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use std::ops::Deref;
use crate::{core::JumpyDefaultMatchRunner, prelude::*};
use super::scoring::ScoringMenuState;
#[derive(Clone, Debug, Copy, Default)]
enum PauseMenuPage {
#[default]
Pause,
MapSelect,
Settings,
}
pub fn session_plugin(session: &mut Session) {
session.add_system_to_stage(Update, pause_menu_system);
}
#[derive(HasSchema, Debug, Clone, Default)]
struct PauseMenu {
menu_open: bool,
}
fn pause_menu_system(
meta: Root<GameMeta>,
mut sessions: ResMut<Sessions>,
ctx: Res<EguiCtx>,
controls: Res<GlobalPlayerControls>,
world: &World,
assets: Res<AssetServer>,
mut pause_menu: ResMutInit<PauseMenu>,
) {
let mut back_to_menu = false;
let mut restart_game = false;
let mut close_pause_menu = false;
let mut close_settings_menu = false;
let mut select_map = None;
if let Some(session) = sessions.get_mut(SessionNames::GAME) {
let pause_pressed = controls.values().any(|x| x.pause_just_pressed);
#[cfg(not(target_arch = "wasm32"))]
let is_online = session
.world
.get_resource::<SyncingInfo>()
.map_or(false, |x| x.is_online());
#[cfg(target_arch = "wasm32")]
let is_online = false;
if pause_menu.menu_open {
let page = ctx.get_state::<PauseMenuPage>();
match page {
PauseMenuPage::Pause => {
egui::CentralPanel::default()
.frame(egui::Frame::none())
.show(&ctx, |ui| {
let screen_rect = ui.max_rect();
let pause_menu_width = meta.main_menu.menu_width;
let x_margin = (screen_rect.width() - pause_menu_width) / 2.0;
let outer_margin = egui::style::Margin::symmetric(
x_margin,
screen_rect.height() * 0.2,
);
BorderedFrame::new(&meta.theme.panel.border)
.margin(outer_margin)
.padding(meta.theme.panel.padding)
.show(ui, |ui| {
ui.set_min_width(ui.available_width());
world.run_system(
main_pause_menu,
(
ui,
session,
&mut restart_game,
&mut back_to_menu,
&mut close_pause_menu,
is_online,
),
);
});
});
}
PauseMenuPage::MapSelect => {
let action = world.run_system(crate::ui::map_select::map_select_menu, ());
match action {
super::map_select::MapSelectAction::None => (),
super::map_select::MapSelectAction::SelectMap(map) => {
select_map = Some(map);
ctx.set_state(PauseMenuPage::Pause);
}
super::map_select::MapSelectAction::GoBack => {
ctx.set_state(PauseMenuPage::Pause);
}
}
}
PauseMenuPage::Settings => {
egui::CentralPanel::default()
.frame(egui::Frame::none())
.show(&ctx, |ui| {
world.run_system(
super::main_menu::settings::widget,
(ui, &mut close_settings_menu),
);
});
}
}
// When pause menu is open (and not about to be closed), we -re-pause every frame regardless of if just pressed
// because in online, if menu is open during a map transition, we need to make sure new net session
// disables input to re-pause itself.
if !close_pause_menu {
pause_session(true, is_online, session, false);
}
} else if pause_pressed {
pause_menu.menu_open = true;
}
}
if back_to_menu {
sessions.end_game();
sessions.start_menu();
pause_menu.menu_open = false;
} else if restart_game {
sessions.restart_game(None, false);
pause_menu.menu_open = false;
} else if let Some(maps) = select_map {
let match_info = sessions
.get(SessionNames::GAME)
.unwrap()
.world
.resource::<MatchInputs>()
.deref()
.clone();
sessions.end_game();
sessions.start_game(crate::core::MatchPlugin {
maps,
player_info: std::array::from_fn(|i| PlayerInput {
control: default(),
editor_input: default(),
..match_info.players[i]
}),
plugins: meta.get_plugins(&assets),
session_runner: Box::<JumpyDefaultMatchRunner>::default(),
score: default(),
});
pause_menu.menu_open = false;
}
if close_pause_menu {
pause_menu.menu_open = false;
}
if close_settings_menu {
ctx.set_state(PauseMenuPage::Pause);
}
}
fn main_pause_menu(
mut param: In<(
&mut egui::Ui,
&mut Session,
&mut bool,
&mut bool,
&mut bool,
bool,
)>,
meta: Root<GameMeta>,
localization: Localization<GameMeta>,
controls: Res<GlobalPlayerControls>,
scoring_menu: Res<ScoringMenuState>,
) {
let (ui, session, restart_game, back_to_menu, close_pause_menu, is_online) = &mut *param;
// Unpause the game
if controls.values().any(|x| x.pause_just_pressed) {
// Do not unpause game session if scoring menu open.
// TODO: Use some kind of pause stack to track what different systems
// might want session to remain inactive.
pause_session(false, *is_online, session, scoring_menu.active);
**close_pause_menu = true;
}
ui.vertical_centered(|ui| {
let width = ui.available_width();
// Heading
ui.label(
meta.theme
.font_styles
.heading
.rich(localization.get("paused"))
.color(meta.theme.panel.font_color),
);
// Map title
if let Some(map_meta) = session.world.get_resource::<SpawnedMapMeta>() {
ui.label(
meta.theme
.font_styles
.bigger
.rich(map_meta.name.to_string()),
);
}
ui.add_space(10.0);
// Continue button
if BorderedButton::themed(&meta.theme.buttons.normal, localization.get("continue"))
.min_size(vec2(width, 0.0))
.show(ui)
.focus_by_default(ui)
.clicked()
{
pause_session(false, *is_online, session, false);
**close_pause_menu = true;
}
// Local game buttons
ui.scope(|ui| {
// Map select button
if BorderedButton::themed(
&meta.theme.buttons.normal,
localization.get("map-select-title"),
)
.min_size(vec2(width, 0.0))
.show(ui)
.clicked()
{
ui.ctx().set_state(PauseMenuPage::MapSelect);
}
// Settings button
if BorderedButton::themed(&meta.theme.buttons.normal, localization.get("settings"))
.min_size(vec2(width, 0.0))
.show(ui)
.clicked()
{
ui.ctx().set_state(PauseMenuPage::Settings);
}
// Restart button
if BorderedButton::themed(&meta.theme.buttons.normal, localization.get("restart"))
.min_size(vec2(width, 0.0))
.show(ui)
.clicked()
{
**restart_game = true;
}
});
// Re-add edit button once map editor is back in game.
//
// Edit button
// ui.scope(|ui| {
// if BorderedButton::themed(&meta.theme.buttons.normal, localization.get("edit"))
// .min_size(vec2(width, 0.0))
// .show(ui)
// .clicked()
// {
// // TODO: show editor.
// pause_session(false, *is_online, session, false);
// **close_pause_menu = true;
// }
// });
// Main menu button
if BorderedButton::themed(&meta.theme.buttons.normal, localization.get("main-menu"))
.min_size(vec2(width, 0.0))
.show(ui)
.clicked()
{
**back_to_menu = true;
}
});
}
/// Helper for pausing session depending on if online or offline match.
/// `remain_inactive` is used if other systems like scoring have set session inactive and wish to
/// prevent that change.
fn pause_session(paused: bool, is_online: bool, session: &mut Session, remain_inactive: bool) {
if is_online {
// Online session remains active so that it will not timeout with other players.
// Instead we disable the input so it is not captured by game while paused.
session.runner.disable_local_input(paused);
} else if !paused && !remain_inactive {
session.active = true;
} else if paused {
session.active = false;
}
}