stevenarella/src/settings.rs

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Rust
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use crate::console;
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use std::marker::PhantomData;
Use glutin to replace sdl2 (#35) * Add glutin dependency * Create a glutin window * Use the glutin window, basics work * Store DPI factor on game object, update on Resized * Use physical size for rendering only. Fixes UI scaled too small Fixes https://github.com/iceiix/steven/pull/35#issuecomment-442683373 See also https://github.com/iceiix/steven/issues/22 * Begin adding mouse input events * Listen for DeviceEvents * Call hover_at on mouse motion * Listen for CursorMoved window event, hovering works Glutin has separate WindowEvent::CursorMoved and DeviceEvent::MouseMotion events, for absolute cursor and relative mouse motion, respectively, instead of SDL's Event::MouseMotion for both. * Use tuple pattern matching instead of nested if for MouseInput * Implement left clicking * Use grab_cursor() to capture the cursor * Hide the cursor when grabbing * Implement MouseWheel event * Listen for keyboard input, escape key release * Keyboard input: console toggling, glutin calls backquote 'grave' * Implement fullscreen in glutin, updates https://github.com/iceiix/steven/pull/31 * Update settings for glutin VirtualKeyCode * Keyboard controls (note: must clear conf.cfg to use correct bindings) * Move DeviceEvent match arm up higher for clarity * Remove SDL * Pass physical dimensions to renderer tick so blit_framebuffer can use full size but the ui is still sized logically. * Listen for DeviceEvent::Text * Implement text input using ReceivedCharacter window event, works https://github.com/iceiix/steven/pull/35#issuecomment-443247267 * Request specific version of OpenGL, version 3.2 * Request OpenGL 3.2 but fallback to OpenGL ES 2.0 if available (not tested) * Set core profile and depth 24-bits, stencil 0-bits * Allow changing vsync, but require restarting (until https://github.com/tomaka/glutin/issues/693) * Clarify specific Rust version requirement * Import glutin::* in handle_window_event() to avoid overly repetitive code * Linux in VM fix: manually calculate delta in MouseMotion For the third issue on https://github.com/iceiix/steven/pull/35#issuecomment-443084458 https://github.com/tomaka/glutin/issues/1084 MouseMotion event returns absolute instead of relative values, when running Linux in a VM * Heuristic to detect absolute/relative MouseMotion from delta:(xrel, yrel); use a higher scaling factor * Add clipboard pasting with clipboard crate instead of sdl2 https://github.com/iceiix/steven/pull/35#issuecomment-443307295
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use glutin::VirtualKeyCode;
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// Might just rename this to settings.rs
pub const R_MAX_FPS: console::CVar<i64> = console::CVar {
ty: PhantomData,
name: "r_max_fps",
description: "fps_max caps the maximum FPS for the rendering engine",
mutable: true,
serializable: true,
default: &|| 60,
};
pub const R_FOV: console::CVar<i64> = console::CVar {
ty: PhantomData,
name: "r_fov",
description: "Setting for controlling the client field of view",
mutable: true,
serializable: true,
default: &|| 90,
};
pub const R_VSYNC: console::CVar<bool> = console::CVar {
ty: PhantomData,
name: "r_vsync",
description: "Toggle to enable/disable vsync",
mutable: true,
serializable: true,
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default: &|| false,
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};
pub const CL_MASTER_VOLUME: console::CVar<i64> = console::CVar {
ty: PhantomData,
name: "cl_master_volume",
description: "Main volume control",
mutable: true,
serializable: true,
default: &|| 100,
};
macro_rules! create_keybind {
($keycode:ident, $name:expr, $description:expr) => (console::CVar {
ty: PhantomData,
name: $name,
description: $description,
mutable: true,
serializable: true,
