M sdbclient/src/main.rs => sdbclient/src/main.rs +4 -1
@@ 16,6 16,8 @@ use bevy_inspector_egui::quick::WorldInspectorPlugin;
use bevy_mod_scripting::prelude::*;
+use iyes_loopless::prelude::*;
+
mod api;
mod cfg;
mod constants;
@@ 84,7 86,8 @@ fn main() {
.insert_resource(cfg::CfgUser::default())
.insert_resource(cfg::CfgDev::default());
- app.add_startup_system(setup).add_state(GameState::Splash);
+ app.add_startup_system(setup)
+ .add_loopless_state(GameState::Splash);
app.add_plugin(plugins::config::ConfigPlugin)
.add_plugin(plugins::connection_check::ConnectionCheckPlugin)
M => +16 -13
@@ 11,6 11,7 @@ use bevy::{
tasks::{AsyncComputeTaskPool, Task},
};
use bevy_console::PrintConsoleLine;
use iyes_loopless::prelude::*;
use futures_lite::future;
@@ 31,18 32,22 @@ pub struct AccountLoginPlugin;
impl Plugin for AccountLoginPlugin {
fn build(&self, app: &mut App) {
app.add_state(LoginState::None)
app.add_loopless_state(LoginState::None)
// UI system
.insert_resource(ui::InputsUserLogin::new())
.add_system_set(
SystemSet::on_update(LoginState::Input).with_system(ui::account_login_ui),
ConditionSet::new()
.run_in_state(LoginState::Input)
.with_system(ui::account_login_ui)
.into(),
)
// Login system, as in calling the API
.add_enter_system(LoginState::LoggingIn, start_login_call)
.add_system_set(
SystemSet::on_enter(LoginState::LoggingIn).with_system(start_login_call),
)
.add_system_set(
SystemSet::on_update(LoginState::LoggingIn).with_system(handle_login_call),
ConditionSet::new()
.run_in_state(LoginState::LoggingIn)
.with_system(handle_login_call)
.into(),
);
}
}
@@ 99,8 104,6 @@ fn handle_login_call(
mut commands: Commands,
mut login_call_tasks: Query<(Entity, &mut LoginCall)>,
mut inputs: ResMut<ui::InputsUserLogin>,
mut login_state: ResMut<State<LoginState>>,
mut menu_state: ResMut<State<MenuState>>,
mut cfg_user: ResMut<CfgUser>,
mut save_event_writer: EventWriter<SaveEvent>,
mut console: EventWriter<PrintConsoleLine>,
@@ 127,22 130,22 @@ fn handle_login_call(
value: SaveEventValue::User(cfg_user.into_inner().clone()),
});
login_state.set(LoginState::None).unwrap();
menu_state.set(MenuState::AccountLoggedIn).unwrap();
commands.insert_resource(NextState(LoginState::None));
commands.insert_resource(NextState(MenuState::AccountLoggedIn));
}
ResponseUserInfoP::Error(error) => {
console.send(PrintConsoleLine::new(format!(
"Something went wrong with getting the user information after logging in, got error: '{}'", error
).into()));
login_state.set(LoginState::None).unwrap();
menu_state.set(MenuState::AccountLoggedIn).unwrap();
commands.insert_resource(NextState(LoginState::None));
commands.insert_resource(NextState(MenuState::AccountLoggedIn));
}
}
}
ResponseToken::Error(error) => {
inputs.error = error.error.description;
login_state.set(LoginState::Input).unwrap();
commands.insert_resource(NextState(LoginState::Input));
}
}
M => +5 -5
@@ 8,6 8,7 @@
use bevy::prelude::*;
use bevy_inspector_egui::bevy_egui::{egui, EguiContext};
use iyes_loopless::prelude::*;
use crate::util::eguipwd;
@@ 34,9 35,8 @@ impl InputsUserLogin {
}
pub fn account_login_ui(
mut commands: Commands,
mut egui_context: ResMut<EguiContext>,
mut menu_state: ResMut<State<MenuState>>,
mut login_state: ResMut<State<LoginState>>,
mut inputs: ResMut<InputsUserLogin>,
) {
egui::Window::new("Login")
@@ 61,11 61,11 @@ pub fn account_login_ui(
ui.with_layout(egui::Layout::right_to_left(egui::Align::Min), |ui| {
if ui.button("Cancel").clicked() {
login_state.set(LoginState::None).unwrap();
menu_state.set(MenuState::AccountLoggedOut).unwrap();
commands.insert_resource(NextState(LoginState::None));
commands.insert_resource(NextState(MenuState::AccountLoggedOut));
}
if ui.button("Login").clicked() {
login_state.set(LoginState::LoggingIn).unwrap();
commands.insert_resource(NextState(LoginState::LoggingIn));
// Reset error field
