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//! Engine wide settings that are applicable using the [Settings](crate::settings::Settings) struct.
use derive_builder::Builder;
// audio feature
#[cfg(feature = "audio")]
#[cfg(feature = "client")]
use crate::resources::{
sounds::{AudioSettings, NoAudioServerError},
RESOURCES,
};
#[cfg(feature = "client")]
use super::{Window, WindowBuilder};
use super::TickSettings;
use parking_lot::{Condvar, Mutex};
#[cfg(feature = "client")]
use std::{
sync::{atomic::AtomicBool, Arc, OnceLock},
time::Duration,
};
/// The initial settings of this engine.
#[derive(Clone, Builder, Default)]
pub struct EngineSettings {
/// Settings that determines the look of the window.
#[builder(setter(into, strip_option), default)]
#[cfg(feature = "client")]
pub window_settings: WindowBuilder,
/// The initial settings of the tick system.
#[builder(setter(into), default)]
pub tick_settings: TickSettings,
}
/// General in game settings built into the game engine.
pub struct Settings {
#[cfg(feature = "client")]
window: Mutex<std::sync::OnceLock<Arc<Window>>>,
pub tick_system: TickSystem,
#[cfg(feature = "client")]
pub graphics: Graphics,
#[cfg(feature = "audio")]
pub audio: Audio,
}
impl Settings {
pub(crate) fn new() -> Self {
Self {
#[cfg(feature = "client")]
window: Mutex::new(std::sync::OnceLock::new()),
tick_system: TickSystem::new(),
#[cfg(feature = "client")]
graphics: Graphics::new(PresentMode::Fifo),
#[cfg(feature = "audio")]
audio: Audio::new(),
}
}
#[cfg(feature = "client")]
pub(crate) fn set_window(&self, window: Arc<Window>) -> Result<(), Arc<Window>> {
self.window.lock().set(window)?;
Ok(())
}
#[cfg(feature = "client")]
/// Returns the window of the game in case it is initialized.
pub fn window(&self) -> Option<Arc<Window>> {
self.window.lock().get().cloned()
}
}
/// Engine wide tick system settings.
pub struct TickSystem {
pub(super) tick_settings: Mutex<TickSettings>,
pub(super) tick_pause_lock: (Mutex<bool>, Condvar),
}
impl TickSystem {
pub(crate) fn new() -> Self {
Self {
tick_settings: Mutex::new(TickSettings::default()),
tick_pause_lock: (Mutex::new(false), Condvar::new()),
}
}
/// Returns the engine wide tick settings.
pub fn get(&self) -> TickSettings {
self.tick_settings.lock().clone()
}
/// Sets and applies the tick settings of the game engine.
pub fn set(&self, settings: TickSettings) {
*self.tick_pause_lock.0.lock() = settings.paused;
*self.tick_settings.lock() = settings;
self.tick_pause_lock.1.notify_all();
}
}
/// Engine wide audio settings.
#[cfg(feature = "audio")]
pub struct Audio {
audio_settings: Mutex<AudioSettings>,
}
#[cfg(feature = "audio")]
impl Audio {
pub(crate) fn new() -> Self {
Self {
audio_settings: Mutex::new(AudioSettings::new()),
}
}
/// Returns the audio settings.
#[cfg(feature = "audio")]
pub fn get(&self) -> AudioSettings {
*self.audio_settings.lock()
}
/// Sets and applies the audio settings and therefore refreshes the engine side audio server to use them.
#[cfg(feature = "audio")]
pub fn set(&self, settings: AudioSettings) -> Result<(), NoAudioServerError> {
*self.audio_settings.lock() = settings;
RESOURCES
.audio_server
.send(crate::resources::sounds::AudioUpdate::SettingsChange(
settings,
))
.ok()
.ok_or(NoAudioServerError)
}
}
/// Engine wide Graphics settings.
///
/// By default the present mode is determined by this order based on availability on the device:
///
/// 1. `Mailbox`
/// 2. `Immediate`
/// 3. `Fifo`
///
/// The framerate limit is `None`, so off.
///
/// Only alter settings after the game engine has been initialized. The initialisation of the game engine also
/// initializes the settings.