Use glutin to replace sdl2 (#35) * Add glutin dependency * Create a glutin window * Use the glutin window, basics work * Store DPI factor on game object, update on Resized * Use physical size for rendering only. Fixes UI scaled too small Fixes https://github.com/iceiix/steven/pull/35#issuecomment-442683373 See also https://github.com/iceiix/steven/issues/22 * Begin adding mouse input events * Listen for DeviceEvents * Call hover_at on mouse motion * Listen for CursorMoved window event, hovering works Glutin has separate WindowEvent::CursorMoved and DeviceEvent::MouseMotion events, for absolute cursor and relative mouse motion, respectively, instead of SDL's Event::MouseMotion for both. * Use tuple pattern matching instead of nested if for MouseInput * Implement left clicking * Use grab_cursor() to capture the cursor * Hide the cursor when grabbing * Implement MouseWheel event * Listen for keyboard input, escape key release * Keyboard input: console toggling, glutin calls backquote 'grave' * Implement fullscreen in glutin, updates https://github.com/iceiix/steven/pull/31 * Update settings for glutin VirtualKeyCode * Keyboard controls (note: must clear conf.cfg to use correct bindings) * Move DeviceEvent match arm up higher for clarity * Remove SDL * Pass physical dimensions to renderer tick so blit_framebuffer can use full size but the ui is still sized logically. * Listen for DeviceEvent::Text * Implement text input using ReceivedCharacter window event, works https://github.com/iceiix/steven/pull/35#issuecomment-443247267 * Request specific version of OpenGL, version 3.2 * Request OpenGL 3.2 but fallback to OpenGL ES 2.0 if available (not tested) * Set core profile and depth 24-bits, stencil 0-bits * Allow changing vsync, but require restarting (until https://github.com/tomaka/glutin/issues/693) * Clarify specific Rust version requirement * Import glutin::* in handle_window_event() to avoid overly repetitive code * Linux in VM fix: manually calculate delta in MouseMotion For the third issue on https://github.com/iceiix/steven/pull/35#issuecomment-443084458 https://github.com/tomaka/glutin/issues/1084 MouseMotion event returns absolute instead of relative values, when running Linux in a VM * Heuristic to detect absolute/relative MouseMotion from delta:(xrel, yrel); use a higher scaling factor * Add clipboard pasting with clipboard crate instead of sdl2 https://github.com/iceiix/steven/pull/35#issuecomment-443307295
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default: &|| VirtualKeyCode::$keycode as i64
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})
}
pub const CL_KEYBIND_FORWARD: console::CVar<i64> = create_keybind!(W, "cl_keybind_forward", "Keybinding for moving forward");
pub const CL_KEYBIND_BACKWARD: console::CVar<i64> = create_keybind!(S, "cl_keybind_backward", "Keybinding for moving backward");
pub const CL_KEYBIND_LEFT: console::CVar<i64> = create_keybind!(A, "cl_keybind_left", "Keybinding for moving the left");
pub const CL_KEYBIND_RIGHT: console::CVar<i64> = create_keybind!(D, "cl_keybind_right", "Keybinding for moving to the right");
pub const CL_KEYBIND_OPEN_INV: console::CVar<i64> = create_keybind!(E, "cl_keybind_open_inv", "Keybinding for opening the inventory");
pub const CL_KEYBIND_SNEAK: console::CVar<i64> = create_keybind!(LShift, "cl_keybind_sneak", "Keybinding for sneaking");
Use glutin to replace sdl2 (#35) * Add glutin dependency * Create a glutin window * Use the glutin window, basics work * Store DPI factor on game object, update on Resized * Use physical size for rendering only. Fixes UI scaled too small Fixes https://github.com/iceiix/steven/pull/35#issuecomment-442683373 See also https://github.com/iceiix/steven/issues/22 * Begin adding mouse input events * Listen for DeviceEvents * Call hover_at on mouse motion * Listen for CursorMoved window event, hovering works Glutin has separate WindowEvent::CursorMoved and DeviceEvent::MouseMotion events, for absolute cursor and relative mouse motion, respectively, instead of SDL's Event::MouseMotion for both. * Use tuple pattern matching instead of nested if for MouseInput * Implement left clicking * Use grab_cursor() to capture the cursor * Hide the cursor when grabbing * Implement MouseWheel event * Listen for keyboard input, escape key release * Keyboard input: console toggling, glutin calls backquote 'grave' * Implement