veloren/voxygen/src/menu/char_selection/mod.rs
2020-12-17 12:06:07 +01:00

231 lines
8.8 KiB
Rust

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<RefCell<Client>>,
scene: Scene,
}
impl CharSelectionState {
/// Create a new `CharSelectionState`.
pub fn new(global_state: &mut GlobalState, client: Rc<RefCell<Client>>) -> 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<comp::humanoid::Body>, 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<WinEvent>) -> PlayStateResult {
span!(_guard, "tick", "<CharSelectionState as PlayState>::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::<DeltaTime>().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);
}
}