DEVELOPMENT ENVIRONMENT

~liljamo/deck-builder

ref: 2655beb048295ba63b80c70153579ff0d245f3fd deck-builder/sdbclient/src/main.rs -rw-r--r-- 3.6 KiB
2655beb0Jonni Liljamo Add a temporary version number to the API 1 year, 9 months ago
                                                                                
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/*
 * This file is part of sdbclient
 * Copyright (C) 2022 Jonni Liljamo <jonni@liljamo.com>
 *
 * Licensed under GPL-3.0-only.
 * See LICENSE for licensing information.
 */

use bevy::{
    prelude::*,
    window::{CompositeAlphaMode, CursorGrabMode, PresentMode, WindowResizeConstraints},
};

use bevy_egui::EguiPlugin;
use bevy_inspector_egui::WorldInspectorPlugin;

mod menu;
mod splash;
mod util;

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

/// Various settings that can be changed from the... Settings.
#[derive(Resource, Debug, Component, PartialEq, Clone)]
pub struct CfgSettings {
    /// Master Volume
    pub volume_master: u32,
    /// Fulsscreen
    pub fullscreen: bool,
    /// Resolution
    pub resolution: (f32, f32),
}

/// User details and status
#[derive(Resource, Debug, Component, PartialEq, Clone)]
pub struct CfgUser {
    /// User logged in status
    pub logged_in: bool,
    /// User Token
    pub user_token: String,
}

/// Settings that the user has no access to, or can only access through developer settings
#[derive(Resource, Debug, Component, PartialEq, Clone)]
pub struct CfgHidden {
    /// API Server
    pub api_server: String,
}

// Input structs
/// Login inputs
#[derive(Resource, Debug, Component, PartialEq, Eq, Clone)]
pub struct InputsUserLogin(String, String);
/// Register inputs
#[derive(Resource, Debug, Component, PartialEq, Eq, Clone)]
pub struct InputsUserRegister(String, String, String, String);

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(EguiPlugin);
    app.add_plugin(WorldInspectorPlugin::new());

    app.insert_resource(CfgSettings {
        volume_master: 7,
        fullscreen: false,
        resolution: (1280., 720.),
    })
    .insert_resource(CfgUser {
        logged_in: false,
        user_token: "".to_string(),
    })
    .insert_resource(CfgHidden {
        api_server: "http://localhost:8080".to_string(),
    })
    .insert_resource(InputsUserLogin("".to_string(), "".to_string()))
    .insert_resource(InputsUserRegister(
        "".to_string(),
        "".to_string(),
        "".to_string(),
        "".to_string(),
    ));

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

    app.add_plugin(splash::SplashPlugin)
        .add_plugin(menu::MenuPlugin);

    app.run();
}

fn setup(mut commands: Commands) {
    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();
    }
}