fix DiagonalMaze after the drawing scaling change, add some params since ginormous maze is kinda entertaining
use hedgewars_engine_messages::messages::{
ConfigEngineMessage::*, EngineMessage::*, KeystrokeAction::*, SyncedEngineMessage::*,
UnorderedEngineMessage::*, UnsyncedEngineMessage::*, *,
};
use self::gfx_gl::{CommandBuffer, Resources};
use gfx::format::{Unorm, D24, R8_G8_B8_A8};
use gfx_device_gl as gfx_gl;
use super::{ipc::IPC, world::World};
pub struct EngineGlContext {
pub device: gfx_gl::Device,
pub factory: gfx_gl::Factory,
pub render_target: gfx::handle::RenderTargetView<Resources, (R8_G8_B8_A8, Unorm)>,
pub depth_buffer: gfx::handle::DepthStencilView<Resources, (D24, Unorm)>,
pub command_buffer: gfx::Encoder<Resources, CommandBuffer>,
}
pub struct EngineInstance {
pub world: World,
pub ipc: IPC,
pub gl_context: Option<EngineGlContext>,
}
impl EngineInstance {
pub fn new() -> Self {
let world = World::new();
Self {
world,
ipc: IPC::new(),
gl_context: None,
}
}
pub fn render<R, C>(
&self,
command_buffer: &mut gfx::Encoder<R, C>,
render_target: &gfx::handle::RenderTargetView<R, gfx::format::Rgba8>,
) where
R: gfx::Resources,
C: gfx::CommandBuffer<R>,
{
command_buffer.clear(render_target, [0.0, 0.5, 0.0, 1.0]);
}
fn process_unordered_message(&mut self, message: &UnorderedEngineMessage) {
match message {
Pong => println!("Pong!"),
_ => unimplemented!(),
}
}
fn process_config_message(&mut self, message: &ConfigEngineMessage) {
match message {
SetSeed(seed) => self.world.set_seed(seed.as_bytes()),
_ => unimplemented!(),
}
}
pub fn process_ipc_queue(&mut self) {
let messages: Vec<EngineMessage> = self.ipc.iter().collect();
for message in messages {
println!("Processing message: {:?}", message);
match message {
Unknown => println!("Unknown message"),
Empty => println!("Empty message"),
Synced(_, _) => unimplemented!(),
Unsynced(_) => unimplemented!(),
Unordered(unordered_message) => self.process_unordered_message(&unordered_message),
Config(config_message) => self.process_config_message(&config_message),
}
}
}
}