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https://github.com/italicsjenga/valence.git
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Document and rename default_client_event
to handle_event_default
.
This commit is contained in:
parent
bc470f3eb3
commit
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@ -5,7 +5,7 @@ use log::LevelFilter;
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use valence::block::{BlockPos, BlockState};
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use valence::chunk::{Chunk, UnloadedChunk};
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use valence::client::{
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default_client_event, ClientEvent, ClientId, GameMode, InteractWithEntityKind,
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handle_event_default, ClientEvent, ClientId, GameMode, InteractWithEntityKind,
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};
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use valence::config::{Config, ServerListPing};
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use valence::dimension::DimensionId;
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@ -213,7 +213,7 @@ impl Config for Game {
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.get_mut(client.state.player)
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.expect("missing player entity");
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match default_client_event(client, player) {
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match handle_event_default(client, player) {
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Some(ClientEvent::StartSprinting) => {
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client.state.extra_knockback = true;
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}
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@ -8,7 +8,7 @@ use rayon::iter::{IndexedParallelIterator, IntoParallelRefMutIterator, ParallelI
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use valence::biome::Biome;
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use valence::block::BlockState;
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use valence::chunk::{Chunk, UnloadedChunk};
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use valence::client::{default_client_event, ClientEvent, Hand};
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use valence::client::{handle_event_default, ClientEvent, Hand};
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use valence::config::{Config, ServerListPing};
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use valence::dimension::{Dimension, DimensionId};
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use valence::entity::types::Pose;
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@ -191,7 +191,7 @@ impl Config for Game {
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server.state.board.fill(false);
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}
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while let Some(event) = default_client_event(client, player) {
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while let Some(event) = handle_event_default(client, player) {
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match event {
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ClientEvent::Digging { position, .. } => {
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if (0..SIZE_X as i32).contains(&position.x)
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@ -8,7 +8,7 @@ use uuid::Uuid;
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use valence::async_trait;
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use valence::block::{BlockPos, BlockState};
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use valence::chunk::UnloadedChunk;
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use valence::client::{default_client_event, GameMode};
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use valence::client::{handle_event_default, GameMode};
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use valence::config::{Config, PlayerSampleEntry, ServerListPing};
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use valence::dimension::DimensionId;
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use valence::entity::{EntityId, EntityKind};
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@ -176,7 +176,7 @@ impl Config for Game {
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.get_mut(client.state)
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.expect("missing player entity");
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while default_client_event(client, entity).is_some() {}
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while handle_event_default(client, entity).is_some() {}
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true
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});
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@ -5,7 +5,7 @@ use log::LevelFilter;
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use valence::async_trait;
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use valence::block::{BlockPos, BlockState};
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use valence::chunk::UnloadedChunk;
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use valence::client::{default_client_event, GameMode};
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use valence::client::{handle_event_default, GameMode};
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use valence::config::{Config, ServerListPing};
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use valence::dimension::DimensionId;
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use valence::entity::{EntityId, EntityKind, TrackedData};
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@ -184,7 +184,7 @@ impl Config for Game {
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}
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}
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while default_client_event(client, server.entities.get_mut(client.state).unwrap())
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while handle_event_default(client, server.entities.get_mut(client.state).unwrap())
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.is_some()
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{}
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@ -7,7 +7,7 @@ use rayon::iter::ParallelIterator;
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use valence::async_trait;
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use valence::block::{BlockState, PropName, PropValue};
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use valence::chunk::{Chunk, ChunkPos, UnloadedChunk};
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use valence::client::{default_client_event, GameMode};
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use valence::client::{handle_event_default, GameMode};
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use valence::config::{Config, ServerListPing};
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use valence::dimension::DimensionId;
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use valence::entity::{EntityId, EntityKind};
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@ -142,7 +142,7 @@ impl Config for Game {
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}
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if let Some(entity) = server.entities.get_mut(client.state) {
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while default_client_event(client, entity).is_some() {}
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while handle_event_default(client, entity).is_some() {}
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}
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let dist = client.view_distance();
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@ -152,9 +152,19 @@ pub enum DiggingStatus {
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Finish,
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}
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/// Standard client event handler that stores various things a player may do.
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/// Used to avoid extra boilerplate.
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pub fn default_client_event<C: Config>(
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/// Pops one event from the event queue of `client` and expresses the event in a
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/// reasonable way using `entity`. For instance, movement events are expressed
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/// by changing the entity's position to match the received position. Rotation
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/// events rotate the entity. etc.
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///
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/// This function's primary purpose is to reduce boilerplate code in the
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/// examples, but it can be used as a quick way to get started in your own code.
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/// The precise behavior of this function is left unspecified and is subject to
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/// change.
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///
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/// The popped event is returned unmodified. `None` is returned if there are no
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/// more events in `client`.
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pub fn handle_event_default<C: Config>(
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client: &mut Client<C>,
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entity: &mut Entity<C>,
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) -> Option<ClientEvent> {
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