::new(Cell::new(None)));
let loop_started: Signal<bool> = state.get_loop_started();
if !loop_started.get() {
loop_started.set(true);
game.get_cube_count().set(cubes.borrow().len());
start_game_3d_webgpu_loop(state, game, cubes.clone(), angles.clone());
}
let on_toggle_pause: Option<Rc<dyn Fn(Event)>> = game_3d_on_toggle_pause(game);
let on_toggle_auto_rotate: Option<Rc<dyn Fn(Event)>> = game_3d_on_toggle_auto_rotate(game);
let on_reset_camera: Option<Rc<dyn Fn(Event)>> = game_3d_on_reset_camera(angles.clone());
let pointer_cell: Rc<Cell<Option<(f64, f64)>>> = last_pointer.get();
let on_pointer_down: Option<Rc<dyn Fn(Event)>> = game_3d_on_pointer_down(pointer_cell.clone());
let on_pointer_move: Option<Rc<dyn Fn(Event)>> =
game_3d_on_pointer_move(angles.clone(), pointer_cell.clone());
let on_pointer_up: Option<Rc<dyn Fn(Event)>> = game_3d_on_pointer_up(pointer_cell.clone());
let on_touch_start: Option<Rc<dyn Fn(Event)>> = game_3d_on_touch_start(pointer_cell.clone());
let on_touch_move: Option<Rc<dyn Fn(Event)>> =
game_3d_on_touch_move(angles.clone(), pointer_cell.clone());
let on_touch_end: Option<Rc<dyn Fn(Event)>> = game_3d_on_touch_end(pointer_cell.clone());
let fps_display: String = format!("{:.1}", state.get_fps().get());
let cube_count: usize = game.get_cube_count().get();
let loaded: bool = state.get_loaded().get();
let active: bool = state.get_active().get();
let init_error_code: &str = state.get_init_error_code().get();
let status_text: &str = webgpu_status_text(loaded, active, init_error_code);
let pause_label: &str = if game.get_running().get() {
GAME_3D_PAUSE_LABEL
} else {
GAME_3D_RESUME_LABEL
};
let auto_rotate_label: &str = if game.get_auto_rotate().get() {
GAME_3D_AUTO_ROTATE_ON_LABEL
} else {
GAME_3D_AUTO_ROTATE_OFF_LABEL
};
html! {
div {
div {
class: c_game_stats_bar()
span {
class: c_game_stats_label()
GAME_3D_FPS_PREFIX
span {
class: c_game_stats_fps_value()
fps_display
}
}
span {
class: c_game_stats_label()
GAME_3D_CUBES_PREFIX
span {
class: c_game_stats_count_value()
cube_count
}
}
span {
class: c_game_stats_label()
GAME_3D_STATUS_PREFIX
span {
class: c_game_stats_total_value()
status_text
}
}
}
div {
class: if { web_gpu_fullscreen.get() } {
c_game_container_fullscreen()
} else {
c_game_canvas_wrapper()
}
div {
class: c_game_fullscreen_canvas_wrapper()
div {
class: c_game_fullscreen_canvas_letterbox()
canvas {
id: "game-3d-webgpu-canvas"
class: if { web_gpu_fullscreen.get() } {
c_game_3d_canvas_fullscreen()
} else {
c_game_3d_canvas()
}
onmousedown: on_pointer_down.clone()
onmousemove: on_pointer_move.clone()
onmouseup: on_pointer_up.clone()
onmouseleave: on_pointer_up.clone()
ontouchstart: on_touch_start.clone()
ontouchmove: on_touch_move.clone()
ontouchend: on_touch_end.clone()
ontouchcancel: on_touch_end.clone()
}
if { !state.get_loaded().get() } {
canvas {
id: "game-3d-webgpu-loading-canvas"
class: c_game_loading_overlay()
}
}
}
}
if { web_gpu_fullscreen.get() } {
div {
class: c_game_fullscreen_toolbar()
euv_button {
variant: EuvButtonVariant::Primary
label: GAME_3D_EXIT_BUTTON_LABEL
onclick: game_3d_on_exit_fullscreen(web_gpu_fullscreen)
}
}
}
}
div {
class: c_button_controls()
euv_button {
variant: EuvButtonVariant::Primary
label: pause_label
onclick: on_toggle_pause
}
euv_button {
variant: EuvButtonVariant::Primary
label: auto_rotate_label
onclick: on_toggle_auto_rotate
}
euv_button {
variant: EuvButtonVariant::Primary
label: GAME_3D_RESET_CAMERA_BUTTON_LABEL
onclick: on_reset_camera
}
euv_button {
variant: EuvButtonVariant::Primary
label: GAME_3D_ENTER_FULLSCREEN_BUTTON_LABEL
onclick: game_3d_on_enter_fullscreen(fullscreen, web_gpu_fullscreen)
}
}
}
}
}
fn webgl_status_text(loaded: bool, active: bool, init_error_code: &str) -> &'static str {
if !loaded {
return GAME_3D_INITIALIZING_STATUS;
}
if active {
return GAME_3D_WEBGL_ACTIVE_STATUS;
}
if init_error_code.is_empty() {
GAME_3D_WEBGL_NOT_SUPPORTED_STATUS
} else {
GAME_3D_WEBGL_INIT_FAILED_STATUS
}
}
fn game_3d_webgl_tab(state: UseGame3DWebGl, fullscreen: UseGame3DFullscreen) -> VirtualNode {
let game: UseGame3D = use_game_3d_state();