#[cfg(feature = "client")]
pub struct Graphics {
/// An option that determines something called "VSync".
pub(crate) present_mode: Mutex<PresentMode>,
/// Time waited before each frame.
framerate_limit: Mutex<Duration>,
pub(crate) available_present_modes: OnceLock<Vec<PresentMode>>,
pub(crate) recreate_swapchain: AtomicBool,
}
#[cfg(feature = "client")]
impl Graphics {
pub(crate) fn new(present_mode: PresentMode) -> Self {
Self {
present_mode: Mutex::new(present_mode),
framerate_limit: Mutex::new(Duration::from_secs(0)),
available_present_modes: OnceLock::new(),
recreate_swapchain: false.into(),
}
}
/// Returns the present mode of the game.
pub fn present_mode(&self) -> PresentMode {
*self.present_mode.lock()
}
/// Sets and applies the present mode of the game.
pub fn set_present_mode(&self, mode: PresentMode) -> anyhow::Result<()> {
if self.get_supported_present_modes().contains(&mode) {
*self.present_mode.lock() = mode;
self.recreate_swapchain
.store(true, std::sync::atomic::Ordering::Release);
Ok(())
} else {
Err(anyhow::Error::msg(format!(
"This present mode \"{:?}\" is not available on this device.\nAvailable modes on this device are {:?}",
mode, self.get_supported_present_modes()
)))
}
}
/// Returns waiting time between frames to wait.
pub fn framerate_limit(&self) -> Duration {
*self.framerate_limit.lock()
}
/// Sets the framerate limit as waiting time between frames.
///
/// This should be able to be changed by the user in case they have a device with limited power capacity like a laptop with a battery.
///
/// Setting the duration to no wait time at all will turn off the limit.
pub fn set_framerate_limit(&self, limit: Duration) {
*self.framerate_limit.lock() = limit;
}
/// Sets the cap for the max frames per second the game should be able to output.
///
/// This method is the same as setting the `set_framerate_limit` of this setting to `1.0 / cap` in seconds.
///
/// Turns off the framerate cap if 0 was given.
pub fn set_fps_cap(&self, cap: u64) {
if cap == 0 {
self.set_framerate_limit(Duration::from_secs(cap));
return;
}
self.set_framerate_limit(Duration::from_secs_f64(1.0 / cap as f64));
}
/// Returns all the present modes this device supports.
///
/// If the vec is empty the engine has not been initialized and the settings should not be changed at this state.
pub fn get_supported_present_modes(&self) -> Vec<PresentMode> {
self.available_present_modes
.get()
.cloned()
.unwrap_or(vec![])
}
}
/// The presentation action to take when presenting images to the window.
///
/// In game engine terms this affects "VSync".
///
/// `Immediate` mode is the only one that does not have "VSync".
///
/// When designing in game graphics settings this is the setting that gets changed when users select the VSync option.
///
/// The vsync options may include higher latency than the other ones.
///
/// It is not recommended dynamically switching between those during the game, as they may cause visual artifacts or noticable changes.
#[derive(Clone, Copy, PartialEq, Eq, Debug)]
#[non_exhaustive]
#[cfg(feature = "client")]
pub enum PresentMode {
/// This one has no vsync and presents the image as soon as it is available.
///
/// This may happen while the image is presenting, so it may cause tearing.
///
/// This present mode has the lowest latency compared to every other mode, so this is the option for most fast paced games where latency matters.
///
/// This present mode may not be available on every device.
Immediate,
/// This present mode has a waiting slot for the next image to be presented after the current one has finished presenting.
/// This mode also does not block the drawing thread, drawing images, even when they will not get presented.
///
/// This means there is no tearing and with just one waiting slot also not that much latency.
///
/// This option is recommended if `Immediate` is not available and also for games that focus visual experience over latency, as this one does not have tearing.
///
/// It may also not be available on every device.
Mailbox,
/// Means first in first out.
///
/// This present mode is also known as "vsync on". It blocks the thread and only draws and presents images if the present buffer is finished drawing to the screen.
///
/// It is guaranteed to be available on every device.
Fifo,
}
#[cfg(feature = "client")]
impl From<PresentMode> for vulkano::swapchain::PresentMode {
fn from(value: PresentMode) -> vulkano::swapchain::PresentMode {
use vulkano::swapchain::PresentMode as Pm;
match value {
PresentMode::Immediate => Pm::Immediate,
PresentMode::Mailbox => Pm::Mailbox,
PresentMode::Fifo => Pm::Fifo,
}
}
}
#[cfg(feature = "client")]
impl From<vulkano::swapchain::PresentMode> for PresentMode {
fn from(value: vulkano::swapchain::PresentMode) -> PresentMode {
use vulkano::swapchain::PresentMode as Pm;
match value {
Pm::Immediate => PresentMode::Immediate,
Pm::Mailbox => PresentMode::Mailbox,
_ => PresentMode::Fifo,
}
}
}