--> retained mode ui

This commit is contained in:
cool-mist
2026-03-15 12:04:48 +05:30
parent 3cb08bf08e
commit 194136dfc7
12 changed files with 590 additions and 484 deletions
+146 -273
View File
@@ -1,9 +1,7 @@
use std::collections::HashMap;
use super::{Game, GameMode, GameSettings, constants};
use super::{Game, GameMode, Settings, constants};
use crate::{
game::{self, Widget, WidgetId, w_button, w_counter},
resources::{self, *},
game::{self, Command, w_board, w_button, w_counter},
resources::*,
widgets::*,
};
use macroquad::prelude::*;
@@ -13,266 +11,149 @@ use sol_lib::{
};
impl Game {
pub async fn new() -> Self {
let resources = resources::init().await;
let game_mode = GameMode::Medium;
let settings = GameSettings {
volume: constants::VOLUME,
max_moves_per_piece: 3,
num_pieces: 2,
..Default::default()
};
let puzzle = Game::generate_puzzle(game_mode, &settings);
let board = BoardWidget::initialize_state(puzzle.board.size, puzzle.board.clone());
let mut game_mode_btns = HashMap::new();
let game_mode = GameMode::Medium;
game_mode_btns.insert(
GameMode::Easy,
ButtonWidget::new(true, UiColor::Yellow, constants::EASY_BUTTON_TEXT),
);
game_mode_btns.insert(
GameMode::Medium,
ButtonWidget::new(true, UiColor::Yellow, constants::MEDIUM_BUTTON_TEXT),
);
game_mode_btns.insert(
GameMode::Hard,
ButtonWidget::new(true, UiColor::Yellow, constants::HARD_BUTTON_TEXT),
);
game_mode_btns.insert(
GameMode::Custom,
ButtonWidget::new(true, UiColor::Blue, constants::CUSTOM_BUTTON_TEXT),
);
let generate_btn = ButtonWidget::new(false, UiColor::Pink, constants::GENERATE_BUTTON_TEXT);
let heading = LabelWidget::initialize_state(constants::HEADING_TEXT);
let pieces_label = LabelWidget::initialize_state(constants::PIECES_LABEL_TEXT);
let max_age_label = LabelWidget::initialize_state(constants::AGE_LABEL_TEXT);
let show_rules = false;
game_mode_btns.get_mut(&game_mode).unwrap().is_active = false;
let mut widgets = HashMap::new();
let label_pieces = add_widget(&mut widgets, Widget::Label(pieces_label));
let label_max_age = add_widget(&mut widgets, Widget::Label(max_age_label));
let label_heading = add_widget(&mut widgets, Widget::Label(heading));
let counter_pieces = add_widget(
&mut widgets,
Widget::Counter(CounterWidget::new(
2,
7,
settings.num_pieces,
false,
UiColor::Yellow,
)),
);
let counter_moves = add_widget(
&mut widgets,
Widget::Counter(CounterWidget::new(
1,
7,
settings.max_moves_per_piece,
false,
UiColor::Yellow,
)),
);
let btn_reset = add_widget(
&mut widgets,
Widget::Button(ButtonWidget::new(
true,
UiColor::Yellow,
constants::RESET_BUTTON_TEXT,
)),
);
let btn_next = add_widget(
&mut widgets,
Widget::Button(ButtonWidget::new(
false,
UiColor::Green,
constants::NEXT_BUTTON_TEXT,
)),
);
let btn_rules = add_widget(
&mut widgets,
Widget::Button(ButtonWidget::new(
true,
UiColor::Brown,
constants::RULES_BUTTON_TEXT,
)),
);
Self {
puzzle,
board,
resources,
settings,
game_mode,
game_mode_btns,
btn_reset,
btn_next,
btn_rules,
show_rules,
widgets,
counter_pieces,
counter_moves,
generate_btn,
label_pieces,
label_max_age,
label_heading,
..Default::default()
}
pub fn update(&mut self, interaction: Interaction) {
let command = self.get_command(interaction);
self.update_state(command);
}
pub fn handle_interaction(&mut self, interaction: GameInteraction) {
match interaction {
GameInteraction::NoInteraction => {}
GameInteraction::Board(new_board_state) => match new_board_state {
BoardState::Won => {
w_button!(self, btn_next).is_active = true;
}
_ => {}
},
GameInteraction::ButtonRelease(button_name) => match button_name {
ButtonName::Reset => self.reset(),
ButtonName::Next => self.next_puzzle(),
ButtonName::Rules => {
self.show_rules = !self.show_rules;
w_button!(self, btn_rules).text = match self.show_rules {
true => constants::RULES_BUTTON_ALT_TEXT.to_string(),
false => constants::RULES_BUTTON_TEXT.to_string(),
};
}
ButtonName::Generate => {
if self.game_mode == GameMode::Custom {
self.next_puzzle();
}
}
},
GameInteraction::GameMode(mode) => {
self.game_mode = mode;
for (mode, btn) in &mut self.game_mode_btns {
if *mode == self.game_mode {
btn.is_active = false;
} else {
btn.is_active = true;
}
}
fn get_command(&mut self, interaction: Interaction) -> Command {
