mod ui; use crate::{ i18n::{i18n_asset_key, VoxygenLocalization}, scene::simple::{self as scene, Scene}, session::SessionState, window::Event as WinEvent, Direction, GlobalState, PlayState, PlayStateResult, }; use client::{self, Client}; use common::{assets, clock::Clock, comp, msg::ClientState, state::DeltaTime}; use specs::WorldExt; use std::{cell::RefCell, rc::Rc, time::Duration}; use tracing::error; use ui::CharSelectionUi; pub struct CharSelectionState { char_selection_ui: CharSelectionUi, client: Rc>, scene: Scene, } impl CharSelectionState { /// Create a new `CharSelectionState`. pub fn new(global_state: &mut GlobalState, client: Rc>) -> Self { Self { char_selection_ui: CharSelectionUi::new(global_state), client, scene: Scene::new( global_state.window.renderer_mut(), Some("fixture.selection_bg"), ), } } } impl PlayState for CharSelectionState { fn play(&mut self, _: Direction, global_state: &mut GlobalState) -> PlayStateResult { // Set up an fps clock. let mut clock = Clock::start(); // Load the player's character list self.client.borrow_mut().load_character_list(); let mut current_client_state = self.client.borrow().get_client_state(); while let ClientState::Pending | ClientState::Registered = current_client_state { // Handle window events for event in global_state.window.fetch_events(&mut global_state.settings) { if self.char_selection_ui.handle_event(event.clone()) { continue; } match event { WinEvent::Close => { return PlayStateResult::Shutdown; }, // Pass all other events to the scene event => { self.scene.handle_input_event(event); }, // TODO: Do something if the event wasn't handled? } } global_state.window.renderer_mut().clear(); // Maintain the UI. let events = self .char_selection_ui .maintain(global_state, &mut self.client.borrow_mut()); for event in events { match event { ui::Event::Logout => { return PlayStateResult::Pop; }, ui::Event::AddCharacter { alias, tool, body } => { self.client.borrow_mut().create_character(alias, tool, body); }, ui::Event::DeleteCharacter(character_id) => { self.client.borrow_mut().delete_character(character_id); }, ui::Event::Play => { let char_data = self .char_selection_ui .get_character_list() .expect("Character data is required to play"); if let Some(selected_character) = char_data.get(self.char_selection_ui.selected_character) { if let Some(character_id) = selected_character.character.id { self.client.borrow_mut().request_character(character_id); } } return PlayStateResult::Switch(Box::new(SessionState::new( global_state, self.client.clone(), ))); }, } } // Maintain global state. global_state.maintain(clock.get_last_delta().as_secs_f32()); let humanoid_body = self .char_selection_ui .get_character_list() .and_then(|data| { if let Some(character) = data.get(self.char_selection_ui.selected_character) { match character.body { comp::Body::Humanoid(body) => Some(body), _ => None, } } else { None } }); let loadout = self.char_selection_ui.get_loadout(); // Maintain the scene. { let client = self.client.borrow(); let scene_data = scene::SceneData { time: client.state().get_time(), delta_time: client.state().ecs().read_resource::().0, tick: client.get_tick(), body: humanoid_body, gamma: global_state.settings.graphics.gamma, mouse_smoothing: global_state.settings.gameplay.smooth_pan_enable, figure_lod_render_distance: global_state .settings .graphics .figure_lod_render_distance as f32, }; self.scene.maintain( global_state.window.renderer_mut(), scene_data, loadout.as_ref(), ); } // Render the scene. self.scene.render( global_state.window.renderer_mut(), self.client.borrow().get_tick(), humanoid_body, loadout.as_ref(), ); // Draw the UI to the screen. self.char_selection_ui .render(global_state.window.renderer_mut(), self.scene.globals()); // Tick the client (currently only to keep the connection alive). let localized_strings = assets::load_expect::(&i18n_asset_key( &global_state.settings.language.selected_language, )); match self.client.borrow_mut().tick( comp::ControllerInputs::default(), clock.get_last_delta(), |_| {}, ) { Ok(events) => { for event in events { match event { client::Event::SetViewDistance(vd) => { global_state.settings.graphics.view_distance = vd; global_state.settings.save_to_file_warn(); }, client::Event::Disconnect => { global_state.info_message = Some( localized_strings .get("main.login.server_shut_down") .to_owned(), ); return PlayStateResult::Pop; }, _ => {}, } } }, Err(err) => { global_state.info_message = Some(localized_strings.get("common.connection_lost").to_owned()); error!(?err, "[char_selection] Failed to tick the client"); return PlayStateResult::Pop; }, } self.client.borrow_mut().cleanup(); // 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 / (global_state.settings.graphics.max_fps as u64), )); current_client_state = self.client.borrow().get_client_state(); } PlayStateResult::Pop } fn name(&self) -> &'static str { "Title" } }