136 lines
4.4 KiB
Rust
136 lines
4.4 KiB
Rust
use std::error::Error;
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use crate::core::app::DEPTH_IMAGE_ID;
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use crate::core::app::context::WindowContext;
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use crate::core::app::user_event::UserEvent;
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use crate::core::render::render_pass_manager::{RenderPassConfig, RenderPassManager};
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use crate::core::scene::Scene;
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use egui_winit_vulkano::egui;
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use vulkano::{
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command_buffer::AutoCommandBufferBuilder, command_buffer::CommandBufferUsage, sync::GpuFuture,
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};
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use super::main_scene::MainScene;
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pub struct SettingsSceneState {
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current_resolution: [f32; 2],
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available_resolutions: Vec<(u32, u32)>,
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}
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#[derive(Default)]
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pub struct SettingsScene {
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state: Option<SettingsSceneState>,
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}
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impl Scene for SettingsScene {
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fn loaded(&self) -> bool {
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self.state.is_some()
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}
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fn load(&mut self, app_context: &mut WindowContext) -> Result<(), Box<dyn Error>> {
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let current_resolution = app_context.get_window_size();
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let available_resolutions = app_context.get_available_resolutions();
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self.state = Some(SettingsSceneState {
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current_resolution,
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available_resolutions,
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});
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Ok(())
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}
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fn update(&mut self, _app_context: &mut WindowContext) -> Result<(), Box<dyn Error>> {
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Ok(())
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}
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fn render(
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&mut self,
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before_future: Box<dyn GpuFuture>,
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app_context: &mut WindowContext,
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) -> Result<Box<dyn GpuFuture>, Box<dyn Error>> {
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let state = self.state.as_ref().ok_or("State not found")?;
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let mut builder = AutoCommandBufferBuilder::primary(
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app_context.command_buffer_allocator.clone(),
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app_context.graphics_queue.queue_family_index(),
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CommandBufferUsage::OneTimeSubmit,
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)?;
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// Utiliser le RenderPassManager
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{
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let swapchain_image_view =
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app_context.with_renderer(|renderer| renderer.swapchain_image_view().clone());
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let depth_stencil_image_view = app_context.with_renderer_mut(|renderer| {
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renderer.get_additional_image_view(DEPTH_IMAGE_ID).clone()
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});
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let config = RenderPassConfig::default();
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RenderPassManager::begin_standard_rendering(
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&mut builder,
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&config,
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swapchain_image_view,
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Some(depth_stencil_image_view),
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app_context.get_window_size(),
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)?;
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}
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// Pas de géométrie dans cette scène - juste un écran de paramètres
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RenderPassManager::end_rendering(&mut builder)?;
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let command_buffer = builder.build()?;
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let render_future =
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before_future.then_execute(app_context.graphics_queue.clone(), command_buffer)?;
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let swapchain_image_view =
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app_context.with_renderer(|renderer| renderer.swapchain_image_view().clone());
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let event_loop_proxy = app_context.event_loop_proxy.clone();
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let window_id = app_context.window_id;
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let render_future = app_context.with_gui_mut(|gui| {
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gui.immediate_ui(|gui| {
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let ctx = gui.context();
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egui::CentralPanel::default().show(&ctx, |ui| {
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ui.heading("Paramètres");
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ui.separator();
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ui.label(format!(
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"Résolution actuelle: {:?}",
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state.current_resolution
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));
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ui.separator();
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ui.label("Changer la résolution:");
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for &(width, height) in &state.available_resolutions {
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if ui.button(format!("{}x{}", width, height)).clicked() {
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let _ = event_loop_proxy.send_event(UserEvent::ChangeResolution(
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window_id,
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width as f32,
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height as f32,
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));
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}
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}
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ui.separator();
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if ui.button("Retour au jeu").clicked() {
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let _ = event_loop_proxy.send_event(UserEvent::ChangeScene(
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window_id,
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Box::new(MainScene::default()),
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));
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}
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});
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});
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gui.draw_on_image(render_future, swapchain_image_view.clone())
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});
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Ok(render_future)
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}
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fn unload(&mut self) {}
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}
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