let web_gl_fullscreen: Signal<bool> = fullscreen.get_web_gl();
let cubes_store: Signal<CubeStore> = App::use_signal(|| {
let cubes: Rc<RefCell<Vec<Cube3D>>> = Rc::new(RefCell::new(create_initial_cubes()));
CubeStore(cubes)
});
let cubes: Rc<RefCell<Vec<Cube3D>>> = cubes_store.get().0;
let angles_store: Signal<CameraAngles> = App::use_signal(CameraAngles::default);
let angles: CameraAngles = angles_store.get();
let last_pointer: PointerPositionSignal = App::use_signal(|| Rc::new(Cell::new(None)));
let loop_started: Signal<bool> = state.get_loop_started();
if !loop_started.get() {
loop_started.set(true);
game.get_cube_count().set(cubes.borrow().len());
start_game_3d_webgl_loop(state, game, cubes.clone(), angles.clone());
}
let on_toggle_pause: Option<Rc<dyn Fn(Event)>> = game_3d_on_toggle_pause(game);
let on_toggle_auto_rotate: Option<Rc<dyn Fn(Event)>> = game_3d_on_toggle_auto_rotate(game);
let on_reset_camera: Option<Rc<dyn Fn(Event)>> = game_3d_on_reset_camera(angles.clone());
let pointer_cell: Rc<Cell<Option<(f64, f64)>>> = last_pointer.get();
let on_pointer_down: Option<Rc<dyn Fn(Event)>> = game_3d_on_pointer_down(pointer_cell.clone());
let on_pointer_move: Option<Rc<dyn Fn(Event)>> =
game_3d_on_pointer_move(angles.clone(), pointer_cell.clone());
let on_pointer_up: Option<Rc<dyn Fn(Event)>> = game_3d_on_pointer_up(pointer_cell.clone());
let on_touch_start: Option<Rc<dyn Fn(Event)>> = game_3d_on_touch_start(pointer_cell.clone());
let on_touch_move: Option<Rc<dyn Fn(Event)>> =
game_3d_on_touch_move(angles.clone(), pointer_cell.clone());
let on_touch_end: Option<Rc<dyn Fn(Event)>> = game_3d_on_touch_end(pointer_cell.clone());
let fps_display: String = format!("{:.1}", state.get_fps().get());
let cube_count: usize = game.get_cube_count().get();
let loaded: bool = state.get_loaded().get();
let active: bool = state.get_active().get();
let init_error_code: &str = state.get_init_error_code().get();
let status_text: &str = webgl_status_text(loaded, active, init_error_code);
let pause_label: &str = if game.get_running().get() {
GAME_3D_PAUSE_LABEL
} else {
GAME_3D_RESUME_LABEL
};
let auto_rotate_label: &str = if game.get_auto_rotate().get() {
GAME_3D_AUTO_ROTATE_ON_LABEL
} else {
GAME_3D_AUTO_ROTATE_OFF_LABEL
};
html! {
div {
div {
class: c_game_stats_bar()
span {
class: c_game_stats_label()
GAME_3D_FPS_PREFIX
span {
class: c_game_stats_fps_value()
fps_display
}
}
span {
class: c_game_stats_label()
GAME_3D_CUBES_PREFIX
span {
class: c_game_stats_count_value()
cube_count
}
}
span {
class: c_game_stats_label()
GAME_3D_STATUS_PREFIX
span {
class: c_game_stats_total_value()
status_text
}
}
}
div {
class: if { web_gl_fullscreen.get() } {
c_game_container_fullscreen()
} else {
c_game_canvas_wrapper()
}
div {
class: c_game_fullscreen_canvas_wrapper()
div {
class: c_game_fullscreen_canvas_letterbox()
canvas {
id: "game-3d-webgl-canvas"
class: if { web_gl_fullscreen.get() } {
c_game_3d_canvas_fullscreen()
} else {
c_game_3d_canvas()
}
onmousedown: on_pointer_down.clone()
onmousemove: on_pointer_move.clone()
onmouseup: on_pointer_up.clone()
onmouseleave: on_pointer_up.clone()
ontouchstart: on_touch_start.clone()
ontouchmove: on_touch_move.clone()
ontouchend: on_touch_end.clone()
ontouchcancel: on_touch_end.clone()
}
if { !state.get_loaded().get() } {
canvas {
id: "game-3d-webgl-loading-canvas"
class: c_game_loading_overlay()
}
}
}
}
if { web_gl_fullscreen.get() } {
div {
class: c_game_fullscreen_toolbar()
euv_button {
variant: EuvButtonVariant::Primary
label: GAME_3D_EXIT_BUTTON_LABEL
onclick: game_3d_on_exit_fullscreen(web_gl_fullscreen)
}
}
}
}
div {
class: c_button_controls()
euv_button {
variant: EuvButtonVariant::Primary
label: pause_label
onclick: on_toggle_pause
}
euv_button {
variant: EuvButtonVariant::Primary
label: auto_rotate_label
onclick: on_toggle_auto_rotate
}
euv_button {
variant: EuvButtonVariant::Primary
label: GAME_3D_RESET_CAMERA_BUTTON_LABEL
onclick: on_reset_camera
}
euv_button {
variant: EuvButtonVariant::Primary
label: GAME_3D_ENTER_FULLSCREEN_BUTTON_LABEL
onclick: game_3d_on_enter_fullscreen(fullscreen, web_gl_fullscreen)
}
}
}
}
}