veloren/voxygen/src/menu/char_selection/mod.rs
2019-10-24 23:55:24 +02:00

143 lines
4.9 KiB
Rust

mod scene;
mod ui;
use crate::{
session::SessionState, window::Event as WinEvent, Direction, GlobalState, PlayState,
PlayStateResult,
};
use client::{self, Client};
use common::{assets, clock::Clock, comp, msg::ClientState};
use log::error;
use scene::Scene;
use std::{cell::RefCell, rc::Rc, time::Duration};
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 {
Self {
char_selection_ui: CharSelectionUi::new(global_state),
client,
scene: Scene::new(global_state.window.renderer_mut()),
}
}
}
impl PlayState for CharSelectionState {
fn play(&mut self, _: Direction, global_state: &mut GlobalState) -> PlayStateResult {
// Set up an fps clock.
let mut clock = Clock::start();
let mut current_client_state = self.client.borrow().get_client_state();
while let ClientState::Pending | ClientState::Registered = current_client_state {
// Handle window events
for event in global_state.window.fetch_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?
}
}
global_state.window.renderer_mut().clear();
// Maintain the UI.
let events = self
.char_selection_ui
.maintain(global_state.window.renderer_mut(), &self.client.borrow());
for event in events {
match event {
ui::Event::Logout => {
return PlayStateResult::Pop;
}
ui::Event::Play => {
self.client.borrow_mut().request_character(
self.char_selection_ui.character_name.clone(),
comp::Body::Humanoid(self.char_selection_ui.character_body),
self.char_selection_ui
.character_tool
.map(|specifier| specifier.to_owned()),
);
return PlayStateResult::Push(Box::new(SessionState::new(
global_state,
self.client.clone(),
)));
}
}
}
// Maintain global state.
global_state.maintain(clock.get_last_delta().as_secs_f32());
// Maintain the scene.
self.scene.maintain(
global_state.window.renderer_mut(),
&self.client.borrow(),
self.char_selection_ui.character_body,
);
// Render the scene.
self.scene.render(
global_state.window.renderer_mut(),
&self.client.borrow(),
self.char_selection_ui.character_body,
&comp::Equipment {
main: self
.char_selection_ui
.character_tool
.and_then(|specifier| assets::load_cloned(&specifier).ok()),
alt: None,
},
);
// Draw the UI to the screen.
self.char_selection_ui
.render(global_state.window.renderer_mut(), self.scene.globals());
// Tick the client (currently only to keep the connection alive).
if let Err(err) = self
.client
.borrow_mut()
.tick(comp::ControllerInputs::default(), clock.get_last_delta())
{
error!("Failed to tick the scene: {:?}", err);
return PlayStateResult::Pop;
}
self.client.borrow_mut().cleanup();
// 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 / (global_state.settings.graphics.max_fps as u64),
));
current_client_state = self.client.borrow().get_client_state();
}
PlayStateResult::Pop
}
fn name(&self) -> &'static str {
"Title"
}
}