DEVELOPMENT ENVIRONMENT

~liljamo/deck-builder

ref: 2639ce7500501fa39dfcde7001b76ad0540633e5 deck-builder/client-old-for-ref/src/main.rs -rw-r--r-- 3.4 KiB
2639ce75 — skye feat(client): start parse event in a sane place 1 year, 7 months ago
                                                                                
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/*
 * This file is part of laurelin_client
 * Copyright (C) 2023 Jonni Liljamo <jonni@liljamo.com>
 *
 * Licensed under GPL-3.0-only.
 * See LICENSE for licensing information.
 */

use bevy::{
    prelude::*,
    window::{
        CompositeAlphaMode, Cursor, PresentMode, WindowLevel, WindowMode, WindowResizeConstraints,
        WindowResolution,
    },
};

//use bevy_mod_scripting::prelude::*;

mod api;
mod cfg;
mod constants;
//mod lua;
mod plugins;
mod runtime;
mod util;

/// Used to control the state of the game
#[derive(Debug, Clone, Eq, PartialEq, Hash)]
pub enum GameState {
    Splash,
    Loading,
    MainMenu,
    Game,
}

fn main() {
    let mut app = App::new();

    app.add_plugins(DefaultPlugins.set(WindowPlugin {
        primary_window: Some(Window {
            cursor: Cursor::default(),
            present_mode: PresentMode::Fifo,
            mode: WindowMode::Windowed,
            position: WindowPosition::Centered(MonitorSelection::Primary),
            resolution: WindowResolution::new(1280., 720.),
            title: "Laurelin".to_string(),
            composite_alpha_mode: CompositeAlphaMode::Auto,
            resize_constraints: WindowResizeConstraints {
                min_width: 1280.,
                min_height: 720.,
                max_width: 3840.,
                max_height: 2160.,
            },
            resizable: false,
            decorations: true,
            transparent: false,
            focused: true,
            window_level: WindowLevel::Normal,
            canvas: None,
            fit_canvas_to_parent: false,
            prevent_default_event_handling: false,
            ime_enabled: false,
            ..Default::default()
        }),
        ..Default::default()
    }));

    //app.add_plugin(ScriptingPlugin).add_plugin(lua::LuaPlugin);

    app.insert_resource(cfg::CfgDirs(
        directories::ProjectDirs::from("com", "liljamo", "deckbuilder")
            .expect("failed to get project directories"),
    ));

    app.insert_resource(cfg::CfgSettings::default())
        .insert_resource(cfg::CfgUser::default())
        .insert_resource(cfg::CfgDev::default());

    app.add_startup_system(setup)
        .add_loopless_state(GameState::Splash);

    app.add_plugin(plugins::config::ConfigPlugin)
        .add_plugin(plugins::phases::splash::SplashPlugin)
        .add_plugin(plugins::phases::loading::LoadingPlugin)
        .add_plugin(plugins::menu::MenuPlugin);

    // Lastly, add in runtime data structs
    app.insert_resource(runtime::menu::RTDMenu::default())
        .insert_resource(runtime::game::RTDGame::default());

    app.run();
}

fn setup(mut commands: Commands) {
    // Spawn a camera
    commands.spawn(Camera3dBundle::default());
}

/// Utility function do despawn an entity and all its children
pub fn despawn_screen<T: Component>(to_despawn: Query<Entity, With<T>>, mut commands: Commands) {
    for entity in &to_despawn {
        commands.entity(entity).despawn_recursive();
    }
}

/// Utility function to remove UI nodes, which is usually just one node
/// NOTE: So, UI shows up as just nodes that don't have parents, so this
///       works mighty fine, at least for now.
///       MAY break something in the future, but that's why this note is here.
pub fn remove_ui(mut commands: Commands, nodes: Query<Entity, (With<Node>, Without<Parent>)>) {
    for node in &nodes {
        commands.entity(node).despawn_recursive();
    }
}