1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50 51 52 53 54 55 56 57 58 59 60 61 62 63 64 65 66 67 68 69 70 71 72 73 74 75 76 77 78 79 80 81 82 83 84 85 86 87 88 89 90 91 92 93 94 95 96 97 98 99 100 101 102 103 104 105 106 107 108 109 110 111 112 113 114 115 116 117 118 119 120 121 122 123 124 125 126 127 128 129 130 131 132 133 134 135 136 137 138 139 140 141 142 143 144 145 146 147 148 149 150 151 152 153 154 155 156 157 158 159 160 161 162 163 164 165 166 167 168 169 170 171 172 173 174 175 176 177 178 179 180 181 182 183 184 185 186 187 188 189 190 191 192 193 194 195 196 197 198 199 200 201 202 203 204 205 206 207 208 209 210 211 212 213 214 215 216 217 218 219 220 221 222 223 224 225 226 227 228 229 230 231 232 233 234 235 236 237 238 239 240 241 242 243 244 245 246 247 248 249 250 251 252 253 254 255 256 257 258 259 260 261 262 263 264 265 266 267 268 269 270 271 272 273 274 275 276 277 278 279 280 281 282 283 284 285 286 287 288 289 290 291 292 293 294 295 296 297 298 299 300 301 302 303 304 305 306 307 308 309 310 311 312 313 314 315 316 317 318 319 320 321 322 323 324 325 326 327 328 329 330 331 332 333 334 335 336 337 338 339 340 341 342 343 344 345 346 347 348 349 350 351 352 353 354 355 356 357 358 359 360 361 362 363 364 365 366 367 368 369 370 371 372 373 374 375 376 377 378 379 380 381
//! The `context` module contains functions and traits related to using the `Context` type.
use std::fmt;
/// We re-export winit so it's easy for people to use the same version as we are
/// without having to mess around figuring it out.
pub use winit;
#[cfg(feature = "audio")]
use crate::audio;
use crate::conf;
use crate::error::GameResult;
use crate::filesystem::Filesystem;
use crate::graphics;
use crate::graphics::GraphicsContext;
use crate::input;
use crate::timer;
/// A `Context` is an object that holds on to global resources.
/// It basically tracks hardware state such as the screen, audio
/// system, timers, and so on. Generally this type can **not**
/// be shared/sent between threads and only one `Context` can exist at a time. Trying
/// to create a second one will fail. It is fine to drop a `Context`
/// and create a new one, but this will also close and re-open your
/// game's window.
///
/// Most functions that interact with the hardware, for instance
/// drawing things, playing sounds, or loading resources will need
/// to access one, or rarely even two, of its sub-contexts.
/// It is an error to create some type that
/// relies upon a `Context`, such as `Image`, and then drop the `Context`
/// and try to draw the old `Image` with the new `Context`.
///
/// The fields in this struct used to be basically undocumented features,
/// only here to make it easier to debug, or to let advanced users
/// hook into the guts of ggez and make it do things it normally
/// can't. Now that `ggez`'s module-level functions, taking the whole `Context`
/// have been deprecated, calling their methods directly is recommended.
pub struct Context {
/// Filesystem state.
pub fs: Filesystem,
/// Graphics state.
pub gfx: GraphicsContext,
/// Timer state.
pub time: timer::TimeContext,
/// Audio context.
#[cfg(feature = "audio")]
pub audio: audio::AudioContext,
/// Keyboard input context.
pub keyboard: input::keyboard::KeyboardContext,
/// Mouse input context.
pub mouse: input::mouse::MouseContext,
/// Gamepad input context.
#[cfg(feature = "gamepad")]
pub gamepad: input::gamepad::GamepadContext,
/// The Conf object the Context was created with.
/// It's here just so that we can see the original settings,
/// updating it will have no effect.
pub(crate) conf: conf::Conf,
/// Controls whether or not the event loop should be running.
/// This is internally controlled by the outcome of [`quit_event`](crate::event::EventHandler::quit_event),
/// requested through [`event::request_quit()`](crate::Context::request_quit).
pub continuing: bool,
/// Whether or not a `quit_event` has been requested.
/// Set this with [`ggez::event::request_quit()`](crate::Context::request_quit).
///
/// It's exposed here for people who want to roll their own event loop.
pub quit_requested: bool,
}
impl Context {
/// Attempts to terminate the [`ggez::event::run()`](crate::event::run) loop by requesting a
/// [`quit_event`](crate::event::EventHandler::quit_event) at the very start of the next frame. If this event
/// returns `Ok(false)`, then [`Context.continuing`](struct.Context.html#structfield.continuing)
/// is set to `false` and the loop breaks.
pub fn request_quit(&mut self) {
self.quit_requested = true;
}
}
// This is ugly and hacky but greatly improves ergonomics.
