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/*
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 <https://www.gnu.org/licenses/>.
*/
use super::{
background::MenuBackground, credits::CreditsMenu, ingame::IngameMenu, settings::SettingsMenu,
};
use crate::{
config::Config,
game::Game,
render::{sprite::SpriteDraw, AtlasLayout, Renderer},
strings::tr,
ui::UiState,
State,
};
use hurrycurry_client_lib::network::sync::Network;
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<Box<State>>,
settings: Option<SettingsMenu>,
credits: Option<CreditsMenu>,
}
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<Box<State>> {
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, config: &mut Config) {
self.background.draw(ctx);
self.ui_state.draw(ctx, |ui| {
if let Some(settings) = &mut self.settings {
if settings.draw(ui, config) {
self.settings = None;
}
return;
}
if let Some(credits) = &mut self.credits {
if credits.draw(ui) {
self.credits = None;
}
return;
}
if ui.button(80., tr("c.menu.play.connect")) {
self.next_state = Some(Box::new(State::Ingame(IngameMenu::new(Game::new(
Network::connect(&self.server_address).unwrap(),
config,
ui.renderer.atlas_layout(),
)))))
}
ui.textedit(80., &mut self.server_address);
if ui.button(80., tr("c.menu.settings")) {
self.settings = Some(SettingsMenu::default())
}
if ui.button(80., tr("c.menu.about.credits")) {
self.credits = Some(CreditsMenu::default())
}
if ui.button(80., tr("c.menu.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]),
));
}
}
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