use super::*;
#[component]
pub(crate) fn page_lighting(node: VirtualNode<PageLightingProps>) -> VirtualNode {
let _page_lighting_props: PageLightingProps = node.try_get_props().unwrap_or_default();
let tab: Signal<LightingTab> = App::use_signal(LightingTab::default);
let fullscreen: UseLightingFullscreen = use_lighting_fullscreen_state();
use_lighting_fullscreen_popstate(fullscreen);
html! {
div {
class: c_page_container()
euv_header {
icon: "💡"
title: LIGHTING_HEADER_TITLE
subtitle: LIGHTING_HEADER_SUBTITLE
}
euv_card {
title: LIGHTING_CANVAS_CARD_TITLE
div {
class: c_tab_bar()
div {
class: if { tab.get() == LightingTab::Canvas2D } {
c_tab_item_active()
} else {
c_tab_item_inactive()
}
onclick: lighting_on_tab_select(tab, LightingTab::Canvas2D, fullscreen)
"2D"
}
div {
class: if { tab.get() == LightingTab::WebGl } {
c_tab_item_active()
} else {
c_tab_item_inactive()
}
onclick: lighting_on_tab_select(tab, LightingTab::WebGl, fullscreen)
"GL"
}
div {
class: if { tab.get() == LightingTab::WebGpu } {
c_tab_item_active()
} else {
c_tab_item_inactive()
}
onclick: lighting_on_tab_select(tab, LightingTab::WebGpu, fullscreen)
"GPU"
}
}
match { tab } {
LightingTab::Canvas2D => {
div {
lighting_canvas_tab(fullscreen)
}
}
LightingTab::WebGl => {
div {
lighting_webgl_tab(use_lighting_webgl_state(), fullscreen)
}
}
LightingTab::WebGpu => {
div {
lighting_webgpu_tab(use_lighting_webgpu_state(), fullscreen)
}
}
}
}
euv_card {
title: LIGHTING_BACKENDS_CARD_TITLE
match { tab } {
LightingTab::Canvas2D => {
p {
class: c_game_description()
LIGHTING_CANVAS_DESCRIPTION
}
}
LightingTab::WebGl => {
p {
class: c_game_description()
LIGHTING_WEBGL_DESCRIPTION
}
}
LightingTab::WebGpu => {
p {
class: c_game_description()
LIGHTING_WEBGPU_DESCRIPTION
}
}
}
}
}
}
}
fn lighting_canvas_tab(fullscreen: UseLightingFullscreen) -> VirtualNode {
let state: UseLighting = use_lighting_state();
let canvas_2d_fullscreen: Signal<bool> = fullscreen.get_canvas_2d();
let loop_started: Signal<bool> = state.get_loop_started();
if !loop_started.get() {
loop_started.set(true);
start_lighting_loop(state);
}
let on_toggle_pause: Option<Rc<dyn Fn(Event)>> = lighting_on_toggle_pause(state.get_running());
let fps_display: String = format!("{:.1}", state.get_fps().get());
let scale_display: String = format!("{:.0}%", state.get_render_scale().get() * 100.0);
let active: bool = state.get_active().get();
let _init_error_code: &str = state.get_init_error_code().get();
let status_text: &str = lighting_canvas_status_text(active);
let pause_label: &str = if state.get_running().get() {
LIGHTING_PAUSE_LABEL
} else {
LIGHTING_RESUME_LABEL
};
html! {
div {
div {
class: c_game_stats_bar()
span {
class: c_game_stats_label()
LIGHTING_FPS_PREFIX
span {
class: c_game_stats_fps_value()
fps_display
}
}
span {
class: c_game_stats_label()
LIGHTING_LIGHTS_SUMMARY
}
span {
class: c_game_stats_label()
LIGHTING_SCALE_PREFIX
span {
class: c_game_stats_count_value()
scale_display
}
}
span {
class: c_game_stats_label()
LIGHTING_STATUS_PREFIX
span {
class: c_game_stats_total_value()
status_text
}
}
}
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: LIGHTING_CANVAS_ID
class: if { canvas_2d_fullscreen.get() } {
c_raytrace_canvas_fullscreen()
} else {
c_game_3d_canvas()
}
}
if { !state.get_loaded().get() } {
canvas {
id: LIGHTING_LOADING_CANVAS_ID
class: c_game_loading_overlay()
}
}
}
}
if { canvas_2d_fullscreen.get() } {
div {
class: c_game_fullscreen_toolbar()
euv_button {
variant: EuvButtonVariant::Primary
label: LIGHTING_EXIT_BUTTON_LABEL
onclick: lighting_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: LIGHTING_ENTER_FULLSCREEN_BUTTON_LABEL
