mod ui; use crate::{ i18n::{i18n_asset_key, VoxygenLocalization}, 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::{assets::Asset, comp, span, state::DeltaTime}; 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(), ); Self { char_selection_ui: CharSelectionUi::new(global_state), client, scene, } } fn get_humanoid_body(&self) -> Option { 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 } }) } } impl PlayState for CharSelectionState { fn enter(&mut self, _: &mut GlobalState, _: Direction) { // Load the player's character list self.client.borrow_mut().load_character_list(); } fn tick(&mut self, global_state: &mut GlobalState, events: Vec) -> PlayStateResult { span!(_guard, "tick", "::tick"); let (client_in_game, client_registered) = { let client = self.client.borrow(); (client.get_in_game(), client.get_registered()) }; if client_in_game.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, &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, Rc::clone(&self.client), ))); }, } } let humanoid_body = self.get_humanoid_body(); 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(), thread_pool: client.thread_pool(), body: humanoid_body, gamma: global_state.settings.graphics.gamma, 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.as_ref(), ); } // Tick the client (currently only to keep the connection alive). let localized_strings = VoxygenLocalization::load_expect(&i18n_asset_key( &global_state.settings.language.selected_language, )); match self.client.borrow_mut().tick( comp::ControllerInputs::default(), global_state.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; }, } // 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 humanoid_body = self.get_humanoid_body(); let loadout = self.char_selection_ui.get_loadout(); // Render the scene. self.scene.render( renderer, self.client.borrow().get_tick(), humanoid_body, loadout.as_ref(), ); // Draw the UI to the screen. self.char_selection_ui .render(renderer, self.scene.globals()); } }