DEVELOPMENT ENVIRONMENT

~liljamo/deck-builder

ref: 03fb82e2b1d3a8b4dd29ebb891c9e7b53f01bf1d deck-builder/client/src/plugins/menu/ui/play/mod.rs -rw-r--r-- 2.8 KiB
03fb82e2Jonni Liljamo feat(server): handle connect, disconnect and error events 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::prelude::*;
use iyes_loopless::prelude::*;

use crate::runtime::menu::RTDMenu;

use super::MenuState;

mod ui;

mod allformingcall;
mod creategamecall;
mod joingamecall;
mod mygamescall;
mod startgamecall;

struct CreateGameEvent;
struct AllFormingEvent;
struct JoinGameEvent;
struct MyGamesEvent;
struct StartGameEvent;

pub(super) struct PlayMenuPlugin;

impl Plugin for PlayMenuPlugin {
    fn build(&self, app: &mut App) {
        app.add_loopless_state(PlayMenuState::None)
            .add_event::<CreateGameEvent>()
            .add_event::<AllFormingEvent>()
            .add_event::<JoinGameEvent>()
            .add_event::<MyGamesEvent>()
            .add_event::<StartGameEvent>()
            .add_enter_system(MenuState::Play, play_menu_setup)
            .add_system_set(
                ConditionSet::new()
                    .run_in_state(PlayMenuState::Visible)
                    .with_system(ui::show)
                    .with_system(creategamecall::start.run_on_event::<CreateGameEvent>())
                    .with_system(creategamecall::handle.run_if(waiting_for_create_game_call))
                    .with_system(allformingcall::start.run_on_event::<AllFormingEvent>())
                    .with_system(allformingcall::handle.run_if(waiting_for_all_forming_call))
                    .with_system(joingamecall::start.run_on_event::<JoinGameEvent>())
                    .with_system(joingamecall::handle.run_if(waiting_for_join_game_call))
                    .with_system(mygamescall::start.run_on_event::<MyGamesEvent>())
                    .with_system(mygamescall::handle.run_if(waiting_for_my_games_call))
                    .with_system(startgamecall::start.run_on_event::<StartGameEvent>())
                    .with_system(startgamecall::handle.run_if(waiting_for_start_game_call))
                    .into(),
            );
    }
}

/// Play Menu State
#[derive(Debug, Clone, PartialEq, Eq, Hash)]
pub(super) enum PlayMenuState {
    None,
    Visible,
}

fn play_menu_setup(mut commands: Commands) {
    commands.insert_resource(NextState(PlayMenuState::Visible))
}

fn waiting_for_create_game_call(rtdmenu: Res<RTDMenu>) -> bool {
    rtdmenu.waiting_for_create_game_call
}

fn waiting_for_all_forming_call(rtdmenu: Res<RTDMenu>) -> bool {
    rtdmenu.waiting_for_all_forming_call
}

fn waiting_for_join_game_call(rtdmenu: Res<RTDMenu>) -> bool {
    rtdmenu.waiting_for_join_game_call
}

fn waiting_for_my_games_call(rtdmenu: Res<RTDMenu>) -> bool {
    rtdmenu.waiting_for_my_games_call
}

fn waiting_for_start_game_call(rtdmenu: Res<RTDMenu>) -> bool {
    rtdmenu.waiting_for_start_game_call
}