/// Used to represent types that can provide a certain context type.
///
/// If you don't know what this is, you most likely want to pass `ctx`.
///
/// This trait is basically syntactical sugar, saving you from having
/// to split contexts when you don't need to and also shortening calls like
/// ```rust
/// # use ggez::GameResult;
/// # fn t(ctx: &mut ggez::Context, canvas: ggez::graphics::Canvas) -> GameResult {
/// canvas.finish(&mut ctx.gfx)?;
/// # Ok(())
/// # }
/// ```
/// into just
/// ```rust
/// # use ggez::GameResult;
/// # fn t(ctx: &mut ggez::Context, canvas: ggez::graphics::Canvas) -> GameResult {
/// canvas.finish(ctx)?;
/// # Ok(())
/// # }
/// ```
pub trait Has<T> {
/// Method to retrieve the context type.
fn retrieve(&self) -> &T;
}
impl<T> Has<T> for T {
#[inline]
fn retrieve(&self) -> &T {
self
}
}
impl Has<Filesystem> for Context {
#[inline]
fn retrieve(&self) -> &Filesystem {
&self.fs
}
}
impl Has<GraphicsContext> for Context {
#[inline]
fn retrieve(&self) -> &GraphicsContext {
&self.gfx
}
}
#[cfg(feature = "audio")]
impl Has<audio::AudioContext> for Context {
#[inline]
fn retrieve(&self) -> &audio::AudioContext {
&self.audio
}
}
/// Used to represent types that can provide a certain context type in a mutable form.
/// See also [`Has<T>`].
///
/// If you don't know what this is, you most likely want to pass `ctx`.
pub trait HasMut<T> {
/// Method to retrieve the context type as mutable.
fn retrieve_mut(&mut self) -> &mut T;
}
impl<T> HasMut<T> for T {
#[inline]
fn retrieve_mut(&mut self) -> &mut T {
self
}
}
impl HasMut<GraphicsContext> for Context {
#[inline]
fn retrieve_mut(&mut self) -> &mut GraphicsContext {
&mut self.gfx
}
}
impl fmt::Debug for Context {
fn fmt(&self, f: &mut fmt::Formatter) -> fmt::Result {
write!(f, "<Context: {self:p}>")
}
}
impl Context {
/// Tries to create a new Context using settings from the given [`Conf`](../conf/struct.Conf.html) object.
/// Usually called by [`ContextBuilder::build()`](struct.ContextBuilder.html#method.build).
fn from_conf(
game_id: &str,
conf: conf::Conf,
fs: Filesystem,
) -> GameResult<(Context, winit::event_loop::EventLoop<()>)> {
#[cfg(feature = "audio")]
let audio_context = audio::AudioContext::new(&fs)?;
let events_loop = winit::event_loop::EventLoop::new();
let timer_context = timer::TimeContext::new();
let graphics_context =
graphics::context::GraphicsContext::new(game_id, &events_loop, &conf, &fs)?;
let ctx = Context {
conf,
fs,
gfx: graphics_context,
continuing: true,
quit_requested: false,
time: timer_context,
#[cfg(feature = "audio")]
audio: audio_context,
keyboard: input::keyboard::KeyboardContext::new(),
mouse: input::mouse::MouseContext::new(),
#[cfg(feature = "gamepad")]
gamepad: input::gamepad::GamepadContext::new()?,
};
Ok((ctx, events_loop))
}
}
use std::borrow::Cow;
use std::path;
/// A builder object for creating a [`Context`](struct.Context.html).
#[derive(Debug, Clone, PartialEq)]
pub struct ContextBuilder {
pub(crate) game_id: String,
pub(crate) author: String,
pub(crate) conf: conf::Conf,
pub(crate) resources_dir_name: path::PathBuf,
pub(crate) resources_zip_name: path::PathBuf,
pub(crate) paths: Vec<path::PathBuf>,
pub(crate) memory_zip_files: Vec<Cow<'static, [u8]>>,
pub(crate) load_conf_file: bool,
}
impl ContextBuilder {
/// Create a new `ContextBuilder` with default settings.
pub fn new(game_id: &str, author: &str) -> Self {
Self {
game_id: game_id.to_string(),
author: author.to_string(),
conf: conf::Conf::default(),
resources_dir_name: "resources".into(),
resources_zip_name: "resources.zip".into(),
paths: vec![],
memory_zip_files: vec![],
load_conf_file: true,
}
}
/// Sets the window setup settings.
