main menu and game save work

This commit is contained in:
2026-08-21 17:09:02 -05:00
parent 7bf458c3cc
commit b4d340f443
5 changed files with 238 additions and 23 deletions
+131 -12
View File
@@ -1,8 +1,8 @@
use crate::save::get_saves;
use crate::save::{ActiveGameSave, create_game_save, delete_game_save, get_saves};
use crate::{AppState, WINDOW_TARGET_HEIGHT, WINDOW_TARGET_WIDTH};
use bevy::color::palettes::tailwind::SLATE_900;
use bevy::input_focus::tab_navigation::TabIndex;
use bevy::text::{EditableText, TextCursorStyle};
use bevy::text::{EditableText, EditableTextFilter, TextCursorStyle};
use bevy::ui_widgets::Button;
use bevy::{prelude::*, ui_widgets::Activate};
use derive_more::{Deref, DerefMut};
@@ -22,6 +22,10 @@ impl Plugin for MainMenuPlugin {
const N_LAYERS: usize = 5;
/// The text field for the name of the game.
#[derive(Component, Copy, Clone, PartialEq, Eq, PartialOrd, Ord, Default, Debug)]
struct GameNameTextField;
/// A UI object that is selected.
#[derive(Component, Copy, Clone, PartialEq, Eq, PartialOrd, Ord, Default, Debug)]
struct Selected;
@@ -74,16 +78,18 @@ struct MenuRoot;
struct Layer(usize);
/// A component that indicates the layer that this button points to.
#[derive(Component, Copy, Clone, PartialEq, Eq, Debug, Default)]
#[derive(Component, Clone, PartialEq, Eq, Debug, Default)]
struct NextLayer(MenuLayer);
#[derive(Debug, Copy, Clone, PartialEq, Eq, Hash, Default)]
#[derive(Debug, Clone, PartialEq, Eq, Hash, Default)]
pub enum MenuLayer {
#[default]
Root,
Play,
LoadSave,
NewGame,
// TODO: replace with some better game identifier, probably the game metadata
GameInfo(String),
Browse,
DirectConnect,
Settings,
@@ -121,9 +127,12 @@ impl MenuLayer {
let saves = get_saves().unwrap_or_default();
let entries: Vec<_> = saves
.into_iter()
.map(|m| menu_button(m.save_name, None))
.map(|m| {
menu_button(&m.save_name, Some(MenuLayer::GameInfo(m.save_name.clone())))
})
.collect();
// TODO: get rid of row gap when many saves are present.
Box::new(bsn! {
menu_layer(layer)
ChildOf(menu_root)
@@ -143,6 +152,13 @@ impl MenuLayer {
{new_game_menu()}
]
}),
MenuLayer::GameInfo(game) => Box::new(bsn! {
full_menu_layer(layer)
ChildOf(menu_root)
Children [
{game_info_menu(game)}
]
}),
MenuLayer::Browse => Box::new(bsn! {
full_menu_layer(layer)
ChildOf(menu_root)
@@ -289,16 +305,18 @@ fn new_game_menu() -> impl SceneList {
),
(
#NewGameTextField
GameNameTextField
Node {
border: Val::all(px(6)),
padding: Val::all(px(12)),
border_radius: BorderRadius::all(px(12)),
}
// BorderColor::from(SLATE_800)
BorderColor::from(SLATE_900)
EditableText {
cursor_width: 0.05,
max_characters: Option::Some(14),
}
EditableTextFilter::new(|c| c == ' ' || c.is_ascii_alphanumeric())
TextLayout::no_wrap()
TextFont {
font_size: FontSize::Px(66.),
@@ -315,11 +333,110 @@ fn new_game_menu() -> impl SceneList {
}
Children [
menu_button("Create", None)
InteractionColors::GOOD
Node {
margin: UiRect::left(Val::Auto),
}
InteractionColors::GOOD
on(|event: On<Activate>, q_text:| { info!("create!") })
on(|_event: On<Activate>, text_field: Single<&EditableText, With<GameNameTextField>>| {
