Cleanup
parent
5059e69cbb
commit
193feb5b92
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@ -443,6 +443,7 @@ impl GPUState {
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}
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}
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}
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}
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// Render utilities
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impl GPUState {
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impl GPUState {
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fn push_ships(
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fn push_ships(
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&mut self,
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&mut self,
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@ -182,8 +182,8 @@ impl UiManager {
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/// Draw all ui elements
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/// Draw all ui elements
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pub fn draw(&mut self, input: Rc<RenderInput>, state: &mut RenderState) -> Result<()> {
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pub fn draw(&mut self, input: Rc<RenderInput>, state: &mut RenderState) -> Result<()> {
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// Initialize start scene if we haven't yet
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if self.current_scene.is_none() {
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if self.current_scene.is_none() {
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// Initialize start scene if we haven't yet
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self.set_scene(
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self.set_scene(
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state,
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state,
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input.clone(),
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input.clone(),
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@ -191,13 +191,16 @@ impl UiManager {
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)?;
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)?;
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}
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}
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// Update timings if they're being displayed
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if self.show_timings {
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if self.show_timings {
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self.fps_indicator.step(&input, state);
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self.fps_indicator.step(&input, state);
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}
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}
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// Check for player ship state changes
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let mut keep_doing_actions = true;
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let player = input.player.ship;
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let send_event = {
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// Send player state change events
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if {
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let player = input.player.ship;
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if let Some(player) = player {
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if let Some(player) = player {
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let ship = input.phys_img.get_ship(&PhysSimShipHandle(player)).unwrap();
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let ship = input.phys_img.get_ship(&PhysSimShipHandle(player)).unwrap();
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if self.last_player_state == 0
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if self.last_player_state == 0
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@ -213,10 +216,7 @@ impl UiManager {
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self.last_player_state = 0;
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self.last_player_state = 0;
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true
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true
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}
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}
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};
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} {
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let mut actions = Vec::new();
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if send_event {
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let action: Dynamic = self
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let action: Dynamic = self
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.engine
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.engine
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.call_fn(
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.call_fn(
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@ -236,156 +236,108 @@ impl UiManager {
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})?;
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})?;
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if let Some(action) = action.try_cast::<SceneAction>() {
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if let Some(action) = action.try_cast::<SceneAction>() {
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match action {
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keep_doing_actions = self.handle_action(state, input.clone(), action)?;
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SceneAction::None => {}
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_ => {
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actions.push(action);
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}
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}
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}
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}
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}
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}
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for e in &self.elements {
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for i in 0..self.elements.len() {
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let action: Dynamic = {
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match &self.elements[i] {
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if let Some(e) = e.sprite() {
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UiElement::Sprite(e) => {
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let mut x = (*e).borrow_mut();
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// Draw and update sprites
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let event = x.check_mouse(&input, state);
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let mut sprite = (*e).borrow_mut();
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x.step(&input, state);
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sprite.step(&input, state);
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x.push_to_buffer(&input, state);
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sprite.push_to_buffer(&input, state);
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drop(x);
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if !keep_doing_actions {
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continue;
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}
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let event = sprite.check_events(&input, state);
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// we MUST drop here, since script calls mutate the sprite RefCell
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// we MUST drop here, since script calls mutate the sprite RefCell
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drop(sprite);
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match event {
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match event {
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Event::None => Dynamic::from(SceneAction::None),
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Event::None => continue,
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_ => {}
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Event::MouseClick => self
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.engine
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.call_fn(
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&mut self.scope,
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&self
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.ct
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.get_config()
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.ui_scenes
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.get(self.current_scene.as_ref().unwrap())
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.unwrap(),
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"event",
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(
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State::new(input.clone()),
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MouseClickEvent {
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down: true,
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element: SpriteElement::new(self.ct.clone(), e.clone()),
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},
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),
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)
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.with_context(|| format!("while handling click event"))
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.with_context(|| {
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format!("in ui scene `{}`", self.current_scene.as_ref().unwrap())
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})?,
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Event::MouseRelease => self
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.engine
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.call_fn(
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&mut self.scope,
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&self
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.ct
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.get_config()
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.ui_scenes
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.get(self.current_scene.as_ref().unwrap())
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.unwrap(),
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"event",
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(
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State::new(input.clone()),
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MouseClickEvent {
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down: false,
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element: SpriteElement::new(self.ct.clone(), e.clone()),
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},
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),
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)
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.with_context(|| format!("while handling release event"))
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.with_context(|| {
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format!("in ui scene `{}`", self.current_scene.as_ref().unwrap())
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})?,
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Event::MouseHover => self
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.engine
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.call_fn(
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&mut self.scope,
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&self
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.ct
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.get_config()
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.ui_scenes
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.get(self.current_scene.as_ref().unwrap())
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.unwrap(),
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"event",
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(
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State::new(input.clone()),
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MouseHoverEvent {
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enter: true,
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element: SpriteElement::new(self.ct.clone(), e.clone()),
