ACF2: Fix breakage when Dense Cloud dies after accepting offer, but before returning to Leaks A Lot
use glutin::{
dpi, ContextTrait, DeviceEvent, ElementState, Event, EventsLoop, GlProfile, GlRequest,
MouseButton, MouseScrollDelta, WindowEvent, WindowedContext,
};
use hedgewars_engine::instance::EngineInstance;
use integral_geometry::Point;
use std::time::Duration;
fn init(event_loop: &EventsLoop, size: dpi::LogicalSize) -> WindowedContext {
use glutin::{ContextBuilder, WindowBuilder};
let window = WindowBuilder::new()
.with_title("hwengine")
.with_dimensions(size);
let cxt = ContextBuilder::new()
.with_gl(GlRequest::Latest)
.with_gl_profile(GlProfile::Core)
.build_windowed(window, &event_loop)
.ok()
.unwrap();
unsafe {
cxt.make_current().unwrap();
gl::load_with(|ptr| cxt.get_proc_address(ptr) as *const _);
if let Some(sz) = cxt.get_inner_size() {
let phys = sz.to_physical(cxt.get_hidpi_factor());
gl::Viewport(0, 0, phys.width as i32, phys.height as i32);
}
}
cxt
}
fn main() {
let mut event_loop = EventsLoop::new();
let (w, h) = (1024.0, 768.0);
let window = init(&event_loop, dpi::LogicalSize::new(w, h));
let mut engine = EngineInstance::new();
engine.world.create_renderer(w as u16, h as u16);
let mut dragging = false;
use std::time::Instant;
let mut now = Instant::now();
let mut update = Instant::now();
let mut is_running = true;
while is_running {
let curr = Instant::now();
let delta = curr - now;
now = curr;
let ms = delta.as_secs() as f64 * 1000.0 + delta.subsec_millis() as f64;
window.set_title(&format!("hwengine {:.3}ms", ms));
if update.elapsed() > Duration::from_millis(10) {
update = curr;
engine.world.step()
}
event_loop.poll_events(|event| match event {
Event::WindowEvent { event, .. } => match event {
WindowEvent::CloseRequested => {
is_running = false;
}
WindowEvent::MouseInput { button, state, .. } => {
if let MouseButton::Right = button {
dragging = state == ElementState::Pressed;
}
}
WindowEvent::MouseWheel { delta, .. } => {
let zoom_change = match delta {
MouseScrollDelta::LineDelta(x, y) => y as f32 * 0.1f32,
MouseScrollDelta::PixelDelta(delta) => {
let physical = delta.to_physical(window.get_hidpi_factor());
physical.y as f32 * 0.1f32
}
};
engine.world.move_camera(Point::ZERO, zoom_change);
}
_ => (),
},
Event::DeviceEvent { event, .. } => match event {
DeviceEvent::MouseMotion { delta } => {
if dragging {
engine
.world
.move_camera(Point::new(delta.0 as i32, delta.1 as i32), 0.0)
}
}
_ => {}
},
_ => (),
});
unsafe { window.make_current().unwrap() };
engine.render();
window.swap_buffers().unwrap();
}
}