1pub(crate) mod input;
3mod surface;
4pub(crate) mod window;
5
6use std::sync::{atomic::AtomicBool, Arc};
7
8use log::info;
9use winit::{
10 dpi::PhysicalPosition,
11 event::{DeviceEvent, Event, WindowEvent},
12 event_loop::{ActiveEventLoop, EventLoop},
13 keyboard::PhysicalKey,
14 window::Window,
15};
16
17use crate::{game::window::GameWindow, LfLimitsExt};
18
19use self::input::{InputMap, MouseInputType, VectorInputActivation, VectorInputType};
20
21#[derive(Clone)]
25pub struct ExitFlag {
26 inner: Arc<AtomicBool>,
27}
28
29impl ExitFlag {
30 fn new() -> Self {
31 Self {
32 inner: Arc::new(AtomicBool::new(false)),
33 }
34 }
35
36 pub fn get(&self) -> bool {
37 self.inner.load(std::sync::atomic::Ordering::SeqCst)
38 }
39
40 fn set(&self) {
41 self.inner.store(true, std::sync::atomic::Ordering::SeqCst)
42 }
43}
44
45#[derive(Debug, Clone, Copy)]
46pub enum InputMode {
47 Exclusive,
50 UI,
53 Unified,
56}
57impl InputMode {
58 fn should_hide_cursor(self) -> bool {
59 match self {
60 InputMode::Exclusive => true,
61 InputMode::UI => false,
62 InputMode::Unified => false,
63 }
64 }
65 fn should_handle_input(self) -> bool {
66 match self {
67 InputMode::Exclusive => true,
68 InputMode::UI => false,
69 InputMode::Unified => true,
70 }
71 }
72 fn should_propogate_raw_input(self) -> bool {
73 match self {
74 InputMode::Exclusive => false,
75 InputMode::UI => true,
76 InputMode::Unified => true,
77 }
78 }
79 fn should_lock_cursor(self) -> bool {
80 match self {
81 InputMode::Exclusive => true,
82 InputMode::UI => false,
83 InputMode::Unified => false,
84 }
85 }
86}
87
88pub enum GameCommand {
90 Exit,
91 SetInputMode(InputMode),
92 SetMouseSensitivity(f32),
93}
94
95pub struct GameData {
96 pub command_sender: flume::Sender<GameCommand>,
97 pub surface_format: wgpu::TextureFormat,
98 pub limits: wgpu::Limits,
99 pub size: winit::dpi::PhysicalSize<u32>,
100 pub window: GameWindow,
101 pub device: wgpu::Device,
102 pub queue: wgpu::Queue,
103 pub exit_flag: ExitFlag,
104}
105
106pub trait Game: Sized {
110 type InitData;
112
113 type LinearInputType;
114 type VectorInputType;
115
116 fn title() -> impl Into<String>;
117
118 fn target_limits() -> wgpu::Limits {
119 wgpu::Limits::downlevel_webgl2_defaults()
120 }
121 fn default_inputs(&self) -> InputMap<Self::LinearInputType, Self::VectorInputType>;
122
123 fn init(data: &GameData, init: Self::InitData) -> anyhow::Result<Self>;
124
125 fn process_raw_event<'a, T>(&mut self, _: &GameData, event: Event<T>) -> Option<Event<T>> {
130 Some(event)
131 }
132
133 fn window_resize(&mut self, data: &GameData, new_size: winit::dpi::PhysicalSize<u32>);
134
135 fn handle_linear_input(
136 &mut self,
137 data: &GameData,
138 input: &Self::LinearInputType,
139 activation: input::LinearInputActivation,
140 );
141
142 fn handle_vector_input(
143 &mut self,
144 data: &GameData,
145 input: &Self::VectorInputType,
146 activation: input::VectorInputActivation,
147 );
148
149 fn render_to(&mut self, data: &GameData, view: wgpu::TextureView);
151
152 fn user_exit_requested(&mut self, data: &GameData) {
156 let _ = data.command_sender.send(GameCommand::Exit);
157 }
158
159 fn finished(self, _: GameData) {}
161}
162
163pub(crate) struct GameState<T: Game> {
166 data: GameData,
167 game: T,
168 input_map: input::InputMap<T::LinearInputType, T::VectorInputType>,
