mod ui; use crate::{ render::Renderer, scene::simple::{self as scene, Scene}, session::SessionState, settings::Settings, window::Event as WinEvent, Direction, GlobalState, PlayState, PlayStateResult, }; use client::{self, Client}; use common::{comp, resources::DeltaTime, span}; use specs::WorldExt; use std::{cell::RefCell, rc::Rc}; 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 { let scene = Scene::new( global_state.window.renderer_mut(), Some("fixture.selection_bg"), &*client.borrow(), ); let char_selection_ui = CharSelectionUi::new(global_state, &*client.borrow()); Self { char_selection_ui, client, scene, } } fn get_humanoid_body_loadout<'a>( char_selection_ui: &'a CharSelectionUi, client: &'a Client, ) -> (Option, Option<&'a comp::Loadout>) { char_selection_ui .display_body_loadout(&client.character_list().characters) .map(|(body, loadout)| { ( match body { comp::Body::Humanoid(body) => Some(body), _ => None, }, Some(loadout), ) }) .unwrap_or_default() } } impl PlayState for CharSelectionState { fn enter(&mut self, global_state: &mut GlobalState, _: Direction) { // Load the player's character list self.client.borrow_mut().load_character_list(); // Updated localization in case the selected language was changed self.char_selection_ui.update_language(global_state.i18n); // Set scale mode in case it was change self.char_selection_ui .set_scale_mode(global_state.settings.gameplay.ui_scale); } fn tick(&mut self, global_state: &mut GlobalState, events: Vec) -> PlayStateResult { span!(_guard, "tick", "::tick"); let (client_presence, client_registered) = { let client = self.client.borrow(); (client.presence(), client.registered()) }; if client_presence.is_none() && client_registered { // Handle window events for event in events { 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? } } // Maintain the UI. let events = self .char_selection_ui .maintain(global_state, &self.client.borrow()); 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, Some(tool), body); }, ui::Event::DeleteCharacter(character_id) => { self.client.borrow_mut().delete_character(character_id); }, ui::Event::Play(character_id) => { self.client.borrow_mut().request_character(character_id); return PlayStateResult::Switch(Box::new(SessionState::new( global_state, Rc::clone(&self.client), ))); }, ui::Event::ClearCharacterListError => { self.char_selection_ui.error = None; }, ui::Event::SelectCharacter(selected) => { let client = self.client.borrow(); let server_name = &client.server_info().name; // Select newly created character global_state .profile .set_selected_character(server_name, selected); global_state.profile.save_to_file_warn(); }, } } // Maintain the scene. { let client = self.client.borrow(); let (humanoid_body, loadout) = Self::get_humanoid_body_loadout(&self.char_selection_ui, &client); // Maintain the scene. let scene_data = scene::SceneData { time: client.state().get_time(), delta_time: client.state().ecs().read_resource::().0, tick: client.get_tick(), thread_pool: client.thread_pool(), body: humanoid_body, gamma: global_state.settings.graphics.gamma, exposure: global_state.settings.graphics.exposure, ambiance: global_state.settings.graphics.ambiance, 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); } // Tick the client (currently only to keep the connection alive). let localized_strings = &*global_state.i18n.read(); match self.client.borrow_mut().tick( comp::ControllerInputs::default(), global_state.clock.dt(), |_| {}, ) { 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; }, client::Event::CharacterCreated(character_id) => { self.char_selection_ui.select_character(character_id); }, client::Event::CharacterError(error) => { self.char_selection_ui.display_error(error); }, _ => {}, } } }, 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; }, } // TODO: make sure rendering is not relying on cleaned up stuff self.client.borrow_mut().cleanup(); PlayStateResult::Continue } else { error!("Client not in pending or registered state. Popping char selection play state"); // TODO set global_state.info_message PlayStateResult::Pop } } fn name(&self) -> &'static str { "Title" } fn render(&mut self, renderer: &mut Renderer, _: &Settings) { let client = self.client.borrow(); let (humanoid_body, loadout) = Self::get_humanoid_body_loadout(&self.char_selection_ui, &client); // Render the scene. self.scene .render(renderer, client.get_tick(), humanoid_body, loadout); // Draw the UI to the screen. self.char_selection_ui.render(renderer); } }