Merge pull request #23 from griffi-gh/main-menu

Main menu
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griffi-gh 2024-12-12 22:13:01 +01:00 committed by GitHub
commit 1e051c47b6
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GPG key ID: B5690EEEBB952194
10 changed files with 318 additions and 33 deletions

View file

@ -12,18 +12,25 @@ pub fn initialize_from_args(
// If an address is provided, we're in multiplayer mode (the first argument is the address)
// Otherwise, we're in singleplayer mode and working with local stuff
let args: Vec<String> = env::args().collect();
if args.len() > 1 {
// Parse the address and switch the state to connecting
let address = args[1].parse::<SocketAddr>().expect("invalid address");
all_storages.add_unique(GameType::Muliplayer);
all_storages.add_unique(ServerAddress(address));
all_storages.borrow::<UniqueViewMut<NextState>>().unwrap().0 = Some(GameState::Connecting);
} else {
if cfg!(target_os = "android") || (args.get(1) == Some(&"android".into())) {
// TODO REMOVE: temporarily bypass menu on Android as hUI (0.1.0-alpha.5) doesnt play well with touchscreens (yet? :3)
// TODO REMOVE: disable save files on Android as they're stored in relative path rn
all_storages.add_unique(GameType::Singleplayer);
all_storages.borrow::<UniqueViewMut<NextState>>().unwrap().0 = Some(GameState::LoadingWorld);
} else if args.get(1) == Some(&"play".into()) {
// Open the local save file
let save_file = open_local_save_file(Path::new("./world.kubi")).expect("failed to open save file");
all_storages.add_unique(IOThreadManager::new(save_file));
// Switch the state and kick off the world loading
all_storages.add_unique(GameType::Singleplayer);
all_storages.borrow::<UniqueViewMut<NextState>>().unwrap().0 = Some(GameState::LoadingWorld);
} else if args.len() > 1 {
// Parse the address and switch the state to connecting
let address = args[1].parse::<SocketAddr>().expect("invalid address");
all_storages.add_unique(GameType::Muliplayer);
all_storages.add_unique(ServerAddress(address));
all_storages.borrow::<UniqueViewMut<NextState>>().unwrap().0 = Some(GameState::Connecting);
} else {
all_storages.borrow::<UniqueViewMut<NextState>>().unwrap().0 = Some(GameState::MainMenu);
}
}

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@ -16,6 +16,7 @@ use shipyard::{
WorkloadModificator,
SystemModificator
};
use ui::{main_menu::update_main_menu, settings_ui::f1_held_settings_condition};
use winit::{
event_loop::{EventLoop, ControlFlow},
event::{Event, WindowEvent}
@ -35,6 +36,7 @@ pub(crate) use ui::{
crosshair_ui,
settings_ui,
shutdown_screen,
main_menu,
};
pub(crate) mod rendering;
pub(crate) mod world;
@ -77,10 +79,11 @@ use block_placement::update_block_placement;
use delta_time::{DeltaTime, init_delta_time};
use cursor_lock::{debug_toggle_lock, insert_lock_state, lock_cursor_now, update_cursor_lock_state};
use control_flow::{exit_on_esc, insert_control_flow_unique, RequestExit};
use state::{init_state, is_connecting, is_ingame, is_ingame_or_loading, is_loading, is_shutting_down, update_state};
use state::{init_state, is_connecting, is_ingame, is_ingame_or_loading, is_ingame_or_loading_or_connecting_or_shutting_down, is_loading, is_main_menu, is_shutting_down, update_state};
use networking::{update_networking, update_networking_late, is_multiplayer, disconnect_on_exit, is_singleplayer};
use init::initialize_from_args;
use hui_integration::{kubi_ui_begin, /*kubi_ui_draw,*/ kubi_ui_end, kubi_ui_init};
use main_menu::render_main_menu_ui;
use loading_screen::update_loading_screen;
use shutdown_screen::update_shutdown_screen;
use connecting_screen::update_connecting_screen;
@ -109,7 +112,7 @@ fn startup() -> Workload {
insert_lock_state,
init_state,
initialize_from_args,
lock_cursor_now,
// lock_cursor_now,
init_input,
insert_control_flow_unique,
init_delta_time,
@ -126,13 +129,18 @@ fn update() -> Workload {
update_cursor_lock_state,
process_inputs,
kubi_ui_begin,
(
update_main_menu
).into_sequential_workload().run_if(is_main_menu),
(
init_game_world.run_if_missing_unique::<ChunkTaskManager>(),
(
spawn_player.run_if_storage_empty::<MainPlayer>(),
).into_sequential_workload().run_if(is_singleplayer),
).into_sequential_workload().run_if(is_ingame_or_loading),
update_networking().run_if(is_multiplayer),
(
update_networking
).into_sequential_workload().run_if(is_multiplayer).run_if(is_ingame_or_loading_or_connecting_or_shutting_down),
(
update_connecting_screen,
).into_sequential_workload().run_if(is_connecting),
@ -153,12 +161,14 @@ fn update() -> Workload {
//UI:
render_chat,
draw_crosshair,
render_settings_ui,
render_settings_ui.run_if(f1_held_settings_condition),
).into_sequential_workload().run_if(is_ingame),
(
update_shutdown_screen,
).into_sequential_workload().run_if(is_shutting_down),
update_networking_late.run_if(is_multiplayer),
(
update_networking_late
).into_sequential_workload().run_if(is_multiplayer).run_if(is_ingame_or_loading_or_connecting_or_shutting_down),
compute_cameras,
kubi_ui_end,
exit_on_esc,

