1extern crate core;
6
7pub mod prelude;
8
9use int_math::{URect, UVec2, Vec2};
10
11use fixed32::Fp;
12use limnus_app::prelude::{App, AppReturnValue, ApplicationExit, Plugin};
13use limnus_audio_mixer::{AudioMixer, StereoSample};
14use limnus_basic_input::InputMessage;
15use limnus_basic_input::prelude::{ButtonState, KeyCode, MouseButton, MouseScrollDelta};
16use limnus_default_stages::{FixedUpdate, RenderUpdate, Update};
17use limnus_gamepad::{Axis, Button, GamePadId, Gamepad, GamepadMessage, Gamepads};
18use limnus_local_resource::prelude::LocalResource;
19use limnus_message::MessagesIterator;
20use limnus_resource::ResourceStorage;
21use limnus_resource::prelude::Resource;
22use limnus_screen::WindowMessage;
23use limnus_system_params::{LoReM, Msg, Re, ReAll, ReM};
24use monotonic_time_rs::{InstantMonotonicClock, Millis, MonotonicClock};
25use std::cmp::{max, min};
26use std::fmt::{Debug, Formatter};
27use std::marker::PhantomData;
28use swamp_game_assets::{Assets, GameAssets};
29use swamp_game_audio::{Audio, GameAudio};
30use swamp_render_wgpu::{Gfx, Render};
31use tracing::debug;
32
33pub trait Application: Sized + 'static {
34 fn new(assets: &mut impl Assets) -> Self;
35 fn tick(&mut self, assets: &mut impl Assets);
36 fn render(&mut self, gfx: &mut impl Gfx);
37 fn audio(&mut self, _audio: &mut impl Audio) {}
38
39 fn wants_to_quit(&self) -> bool {
40 false
41 }
42
43 fn wants_cursor_visible(&self) -> bool {
44 true
45 }
46
47 fn keyboard_input(&mut self, _state: ButtonState, _key_code: KeyCode) {}
48
49 fn cursor_entered(&mut self) {}
50
51 fn cursor_left(&mut self) {}
52
53 fn cursor_moved(&mut self, _position: UVec2) {}
54
55 fn mouse_input(&mut self, _state: ButtonState, _button: MouseButton) {}
56
57 fn mouse_wheel(&mut self, _delta_y: i16) {}
58
59 fn mouse_motion(&mut self, _delta: Vec2) {}
60
61 fn gamepad_activated(&mut self, _gamepad_id: GamePadId, _name: String) {}
62 fn gamepad_button_changed(&mut self, _gamepad: &Gamepad, _button: Button, _value: Fp) {}
63 fn gamepad_axis_changed(&mut self, _gamepad: &Gamepad, _axis: Axis, _value: Fp) {}
64 fn gamepad_disconnected(&mut self, _gamepad_id: GamePadId) {}
65
66 fn scale_factor_changed(&mut self, _scale_factor: f64) -> Option<UVec2> {
67 None
68 }
69}
70
71#[derive(Debug, Resource)]
72pub struct GameSettings {
73 pub virtual_size: UVec2,
74}
75
76#[derive(LocalResource)]
77pub struct Game<G: Application> {
78 game: G,
79 clock: InstantMonotonicClock,
80}
81
82impl<G: Application> Debug for Game<G> {
83 fn fmt(&self, f: &mut Formatter<'_>) -> std::fmt::Result {
84 write!(f, "WgpuGame")
85 }
86}
87
88impl<G: Application> Game<G> {
89 #[must_use]
90 pub fn new(all_resources: &mut ResourceStorage) -> Self {
91 let clock = InstantMonotonicClock::new();
92 let mut assets = GameAssets::new(all_resources, clock.now());
93 let game = G::new(&mut assets);
94
95 Self { game, clock }
96 }
97
98 pub fn inputs(&mut self, iter: MessagesIterator<InputMessage>) {
99 for message in iter {
100 match message {
101 InputMessage::KeyboardInput(button_state, key_code) => {
102 self.game.keyboard_input(*button_state, *key_code);
103 }
104 InputMessage::MouseInput(button_state, button) => {
105 self.game.mouse_input(*button_state, *button);
106 }
107 InputMessage::MouseWheel(scroll_delta, _touch_phase) => {
108 if let MouseScrollDelta::LineDelta(delta) = scroll_delta {
109 let game_scroll_y = (-delta.y as f32 * 120.0) as i16;
110 self.game.mouse_wheel(game_scroll_y);
111 }
112 }
113 }
114 }
115 }
116
117 pub fn cursor_moved(
118 &mut self,
119 physical_position: UVec2,
120 viewport: URect,
121 virtual_surface_size: UVec2,
122 ) {
123 let relative_x = max(
124 0,
125 min(
126 physical_position.x as i64 - viewport.position.x as i64,
127 (viewport.size.x - 1) as i64,
128 ),
129 );
130
131 let relative_y = max(
132 0,
133 min(
134 physical_position.y as i64 - viewport.position.y as i64,
135 (viewport.size.y - 1) as i64,
136 ),
137 );
138
139 let clamped_to_viewport: UVec2 = UVec2::new(relative_x as u16, relative_y as u16);
140
141 let virtual_position_x =
142 (clamped_to_viewport.x as u64 * virtual_surface_size.x as u64) / viewport.size.x as u64;
143
144 let virtual_position_y =
145 (clamped_to_viewport.y as u64 * virtual_surface_size.y as u64) / viewport.size.y as u64;
146
147 let virtual_position = UVec2::new(virtual_position_x as u16, virtual_position_y as u16);
