DEVELOPMENT ENVIRONMENT

~liljamo/deck-builder

ref: 59108541f4b3b187ba42706194fed77ac6c28548 deck-builder/client/src/main.rs -rw-r--r-- 3.9 KiB
59108541Jonni Liljamo chore: update licenses 1 year, 8 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, CursorGrabMode, PresentMode, WindowResizeConstraints},
};

use bevy_console::{ConsoleConfiguration, ConsolePlugin, ToggleConsoleKey};
use bevy_inspector_egui::quick::WorldInspectorPlugin;

//use bevy_mod_scripting::prelude::*;

use iyes_loopless::prelude::*;

use belly::prelude::{BellyPlugin, StyleSheet};

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 {
        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.add_plugin(BellyPlugin);

    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::connection_check::ConnectionCheckPlugin)
        .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());

    // Load in a stylesheet for the UI
    commands.add(StyleSheet::load("ui.ess"));
}

/// 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();
    }
}