1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
|
use super::main::MainMenu;
use crate::{
config::Config,
game::Game,
strings::tr,
render::{sprite::SpriteDraw, AtlasLayout, Renderer},
ui::UiState,
State,
};
use hurrycurry_protocol::glam::Vec2;
use sdl2::{
keyboard::{KeyboardState, Keycode},
mouse::MouseState,
};
pub struct IngameMenu {
game: Box<Game>,
pub ui_state: UiState,
overlay_shown: bool,
next_state: Option<Box<State>>,
}
impl IngameMenu {
pub fn new(game: Game) -> Self {
Self {
overlay_shown: false,
game: Box::new(game),
ui_state: UiState::default(),
next_state: None,
}
}
pub fn tick(
&mut self,
dt: f32,
keyboard: &KeyboardState,
mouse: &MouseState,
layout: &AtlasLayout,
) -> Option<Box<State>> {
self.game.tick(dt, keyboard, layout);
self.ui_state.update(keyboard, mouse, dt);
self.next_state.take()
}
pub fn keyboard_event(&mut self, keycode: Keycode, down: bool) {
self.ui_state.keyboard_event(keycode, down);
if down && keycode == Keycode::Escape {
self.overlay_shown = !self.overlay_shown
}
}
pub fn draw(&mut self, ctx: &mut Renderer, _config: &mut Config) {
self.game.draw(ctx);
if self.overlay_shown {
let mut main_menu = false;
ctx.draw_ui(SpriteDraw::overlay(
ctx.misc_textures.solid,
Vec2::ZERO,
ctx.ui_size,
Some([0, 0, 0, 130]),
));
self.ui_state.draw(ctx, |ui| {
ui.horizontal(|ui| {
ui.advance(Vec2::splat(20.));
ui.vertical(|ui| {
ui.advance(Vec2::splat(20.));
let w = 80.;
main_menu |= ui.button(w, tr("c.menu.ingame.resume"));
ui.advance(Vec2::Y * 10.);
main_menu |= ui.button(w, tr("c.menu.ingame.main_menu"));
if ui.button(w, tr("c.menu.ingame.quit")) {
self.next_state = Some(Box::new(State::Quit))
}
});
});
});
if main_menu {
self.next_state = Some(Box::new(State::MainMenu(MainMenu::new(ctx.atlas_layout()))))
}
}
}
}
|