169 command_receiver: flume::Receiver<GameCommand>,
170
171 surface: surface::ResizableSurface<'static>,
172
173 input_mode: InputMode,
175 last_cursor_position: PhysicalPosition<f64>,
177 mouse_sensitivity: f32,
179}
180
181impl<T: Game + 'static> GameState<T> {
182 async fn new(init: T::InitData, window: GameWindow) -> anyhow::Result<Self> {
184 let size = (&window).inner_size();
185
186 #[cfg(debug_assertions)]
187 let flags = wgpu::InstanceFlags::DEBUG | wgpu::InstanceFlags::VALIDATION;
188 #[cfg(not(debug_assertions))]
189 let flags = wgpu::InstanceFlags::DISCARD_HAL_LABELS;
190
191 let instance = wgpu::Instance::new(&wgpu::InstanceDescriptor {
192 backends: wgpu::Backends::from_env().unwrap_or_default(),
193 flags,
194 backend_options: wgpu::BackendOptions {
195 gl: wgpu::GlBackendOptions {
196 gles_minor_version: wgpu::Gles3MinorVersion::Automatic,
197 },
198 dx12: wgpu::Dx12BackendOptions::from_env_or_default(),
199 },
200 });
201
202 let surface = window.create_surface(&instance)?;
203
204 let adapter = instance
205 .request_adapter(&wgpu::RequestAdapterOptions {
206 power_preference: wgpu::PowerPreference::HighPerformance,
207 force_fallback_adapter: false,
208 compatible_surface: Some(&surface),
209 })
210 .await
211 .ok_or(anyhow::Error::msg("failed to request adapter"))?;
212
213 let available_limits = if cfg!(target_arch = "wasm32") {
214 wgpu::Limits::downlevel_webgl2_defaults()
215 } else {
216 adapter.limits()
217 };
218
219 let target_limits = T::target_limits();
220 let required_limits = available_limits.intersection(&target_limits);
221
222 let mut required_features = wgpu::Features::empty();
223 if adapter
225 .features()
226 .contains(wgpu::Features::MAPPABLE_PRIMARY_BUFFERS)
227 && matches!(
228 adapter.get_info().device_type,
229 wgpu::DeviceType::IntegratedGpu
230 | wgpu::DeviceType::Cpu
231 | wgpu::DeviceType::VirtualGpu
232 )
233 {
234 required_features |= wgpu::Features::MAPPABLE_PRIMARY_BUFFERS;
235 }
236 required_features |= adapter.features().intersection(
238 wgpu::Features::TIMESTAMP_QUERY | wgpu::Features::TIMESTAMP_QUERY_INSIDE_PASSES,
239 );
240
241 info!("info: {:#?}", adapter.get_info());
242 info!("limits: {:#?}", adapter.limits());
243
244 let (device, queue) = adapter
245 .request_device(
246 &wgpu::DeviceDescriptor {
247 required_features,
248 required_limits: required_limits.clone(),
249 label: None,
250 memory_hints: wgpu::MemoryHints::Performance,
251 },
252 None,
253 )
254 .await
255 .map_err(|err| anyhow::Error::msg(format!("failed to get device: {err}")))?;
256
257 let mut surface_config = surface
259 .get_default_config(&adapter, size.width, size.height)
260 .ok_or(anyhow::Error::msg("failed to get surface configuration"))?;
261 surface_config.present_mode = wgpu::PresentMode::AutoVsync;
262 surface.configure(&device, &surface_config);
263
264 let surface_caps = surface.get_capabilities(&adapter);
265
266 let surface_format = surface_caps
267 .formats
268 .iter()
269 .copied()
270 .filter(|f| f.is_srgb())
271 .next()
272 .unwrap_or(surface_caps.formats[0]);
273
274 let config = wgpu::SurfaceConfiguration {
275 usage: wgpu::TextureUsages::RENDER_ATTACHMENT,
276 format: surface_format,
277 width: size.width,
278 height: size.height,
279 present_mode: surface_caps.present_modes[0],
280 alpha_mode: surface_caps.alpha_modes[0],
281 view_formats: vec![],
