game-wip-dontplay/src/app.rs

83 lines
2.4 KiB
Rust

use egui_sfml::{egui, SfEgui};
use gamedebug_core::imm_dbg;
use sfml::{
graphics::{Color, RenderTarget, RenderWindow},
window::Event,
};
use crate::{game::GameState, graphics, res::Res};
/// Application level state (includes game and ui state, etc.)
pub struct App {
pub rw: RenderWindow,
pub should_quit: bool,
pub game: GameState,
pub res: Res,
pub sf_egui: SfEgui,
}
impl App {
pub fn new() -> anyhow::Result<Self> {
let rw = graphics::make_window();
let sf_egui = SfEgui::new(&rw);
Ok(Self {
rw,
should_quit: false,
game: GameState::default(),
res: Res::load()?,
sf_egui,
})
}
pub fn do_game_loop(&mut self) {
while !self.should_quit {
self.do_event_handling();
self.do_update();
self.do_rendering();
gamedebug_core::inc_frame();
}
}
fn do_event_handling(&mut self) {
while let Some(ev) = self.rw.poll_event() {
self.sf_egui.add_event(&ev);
match ev {
Event::Closed => self.should_quit = true,
_ => {}
}
}
}
fn do_update(&mut self) {
let tp = self.game.camera_offset.tile_pos();
imm_dbg!(tp);
imm_dbg!(tp.to_chunk_and_local());
}
fn do_rendering(&mut self) {
self.rw.clear(Color::BLACK);
self.game.draw_world(&mut self.rw, &self.res);
self.sf_egui
.do_frame(|ctx| {
egui::Window::new("Debug").show(ctx, |ui| {
ui.label("Cam x");
ui.add(egui::DragValue::new(&mut self.game.camera_offset.x));
ui.label("Cam y");
ui.add(egui::DragValue::new(&mut self.game.camera_offset.y));
ui.separator();
egui::ScrollArea::vertical().show(ui, |ui| {
gamedebug_core::for_each_imm(|info| match info {
gamedebug_core::Info::Msg(msg) => {
ui.label(msg);
}
gamedebug_core::Info::Rect(_, _, _, _, _) => todo!(),
});
});
gamedebug_core::clear_immediates();
});
})
.unwrap();
self.sf_egui.draw(&mut self.rw, None);
self.rw.display();
}
}