148 self.game.cursor_moved(virtual_position);
149 }
150
151 pub fn mouse_move(&mut self, iter: MessagesIterator<WindowMessage>, wgpu_render: &Render) {
152 for message in iter {
153 match message {
154 WindowMessage::CursorMoved(position) => self.cursor_moved(
155 *position,
156 wgpu_render.viewport(),
157 wgpu_render.virtual_surface_size(),
158 ),
159 WindowMessage::WindowCreated() => {}
160 WindowMessage::Resized(_) => {}
161 }
162 }
163 }
164
165 pub fn tick(&mut self, storage: &mut ResourceStorage, now: Millis) {
166 let mut assets = GameAssets::new(storage, now);
168
169 self.game.tick(&mut assets);
170 }
171
172 pub fn render(&mut self, wgpu_render: &mut Render, now: Millis) {
173 wgpu_render.set_now(now);
174 self.game.render(wgpu_render);
175 }
176}
177
178pub struct GamePlugin<G: Application> {
179 pub phantom_data: PhantomData<G>,
180}
181impl<G: Application> Default for GamePlugin<G> {
182 fn default() -> Self {
183 Self::new()
184 }
185}
186
187impl<G: Application> GamePlugin<G> {
188 #[must_use]
189 pub const fn new() -> Self {
190 Self {
191 phantom_data: PhantomData,
192 }
193 }
194}
195
196pub fn mouse_input_tick<G: Application>(
197 mut internal_game: LoReM<Game<G>>,
198 window_messages: Msg<WindowMessage>,
199 wgpu_render: Re<Render>,
200) {
201 internal_game.mouse_move(window_messages.iter_previous(), &wgpu_render);
202}
203
204pub fn keyboard_input_tick<G: Application>(
205 mut internal_game: LoReM<Game<G>>,
206 input_messages: Msg<InputMessage>,
207) {
208 internal_game.inputs(input_messages.iter_previous());
209}
210
211pub fn audio_tick<G: Application>(
212 mut internal_game: LoReM<Game<G>>,
213 stereo_samples: Re<limnus_assets::Assets<StereoSample>>,
214 mut audio_mixer: LoReM<AudioMixer>,
215) {
216 let mut game_audio = GameAudio::new(&mut audio_mixer, &stereo_samples);
217 internal_game.game.audio(&mut game_audio);
218}
219
220pub fn logic_tick<G: Application>(mut internal_game: LoReM<Game<G>>, mut all_resources: ReAll) {
221 let now = internal_game.clock.now();
222
223 internal_game.tick(&mut all_resources, now);
224 if internal_game.game.wants_to_quit() {
225 all_resources.insert(ApplicationExit {
226 value: AppReturnValue::Value(0),
227 });
228 }
229}
230
231pub fn render_tick<G: Application>(
232 mut internal_game: LoReM<Game<G>>,
233 mut wgpu_render: ReM<Render>,
234) {
235 let now = internal_game.clock.now();
236
237 internal_game.render(&mut wgpu_render, now);
238}
239
240pub fn gamepad_input_tick<G: Application>(
241 mut internal_game: LoReM<Game<G>>,
242 gamepads: Re<Gamepads>,
243 gamepad_messages: Msg<GamepadMessage>,
244) {
245 for gamepad_message in gamepad_messages.iter_current() {
246 match gamepad_message {
247 GamepadMessage::Connected(_gamepad_id, _gamepad_name) => {}
248 GamepadMessage::Disconnected(gamepad_id) => {
249 if let Some(gamepad) = gamepads.gamepad(*gamepad_id) {
250 if gamepad.is_active {
251 internal_game.game.gamepad_disconnected(*gamepad_id);
252 }
253 }
254 }
255 GamepadMessage::Activated(gamepad_id) => {
256 if let Some(gamepad) = gamepads.gamepad(*gamepad_id) {
257 internal_game
258 .game
259 .gamepad_activated(*gamepad_id, gamepad.name.as_str().to_string());
260 }
261 }
262 GamepadMessage::ButtonChanged(gamepad_id, button, value) => {
263 if let Some(gamepad) = gamepads.gamepad(*gamepad_id) {
264 if gamepad.is_active {
265 internal_game.game.gamepad_button_changed(
266 gamepad,
267 *button,
268 Fp::from(*value),
269 );
270 }
271 }
272 }
273 GamepadMessage::AxisChanged(gamepad_id, axis, value) => {
274 if let Some(gamepad) = gamepads.gamepad(*gamepad_id) {
275 if gamepad.is_active {
276 internal_game
277 .game
278 .gamepad_axis_changed(gamepad, *axis, Fp::from(*value));
279 }
280 }
281 }
282 }
283 }
284}
285
286impl<G: Application> Plugin for GamePlugin<G> {
287 fn post_initialization(&self, app: &mut App) {
288 debug!("calling WgpuGame::new()");
289
290 let all_resources = app.resources_mut();
291 let internal_game = Game::<G>::new(all_resources);
292 app.insert_local_resource(internal_game);
293
294 app.add_system(Update, gamepad_input_tick::<G>);
295 app.add_system(Update, keyboard_input_tick::<G>);
296 app.add_system(Update, mouse_input_tick::<G>);
297 app.add_system(Update, audio_tick::<G>);
298 app.add_system(FixedUpdate, logic_tick::<G>);
299 app.add_system(RenderUpdate, render_tick::<G>);
300 }
301}