big ass input system

This commit is contained in:
Tao Tien 2026-01-12 21:07:34 -08:00
parent 81cb5c24d4
commit a6079103a4
6 changed files with 73 additions and 44 deletions

View file

@ -30,7 +30,8 @@ pub(crate) fn deal_hands(
Ok(()) Ok(())
} }
pub(crate) fn sort_hand( #[allow(clippy::type_complexity)]
pub fn sort_hands(
mut commands: Commands, mut commands: Commands,
tiles: Populated<&Tile>, tiles: Populated<&Tile>,
handtiles_entity: Single<Entity, With<HandTiles>>, handtiles_entity: Single<Entity, With<HandTiles>>,

View file

@ -1,8 +1,5 @@
use bevy::input::keyboard::Key;
use bevy::prelude::*; use bevy::prelude::*;
use bevy_ratatui::RatatuiContext; use bevy_ratatui::RatatuiContext;
use bevy_ratatui::event::KeyMessage;
use ratatui::crossterm::event::KeyCode;
use ratatui::widgets::Block; use ratatui::widgets::Block;
use tui_logger::TuiLoggerWidget; use tui_logger::TuiLoggerWidget;
@ -24,22 +21,6 @@ impl std::ops::Not for ConsoleState {
} }
} }
pub(crate) fn toggle_console(
// input: Res<ButtonInput<Key>>,
mut messages: MessageReader<KeyMessage>,
curr_state: Res<State<ConsoleState>>,
mut next_state: ResMut<NextState<ConsoleState>>,
) {
// if input.just_pressed(Key::Character("`".into())) {
// next_state.set(!*curr_state.get());
// }
for message in messages.read() {
if let KeyCode::Char('`') = message.code {
next_state.set(!*curr_state.get());
}
}
}
pub(crate) fn draw_console(mut tui_ctx: ResMut<RatatuiContext>) -> Result { pub(crate) fn draw_console(mut tui_ctx: ResMut<RatatuiContext>) -> Result {
tui_ctx.draw(|frame| { tui_ctx.draw(|frame| {
let block = Block::bordered().title("console"); let block = Block::bordered().title("console");

View file

@ -27,24 +27,3 @@ pub(crate) fn draw_mainmenu(
} }
}); });
} }
pub(crate) fn mainmenu_input(
// input: Res<ButtonInput<Key>>,
mut messages: MessageReader<KeyMessage>,
mut next_tuistate: ResMut<NextState<(TuiState)>>,
mut next_gamestate: ResMut<NextState<(GameState)>>,
mut exit: MessageWriter<AppExit>,
) {
for message in messages.read() {
match message.code {
KeyCode::Char('p') => {
next_tuistate.set(TuiState::InGame);
next_gamestate.set(GameState::Setup);
}
KeyCode::Char('q') => {
exit.write_default();
}
_ => {}
}
}
}

View file

@ -2,17 +2,20 @@ use std::time::Duration;
use bevy::{app::ScheduleRunnerPlugin, prelude::*, state::app::StatesPlugin}; use bevy::{app::ScheduleRunnerPlugin, prelude::*, state::app::StatesPlugin};
use bevy_ratatui::RatatuiPlugins; use bevy_ratatui::RatatuiPlugins;
use bevy_ratatui::event::KeyMessage;
use ratatui::{text::ToSpan, widgets::Paragraph}; use ratatui::{text::ToSpan, widgets::Paragraph};
use jong::game::GameState; use jong::game::GameState;
use jong::game::wall::InWall; use jong::game::wall::InWall;
use crate::tui::console::ConsoleState;
mod console; mod console;
mod menu; mod menu;
mod render; mod render;
#[derive(Debug, Clone, Copy, PartialEq, Eq, Hash, States, Default)] #[derive(Debug, Clone, Copy, PartialEq, Eq, Hash, States, Default)]
enum TuiState { pub(crate) enum TuiState {
#[default] #[default]
MainMenu, MainMenu,
InGame, InGame,
@ -56,9 +59,10 @@ impl Plugin for RiichiTui {
// general setup // general setup
.init_state::<TuiState>() .init_state::<TuiState>()
.add_computed_state::<InGame>() .add_computed_state::<InGame>()
.add_systems(Update, input_system)
// main menu // main menu
.add_systems(Update, (menu::draw_mainmenu, menu::mainmenu_input).run_if(in_state(TuiState::MainMenu))) .add_systems(Update, menu::draw_mainmenu.run_if(in_state(TuiState::MainMenu)))
// gaming // gaming
.init_resource::<render::hand::RenderedHand>() .init_resource::<render::hand::RenderedHand>()
@ -70,3 +74,55 @@ impl Plugin for RiichiTui {
} }
} }
#[allow(clippy::too_many_arguments)]
pub(crate) fn input_system(
mut messages: MessageReader<KeyMessage>,
curr_tuistate: Res<State<TuiState>>,
curr_consolestate: Res<State<ConsoleState>>,
curr_gamestate: Res<State<GameState>>,
mut next_tuistate: ResMut<NextState<TuiState>>,
mut next_consolestate: ResMut<NextState<ConsoleState>>,
mut next_gamestate: ResMut<NextState<GameState>>,
mut exit: MessageWriter<AppExit>,
) {
use bevy_ratatui::crossterm::event::KeyCode;
let (ts, cs, gs) = (curr_tuistate.get(), curr_consolestate.get(), curr_gamestate.get());
for message in messages.read() {
if let KeyCode::Char('`') = message.code {
next_consolestate.set(!*curr_consolestate.get());
continue
}
match ts {
TuiState::MainMenu => match message.code {
KeyCode::Char('p') => {
next_tuistate.set(TuiState::InGame);
next_gamestate.set(GameState::Setup);
}
KeyCode::Char('q') => {
exit.write_default();
}
_ => {}
},
TuiState::InGame => match gs {
GameState::Setup => match message.code {
_ => {}
},
GameState::Play => match message.code {
KeyCode::Char('q') => {
exit.write_default();
}
_ => {}
},
GameState::Score => todo!(),
_ => unreachable!("TuiState::InGame but GameState invalid")
},
}
}
}

View file

@ -14,6 +14,18 @@ pub(crate) fn render_changed_hand(
tiles: Populated<&Tile>, tiles: Populated<&Tile>,
mut target: ResMut<RenderedHand>, mut target: ResMut<RenderedHand>,
) -> Result { ) -> Result {
let mut rendered = vec![];
for hand in hands {
let hand_tiles = hand
.iter()
.map(|inhand| -> Result<_> { Ok(tiles.get(inhand).map(tiles::draw_tile)?) })
.collect::<Result<Vec<_>>>()?;
rendered.push(hand_tiles);
}
target.0 = rendered;
trace!("render_changed_hand"); trace!("render_changed_hand");
render_hand(hand, tiles, target)?; render_hand(hand, tiles, target)?;

View file

@ -11,7 +11,7 @@ pub(crate) fn draw_ingame(
use ratatui::prelude::*; use ratatui::prelude::*;
tui_ctx.draw(|frame| { tui_ctx.draw(|frame| {
debug!("{}", frame.area()); // debug!("{}", frame.area());
let layout = Layout::horizontal(vec![Constraint::Max(5); 13]).flex(Flex::Start); let layout = Layout::horizontal(vec![Constraint::Max(5); 13]).flex(Flex::Start);
let mut area = frame.area(); let mut area = frame.area();