let value = text_field.value();
info!("Create triggered for: {}", value);
create_game_save(value.to_string()).unwrap();
// TODO: refresh listing
})
]
),
]
}
fn game_info_menu(name: impl Into<String>) -> impl SceneList {
let name = name.into();
bsn_list![
(
#GameInfoTitle
Text("Load Save")
Node {
align_self: AlignSelf::Center,
}
TextFont {
// font: FontSourceTemplate::Handle("fonts/FiraSans-Bold.ttf"),
font_size: px(100.0),
}
TextColor(Color::srgb(0.9, 0.9, 0.9))
TextShadow
),
(
Text("Save Name")
Node {
margin: UiRect::axes(px(12), px(0)),
}
TextFont {
// font: FontSourceTemplate::Handle("fonts/FiraSans-Bold.ttf"),
font_size: px(66.0),
}
TextColor(Color::srgb(0.9, 0.9, 0.9))
TextShadow
),
(
#SaveNameTextField
GameNameTextField
Node {
border: Val::all(px(6)),
padding: Val::all(px(12)),
border_radius: BorderRadius::all(px(12)),
}
BorderColor::from(SLATE_900)
EditableText::new(name)
EditableText {
cursor_width: 0.05,
max_characters: Option::Some(14),
}
EditableTextFilter::new(|c| c == ' ' || c.is_ascii_alphanumeric())
TextLayout::no_wrap()
TextFont {
font_size: FontSize::Px(66.),
}
TextCursorStyle {
color: Color::BLACK
}
TabIndex(0)
BackgroundColor(Color::srgb(0.48, 0.84, 0.87))
),
(
Node {
margin: UiRect::top(px(48)),
}
Children [
(
menu_button("Delete", None)
InteractionColors::DANGER
Node {
margin: UiRect::right(Val::Auto),
}
on(|_event: On<Activate>, text_field: Single<&EditableText, With<GameNameTextField>>| {
let value = text_field.value();
info!("Delete triggered for: {}", value);
delete_game_save(value.to_string()).unwrap();
// TODO: refresh listing
})
),
(
// TODO: when the user changed the name of the game, change this to a "rename" button
menu_button("Play", None)
InteractionColors::GOOD
Node {
margin: UiRect::left(Val::Auto),
}
on(|_event: On<Activate>, text_field: Single<&EditableText, With<GameNameTextField>>, mut commands: Commands, mut app_state: ResMut<NextState<AppState>>| {
// TODO: we should definately get this value from an added
// resource. Call it something like `SelectedGameSave`
let value = text_field.value().to_string();
info!("Play triggered for: {}", value);
commands.insert_resource(ActiveGameSave::new(value));
app_state.set(AppState::Lobby);
// TODO: refresh listing
})
)
]
),
]
@@ -356,8 +473,10 @@ fn full_menu_layer(layer: usize) -> impl Scene {
}
}
fn menu_button(label: impl Into<String>, next_layer: Option<MenuLayer>) -> impl Scene {
bsn! {
fn menu_button(label: impl Into<String>, next_layer: Option<MenuLayer>) -> Box<dyn Scene> {
let label = label.into();
Box::new(bsn! {
Button
Node {
width: px(600),
@@ -381,7 +500,7 @@ fn menu_button(label: impl Into<String>, next_layer: Option<MenuLayer>) -> impl
TextColor(Color::srgb(0.9, 0.9, 0.9))
TextShadow
)]
}
})
}
fn button_activate_observer(
@@ -405,7 +524,7 @@ fn button_activate_observer(
menu.0.drain((layer.0 + 1)..);
}
// push next layer
menu.push(next_layer.0);
menu.push(next_layer.0.clone());
// update the buttons so the correct one is selected
for (entity, selected) in q_selected.iter_many(layer_entries) {