mod ui; use super::char_selection::CharSelectionState; use crate::{ window::{Event, Window}, GlobalState, PlayState, PlayStateResult, }; use common::clock::Clock; use std::time::Duration; use ui::{Event as MainMenuEvent, MainMenuUi}; use vek::*; 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), } } } // 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 for event in self.main_menu_ui.maintain(global_state.window.renderer_mut()) { match event { MainMenuEvent::LoginAttempt{ username, server_address } => // For now just start a new session return PlayStateResult::Push( Box::new(CharSelectionState::new(&mut global_state.window)) ), MainMenuEvent::Quit => return PlayStateResult::Shutdown, } } // 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" } }