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pub mod topbar;
pub mod bodies_window;
pub mod fleet_window;
use std::{borrow::Borrow, cell::RefCell};
use crate::GameState;
use crate::eguictx::EguiCtx;
use crate::solar_system::body::BodyId;
use crate::ui::bodies_window::BodiesWindowState;
use crate::ui::fleet_window::FleetWindowState;
use crate::ui::topbar::TopBarState;
#[derive(Default, Clone)]
pub struct State
{
pub camera_target: Option<BodyId>,
pub topbar_sate: TopBarState,
pub bodies_window: BodiesWindowState,
pub fleet_window: FleetWindowState
}
impl State
{
pub fn paint(
&mut self,
game_state: &RefCell<GameState>,
ui: &mut egui::Ui)
{
let mut game_state = game_state.borrow_mut();
let topbar_action = self.topbar_sate.paint(
ui,
&game_state,
&self.bodies_window,
&self.fleet_window);
if let Some(by) = topbar_action.advance_tick {
game_state.timeman_mut().advance(by)
}
if topbar_action.toggle_bodies_window { self.bodies_window.open = !self.bodies_window.open; }
if topbar_action.toggle_fleets_window { self.fleet_window.open = !self.fleet_window.open; }
let current_system = match self.topbar_sate.current_system {
Some(id) => &game_state.solar_systems()[id],
None => return
};
let bodies_window_action =
self.bodies_window.paint(ui, current_system);
if bodies_window_action.focus_body.is_some() {
self.camera_target = bodies_window_action.focus_body;
}
let fleet_window_action =
self.fleet_window.paint(
ui,
game_state.borrow(),
&self.topbar_sate.current_system,
&self.camera_target);
if let Some(new_fleet) = fleet_window_action.new_fleet {
game_state.new_fleet_from_ui(new_fleet);
}
}
}
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