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use crate::{
prelude::*,
settings::{PlayerControlMapping, Settings},
};
mod audio;
mod controls;
mod graphics;
mod networking;
#[derive(Clone, Default)]
struct SettingsState {
tab: SettingsTab,
modified_settings: Settings,
settings_loaded: bool,
currently_binding_input_idx: Option<usize>,
}
/// Which settings tab we are on
#[derive(Clone, Copy, PartialEq, Eq, Default)]
enum SettingsTab {
#[default]
Controls,
Networking,
Audio,
Graphics,
}
impl SettingsTab {
const TABS: &'static [(Self, &'static str)] = &[
(Self::Controls, "controls"),
(Self::Networking, "networking"),
(Self::Audio, "audio"),
(Self::Graphics, "graphics"),
];
}
pub fn widget(
mut ui: In<(&mut egui::Ui, &mut bool)>,
meta: Root<GameMeta>,
localization: Localization<GameMeta>,
input: Res<GlobalPlayerControls>,
mut mapping: ResMut<PlayerControlMapping>,
mut storage: ResMut<Storage>,
world: &World,
) {
let (ui, close_settings_menu) = &mut *ui;
let mut state = ui.ctx().get_state::<SettingsState>();
let screen_rect = ui.max_rect();
if !state.settings_loaded {
state.modified_settings = storage.get::<Settings>().unwrap().clone();
state.settings_loaded = true;
}
let mut should_reset = false;
// Calculate a margin
let outer_margin = screen_rect.size() * 0.10;
let outer_margin = egui::Margin {
left: outer_margin.x,
right: outer_margin.x,
// Make top and bottom margins smaller
top: outer_margin.y / 1.5,
bottom: outer_margin.y / 1.5,
};
let heading_font = meta
.theme
.font_styles
.heading
.with_color(meta.theme.panel.font_color);
BorderedFrame::new(&meta.theme.panel.border)
.margin(outer_margin)
.padding(meta.theme.panel.padding)
.show(ui, |ui| {
// Disable all the buttons if we are currently binding an input
ui.set_enabled(state.currently_binding_input_idx.is_none());
ui.vertical_centered(|ui| {
// Settings Heading
ui.label(heading_font.rich(localization.get("settings")));
// Add tab list at the top of the panel
ui.horizontal(|ui| {
for (i, (tab, name)) in SettingsTab::TABS.iter().enumerate() {
let name = localization.get(name);
let mut name = egui::RichText::new(name);
// Underline the current tab
if *tab == state.tab {
name = name.underline();
}
let mut button =
BorderedButton::themed(&meta.theme.buttons.normal, name).show(ui);
// Focus the first tab by default
if i == 0 {
button = button.focus_by_default(ui);
}
// Change tab when clicked
if button.clicked() {
state.tab = *tab;
}
}
});
// Add buttons to the bottom
ui.with_layout(egui::Layout::bottom_up(egui::Align::Center), |ui| {
let buttons_response = ui.horizontal(|ui| {
// Calculate button size and spacing
let width = ui.available_width();
let button_width = width / 4.0;
let button_min_size = vec2(button_width, 0.0);
let button_spacing = (width - 3.0 * button_width) / 4.0;
ui.add_space(button_spacing);
// Cancel button
if (BorderedButton::themed(
&meta.theme.buttons.normal,
localization.get("cancel"),
)
.min_size(button_min_size)
.show(ui)
.clicked()
|| input.values().any(|x| x.menu_back_just_pressed))
&& state.currently_binding_input_idx.is_none()
{
**close_settings_menu = true;
// Reset the modified settings to their stored settings.
state.modified_settings = storage.get::<Settings>().unwrap().clone();
// Run cancel callbacks
if state.tab == SettingsTab::Audio {
world.run_system(audio::on_cancel, &state);
}
}
ui.add_space(button_spacing);
// Reset button
if BorderedButton::themed(
&meta.theme.buttons.normal,
localization.get("reset"),
)
.min_size(button_min_size)
.show(ui)
.clicked()
{
should_reset = true;
}
ui.add_space(button_spacing);
// Save button
if BorderedButton::themed(
&meta.theme.buttons.normal,
localization.get("save"),
)
.min_size(button_min_size)
.show(ui)
.clicked()
{
// Save the settings to disk.
*mapping = state.modified_settings.player_controls.clone();
storage.insert(state.modified_settings.clone());
storage.save();
**close_settings_menu = true;
}
});
let buttons_rect = buttons_response.response.rect;
ui.add_space(buttons_rect.height() / 2.0);
ui.vertical(|ui| match state.tab {
SettingsTab::Controls => {
world.run_system(controls::widget, (ui, &mut state, should_reset))
}
SettingsTab::Networking => {
world.run_system(networking::widget, (ui, &mut state, should_reset))
}
SettingsTab::Audio => {
world.run_system(audio::widget, (ui, &mut state, should_reset))
}
SettingsTab::Graphics => {
world.run_system(graphics::widget, (ui, &mut state, should_reset))
}
});
});
});
});
// Update the state with our modified one
ui.ctx().set_state(state);
}