mod ui; use std::time::Duration; use vek::*; use common::clock::Clock; use crate::{ PlayState, PlayStateResult, GlobalState, window::{ Event, Window, }, session::SessionState, }; use ui::MainMenuUi; const FPS: u64 = 60; pub struct MainMenuState { main_menu_ui: MainMenuUi, } impl MainMenuState { /// Create a new `MainMenuState` pub fn new(window: &mut Window) -> Self { Self { main_menu_ui: MainMenuUi::new(window) } } } // The background colour const BG_COLOR: Rgba = Rgba { r: 0.0, g: 0.3, b: 1.0, a: 1.0 }; impl PlayState for MainMenuState { fn play(&mut self, global_state: &mut GlobalState) -> PlayStateResult { // Set up an fps clock let mut clock = Clock::new(); loop { // Handle window events for event in global_state.window.fetch_events() { match event { Event::Close => return PlayStateResult::Shutdown, // Pass events to ui Event::UiEvent(input) => { self.main_menu_ui.handle_event(input); } // Ignore all other events _ => {}, } } global_state.window.renderer_mut().clear(BG_COLOR); // Maintain the UI self.main_menu_ui.maintain(global_state.window.renderer_mut()); // Check if there should be a login attempt if let Some((username, address)) = self.main_menu_ui.login_attempt() { // For now just start a new session return PlayStateResult::Push( Box::new(SessionState::new(&mut global_state.window.unwrap()), // TODO: Handle this error ); } // Draw the UI to the screen self.main_menu_ui.render(global_state.window.renderer_mut()); // Finish the frame global_state.window.renderer_mut().flush(); global_state.window .swap_buffers() .expect("Failed to swap window buffers"); // Wait for the next tick clock.tick(Duration::from_millis(1000 / FPS)); } } fn name(&self) -> &'static str { "Title" } }