inputs.error = "".to_string();
}
M => +16 -13
@@ 11,6 11,7 @@ use bevy::{
tasks::{AsyncComputeTaskPool, Task},
};
use bevy_console::PrintConsoleLine;
use iyes_loopless::prelude::*;
use futures_lite::future;
@@ 31,18 32,22 @@ pub struct AccountRegisterPlugin;
impl Plugin for AccountRegisterPlugin {
fn build(&self, app: &mut App) {
app.add_state(RegisterState::None)
app.add_loopless_state(RegisterState::None)
// UI system
.insert_resource(ui::InputsUserRegister::new())
.add_system_set(
SystemSet::on_update(RegisterState::Input).with_system(ui::account_register_ui),
ConditionSet::new()
.run_in_state(RegisterState::Input)
.with_system(ui::account_register_ui)
.into(),
)
// Register system, as in calling the API
.add_enter_system(RegisterState::Registering, start_register_call)
.add_system_set(
SystemSet::on_enter(RegisterState::Registering).with_system(start_register_call),
)
.add_system_set(
SystemSet::on_update(RegisterState::Registering).with_system(handle_register_call),
ConditionSet::new()
.run_in_state(RegisterState::Registering)
.with_system(handle_register_call)
.into(),
);
}
}
@@ 96,8 101,6 @@ fn handle_register_call(
mut commands: Commands,
mut register_call_tasks: Query<(Entity, &mut RegisterCall)>,
mut inputs: ResMut<ui::InputsUserRegister>,
mut register_state: ResMut<State<RegisterState>>,
mut menu_state: ResMut<State<MenuState>>,
mut cfg_user: ResMut<CfgUser>,
mut save_event_writer: EventWriter<SaveEvent>,
mut console: EventWriter<PrintConsoleLine>,
@@ 124,8 127,8 @@ fn handle_register_call(
value: SaveEventValue::User(cfg_user.into_inner().clone()),
});
register_state.set(RegisterState::None).unwrap();
menu_state.set(MenuState::AccountLoggedIn).unwrap();
commands.insert_resource(NextState(RegisterState::None));
commands.insert_resource(NextState(MenuState::AccountLoggedIn));
}
ResponseToken::Error(error) => {
// TODO: Handle? Is it possible to even get here without the server shitting itself between the register and token calls?
@@ 134,14 137,14 @@ fn handle_register_call(
"Something went wrong with getting the user token after registering, got error: '{}'", error
).into()));
register_state.set(RegisterState::None).unwrap();
menu_state.set(MenuState::AccountLoggedOut).unwrap();
commands.insert_resource(NextState(RegisterState::None));
commands.insert_resource(NextState(MenuState::AccountLoggedOut));
}
}
}
ResponseRegister::Error(error) => {
inputs.error = error.error.description;
register_state.set(RegisterState::Input).unwrap();
commands.insert_resource(NextState(RegisterState::Input));
}
}
M => +5 -5
@@ 8,6 8,7 @@
use bevy::prelude::*;
use bevy_inspector_egui::bevy_egui::{egui, EguiContext};
use iyes_loopless::prelude::*;
use crate::util::eguipwd;
@@ 40,9 41,8 @@ impl InputsUserRegister {
}
pub fn account_register_ui(
mut commands: Commands,
mut egui_context: ResMut<EguiContext>,
mut menu_state: ResMut<State<MenuState>>,
mut register_state: ResMut<State<RegisterState>>,
mut inputs: ResMut<InputsUserRegister>,
) {
egui::Window::new("Register")
@@ 85,13 85,13 @@ pub fn account_register_ui(
ui.with_layout(egui::Layout::right_to_left(egui::Align::Min), |ui| {
if ui.button("Cancel").clicked() {
register_state.set(RegisterState::None).unwrap();
menu_state.set(MenuState::AccountLoggedOut).unwrap();
commands.insert_resource(NextState(RegisterState::None));
commands.insert_resource(NextState(MenuState::AccountLoggedOut));
}
ui.add_enabled_ui(inputs.passwords_match, |ui| {
if ui.button("Register").clicked() {
register_state.set(RegisterState::Registering).unwrap();
commands.insert_resource(NextState(RegisterState::Registering));
// Reset error field
inputs.error = "".to_string();
}
M => +57 -43
@@ 7,6 7,7 @@
*/
use bevy::{app::AppExit, prelude::*};
use iyes_loopless::prelude::*;
use crate::cfg::CfgUser;
@@ 47,34 48,40 @@ impl Plugin for MenuPlugin {
fn build(&self, app: &mut App) {
app.