282 desired_maximum_frame_latency: 2,
283 };
284 let surface = surface::ResizableSurface::new(surface, &device, config);
285
286 let (command_sender, command_receiver) = flume::unbounded();
287
288 command_sender
290 .try_send(GameCommand::SetInputMode(InputMode::Unified))
291 .expect("unbounded queue held by this thread should send immediately");
292
293 let data = GameData {
294 command_sender,
295 surface_format,
296 limits: required_limits,
297 size,
298 window,
299 device,
300 queue,
301 exit_flag: ExitFlag::new(),
302 };
303 let game = T::init(&data, init)?;
304
305 let input_map = game.default_inputs();
307
308 Ok(Self {
309 data,
310 game,
311 surface,
312 command_receiver,
313 input_map,
314 input_mode: InputMode::Unified,
315 last_cursor_position: PhysicalPosition { x: 0.0, y: 0.0 },
316 mouse_sensitivity: 0.01,
317 })
318 }
319
320 pub(crate) fn run(init: T::InitData) {
321 let event_loop = EventLoop::new().expect("could not create game loop");
322
323 let mut state: Option<Self> = None;
326 let (state_transmission, state_reception) = flume::bounded(1);
327 let mut init = Some((init, state_transmission));
328
329 event_loop
330 .run(move |event, window_target| {
331 if event == Event::LoopExiting {
332 state.take().expect("loop is destroyed once").finished();
333 return;
334 }
335
336 if state.is_none() && event == Event::Resumed {
338 if let Some((init, state_transmission)) = init.take() {
339 async fn build_state<T: Game + 'static>(
340 init: T::InitData,
341 window: GameWindow,
342 state_transmission: flume::Sender<GameState<T>>,
343 ) {
344 let state = GameState::<T>::new(init, window).await;
345 let state = match state {
346 Ok(state) => state,
347 Err(err) => {
348 crate::alert_dialogue(&format!(
349 "Initialisation failure:\n{err}"
350 ));
351 panic!("{err}");
352 }
353 };
354 state_transmission.try_send(state).unwrap();
355 }
356
357 let window = GameWindow::new::<T>(window_target);
358 crate::block_on(build_state::<T>(init, window, state_transmission));
359 }
360 }
361
362 let state = match state.as_mut() {
364 None => {
365 if let Ok(new_state) = state_reception.try_recv() {
366 state = Some(new_state);
367 state.as_mut().unwrap()
368 } else {
369 return;
370 }
371 }
372 Some(state) => state,
373 };
374
375 state.receive_event(event, window_target);
376 })
377 .expect("run err");
378 }
379
380 fn is_input_event(event: &Event<()>) -> bool {
381 match event {
382 winit::event::Event::WindowEvent { event, .. } => match event {
383 WindowEvent::CursorMoved { .. }
384 | WindowEvent::CursorEntered { .. }
385 | WindowEvent::CursorLeft { .. }
386 | WindowEvent::MouseWheel { .. }
387 | WindowEvent::MouseInput { .. }
388 | WindowEvent::TouchpadPressure { .. }
389 | WindowEvent::AxisMotion { .. }
390 | WindowEvent::Touch(_)
391 | WindowEvent::KeyboardInput { .. }
392 | WindowEvent::ModifiersChanged(_)
393 | WindowEvent::Ime(_) => true,
394 _ => false,
395 },
396 winit::event::Event::DeviceEvent { event, .. } => match event {
397 DeviceEvent::MouseMotion { .. }
398 | DeviceEvent::MouseWheel { .. }
399 | DeviceEvent::Motion { .. }
400 | DeviceEvent::Button { .. }
401 | DeviceEvent::Key(_) => true,
402 _ => false,
403 },
404 _ => false,
405 }
406 }
407
408 fn receive_event(&mut self, mut event: Event<()>, window_target: &ActiveEventLoop) {
409 event = match event {
