DEVELOPMENT ENVIRONMENT

~liljamo/deck-builder

ref: f6c7f0a741fcfcf22ab948663026d812abe2e135 deck-builder/client/src/main.rs -rw-r--r-- 4.1 KiB
f6c7f0a7Jonni Liljamo feat(client): enable the play menu in a crippled state 1 year, 9 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::{
    app::AppExit,
    prelude::*,
    window::{CompositeAlphaMode, CursorGrabMode, PresentMode, WindowResizeConstraints},
};
use bevy_console::{ConsoleConfiguration, ConsolePlugin, ToggleConsoleKey};
use bevy_inspector_egui::quick::WorldInspectorPlugin;
use iyes_loopless::prelude::*;
use naia_bevy_client::{Client, ClientConfig as NaiaClientConfig, Plugin as NaiaClientPlugin};

use laurelin_shared::server::protocol::protocol;

mod cfg;
mod constants;
mod plugins;
mod runtime;
mod util;

// NOTE: lua things, currently not in use
//use bevy_mod_scripting::prelude::*;
//mod lua;

/// 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 {
        window: WindowDescriptor {
            width: 1280.,
            height: 720.,
            position: WindowPosition::Centered,
            monitor: MonitorSelection::Primary,
            resize_constraints: WindowResizeConstraints {
                min_width: 1280.,
                min_height: 720.,
                max_width: 3840.,
                max_height: 2160.,
            },
            scale_factor_override: Some(1.),
            title: "Deck Builder".to_string(),
            present_mode: PresentMode::Fifo,
            resizable: false,
            decorations: true,
            cursor_visible: true,
            cursor_grab_mode: CursorGrabMode::None,
            mode: WindowMode::Windowed,
            transparent: false,
            canvas: None,
            fit_canvas_to_parent: false,
            alpha_mode: CompositeAlphaMode::Auto,
        },
        ..Default::default()
    }));

    app.add_plugin(WorldInspectorPlugin);
    app.add_plugin(ConsolePlugin);
    app.insert_resource(ConsoleConfiguration {
        keys: vec![
            ToggleConsoleKey::KeyCode(KeyCode::F1),
            ToggleConsoleKey::KeyCode(KeyCode::F13),
        ],
        ..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());

    // Networking
    app.add_plugin(NaiaClientPlugin::new(
        NaiaClientConfig::default(),
        protocol(),
    ))
    .add_plugin(plugins::networking::NetworkingPlugin);

    // Graceful exit
    app.add_event::<GracefulExit>()
        .add_system(handle_graceful_exit);

    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();
    }
}

pub struct GracefulExit;

/// Graceful exit, disconnects client cleanly before closing
pub fn handle_graceful_exit(
    mut ev: EventReader<GracefulExit>,
    mut app_exit_events: EventWriter<AppExit>,
    mut client: Client,
) {
    for _ in ev.iter() {
        if client.is_connected() {
            client.disconnect();
        }

        app_exit_events.send(AppExit);
    }
}