// Start with no menu. The menu is loaded when the GameState::MainMenu is entered.
add_state(MenuState::None)
.add_system_set(SystemSet::on_enter(GameState::MainMenu).with_system(menu_setup))
add_loopless_state(MenuState::None)
.add_enter_system(GameState::MainMenu, menu_setup)
// Systems for main menu screen
.add_system_set(SystemSet::on_enter(MenuState::Main).with_system(main_menu_setup))
.add_system_set(SystemSet::on_exit(MenuState::Main).with_system(despawn_screen::<OnMainMenuScreen>))
.add_enter_system(MenuState::Main, main_menu_setup)
.add_exit_system(MenuState::Main, despawn_screen::<OnMainMenuScreen>)
// Systems for settings menu screen
.add_system_set(SystemSet::on_enter(MenuState::Settings).with_system(settings_menu_setup))
.add_system_set(SystemSet::on_exit(MenuState::Settings).with_system(despawn_screen::<OnSettingsMenuScreen>))
.add_enter_system(MenuState::Settings, settings_menu_setup)
.add_exit_system(MenuState::Settings, despawn_screen::<OnSettingsMenuScreen>)
// Systems for settings display screen
.add_system_set(SystemSet::on_enter(MenuState::SettingsDisplay).with_system(settings_display_setup))
.add_system_set(SystemSet::on_exit(MenuState::SettingsDisplay).with_system(despawn_screen::<OnSettingsDisplayScreen>))
.add_enter_system(MenuState::SettingsDisplay, settings_display_setup)
.add_exit_system(MenuState::SettingsDisplay, despawn_screen::<OnSettingsDisplayScreen>)
// Systems for settings audio screen
.add_system_set(SystemSet::on_enter(MenuState::SettingsAudio).with_system(settings_audio_setup))
.add_system_set(SystemSet::on_exit(MenuState::SettingsAudio).with_system(despawn_screen::<OnSettingsAudioScreen>))
.add_enter_system(MenuState::SettingsAudio, settings_audio_setup)
.add_exit_system(MenuState::SettingsAudio, despawn_screen::<OnSettingsAudioScreen>)
// Systems for settings misc screen
.add_system_set(SystemSet::on_enter(MenuState::SettingsMisc).with_system(settings_misc_setup))
.add_system_set(SystemSet::on_exit(MenuState::SettingsMisc).with_system(despawn_screen::<OnSettingsMiscScreen>))
.add_enter_system(MenuState::SettingsMisc, settings_misc_setup)
.add_exit_system(MenuState::SettingsMisc, despawn_screen::<OnSettingsMiscScreen>)
// Systems for account loggedout screen
.add_system_set(SystemSet::on_enter(MenuState::AccountLoggedOut).with_system(account_loggedout_setup))
.add_system_set(SystemSet::on_exit(MenuState::AccountLoggedOut).with_system(despawn_screen::<OnAccountLoggedOutScreen>))
.add_enter_system(MenuState::AccountLoggedOut, account_loggedout_setup)
.add_exit_system(MenuState::AccountLoggedOut, despawn_screen::<OnAccountLoggedOutScreen>)
// Systems for account loggedin screen
.add_system_set(SystemSet::on_enter(MenuState::AccountLoggedIn).with_system(account_loggedin_setup))
.add_system_set(SystemSet::on_exit(MenuState::AccountLoggedIn).with_system(despawn_screen::<OnAccountLoggedInScreen>))
.add_enter_system(MenuState::AccountLoggedIn, account_loggedin_setup)
.add_exit_system(MenuState::AccountLoggedIn, despawn_screen::<OnAccountLoggedInScreen>)
// Systems for play screen
.add_system_set(SystemSet::on_enter(MenuState::Play).with_system(play_setup))
.add_system_set(SystemSet::on_exit(MenuState::Play).with_system(despawn_screen::<OnPlayScreen>))
.add_enter_system(MenuState::Play, play_setup)