View file

@ -11,9 +11,9 @@ use kubi_shared::networking::{
};
use crate::{
events::EventComponent,
fixed_timestamp::FixedTimestamp,
state::{is_ingame_or_loading, is_ingame_or_loading_or_connecting_or_shutting_down},
world::tasks::ChunkTaskManager,
state::is_ingame_or_loading,
fixed_timestamp::FixedTimestamp
};
mod handshake;
@ -185,13 +185,15 @@ fn is_join_state<const STATE: u8>(
}
pub fn is_multiplayer(
game_type: UniqueView<GameType>
game_type: Option<UniqueView<GameType>>
) -> bool {
let Some(game_type) = game_type else { return false };
*game_type == GameType::Muliplayer
}
pub fn is_singleplayer(
game_type: UniqueView<GameType>
game_type: Option<UniqueView<GameType>>
) -> bool {
let Some(game_type) = game_type else { return false };
*game_type == GameType::Singleplayer
}

View file

@ -5,6 +5,7 @@ use std::mem::take;
pub enum GameState {
#[default]
Initial,
MainMenu,
Connecting,
LoadingWorld,
InGame,
@ -34,6 +35,12 @@ pub fn is_changing_state(
state.0.is_some()
}
pub fn is_main_menu(
state: UniqueView<GameState>
) -> bool {
*state == GameState::MainMenu
}
pub fn is_connecting(
state: UniqueView<GameState>
) -> bool {
@ -64,6 +71,12 @@ pub fn is_ingame_or_loading(
matches!(*state, GameState::InGame | GameState::LoadingWorld)
}
pub fn is_ingame_or_loading_or_connecting_or_shutting_down(
state: UniqueView<GameState>
) -> bool {
matches!(*state, GameState::InGame | GameState::LoadingWorld | GameState::Connecting)
}
pub fn is_ingame_or_shutting_down(
state: UniqueView<GameState>
) -> bool {

View file

@ -1,3 +1,4 @@
pub(crate) mod main_menu;
pub(crate) mod loading_screen;
pub(crate) mod connecting_screen;
pub(crate) mod shutdown_screen;