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},
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),
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)
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.with_context(|| format!("while handling hover event"))
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.with_context(|| {
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format!("in ui scene `{}`", self.current_scene.as_ref().unwrap())
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})?,
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Event::MouseUnhover => self
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.engine
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.call_fn(
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&mut self.scope,
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&self
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.ct
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.get_config()
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.ui_scenes
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.get(self.current_scene.as_ref().unwrap())
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.unwrap(),
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"event",
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(
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State::new(input.clone()),
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MouseHoverEvent {
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enter: false,
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element: SpriteElement::new(self.ct.clone(), e.clone()),
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},
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),
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)
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.with_context(|| format!("while handling unhover event"))
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.with_context(|| {
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format!("in ui scene `{}`", self.current_scene.as_ref().unwrap())
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})?,
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}
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}
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} else if let Some(e) = e.radialbar() {
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let event_arg = match event {
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Event::None => unreachable!("this shouldn't happen"),
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Event::MouseClick => Dynamic::from(MouseClickEvent {
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down: true,
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element: SpriteElement::new(self.ct.clone(), e.clone()),
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}),
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Event::MouseRelease => Dynamic::from(MouseClickEvent {
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down: false,
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element: SpriteElement::new(self.ct.clone(), e.clone()),
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}),
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Event::MouseHover => Dynamic::from(MouseHoverEvent {
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enter: true,
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element: SpriteElement::new(self.ct.clone(), e.clone()),
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}),
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Event::MouseUnhover => Dynamic::from(MouseHoverEvent {
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enter: false,
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element: SpriteElement::new(self.ct.clone(), e.clone()),
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}),
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};
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let action: Dynamic = self
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.engine
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.call_fn(
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&mut self.scope,
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&self
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.ct
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.get_config()
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.ui_scenes
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.get(self.current_scene.as_ref().unwrap())
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.unwrap(),
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"event",
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(State::new(input.clone()), event_arg),
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)
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.with_context(|| format!("while handling event `{:?}`", event))
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.with_context(|| {
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format!("in ui scene `{}`", self.current_scene.as_ref().unwrap())
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})?;
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if let Some(action) = action.try_cast::<SceneAction>() {
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keep_doing_actions = self.handle_action(state, input.clone(), action)?;
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}
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}
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UiElement::RadialBar(e) => {
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// Draw and update radialbar
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let mut x = (*e).borrow_mut();
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let mut x = (*e).borrow_mut();
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x.step(&input, state);
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x.step(&input, state);
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x.push_to_buffer(&input, state);
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x.push_to_buffer(&input, state);
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Dynamic::from(SceneAction::None)
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} else {
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Dynamic::from(SceneAction::None)
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}
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}
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};
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if let Some(action) = action.try_cast::<SceneAction>() {
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UiElement::Text(..) => {}
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match action {
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SceneAction::None => {}
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_ => {
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actions.push(action);
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}
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}
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}
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}
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for a in actions {
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match a {
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SceneAction::None => {}
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SceneAction::GoTo(s) => {
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self.set_scene(state, input.clone(), s.clone())?;
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break;
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}
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}
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}
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}
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}
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return Ok(());
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return Ok(());
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}
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}
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/// Do a SceneAction.
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/// Returns true if we should execute the action that is next, and false otherwise.
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fn handle_action(
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&mut self,
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state: &mut RenderState,
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input: Rc<RenderInput>,
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action: SceneAction,
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) -> Result<bool> {
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Ok(match action {
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SceneAction::None => true,
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SceneAction::GoTo(s) => {
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self.set_scene(state, input.clone(), s.clone())?;
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false
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}
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})
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}
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}
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}
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impl<'a> UiManager {
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impl<'a> UiManager {
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@ -22,24 +22,10 @@ impl UiElement {
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Self::Text(text)
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Self::Text(text)
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}
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}
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pub fn sprite(&self) -> Option<Rc<RefCell<Sprite>>> {
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match self {
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Self::Sprite(s) => Some(s.clone()),
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_ => None,
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}
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}
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pub fn text(&self) -> Option<&TextBox> {
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pub fn text(&self) -> Option<&TextBox> {
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match self {
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match self {
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Self::Text(t) => Some(t),
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Self::Text(t) => Some(t),
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_ => None,
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_ => None,
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}
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}
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}
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}
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pub fn radialbar(&self) -> Option<Rc<RefCell<RadialBar>>> {
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match self {
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Self::RadialBar(r) => Some(r.clone()),
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_ => None,
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}
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}
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}
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}
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@ -71,7 +71,7 @@ impl Sprite {
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});
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});
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}
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}
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pub fn check_mouse(&mut self, input: &RenderInput, state: &mut RenderState) -> Event {
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pub fn check_events(&mut self, input: &RenderInput, state: &mut RenderState) -> Event {
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let r = self.rect.to_centered(state, input.ct.get_config().ui_scale);
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let r = self.rect.to_centered(state, input.ct.get_config().ui_scale);
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if self.waiting_for_release && self.has_mouse && !input.player.input.pressed_leftclick() {
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if self.waiting_for_release && self.has_mouse && !input.player.input.pressed_leftclick() {
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