hover effect, layout hands and ponds
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6 changed files with 163 additions and 20 deletions
81
src/tui/input/keyboard.rs
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81
src/tui/input/keyboard.rs
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use bevy::prelude::*;
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use bevy_ratatui::crossterm::event::KeyCode;
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use bevy_ratatui::event::KeyMessage;
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use jong::game::GameState;
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use crate::tui::{TuiState, console::ConsoleState};
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// TODO change this to handle console open request, esc for menu, etc, then
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// route other messages to other systems
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#[allow(clippy::too_many_arguments)]
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pub(crate) fn input_system(
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mut messages: MessageReader<KeyMessage>,
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curr_tuistate: Res<State<TuiState>>,
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curr_consolestate: Res<State<ConsoleState>>,
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curr_gamestate: Res<State<GameState>>,
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mut next_tuistate: ResMut<NextState<TuiState>>,
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mut next_consolestate: ResMut<NextState<ConsoleState>>,
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mut next_gamestate: ResMut<NextState<GameState>>,
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mut exit: MessageWriter<AppExit>,
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) {
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let (ts, cs, gs) = (
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curr_tuistate.get(),
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curr_consolestate.get(),
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curr_gamestate.get(),
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);
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for message in messages.read() {
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if let KeyCode::Char('`') = message.code {
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next_consolestate.set(!*curr_consolestate.get());
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continue;
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}
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if *cs == ConsoleState::Open {
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let mut passthrough = false;
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match message.code {
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KeyCode::Up => todo!(),
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KeyCode::Down => todo!(),
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KeyCode::Home => todo!(),
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KeyCode::End => todo!(),
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KeyCode::PageUp => todo!(),
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KeyCode::PageDown => todo!(),
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KeyCode::Esc => next_consolestate.set(ConsoleState::Closed),
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_ => passthrough = true,
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}
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if !passthrough {
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continue;
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}
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}
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match ts {
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TuiState::MainMenu => match message.code {
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KeyCode::Char('p') => {
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next_tuistate.set(TuiState::InGame);
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next_gamestate.set(GameState::Setup);
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}
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KeyCode::Char('q') => {
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exit.write_default();
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}
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_ => {}
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},
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TuiState::InGame => match gs {
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GameState::Setup => match message.code {
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_ => {}
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},
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GameState::Play => match message.code {
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KeyCode::Char('q') => {
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exit.write_default();
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}
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_ => {}
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},
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_ => todo!(),
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_ => unreachable!("TuiState::InGame but GameState invalid"),
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},
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}
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}
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}
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