#[must_use]
pub fn window_setup(mut self, setup: conf::WindowSetup) -> Self {
self.conf.window_setup = setup;
self
}
/// Sets the window mode settings.
#[must_use]
pub fn window_mode(mut self, mode: conf::WindowMode) -> Self {
self.conf.window_mode = mode;
self
}
/// Sets the graphics backend.
#[must_use]
pub fn backend(mut self, backend: conf::Backend) -> Self {
self.conf.backend = backend;
self
}
/// Sets all the config options, overriding any previous
/// ones from [`window_setup()`](#method.window_setup),
/// [`window_mode()`](#method.window_mode), and
/// [`backend()`](#method.backend). These are used as
/// defaults and are overridden by any external config
/// file found.
#[must_use]
pub fn default_conf(mut self, conf: conf::Conf) -> Self {
self.conf = conf;
self
}
/// Sets resources dir name.
/// Default resources dir name is `resources`.
#[must_use]
pub fn resources_dir_name(mut self, new_name: impl Into<path::PathBuf>) -> Self {
self.resources_dir_name = new_name.into();
self
}
/// Sets resources zip name.
/// Default resources dir name is `resources.zip`.
#[must_use]
pub fn resources_zip_name(mut self, new_name: impl Into<path::PathBuf>) -> Self {
self.resources_zip_name = new_name.into();
self
}
/// Add a new read-only filesystem path to the places to search
/// for resources.
#[must_use]
pub fn add_resource_path<T>(mut self, path: T) -> Self
where
T: Into<path::PathBuf>,
{
self.paths.push(path.into());
self
}
/// Add a new zip file from bytes whose contents will be searched
/// for resources. The zip file will be stored in-memory.
/// You can pass it a static slice, a `Vec` of bytes, etc.
///
/// ```ignore
/// use ggez::context::ContextBuilder;
/// let _ = ContextBuilder::new()
/// .add_zipfile_bytes(include_bytes!("../resources.zip").to_vec())
/// .build();
/// ```
#[must_use]
pub fn add_zipfile_bytes<B>(mut self, bytes: B) -> Self
where
B: Into<Cow<'static, [u8]>>,
{
let cow = bytes.into();
self.memory_zip_files.push(cow);
self
}
/// Specifies whether or not to load the `conf.toml` file if it
/// exists and use its settings to override the provided values.
/// Defaults to `true` which is usually what you want, but being
/// able to fiddle with it is sometimes useful for debugging.
#[must_use]
pub fn with_conf_file(mut self, load_conf_file: bool) -> Self {
self.load_conf_file = load_conf_file;
self
}
/// Build the `Context`.
pub fn build(self) -> GameResult<(Context, winit::event_loop::EventLoop<()>)> {
let fs = Filesystem::new(
self.game_id.as_ref(),
self.author.as_ref(),
&self.resources_dir_name,
&self.resources_zip_name,
)?;
for path in &self.paths {
fs.mount(path, true);
}
for zipfile_bytes in self.memory_zip_files {
fs.add_zip_file(std::io::Cursor::new(zipfile_bytes))?;
}
let config = if self.load_conf_file {
fs.read_config().unwrap_or(self.conf)
} else {
self.conf
};
Context::from_conf(self.game_id.as_ref(), config, fs)
}
}
/// Terminates the [`ggez::event::run()`](crate::event::run) loop _without_ requesting a
/// [`quit_event`](crate::event::EventHandler::quit_event). [`Context.continuing`](struct.Context.html#structfield.continuing)
/// is set to `false` and the loop breaks.
#[deprecated(
since = "0.8.0",
note = "Use [`ctx.request_quit`](struct.Context.html#method.request_quit) instead."
)]
pub fn quit(ctx: &mut Context) {
ctx.continuing = false;
}
#[cfg(test)]
mod tests {
use crate::{
context::{Has, HasMut},
graphics::GraphicsContext,
ContextBuilder,
};
// This will fail when testing if not running using one thread but is actually fine
#[test]
fn has_traits() {
let (mut ctx, _event_loop) = ContextBuilder::new("test", "ggez").build().unwrap();
fn takes_gfx(_gfx: &impl Has<GraphicsContext>) {}
takes_gfx(&ctx);
takes_gfx(&ctx.gfx);
fn takes_mut_gfx(_gfx: &mut impl HasMut<GraphicsContext>) {}
takes_mut_gfx(&mut ctx);
takes_mut_gfx(&mut ctx.gfx);
}
}