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
use crate::prelude::*;
const EVENT_QUEUE_SIZE: usize = 512;
#[derive(Debug, Clone)]
pub enum Event {
OpenMainMenu,
StartGame {
character: Box<Character>,
},
ChangeMap {
chapter_index: usize,
map_id: String,
},
Save,
Respawn,
Quit,
}
impl Event {
pub fn to_str(&self) -> &'static str {
use Event::*;
match self {
OpenMainMenu => "open main menu",
StartGame { character: _ } => "start game",
ChangeMap {
chapter_index: _,
map_id: _,
} => "change map",
Save => "save",
Respawn => "respawn",
Quit => "quit",
}
}
}
static mut EVENT_QUEUE: Option<Vec<Event>> = None;
unsafe fn get_event_queue() -> &'static mut Vec<Event> {
if EVENT_QUEUE.is_none() {
let mut queue = Vec::new();
queue.reserve(EVENT_QUEUE_SIZE);
EVENT_QUEUE = Some(queue);
}
EVENT_QUEUE.as_mut().unwrap()
}
pub fn get_next_event() -> Option<Event> {
let queue = unsafe { get_event_queue() };
queue.pop()
}
pub fn dispatch_event(event: Event) {
let queue = unsafe { get_event_queue() };
queue.insert(0, event);
}
pub async fn handle_event(event: Event) -> Result<Event> {
match event.clone() {
Event::OpenMainMenu => {
scene::clear();
gui::show_main_menu().await?;
}
Event::StartGame { character } => {
load_scene(*character)?;
}
Event::ChangeMap {
chapter_index,
map_id,
} => {
let character = {
let game_state = scene::find_node_by_type::<GameState>().unwrap();
game_state
.get_player_character()
.expect(
"No player character found. Use `Event::StartGame` to start a new game!",
)
.with_map(chapter_index, &map_id)
};
load_scene(character)?;
}
Event::Respawn => {
let game_state = scene::find_node_by_type::<GameState>().unwrap();
let path = character_name_to_path(&game_state.character_name);
let character = load_character(path)?;
character.spawn(game_state.handle(), game_state.player_spawn_point);
}
Event::Save => {
let game_state = scene::find_node_by_type::<GameState>().unwrap();
let character = game_state.get_player_character().unwrap();
character.save()?;
}
Event::Quit => {
scene::clear();
}
}
Ok(event)
}
pub async fn handle_queued_events() -> Result<bool> {
let mut res = true;
while let Some(event) = get_next_event() {
if let Event::Quit = handle_event(event).await? {
res = false;
}
}
Ok(res)
}