let is_custom_game_mode = self.game_mode == GameMode::Custom;
self.generate_btn.is_active = is_custom_game_mode;
w_counter!(self, counter_pieces).set_active(is_custom_game_mode);
w_counter!(self, counter_moves).set_active(is_custom_game_mode);
for (_, widget) in &mut self.widgets {
let cmd = widget.update(&interaction, &self.resources, &self.settings);
let ret_cmd = match cmd {
Command::NoInteraction => false,
_ => true,
};
// A change in game mode, immediately generate new puzzle
if !is_custom_game_mode {
self.next_puzzle();
}
if ret_cmd {
return cmd;
}
GameInteraction::Counter(counter_name, new_value) => match counter_name {
CounterName::Pieces => {
self.settings.num_pieces = new_value;
}
CounterName::Age => {
self.settings.max_moves_per_piece = new_value;
}
},
GameInteraction::ToggleDebug => self.settings.debug = !self.settings.debug,
GameInteraction::HideRules => {
if self.show_rules {
play_sound_once(
&self.resources.sound(&SoundKind::Button),
self.settings.volume,
);
self.show_rules = false;
w_button!(self, btn_rules).text = constants::RULES_BUTTON_TEXT.to_string();
}
}
GameInteraction::Quit => std::process::exit(0),
}
}
pub fn handle_user_input(&mut self) -> GameInteraction {
let (mx, my) = mouse_position();
let winput = UserInteraction {
mouse_pos: Circle::new(mx, my, 0.0),
};
// WIDGETS
let board_interaction = self
.board
.handle_input(&winput, &self.resources, &self.settings);
let board_interaction =
w_board!(self, board).handle_input(&interaction, &self.resources, &self.settings);
if let Some(new_board_state) = board_interaction.new_board_state {
return GameInteraction::Board(new_board_state);
return Command::UpdateBoard(new_board_state);
}
if w_button!(self, btn_reset).handle_input(
&self.resources.sound(&SoundKind::Button),
self.settings.volume,
) {
return GameInteraction::ButtonRelease(ButtonName::Reset);
if w_button!(self, btn_reset)
.handle_input(&interaction, &self.resources, &self.settings)
.clicked
{
return Command::ResetBoard;
}
if w_button!(self, btn_next).handle_input(
&self.resources.sound(&SoundKind::Button),
self.settings.volume,
) {
return GameInteraction::ButtonRelease(ButtonName::Next);
if w_button!(self, btn_next)
.handle_input(&interaction, &self.resources, &self.settings)
.clicked
{
return Command::NextPuzzle;
}
for (mode, btn) in &mut self.game_mode_btns {
if btn.handle_input(
&self.resources.sound(&SoundKind::Mode),
self.settings.volume,
) {
return GameInteraction::GameMode(*mode);
if game::button(&mut self.widgets, *btn)
.handle_input(&interaction, &self.resources, &self.settings)
.clicked
{
return Command::SwitchGameMode(*mode);
}
}
if w_button!(self, btn_rules).handle_input(
&self.resources.sound(&SoundKind::Button),
self.settings.volume,
) {
return GameInteraction::ButtonRelease(ButtonName::Rules);
if w_button!(self, btn_rules)
.handle_input(&interaction, &self.resources, &self.settings)
.clicked
{
return Command::ToggleRules;
}
let pieces_counter_interaction =
w_counter!(self, counter_pieces).handle_input(&winput, &self.resources, &self.settings);
if pieces_counter_interaction.interacted {
return GameInteraction::Counter(
CounterName::Pieces,
pieces_counter_interaction.current,
if w_button!(self, btn_generate)
.handle_input(&interaction, &self.resources, &self.settings)
.clicked
{
return Command::NewCustomPuzzle;
}
if interaction.keys_released.contains(&KeyCode::Escape) {
return Command::HideRules;
}
if interaction.keys_released.contains(&KeyCode::D) {
return Command::ToggleDebug;
}
if interaction.keys_released.contains(&KeyCode::Q) {
return Command::Quit;
}
return Command::NoInteraction;
}
fn update_state(&mut self, command: Command) {
match command {
Command::NoInteraction => (),
Command::UpdateBoard(new_board_state) => self.update_board(new_board_state),
Command::SwitchGameMode(mode) => self.switch_game_mode(mode),
Command::ToggleDebug => self.settings.debug = !self.settings.debug,
Command::HideRules => self.hide_rules(),
Command::ResetBoard => self.reset(),
Command::NextPuzzle => self.next_puzzle(),
Command::ToggleRules => self.toggle_rules(),
Command::UpdateMaxPieceCount(new_value) => self.settings.max_pieces = new_value,
Command::UpdateMaxAge(new_value) => self.settings.max_age = new_value,
