DEVELOPMENT ENVIRONMENT

~liljamo/deck-builder

ref: b487c450a27c0e35fc05ecc7e2736b77527b8c5e deck-builder/client/src/plugins/menu/mod.rs -rw-r--r-- 1.5 KiB
b487c450Jonni Liljamo feat(api, shared): patch game endpoint and request, cleanup unused apis 1 year, 8 months ago
                                                                                
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
/*
 * 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 crate::{GameState, MainLoop};

pub mod ui;

pub struct MenuPlugin;

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>()
            .add_system(menu_setup.in_schedule(OnEnter(GameState::MainMenu)))
            .insert_resource(ui::connect::ConnectScreenData::default())
            .register_type::<ui::connect::ConnectScreenData>()
            .insert_resource(ui::play::PlayScreenData::default())
            .register_type::<ui::play::PlayScreenData>()
            .add_systems(
                (
                    ui::connect::ui.run_if(in_state(MenuState::Connect)),
                    ui::menu::ui.run_if(in_state(MenuState::Menu)),
                    ui::settings::ui.run_if(in_state(MenuState::Settings)),
                    ui::play::ui.run_if(in_state(MenuState::Play)),
                ).in_set(MainLoop)
            );
    }
}

/// Menu State
#[derive(Clone, Eq, PartialEq, Debug, Hash, Default, States)]
pub enum MenuState {
    #[default]
    None,
    Connect,
    Menu,
    Play,
    Settings,
}

fn menu_setup(mut commands: Commands) {
    commands.insert_resource(NextState(Some(MenuState::Connect)))
}