411 Event::WindowEvent { window_id, .. } if window_id != self.window().id() => return,
412 event => event,
413 };
414
415 let should_send_input = self.input_mode.should_propogate_raw_input();
418 if should_send_input || !Self::is_input_event(&event) {
419 event = match self.game.process_raw_event(&self.data, event) {
420 None => return,
421 Some(event) => event,
422 };
423 }
424
425 self.process_event(event, window_target)
426 }
427
428 fn process_event(&mut self, event: Event<()>, window_target: &ActiveEventLoop) {
429 match event {
430 Event::WindowEvent { event, window_id } if window_id == self.window().id() => {
431 match event {
432 WindowEvent::CloseRequested | WindowEvent::Destroyed => self.request_exit(),
433 WindowEvent::Resized(winit::dpi::PhysicalSize {
435 width: 0,
436 height: 0,
437 }) => {}
438 WindowEvent::Resized(physical_size) => {
439 log::debug!("Resized: {:?}", physical_size);
440 self.resize(physical_size);
441 }
442 WindowEvent::ScaleFactorChanged { scale_factor, .. } => {
443 log::debug!("Scale Factor Changed: {:?}", scale_factor);
444 }
446 WindowEvent::KeyboardInput {
447 device_id: _device_id,
448 event,
449 is_synthetic,
450 } if !is_synthetic && !event.repeat => {
451 if let PhysicalKey::Code(key) = event.physical_key {
452 let activation = match event.state {
453 winit::event::ElementState::Pressed => 1.0,
454 winit::event::ElementState::Released => 0.0,
455 };
456 let activation = input::LinearInputActivation::try_from(activation)
457 .expect("from const");
458 self.linear_input(
459 input::LinearInputType::KnownKeyboard(key.into()),
460 activation,
461 );
462 } else {
463 eprintln!("unknown key code, scan code: {:?}", event.physical_key)
464 }
465 }
466 WindowEvent::CursorMoved {
467 device_id: _device_id,
468 position,
469 ..
470 } => {
471 let delta_x = position.x - self.last_cursor_position.x;
472 let delta_y = position.y - self.last_cursor_position.y;
473
474 if delta_x.abs() > 2.0 || delta_y.abs() > 2.0 {
476 self.process_linear_mouse_movement(delta_x, delta_y);
477 }
478
479 self.vector_input(
481 VectorInputType::MouseMove,
482 VectorInputActivation::clamp(
483 delta_x as f32 * self.mouse_sensitivity,
484 delta_y as f32 * self.mouse_sensitivity,
485 ),
486 );
487
488 self.last_cursor_position = position.cast();
489
490 let should_lock_cursor = self.input_mode.should_lock_cursor();
492 if should_lock_cursor {
493 let mut center = self.data.window.inner_size();
494 center.width /= 2;
495 center.height /= 2;
496
497 let old_pos = position.cast::<u32>();
498 let new_pos = PhysicalPosition::new(center.width, center.height);
499
500 if old_pos != new_pos {
501 let _ = self.data.window.set_cursor_position(new_pos);
503 }
504
505 self.last_cursor_position = new_pos.cast();
506 }
507 }
508 WindowEvent::RedrawRequested => {
509 self.data.device.poll(wgpu::MaintainBase::Poll);
510
511 self.pre_frame_update();
512
513 if self.data.exit_flag.get() {
515 window_target.exit();
516 }
517
518 let res = self.render();
519 match res {
520 Ok(_) => {}
521 Err(wgpu::SurfaceError::Lost) => self.resize(self.data.size),
522 Err(wgpu::SurfaceError::OutOfMemory) => {
523 window_target.exit();
524 }
525 Err(e) => eprintln!("{:?}", e),
527 }
528 }
529 _ => {}
530 }
531 }
532 Event::DeviceEvent { device_id, event } => {
533 log::debug!("device event: {device_id:?}::{event:?}");
534 }
535 Event::AboutToWait => {
