/* Hurry Curry! - a game about cooking Copyright 2024 metamuffin This program is free software: you can redistribute it and/or modify it under the terms of the GNU Affero General Public License as published by the Free Software Foundation, version 3 of the License only. This program is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU Affero General Public License for more details. You should have received a copy of the GNU Affero General Public License along with this program. If not, see . */ use super::{background::MenuBackground, credits::CreditsMenu, settings::SettingsMenu}; use crate::{ game::Game, network::Network, render::{sprite::SpriteDraw, AtlasLayout, Renderer}, ui::UiState, State, }; use hurrycurry_protocol::glam::Vec2; use sdl2::{ keyboard::{KeyboardState, Keycode}, mouse::MouseState, }; pub struct MainMenu { background: MenuBackground, fade_in: f32, pub ui_state: UiState, server_address: String, next_state: Option>, settings: Option, credits: Option, } impl MainMenu { pub fn new(layout: &AtlasLayout) -> Self { Self { background: MenuBackground::new(layout), fade_in: 0., server_address: String::from("ws://127.0.0.1"), ui_state: UiState::default(), next_state: None, settings: None, credits: None, } } pub fn tick( &mut self, dt: f32, keyboard: &KeyboardState, mouse: &MouseState, _layout: &AtlasLayout, ) -> Option> { self.fade_in = (self.fade_in + dt).min(1.); self.ui_state.update(keyboard, mouse, dt); self.background.tick(dt); self.next_state.take() } pub fn keyboard_event(&mut self, keycode: Keycode, down: bool) { self.ui_state.keyboard_event(keycode, down); } pub fn draw(&mut self, ctx: &mut Renderer) { self.background.draw(ctx); self.ui_state.draw(ctx, |ui| { if let Some(settings) = &mut self.settings { if settings.draw(ui) { self.settings = None; } return; } if let Some(credits) = &mut self.credits { if credits.draw(ui) { self.credits = None; } return; } if ui.button(80., "Join") { self.next_state = Some(Box::new(State::Ingame(Box::new(Game::new( Network::connect(&self.server_address).unwrap(), ui.renderer.atlas_layout(), ))))) } ui.textedit(80., &mut self.server_address); if ui.button(80., "Settings") { self.settings = Some(SettingsMenu::default()) } if ui.button(80., "Credits") { self.credits = Some(CreditsMenu::default()) } if ui.button(80., "Quit") { self.next_state = Some(Box::new(State::Quit)); } ui.fill(); }); ctx.draw_ui(SpriteDraw::overlay( ctx.misc_textures.solid, Vec2::ZERO, ctx.ui_size, Some([0, 0, 0, 255 - (self.fade_in * 255.) as u8]), )); } }