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pub mod topbar;
pub mod camera_info;
pub mod bodies_window;
pub mod fleet_window;
use std::{borrow::Borrow, cell::RefCell};
use crate::{GameState, eguictx::EguiCtx, ui::{bodies_window::BodiesWindowState, camera_info::CameraWindowState, fleet_window::FleetWindowState, topbar::TopBarState}};
mod ui {
}
#[derive(Default, Clone)]
pub struct State
{
pub topbar_sate: TopBarState,
pub camera_info: CameraWindowState,
pub bodies_window: BodiesWindowState,
pub fleet_window: FleetWindowState
}
impl State
{
pub fn render(
&mut self,
game_state: &RefCell<GameState>,
eguictx: &EguiCtx)
{
let mut game_state = game_state.borrow_mut();
let topbar_action = TopBarState::render(
&mut self.topbar_sate,
&game_state,
eguictx);
if let Some(by) = topbar_action.advance_tick {
game_state.timeman_mut().advance(by)
}
let current_system = match self.topbar_sate.current_system {
Some(id) => &game_state.solar_systems()[id],
None => return
};
CameraWindowState::render(
self,
&game_state,
eguictx);
if self.topbar_sate.bodies_window_visible {
let bodies_window_action =
self.bodies_window.render(current_system, eguictx);
if let Some(body) = bodies_window_action.focus_body {
self.camera_info.target = Some(body);
}
}
if self.topbar_sate.fleet_window_visible {
let fleet_window_action =
self.fleet_window.render(game_state.borrow(), eguictx);
}
}
}
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