172 lines
5.0 KiB
Rust
172 lines
5.0 KiB
Rust
// Copyright 2016 Matthew Collins
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//
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// Licensed under the Apache License, Version 2.0 (the "License");
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// you may not use this file except in compliance with the License.
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// You may obtain a copy of the License at
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//
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// http://www.apache.org/licenses/LICENSE-2.0
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//
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// Unless required by applicable law or agreed to in writing, software
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// distributed under the License is distributed on an "AS IS" BASIS,
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// WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
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// See the License for the specific language governing permissions and
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// limitations under the License.
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mod server_list;
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pub use self::server_list::*;
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mod login;
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pub use self::login::*;
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pub mod connecting;
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use render;
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use ui;
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#[allow(unused_variables)]
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pub trait Screen {
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// Called once
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fn init(&mut self, _renderer: &mut render::Renderer, ui_container: &mut ui::Container) {
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}
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fn deinit(&mut self, _renderer: &mut render::Renderer, ui_container: &mut ui::Container) {
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}
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// May be called multiple times
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fn on_active(&mut self, renderer: &mut render::Renderer, ui_container: &mut ui::Container);
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fn on_deactive(&mut self, renderer: &mut render::Renderer, ui_container: &mut ui::Container);
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// Called every frame the screen is active
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fn tick(&mut self,
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delta: f64,
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renderer: &mut render::Renderer,
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ui_container: &mut ui::Container) -> Option<Box<Screen>>;
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// Events
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fn on_scroll(&mut self, x: f64, y: f64) {
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}
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}
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struct ScreenInfo {
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screen: Box<Screen>,
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init: bool,
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active: bool,
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}
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pub struct ScreenSystem {
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screens: Vec<ScreenInfo>,
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remove_queue: Vec<ScreenInfo>,
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}
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impl ScreenSystem {
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pub fn new() -> ScreenSystem {
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ScreenSystem {
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screens: Vec::new(),
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remove_queue: Vec::new(),
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}
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}
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pub fn add_screen(&mut self, screen: Box<Screen>) {
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self.screens.push(ScreenInfo {
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screen: screen,
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init: false,
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active: false,
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});
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}
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pub fn pop_screen(&mut self) {
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if let Some(screen) = self.screens.pop() {
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self.remove_queue.push(screen);
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}
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}
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pub fn replace_screen(&mut self, screen: Box<Screen>) {
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self.pop_screen();
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self.add_screen(screen);
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}
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pub fn tick(&mut self,
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delta: f64,
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renderer: &mut render::Renderer,
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ui_container: &mut ui::Container) {
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for screen in &mut self.remove_queue {
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if screen.active {
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screen.screen.on_deactive(renderer, ui_container);
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}
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if screen.init {
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screen.screen.deinit(renderer, ui_container);
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}
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}
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self.remove_queue.clear();
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if self.screens.is_empty() {
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return;
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}
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// Update state for screens
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let len = self.screens.len();
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for screen in &mut self.screens[..len - 1] {
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if screen.active {
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screen.active = false;
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screen.screen.on_deactive(renderer, ui_container);
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}
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}
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let swap = {
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let current = self.screens.last_mut().unwrap();
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if !current.init {
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current.init = true;
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current.screen.init(renderer, ui_container);
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}
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if !current.active {
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current.active = true;
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current.screen.on_active(renderer, ui_container);
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}
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current.screen.tick(delta, renderer, ui_container)
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};
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// Handle current
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if let Some(swap) = swap {
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self.replace_screen(swap);
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}
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}
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pub fn on_scroll(&mut self, x: f64, y: f64) {
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if self.screens.is_empty() {
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return;
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}
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let current = self.screens.last_mut().unwrap();
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current.screen.on_scroll(x, y);
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}
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}
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pub fn new_button_text(renderer: &mut render::Renderer,
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val: &str,
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x: f64,
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y: f64,
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w: f64,
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h: f64)
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-> (ui::Button, ui::Text) {
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let btn = ui::Button::new(x, y, w, h);
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let mut text = ui::Text::new(renderer, val, 0.0, 0.0, 255, 255, 255);
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text.set_v_attach(ui::VAttach::Middle);
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text.set_h_attach(ui::HAttach::Center);
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(btn, text)
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}
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pub fn button_action<F: Fn(&mut ::Game, &mut ui::Container) + 'static>(ui_container: &mut ui::Container,
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btn: ui::ElementRef<ui::Button>,
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txt: Option<ui::ElementRef<ui::Text>>,
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click: F) {
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let button = ui_container.get_mut(&btn);
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button.add_hover_func(move |over, _, ui_container| {
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let disabled = {
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let button = ui_container.get_mut(&btn);
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button.is_disabled()
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};
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let txt = txt.clone();
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if let Some(txt) = txt {
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let text = ui_container.get_mut(&txt);
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text.set_b(if over && !disabled {
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160
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} else {
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255
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});
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}
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});
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button.add_click_func(click);
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}
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