onclick: lighting_on_enter_fullscreen(canvas_2d_fullscreen)
}
}
}
}
}
fn lighting_canvas_status_text(active: bool) -> &'static str {
let text: &'static str = if active {
LIGHTING_CANVAS_2D_ACTIVE_STATUS
} else {
LIGHTING_INITIALIZING_STATUS
};
text
}
fn lighting_webgl_status_text(loaded: bool, active: bool, init_error_code: &str) -> &'static str {
if !loaded {
return LIGHTING_INITIALIZING_STATUS;
}
if active {
return LIGHTING_WEBGL_ACTIVE_STATUS;
}
if init_error_code.is_empty() {
LIGHTING_WEBGL_NOT_SUPPORTED_STATUS
} else {
LIGHTING_WEBGL_INIT_FAILED_STATUS
}
}
fn lighting_webgl_tab(state: UseLightingWebGl, fullscreen: UseLightingFullscreen) -> VirtualNode {
let web_gl_fullscreen: Signal<bool> = fullscreen.get_web_gl();
let loop_started: Signal<bool> = state.get_loop_started();
if !loop_started.get() {
loop_started.set(true);
start_lighting_webgl_loop(state);
}
let on_toggle_pause: Option<Rc<dyn Fn(Event)>> = lighting_on_toggle_pause(state.get_running());
let fps_display: String = format!("{:.1}", state.get_fps().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 = lighting_webgl_status_text(loaded, active, init_error_code);
let pause_label: &str = if state.get_running().get() {
LIGHTING_PAUSE_LABEL
} else {
LIGHTING_RESUME_LABEL
};
html! {
div {
div {
class: c_game_stats_bar()
span {
class: c_game_stats_label()
LIGHTING_FPS_PREFIX
span {
class: c_game_stats_fps_value()
fps_display
}
}
span {
class: c_game_stats_label()
LIGHTING_LIGHTS_SUMMARY
}
span {
class: c_game_stats_label()
LIGHTING_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: LIGHTING_WEBGL_CANVAS_ID
class: if { web_gl_fullscreen.get() } {
c_raytrace_canvas_fullscreen()
} else {
c_game_3d_canvas()
}
}
if { !state.get_loaded().get() } {
canvas {
id: LIGHTING_WEBGL_LOADING_CANVAS_ID
class: c_game_loading_overlay()
}
}
}
}
if { web_gl_fullscreen.get() } {
div {
class: c_game_fullscreen_toolbar()
euv_button {
variant: EuvButtonVariant::Primary
label: LIGHTING_EXIT_BUTTON_LABEL
onclick: lighting_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: LIGHTING_ENTER_FULLSCREEN_BUTTON_LABEL
onclick: lighting_on_enter_fullscreen(web_gl_fullscreen)
}
}
}
}
}
fn lighting_webgpu_tab(state: UseLightingWebGpu, fullscreen: UseLightingFullscreen) -> VirtualNode {
let web_gpu_fullscreen: Signal<bool> = fullscreen.get_web_gpu();
let loop_started: Signal<bool> = state.get_loop_started();
if !loop_started.get() {
loop_started.set(true);
start_lighting_webgpu_loop(state);
}
let on_toggle_pause: Option<Rc<dyn Fn(Event)>> = lighting_on_toggle_pause(state.get_running());
let fps_display: String = format!("{:.1}", state.get_fps().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 state.get_running().get() {
LIGHTING_PAUSE_LABEL
} else {
LIGHTING_RESUME_LABEL
};
html! {
div {
div {
class: c_game_stats_bar()
span {
class: c_game_stats_label()
LIGHTING_FPS_PREFIX
span {
class: c_game_stats_fps_value()
fps_display
}
}
span {
class: c_game_stats_label()
LIGHTING_LIGHTS_SUMMARY
}
span {
class: c_game_stats_label()
LIGHTING_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: LIGHTING_WEBGPU_CANVAS_ID
class: if { web_gpu_fullscreen.get() } {
c_raytrace_canvas_fullscreen()
} else {
c_game_3d_canvas()
}
}
if { !state.get_loaded().get() } {
canvas {
id: LIGHTING_WEBGPU_LOADING_CANVAS_ID
class: c_game_loading_overlay()
}
}
}
}
if { web_gpu_fullscreen.get() } {
div {
class: c_game_fullscreen_toolbar()
euv_button {
variant: EuvButtonVariant::Primary
label: LIGHTING_EXIT_BUTTON_LABEL
onclick: lighting_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: LIGHTING_ENTER_FULLSCREEN_BUTTON_LABEL
onclick: lighting_on_enter_fullscreen(web_gpu_fullscreen)
}
}
}
}
}