fullscreen in glutin, updates https://github.com/iceiix/steven/pull/31 * Update settings for glutin VirtualKeyCode * Keyboard controls (note: must clear conf.cfg to use correct bindings) * Move DeviceEvent match arm up higher for clarity * Remove SDL * Pass physical dimensions to renderer tick so blit_framebuffer can use full size but the ui is still sized logically. * Listen for DeviceEvent::Text * Implement text input using ReceivedCharacter window event, works https://github.com/iceiix/steven/pull/35#issuecomment-443247267 * Request specific version of OpenGL, version 3.2 * Request OpenGL 3.2 but fallback to OpenGL ES 2.0 if available (not tested) * Set core profile and depth 24-bits, stencil 0-bits * Allow changing vsync, but require restarting (until https://github.com/tomaka/glutin/issues/693) * Clarify specific Rust version requirement * Import glutin::* in handle_window_event() to avoid overly repetitive code * Linux in VM fix: manually calculate delta in MouseMotion For the third issue on https://github.com/iceiix/steven/pull/35#issuecomment-443084458 https://github.com/tomaka/glutin/issues/1084 MouseMotion event returns absolute instead of relative values, when running Linux in a VM * Heuristic to detect absolute/relative MouseMotion from delta:(xrel, yrel); use a higher scaling factor * Add clipboard pasting with clipboard crate instead of sdl2 https://github.com/iceiix/steven/pull/35#issuecomment-443307295
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pub const CL_KEYBIND_SPRINT: console::CVar<i64> = create_keybind!(LControl, "cl_keybind_sprint", "Keybinding for sprinting");
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pub const CL_KEYBIND_JUMP: console::CVar<i64> = create_keybind!(Space, "cl_keybind_jump", "Keybinding for jumping");
pub fn register_vars(vars: &mut console::Vars) {
vars.register(R_MAX_FPS);
vars.register(R_FOV);
vars.register(R_VSYNC);
vars.register(CL_MASTER_VOLUME);
vars.register(CL_KEYBIND_FORWARD);
vars.register(CL_KEYBIND_BACKWARD);
vars.register(CL_KEYBIND_LEFT);
vars.register(CL_KEYBIND_RIGHT);
vars.register(CL_KEYBIND_OPEN_INV);
vars.register(CL_KEYBIND_SNEAK);
vars.register(CL_KEYBIND_SPRINT);
vars.register(CL_KEYBIND_JUMP);
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}
Use glutin to replace sdl2 (#35) * Add glutin dependency * Create a glutin window * Use the glutin window, basics work * Store DPI factor on game object, update on Resized * Use physical size for rendering only. Fixes UI scaled too small Fixes https://github.com/iceiix/steven/pull/35#issuecomment-442683373 See also https://github.com/iceiix/steven/issues/22 * Begin adding mouse input events * Listen for DeviceEvents * Call hover_at on mouse motion * Listen for CursorMoved window event, hovering works Glutin has separate WindowEvent::CursorMoved and DeviceEvent::MouseMotion events, for absolute cursor and relative mouse motion, respectively, instead of SDL's Event::MouseMotion for both. * Use tuple pattern matching instead of nested if for MouseInput * Implement left clicking * Use grab_cursor() to capture the cursor * Hide the cursor when grabbing * Implement MouseWheel event * Listen for keyboard input, escape key release * Keyboard input: console toggling, glutin calls backquote 'grave' * Implement fullscreen in glutin, updates https://github.com/iceiix/steven/pull/31 * Update settings for glutin VirtualKeyCode * Keyboard controls (note: must clear conf.cfg to use correct bindings) * Move DeviceEvent match arm up higher for clarity * Remove SDL * Pass physical dimensions to renderer tick so blit_framebuffer can use full size but the ui is still sized logically. * Listen for DeviceEvent::Text * Implement text input using ReceivedCharacter window event, works https://github.com/iceiix/steven/pull/35#issuecomment-443247267 * Request specific version of OpenGL, version 3.2 * Request OpenGL 3.2 but fallback to OpenGL ES 2.0 if available (not tested) * Set core profile and depth 24-bits, stencil 0-bits * Allow changing vsync, but require restarting (until https://github.com/tomaka/glutin/issues/693) * Clarify specific Rust version requirement * Import glutin::* in handle_window_event() to avoid overly repetitive code * Linux in VM fix: manually calculate delta in MouseMotion For the third issue on https://github.com/iceiix/steven/pull/35#issuecomment-443084458 https://github.com/tomaka/glutin/issues/1084 MouseMotion event returns absolute instead of relative values, when running Linux in a VM * Heuristic to detect absolute/relative MouseMotion from delta:(xrel, yrel); use a higher scaling factor * Add clipboard pasting with clipboard crate instead of sdl2 https://github.com/iceiix/steven/pull/35#issuecomment-443307295