536 self.window().request_redraw();
537 }
538 _ => {}
539 }
540 }
541
542 pub fn window(&self) -> &Window {
543 &self.data.window
544 }
545
546 fn resize(&mut self, new_size: winit::dpi::PhysicalSize<u32>) {
547 if new_size.width > 0 && new_size.height > 0 {
548 self.data.size = new_size;
549
550 self.surface.resize(new_size, &self.data.queue);
551
552 self.game.window_resize(&self.data, new_size)
553 }
554 }
555
556 fn process_linear_mouse_movement(&mut self, delta_x: f64, delta_y: f64) {
557 if delta_x.abs() > delta_y.abs() {
558 if delta_x > 0.0 {
559 self.linear_input(
560 input::LinearInputType::Mouse(MouseInputType::MoveRight),
561 input::LinearInputActivation::clamp(delta_x as f32 * self.mouse_sensitivity),
562 );
563 } else {
564 self.linear_input(
565 input::LinearInputType::Mouse(MouseInputType::MoveLeft),
566 input::LinearInputActivation::clamp(-delta_x as f32 * self.mouse_sensitivity),
567 );
568 }
569 } else {
570 if delta_y > 0.0 {
571 self.linear_input(
572 input::LinearInputType::Mouse(MouseInputType::MoveUp),
573 input::LinearInputActivation::clamp(delta_y as f32 * self.mouse_sensitivity),
574 );
575 } else {
576 self.linear_input(
577 input::LinearInputType::Mouse(MouseInputType::MoveDown),
578 input::LinearInputActivation::clamp(-delta_y as f32 * self.mouse_sensitivity),
579 );
580 }
581 }
582 }
583
584 fn linear_input(
585 &mut self,
586 inputted: input::LinearInputType,
587 activation: input::LinearInputActivation,
588 ) {
589 if !self.input_mode.should_handle_input() {
590 return;
591 }
592 let input_value = self.input_map.get_linear(inputted);
593 if let Some(input_value) = input_value {
594 self.game
595 .handle_linear_input(&self.data, input_value, activation)
596 }
597 }
598
599 fn vector_input(
600 &mut self,
601 inputted: input::VectorInputType,
602 activation: input::VectorInputActivation,
603 ) {
604 if !self.input_mode.should_handle_input() {
605 return;
606 }
607 let input_value = self.input_map.get_vector(inputted);
608 if let Some(input_value) = input_value {
609 self.game
610 .handle_vector_input(&self.data, input_value, activation)
611 }
612 }
613
614 fn request_exit(&mut self) {
615 self.data.exit_flag.set();
616 self.game.user_exit_requested(&self.data);
617 }
618
619 fn pre_frame_update(&mut self) {
620 while let Ok(cmd) = self.command_receiver.try_recv() {
622 match cmd {
623 GameCommand::Exit => self.data.exit_flag.set(),
624 GameCommand::SetInputMode(input_mode) => {
625 self.input_mode = input_mode;
626
627 let should_show_cursor = !input_mode.should_hide_cursor();
628 self.data.window.set_cursor_visible(should_show_cursor);
629 }
630 GameCommand::SetMouseSensitivity(new_sensitivity) => {
631 self.mouse_sensitivity = new_sensitivity;
632 }
633 }
634 }
635 }
636
637 fn render(&mut self) -> Result<(), wgpu::SurfaceError> {
638 if let Some(surface) = self.surface.get(&self.data.device) {
640 let was_suboptimal = {
641 let output = surface.get_current_texture()?;
642 let view = output
643 .texture
644 .create_view(&wgpu::TextureViewDescriptor::default());
645
646 self.game.render_to(&self.data, view);
647
648 let was_suboptimal = output.suboptimal;
649
650 output.present();
651
652 was_suboptimal
653 };
654
655 if was_suboptimal {
656 return Err(wgpu::SurfaceError::Lost);
658 }
659 }
660 Ok(())
661 }
662
663 fn finished(self) {
664 self.game.finished(self.data)
665 }
666}