165
kubi/src/ui/main_menu.rs Normal file
View file

@ -0,0 +1,165 @@
use std::path::Path;
use glam::vec4;
use hui::{
element::{
container::Container,
interactable::ElementInteractableExt,
text::Text,
UiElementExt
},
layout::Alignment,
rect::Corners,
signal::Signal,
rect_frame,
size,
};
use kubi_shared::data::{io_thread::IOThreadManager, open_local_save_file};
use settings_overlay::{not_settings_ui_shown, settings_overlay_logic};
use shipyard::{AllStoragesView, AllStoragesViewMut, IntoWorkload, NonSendSync, SystemModificator, Unique, UniqueView, UniqueViewMut, Workload, WorkloadModificator};
use crate::{
control_flow::RequestExit,
hui_integration::UiState, networking::GameType, rendering::Renderer, state::{GameState, NextState}};
mod settings_overlay;
#[derive(Clone, Copy)]
enum MainMenuPage {
TopMenu,
Settings,
// ListWorlds {
// list: Vec<String>,
// },
}
#[derive(Unique)]
struct MainMenuState {
page: MainMenuPage,
}
#[derive(Signal, Clone, Copy)]
enum MainMenuSignal {
GotoPage(MainMenuPage),
PlayOffline,
PlayOnline,
Quit,
// CreatePlayWorld {
// name: String,
// },
// PlayWorld {
// path: PathBuf,
// },
}
pub fn main_menu_leave(
storages: AllStoragesView,
) {
if storages.remove_unique::<MainMenuState>().is_err() {
log::warn!("what the fuck? shouldn't matter tho")
}
}
pub fn render_main_menu_ui(
mut hui: NonSendSync<UniqueViewMut<UiState>>,
ren: UniqueView<Renderer>,
) {
Container::default()
.with_size(size!(100%, 100%))
.with_padding(30.)
.with_gap(20.)
.with_background(Corners::top_bottom(
vec4(0.0, 0.0, 0.0, 0.85),
vec4(0.0, 0.0, 0.0, 0.0))
)
.with_children(|ui| {
Container::default()
.with_size(size!(100%, auto))
.with_align(Alignment::Center)
.with_children(|ui| {
Text::new("Kubi")
.with_text_size(120)
.add_child(ui);
})
.add_child(ui);
Container::default()
.with_size(size!(100%, 100%=))
.with_align(Alignment::Center)
.with_children(|ui| {
Container::default()
.with_align((Alignment::Center, Alignment::Begin))
.with_padding(20.)
.with_gap(10.)
.with_background(rect_frame! {
color: (0.1, 0.1, 0.1),
corner_radius: 10.,
})
.with_children(|ui| {
for (button_text, button_signal) in [
("Singleplayer", MainMenuSignal::PlayOffline),
("Multiplayer", MainMenuSignal::PlayOnline),
("Settings", MainMenuSignal::GotoPage(MainMenuPage::Settings)),
("Quit", MainMenuSignal::Quit),
] {
Container::default()
.with_size(size!(300, 50))
.with_align(Alignment::Center)
.with_background(rect_frame! {
color: (0.2, 0.2, 0.2),
corner_radius: 3.,
})
.with_children(|ui| {
Text::new(button_text)
.with_text_size(24)
.add_child(ui);
})
.on_click(move || button_signal)
.add_child(ui)
}
})
.add_child(ui);
})
.add_child(ui);
})
.add_root(&mut hui.hui, ren.size_vec2());
}
fn main_menu_process_signals(
storages: AllStoragesViewMut,
) {
let mut hui = storages.borrow::<NonSendSync<UniqueViewMut<UiState>>>().unwrap();
let mut quit = storages.borrow::<UniqueViewMut<RequestExit>>().unwrap();
hui.hui.process_signals(|signal| {
match signal {
MainMenuSignal::PlayOffline => {
log::info!("play button pressed");
// Open the local save file
let save_file = open_local_save_file(Path::new("./world.kubi")).expect("failed to open save file");
storages.add_unique(IOThreadManager::new(save_file));
// Switch the state and kick off the world loading
storages.add_unique(GameType::Singleplayer);
storages.borrow::<UniqueViewMut<NextState>>().unwrap().0 = Some(GameState::LoadingWorld);
}
MainMenuSignal::PlayOnline => {
},
MainMenuSignal::GotoPage(page) => {
log::info!("goto page button pressed");
storages.add_unique(MainMenuState { page });
}
MainMenuSignal::Quit => {
log::info!("quit button pressed");
quit.0 = true;
}
_ => {}
}
});
}
pub fn update_main_menu() -> Workload {
(
render_main_menu_ui.run_if(not_settings_ui_shown),
settings_overlay_logic,
main_menu_process_signals,
).into_sequential_workload()
}

View file

@ -0,0 +1,68 @@
use std::path::Path;
use glam::vec4;
use hui::{
element::{
container::Container,
interactable::ElementInteractableExt,
text::Text,
UiElementExt
},
layout::Alignment,
rect::Corners,
signal::Signal,
rect_frame,
size,
};
use kubi_shared::data::{io_thread::IOThreadManager, open_local_save_file};
use shipyard::{AllStoragesView, AllStoragesViewMut, IntoWorkload, NonSendSync, SystemModificator, Unique, UniqueView, UniqueViewMut, Workload, WorkloadModificator};
use crate::{
control_flow::RequestExit, hui_integration::UiState, main_menu::MainMenuPage, networking::GameType, rendering::Renderer, state::{GameState, NextState}};
use super::{super::settings_ui::render_settings_ui2, MainMenuSignal, MainMenuState};
pub fn settings_ui_shown(mms: Option<UniqueView<MainMenuState>>) -> bool {
let Some(mms) = mms else { return false };
matches!(mms.page, MainMenuPage::Settings)
}
#[allow(clippy::just_underscores_and_digits)]
pub fn not_settings_ui_shown(_0: Option<UniqueView<MainMenuState>>) -> bool {
!settings_ui_shown(_0)
}
// HACK: shows the back button over the settings UI
fn show_settings_back_button(
mut hui: NonSendSync<UniqueViewMut<UiState>>,
ren: UniqueView<Renderer>,
) {
Container::default()
.with_size(size!(100%, 100%))
.with_align((Alignment::Center, Alignment::End))
.with_padding(30.)
.with_children(|ui| {
Container::default()
.with_background(rect_frame! {
color: (0.1, 0.1, 0.1),
corner_radius: 10.,
})
.with_padding((30., 5.))
.with_size(size!(auto, 50))
.with_align(Alignment::Center)
.with_children(|ui| {
Text::new("Back to the Main Menu")
.with_text_size(24)
.add_child(ui);
})
.on_click(|| MainMenuSignal::GotoPage(MainMenuPage::TopMenu))
.add_child(ui);
})
.add_root(&mut hui.hui, ren.size_vec2());
}
pub fn settings_overlay_logic() -> Workload {
(
render_settings_ui2,
show_settings_back_button,
).into_sequential_workload().run_if(settings_ui_shown)
}