Command::NewCustomPuzzle => self.new_custom_puzzle(),
Command::Quit => std::process::exit(0),
}
}
fn new_custom_puzzle(&mut self) {
if self.game_mode == GameMode::Custom {
self.next_puzzle();
}
}
fn toggle_rules(&mut self) {
self.show_rules = !self.show_rules;
w_board!(self, board).show_rules = self.show_rules;
w_button!(self, btn_rules).text = match self.show_rules {
true => constants::RULES_BUTTON_ALT_TEXT.to_string(),
false => constants::RULES_BUTTON_TEXT.to_string(),
};
}
fn hide_rules(&mut self) {
if self.show_rules {
play_sound_once(
&self.resources.sound(&SoundKind::Button),
self.settings.volume,
);
self.show_rules = false;
w_board!(self, board).show_rules = false;
w_button!(self, btn_rules).text = constants::RULES_BUTTON_TEXT.to_string();
}
}
fn switch_game_mode(&mut self, mode: GameMode) {
self.game_mode = mode;
for (mode, btn_id) in &mut self.game_mode_btns {
// The active mode button is 'disabled' to indicate it is active
let is_active = !(*mode == self.game_mode);
game::button(&mut self.widgets, *btn_id).is_active = is_active;
}
let age_counter_interaction =
w_counter!(self, counter_moves).handle_input(&winput, &self.resources, &self.settings);
if age_counter_interaction.interacted {
return GameInteraction::Counter(CounterName::Age, age_counter_interaction.current);
}
let is_custom_game_mode = self.game_mode == GameMode::Custom;
w_button!(self, btn_generate).is_active = is_custom_game_mode;
w_counter!(self, counter_pieces).set_active(is_custom_game_mode);
w_counter!(self, counter_moves).set_active(is_custom_game_mode);
self.next_puzzle();
}
if self.generate_btn.handle_input(
&self.resources.sound(&SoundKind::Button),
self.settings.volume,
) {
return GameInteraction::ButtonRelease(ButtonName::Generate);
fn update_board(&mut self, new_board_state: BoardState) {
match new_board_state {
BoardState::Won => {
w_button!(self, btn_next).is_active = true;
}
_ => {}
}
// KEY INPUTS
if is_key_released(KeyCode::Escape) {
return GameInteraction::HideRules;
}
if is_key_released(KeyCode::D) {
return GameInteraction::ToggleDebug;
}
if is_key_released(KeyCode::Q) {
return GameInteraction::Quit;
}
return GameInteraction::NoInteraction;
}
fn reset(&mut self) {
@@ -281,11 +162,11 @@ impl Game {
fn reset_game(&mut self, options: ResetOptions) {
if options.create_new_puzzle {
self.puzzle = Game::generate_puzzle(self.game_mode, &self.settings);
self.puzzle = generate_new_puzzle(self.game_mode, &self.settings);
}
w_button!(self, btn_next).is_active = false;
self.board.reset(&self.puzzle);
w_board!(self, board).reset(&self.puzzle);
}
fn next_puzzle(&mut self) {
@@ -294,39 +175,31 @@ impl Game {
..Default::default()
});
}
fn generate_puzzle(mode: GameMode, settings: &GameSettings) -> Puzzle {
let piece_count = match mode {
GameMode::Easy => 3,
GameMode::Medium => 5,
GameMode::Hard => 7,
GameMode::Custom => settings.num_pieces,
};
let max_moves_per_piece = match mode {
GameMode::Easy => 2,
GameMode::Medium => 2,
GameMode::Hard => 2,
GameMode::Custom => settings.max_moves_per_piece,
};
let generated = generator::generate_weighted_random(
piece_count,
100,
max_moves_per_piece,
&MacroquadRandAdapter,
);
let puzzle = generated.puzzle();
puzzle.expect("No puzzle was generated")
}
}
fn add_widget(widgets: &mut HashMap<WidgetId, Widget>, w: Widget) -> WidgetId {
let id = rand::rand() as u64;
let widget_id = WidgetId(id);
widgets.insert(widget_id, w);
pub fn generate_new_puzzle(mode: GameMode, settings: &Settings) -> Puzzle {
let piece_count = match mode {
GameMode::Easy => 3,
GameMode::Medium => 5,
GameMode::Hard => 7,
GameMode::Custom => settings.max_pieces,
};
widget_id
let max_moves_per_piece = match mode {
GameMode::Easy => 2,
GameMode::Medium => 2,
GameMode::Hard => 2,
GameMode::Custom => settings.max_age,
};
let generated = generator::generate_weighted_random(
piece_count,
100,
max_moves_per_piece,
&MacroquadRandAdapter,
);
let puzzle = generated.puzzle();
puzzle.expect("No puzzle was generated")
}
#[derive(Default)]
@@ -334,7 +207,7 @@ struct ResetOptions {
create_new_puzzle: bool,
}
struct MacroquadRandAdapter;
pub struct MacroquadRandAdapter;
impl RandomRange for MacroquadRandAdapter {
fn gen_range(&self, min: usize, max: usize) -> usize {
rand::gen_range(min, max)