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#[derive(Hash, PartialEq, Eq, Debug)]
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pub enum Stevenkey {
Forward,
Backward,
Left,
Right,
OpenInv,
Sneak,
Sprint,
Jump,
}
impl Stevenkey {
pub fn values() -> Vec<Stevenkey> {
vec!(Stevenkey::Forward, Stevenkey::Backward, Stevenkey::Left,
Stevenkey::Right, Stevenkey::OpenInv, Stevenkey::Sneak,
Stevenkey::Sprint, Stevenkey::Jump)
}
Use glutin to replace sdl2 (#35) * Add glutin dependency * Create a glutin window * Use the glutin window, basics work * Store DPI factor on game object, update on Resized * Use physical size for rendering only. Fixes UI scaled too small Fixes https://github.com/iceiix/steven/pull/35#issuecomment-442683373 See also https://github.com/iceiix/steven/issues/22 * Begin adding mouse input events * Listen for DeviceEvents * Call hover_at on mouse motion * Listen for CursorMoved window event, hovering works Glutin has separate WindowEvent::CursorMoved and DeviceEvent::MouseMotion events, for absolute cursor and relative mouse motion, respectively, instead of SDL's Event::MouseMotion for both. * Use tuple pattern matching instead of nested if for MouseInput * Implement left clicking * Use grab_cursor() to capture the cursor * Hide the cursor when grabbing * Implement MouseWheel event * Listen for keyboard input, escape key release * Keyboard input: console toggling, glutin calls backquote 'grave' * Implement fullscreen in glutin, updates https://github.com/iceiix/steven/pull/31 * Update settings for glutin VirtualKeyCode * Keyboard controls (note: must clear conf.cfg to use correct bindings) * Move DeviceEvent match arm up higher for clarity * Remove SDL * Pass physical dimensions to renderer tick so blit_framebuffer can use full size but the ui is still sized logically. * Listen for DeviceEvent::Text * Implement text input using ReceivedCharacter window event, works https://github.com/iceiix/steven/pull/35#issuecomment-443247267 * Request specific version of OpenGL, version 3.2 * Request OpenGL 3.2 but fallback to OpenGL ES 2.0 if available (not tested) * Set core profile and depth 24-bits, stencil 0-bits * Allow changing vsync, but require restarting (until https://github.com/tomaka/glutin/issues/693) * Clarify specific Rust version requirement * Import glutin::* in handle_window_event() to avoid overly repetitive code * Linux in VM fix: manually calculate delta in MouseMotion For the third issue on https://github.com/iceiix/steven/pull/35#issuecomment-443084458 https://github.com/tomaka/glutin/issues/1084 MouseMotion event returns absolute instead of relative values, when running Linux in a VM * Heuristic to detect absolute/relative MouseMotion from delta:(xrel, yrel); use a higher scaling factor * Add clipboard pasting with clipboard crate instead of sdl2 https://github.com/iceiix/steven/pull/35#issuecomment-443307295
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pub fn get_by_keycode(keycode: VirtualKeyCode, vars: &console::Vars) -> Option<Stevenkey> {
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for steven_key in Stevenkey::values() {
if keycode as i64 == *vars.get(steven_key.get_cvar()) {
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return Some(steven_key)
}
}
None
}
pub fn get_cvar(&self) -> console::CVar<i64> {
match *self {
Stevenkey::Forward => CL_KEYBIND_FORWARD,
Stevenkey::Backward => CL_KEYBIND_BACKWARD,
Stevenkey::Left => CL_KEYBIND_LEFT,
Stevenkey::Right => CL_KEYBIND_RIGHT,
Stevenkey::OpenInv => CL_KEYBIND_OPEN_INV,
Stevenkey::Sneak => CL_KEYBIND_SNEAK,
Stevenkey::Sprint => CL_KEYBIND_SPRINT,
Stevenkey::Jump => CL_KEYBIND_JUMP
}
}
}