.add_exit_system(MenuState::Play, despawn_screen::<OnPlayScreen>)
// Common systems
.add_system_set(SystemSet::on_update(GameState::MainMenu).with_system(menu_action).with_system(button_system));
.add_system_set(
ConditionSet::new()
.run_in_state(GameState::MainMenu)
.with_system(menu_action)
.with_system(button_system)
.into()
);
app.add_plugin(accountregister::AccountRegisterPlugin)
.add_plugin(accountlogin::AccountLoginPlugin);
@@ 133,49 140,52 @@ enum MenuButtonAction {
}
fn menu_action(
mut commands: Commands,
interaction_query: Query<
(&Interaction, &MenuButtonAction),
(Changed<Interaction>, With<Button>),
>,
mut app_exit_events: EventWriter<AppExit>,
mut menu_state: ResMut<State<MenuState>>,
mut register_state: ResMut<State<accountregister::RegisterState>>,
mut login_state: ResMut<State<accountlogin::LoginState>>,
mut cfg_user: ResMut<CfgUser>,
mut save_event_writer: EventWriter<SaveEvent>,
//mut game_state: ResMut<State<GameState>>,
) {
for (interaction, menu_button_action) in &interaction_query {
if *interaction == Interaction::Clicked {
match menu_button_action {
MenuButtonAction::Exit => app_exit_events.send(AppExit),
MenuButtonAction::Play => menu_state.set(MenuState::Play).unwrap(),
MenuButtonAction::CreateGame => menu_state.set(MenuState::CreateGame).unwrap(),
MenuButtonAction::JoinGame => menu_state.set(MenuState::JoinGame).unwrap(),
MenuButtonAction::Settings => menu_state.set(MenuState::Settings).unwrap(),
MenuButtonAction::Play => commands.insert_resource(NextState(MenuState::Play)),
MenuButtonAction::CreateGame => {
commands.insert_resource(NextState(MenuState::CreateGame))
}
MenuButtonAction::JoinGame => {
commands.insert_resource(NextState(MenuState::JoinGame))
}
MenuButtonAction::Settings => {
commands.insert_resource(NextState(MenuState::Settings))
}
MenuButtonAction::SettingsDisplay => {
menu_state.set(MenuState::SettingsDisplay).unwrap()
commands.insert_resource(NextState(MenuState::SettingsDisplay))
}
MenuButtonAction::SettingsAudio => {
menu_state.set(MenuState::SettingsAudio).unwrap()
commands.insert_resource(NextState(MenuState::SettingsAudio))
}
MenuButtonAction::SettingsMisc => {
commands.insert_resource(NextState(MenuState::SettingsMisc))
}
MenuButtonAction::SettingsMisc => menu_state.set(MenuState::SettingsMisc).unwrap(),
MenuButtonAction::Account => {
if cfg_user.logged_in {
menu_state.set(MenuState::AccountLoggedIn).unwrap()
commands.insert_resource(NextState(MenuState::AccountLoggedIn))
} else {
menu_state.set(MenuState::AccountLoggedOut).unwrap()
commands.insert_resource(NextState(MenuState::AccountLoggedOut))
}
}
MenuButtonAction::AccountLogin => {
menu_state.set(MenuState::AccountLogin).unwrap();
login_state.set(accountlogin::LoginState::Input).unwrap();
commands.insert_resource(NextState(MenuState::AccountLogin));
commands.insert_resource(NextState(accountlogin::LoginState::Input));
}
MenuButtonAction::AccountRegister => {
menu_state.set(MenuState::AccountRegister).unwrap();
register_state
.set(accountregister::RegisterState::Input)
.unwrap();
commands.insert_resource(NextState(MenuState::AccountRegister));
commands.insert_resource(NextState(accountregister::RegisterState::Input));
}
MenuButtonAction::AccountLogout => {
// Reset CfgUser to default.
