mirror of
https://gitlab.com/veloren/veloren.git
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231 lines
8.8 KiB
Rust
231 lines
8.8 KiB
Rust
mod ui;
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use crate::{
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render::Renderer,
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scene::simple::{self as scene, Scene},
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session::SessionState,
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settings::Settings,
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window::Event as WinEvent,
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Direction, GlobalState, PlayState, PlayStateResult,
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};
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use client::{self, Client};
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use common::{comp, resources::DeltaTime, span};
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use specs::WorldExt;
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use std::{cell::RefCell, rc::Rc};
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use tracing::error;
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use ui::CharSelectionUi;
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pub struct CharSelectionState {
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char_selection_ui: CharSelectionUi,
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client: Rc<RefCell<Client>>,
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scene: Scene,
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}
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impl CharSelectionState {
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/// Create a new `CharSelectionState`.
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pub fn new(global_state: &mut GlobalState, client: Rc<RefCell<Client>>) -> Self {
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let scene = Scene::new(
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global_state.window.renderer_mut(),
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Some("fixture.selection_bg"),
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&*client.borrow(),
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);
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let char_selection_ui = CharSelectionUi::new(global_state, &*client.borrow());
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Self {
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char_selection_ui,
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client,
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scene,
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}
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}
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fn get_humanoid_body_loadout<'a>(
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char_selection_ui: &'a CharSelectionUi,
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client: &'a Client,
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) -> (Option<comp::humanoid::Body>, Option<&'a comp::Loadout>) {
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char_selection_ui
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.display_body_loadout(&client.character_list().characters)
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.map(|(body, loadout)| {
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(
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match body {
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comp::Body::Humanoid(body) => Some(body),
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_ => None,
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},
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Some(loadout),
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)
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})
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.unwrap_or_default()
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}
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}
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impl PlayState for CharSelectionState {
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fn enter(&mut self, global_state: &mut GlobalState, _: Direction) {
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// Load the player's character list
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self.client.borrow_mut().load_character_list();
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// Updated localization in case the selected language was changed
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self.char_selection_ui.update_language(global_state.i18n);
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// Set scale mode in case it was change
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self.char_selection_ui
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.set_scale_mode(global_state.settings.gameplay.ui_scale);
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}
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fn tick(&mut self, global_state: &mut GlobalState, events: Vec<WinEvent>) -> PlayStateResult {
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span!(_guard, "tick", "<CharSelectionState as PlayState>::tick");
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let (client_presence, client_registered) = {
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let client = self.client.borrow();
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(client.presence(), client.registered())
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};
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if client_presence.is_none() && client_registered {
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// Handle window events
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for event in events {
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if self.char_selection_ui.handle_event(event.clone()) {
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continue;
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}
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match event {
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WinEvent::Close => {
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return PlayStateResult::Shutdown;
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},
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// Pass all other events to the scene
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event => {
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self.scene.handle_input_event(event);
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}, // TODO: Do something if the event wasn't handled?
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}
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}
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// Maintain the UI.
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let events = self
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.char_selection_ui
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.maintain(global_state, &self.client.borrow());
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for event in events {
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match event {
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ui::Event::Logout => {
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return PlayStateResult::Pop;
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},
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ui::Event::AddCharacter { alias, tool, body } => {
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self.client
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.borrow_mut()
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.create_character(alias, Some(tool), body);
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},
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ui::Event::DeleteCharacter(character_id) => {
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self.client.borrow_mut().delete_character(character_id);
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},
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ui::Event::Play(character_id) => {
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self.client.borrow_mut().request_character(character_id);
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return PlayStateResult::Switch(Box::new(SessionState::new(
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global_state,
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Rc::clone(&self.client),
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)));
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},
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ui::Event::ClearCharacterListError => {
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self.char_selection_ui.error = None;
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},
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ui::Event::SelectCharacter(selected) => {
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let client = self.client.borrow();
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let server_name = &client.server_info().name;
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// Select newly created character
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global_state
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.profile
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.set_selected_character(server_name, selected);
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global_state.profile.save_to_file_warn();
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},
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}
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}
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// Maintain the scene.
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{
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let client = self.client.borrow();
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let (humanoid_body, loadout) =
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Self::get_humanoid_body_loadout(&self.char_selection_ui, &client);
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// Maintain the scene.
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let scene_data = scene::SceneData {
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time: client.state().get_time(),
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delta_time: client.state().ecs().read_resource::<DeltaTime>().0,
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tick: client.get_tick(),
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thread_pool: client.thread_pool(),
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body: humanoid_body,
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gamma: global_state.settings.graphics.gamma,
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exposure: global_state.settings.graphics.exposure,
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ambiance: global_state.settings.graphics.ambiance,
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mouse_smoothing: global_state.settings.gameplay.smooth_pan_enable,
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figure_lod_render_distance: global_state
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.settings
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.graphics
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.figure_lod_render_distance
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as f32,
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};
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self.scene
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.maintain(global_state.window.renderer_mut(), scene_data, loadout);
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}
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// Tick the client (currently only to keep the connection alive).
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let localized_strings = &*global_state.i18n.read();
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match self.client.borrow_mut().tick(
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comp::ControllerInputs::default(),
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global_state.clock.dt(),
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|_| {},
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) {
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Ok(events) => {
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for event in events {
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match event {
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client::Event::SetViewDistance(vd) => {
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global_state.settings.graphics.view_distance = vd;
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global_state.settings.save_to_file_warn();
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},
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client::Event::Disconnect => {
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global_state.info_message = Some(
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localized_strings
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.get("main.login.server_shut_down")
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.to_owned(),
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);
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return PlayStateResult::Pop;
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},
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client::Event::CharacterCreated(character_id) => {
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self.char_selection_ui.select_character(character_id);
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},
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client::Event::CharacterError(error) => {
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self.char_selection_ui.display_error(error);
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},
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_ => {},
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}
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}
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},
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Err(err) => {
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global_state.info_message =
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Some(localized_strings.get("common.connection_lost").to_owned());
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error!(?err, "[char_selection] Failed to tick the client");
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return PlayStateResult::Pop;
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},
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}
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// TODO: make sure rendering is not relying on cleaned up stuff
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self.client.borrow_mut().cleanup();
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PlayStateResult::Continue
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} else {
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error!("Client not in pending or registered state. Popping char selection play state");
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// TODO set global_state.info_message
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PlayStateResult::Pop
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}
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}
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fn name(&self) -> &'static str { "Title" }
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fn render(&mut self, renderer: &mut Renderer, _: &Settings) {
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let client = self.client.borrow();
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let (humanoid_body, loadout) =
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Self::get_humanoid_body_loadout(&self.char_selection_ui, &client);
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// Render the scene.
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self.scene
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.render(renderer, client.get_tick(), humanoid_body, loadout);
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// Draw the UI to the screen.
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self.char_selection_ui.render(renderer);
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}
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}
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