simplify the UX for quitting sandbox with unsaved edits. almost done

with #110
This commit is contained in:
Dustin Carlino 2020-07-05 14:33:08 -07:00
parent d987879389
commit 5bc7954de3

View File

@ -9,7 +9,7 @@ use crate::app::App;
use crate::common::{tool_panel, CommonState, ContextualActions, IsochroneViewer, Minimap};
use crate::debug::DebugMode;
use crate::edit::{
apply_map_edits, can_edit_lane, save_edits_as, EditMode, LaneEditor, StopSignEditor,
apply_map_edits, can_edit_lane, EditMode, LaneEditor, SaveEdits, StopSignEditor,
TrafficSignalEditor,
};
use crate::game::{State, Transition, WizardState};
@ -241,35 +241,52 @@ pub fn maybe_exit_sandbox() -> Transition {
}
fn exit_sandbox(wiz: &mut Wizard, ctx: &mut EventCtx, app: &mut App) -> Option<Transition> {
let mut wizard = wiz.wrap(ctx);
let unsaved = app.primary.map.unsaved_edits();
let (resp, _) = wizard.choose("Are you ready to leave this mode?", || {
let mut choices = Vec::new();
choices.push(Choice::new("keep playing", ()));
if unsaved {
choices.push(Choice::new("save edits first", ()));
}
choices.push(Choice::new("quit to main screen", ()).key(Key::Q));
choices
let (resp, _) = wiz
.wrap(ctx)
.choose("Are you ready to leave this mode?", || {
vec![
Choice::new("keep playing", ()),
Choice::new("quit to main screen", ()).key(Key::Q),
]
})?;
if resp == "keep playing" {
return Some(Transition::Pop);
}
if resp == "save edits first" {
save_edits_as(&mut wizard, app)?;
ctx.canvas.save_camera_state(app.primary.map.get_name());
if app.primary.map.unsaved_edits() {
return Some(Transition::PushTwice(
Box::new(BackToMainMenu),
SaveEdits::new(
ctx,
app,
"Do you want to save your edits first?",
true,
None,
),
));
}
Some(Transition::Replace(Box::new(BackToMainMenu)))
}
struct BackToMainMenu;
impl State for BackToMainMenu {
fn event(&mut self, ctx: &mut EventCtx, app: &mut App) -> Transition {
ctx.loading_screen("reset map and sim", |ctx, mut timer| {
if !app.primary.map.get_edits().commands.is_empty() {
// Always safe to do this
apply_map_edits(ctx, app, MapEdits::new());
app.primary
.map
.recalculate_pathfinding_after_edits(&mut timer);
}
app.primary.clear_sim();
app.set_prebaked(None);
});
ctx.canvas.save_camera_state(app.primary.map.get_name());
Some(Transition::Clear(vec![MainMenu::new(ctx, app)]))
Transition::Clear(vec![MainMenu::new(ctx, app)])
}
fn draw(&self, _: &mut GfxCtx, _: &App) {}
}
pub struct AgentMeter {