@@ 185,10 195,14 @@ fn menu_action(
value: SaveEventValue::User(cfg_user.clone()),
});
menu_state.set(MenuState::AccountLoggedOut).unwrap()
commands.insert_resource(NextState(MenuState::AccountLoggedOut))
}
MenuButtonAction::BackToSettings => {
commands.insert_resource(NextState(MenuState::Settings))
}
MenuButtonAction::BackToMainMenu => {
commands.insert_resource(NextState(MenuState::Main))
}
MenuButtonAction::BackToSettings => menu_state.set(MenuState::Settings).unwrap(),
MenuButtonAction::BackToMainMenu => menu_state.set(MenuState::Main).unwrap(),
}
}
}
@@ 215,6 229,6 @@ fn button_system(
}
}
fn menu_setup(mut menu_state: ResMut<State<MenuState>>) {
let _ = menu_state.set(MenuState::Main);
fn menu_setup(mut commands: Commands) {
commands.insert_resource(NextState(MenuState::Main))
}
M sdbclient/src/plugins/phases/loading/mod.rs => sdbclient/src/plugins/phases/loading/mod.rs +4 -7
@@ 12,6 12,7 @@ use bevy::{
prelude::*,
ui::{JustifyContent, Size, Style, Val},
};
+use iyes_loopless::prelude::*;
use crate::{
constants::TEXT_COLOR,
@@ 27,12 28,9 @@ impl Plugin for LoadingPlugin {
fn build(&self, app: &mut App) {
app
// Load the loading screen when we enter the Loading state
- .add_system_set(SystemSet::on_enter(GameState::Loading).with_system(loading_setup))
+ .add_enter_system(GameState::Loading, loading_setup)
// Despawn when we exit the Loading state
- .add_system_set(
- SystemSet::on_exit(GameState::Loading)
- .with_system(despawn_screen::<OnLoadingScreen>),
- );
+ .add_exit_system(GameState::Loading, despawn_screen::<OnLoadingScreen>);
}
}
@@ 43,7 41,6 @@ struct OnLoadingScreen;
fn loading_setup(
mut commands: Commands,
asset_server: Res<AssetServer>,
- mut game_state: ResMut<State<GameState>>,
mut load_event_writer: EventWriter<LoadEvent>,
) {
let font = asset_server.load("fonts/FiraMono-Regular.ttf");
@@ 91,5 88,5 @@ fn loading_setup(
value: LoadEventValue::Dev,
});
- game_state.overwrite_set(GameState::MainMenu).unwrap();
+ commands.insert_resource(NextState(GameState::MainMenu));
}
M sdbclient/src/plugins/phases/splash/mod.rs => sdbclient/src/plugins/phases/splash/mod.rs +11 -11
@@ 10,6 10,7 @@ use bevy::{
prelude::*,
ui::{JustifyContent, Size, Style, Val},
};
+use iyes_loopless::prelude::*;
use crate::{despawn_screen, GameState};
@@ 20,13 21,16 @@ impl Plugin for SplashPlugin {
fn build(&self, app: &mut App) {
app
// Load the splash when we enter the Splash state
- .add_system_set(SystemSet::on_enter(GameState::Splash).with_system(splash_setup))
+ .add_enter_system(GameState::Splash, splash_setup)
// Run a timer for a few seconds
- .add_system_set(SystemSet::on_update(GameState::Splash).with_system(splash_timer))
- // Despawn when we exit the Splash state
.add_system_set(
- SystemSet::on_exit(GameState::Splash).with_system(despawn_screen::<OnSplashScreen>),
- );
+ ConditionSet::new()
+ .run_in_state(GameState::Splash)
+ .with_system(splash_timer)
+ .into(),
+ )
+ // Despawn when we exit the Splash state
+ .add_exit_system(GameState::Splash, despawn_screen::<OnSplashScreen>);
}
}
@@ 69,12 73,8 @@ fn splash_setup(mut commands: Commands, asset_server: Res<AssetServer>) {
commands.insert_resource(SplashTimer(Timer::from_seconds(2., TimerMode::Once)));
}
-fn splash_timer(
- mut game_state: ResMut<State<GameState>>,
- time: Res<Time>,
- mut timer: ResMut<SplashTimer>,
-) {
+fn splash_timer(mut commands: Commands, time: Res<Time>, mut timer: ResMut<SplashTimer>) {
if timer.tick(time.delta()).finished() {
- game_state.set(GameState::Loading).unwrap()
+ commands.insert_resource(NextState(GameState::Loading))
}
}