View file

@ -19,7 +19,7 @@ enum SettingsSignal {
SetRenderDistance(u8),
SetEnableDynamicCrosshair(bool),
SetEnableVsync(bool),
SetEnableDebugChunkBorder(bool),
// SetEnableDebugChunkBorder(bool),
SetMouseSensitivity(f32),
}
@ -68,18 +68,19 @@ fn checkbox(
.add_child(ui);
}
pub fn f1_held_settings_condition(
kbd: UniqueView<RawKbmInputState>,
) -> bool {
//f1 must be held down to open settings
//TODO implement ModalManager instead of this
kbd.keyboard_state.contains(KeyCode::F1 as u32)
}
pub fn render_settings_ui(
mut ui: NonSendSync<UniqueViewMut<UiState>>,
mut ren: UniqueViewMut<Renderer>,
mut settings: UniqueViewMut<GameSettings>,
kbd: UniqueView<RawKbmInputState>,
) {
//f1 must be held down to open settings
//TODO implement ModalManager instead of this
if !kbd.keyboard_state.contains(KeyCode::F1 as u32) {
return
}
Container::default()
.with_size(size!(100%))
.with_background((0., 0., 0., 0.5))
@ -132,13 +133,13 @@ pub fn render_settings_ui(
);
Break.add_child(ui);
checkbox(
ui,
"Debug Chunk Border",
settings.debug_draw_current_chunk_border,
SettingsSignal::SetEnableDebugChunkBorder
);
Break.add_child(ui);
// checkbox(
// ui,
// "Debug Chunk Border",
// settings.debug_draw_current_chunk_border,
// SettingsSignal::SetEnableDebugChunkBorder
// );
// Break.add_child(ui);
Text::new("Mouse Sensitivity")
.add_child(ui);
@ -160,7 +161,16 @@ pub fn render_settings_ui(
settings.vsync = value;
ren.reload_settings(&settings);
},
SettingsSignal::SetEnableDebugChunkBorder(value) => settings.debug_draw_current_chunk_border = value && cfg!(not(target_os = "android")),
// SettingsSignal::SetEnableDebugChunkBorder(value) => settings.debug_draw_current_chunk_border = value && cfg!(not(target_os = "android")),
SettingsSignal::SetMouseSensitivity(value) => settings.mouse_sensitivity = value,
});
}
#[allow(clippy::just_underscores_and_digits)]
pub fn render_settings_ui2(
_0: NonSendSync<UniqueViewMut<UiState>>,
_1: UniqueViewMut<Renderer>,
_2: UniqueViewMut<GameSettings>,
) {
render_settings_ui(_0, _1, _2);
}

View file

@ -18,7 +18,12 @@ fn intercept_exit(
mut state: UniqueViewMut<NextState>,
cur_state: UniqueView<GameState>,
termination_state: Option<UniqueView<ShutdownState>>,
iota: Option<UniqueView<IOThreadManager>>,
) {
// If iota is missing, don't bother with shutdown state (likely running without a save file)
if iota.is_none() {
return;
}
if exit.0 {
if *cur_state == GameState::ShuttingDown {
// If we're already shutting down, check if we're done

View file

@ -507,9 +507,13 @@ fn process_completed_tasks(
/// Save all modified chunks to the disk
pub fn save_on_exit(
io: UniqueView<IOThreadManager>,
io: Option<UniqueView<IOThreadManager>>,
world: UniqueView<ChunkStorage>,
) {
let Some(io) = io else {
log::warn!("no IO thread manager, skipping save on exit");
return
};
for (&position, chunk) in &world.chunks {
if let Some(block_data) = &chunk.block_data {
if chunk.data_modified {