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use std::cell::RefCell;
use crate::{GameState, eguictx::EguiCtx, solar_system::{self, SolarSystem, fleet::Fleet}, ui};
#[derive(Default, Clone)]
pub struct FleetWindowState
{
}
#[derive(Default, Clone)]
pub struct FleetWindowAction
{
}
impl FleetWindowState
{
pub fn render(
&mut self,
game_state: &GameState,
eguictx: &EguiCtx)
-> FleetWindowAction
{
let mut action = FleetWindowAction::default();
let star_systems = game_state.solar_systems();
egui::Window::new("Fleet Manager")
.show(eguictx.context(), |ui| {
ui.horizontal(|ui| {
self.paint_systems_list(star_systems, ui);
ui.add(egui::Separator::default().vertical());
});
});
action
}
fn paint_systems_list(
&mut self,
star_systems: &[SolarSystem],
ui: &mut egui::Ui)
-> egui::InnerResponse<()>
{
ui.vertical(|ui| {
for system in star_systems {
let resp = self.paint_fleet_list(&system, ui);
if resp.header_response.secondary_clicked() {
resp.header_response.context_menu(|ui| {
});
}
}
})
}
fn paint_fleet_list(
&mut self,
star_system: &SolarSystem,
ui: &mut egui::Ui)
-> egui::CollapsingResponse<()>
{
let fleets = star_system.fleets();
ui.collapsing(star_system.name(), |ui| {
for fleet in fleets {
self.paint_fleet_entry(fleet, ui);
}
})
}
fn paint_fleet_entry(
&mut self,
fleet: &Fleet,
ui: &mut egui::Ui)
{
ui.label(fleet.name());
}
}
|