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use std::collections::HashSet;
use map_gui::load::MapLoader;
use map_gui::{SimpleApp, ID};
use map_model::BuildingID;
use widgetry::{
Btn, Color, EventCtx, GfxCtx, HorizontalAlignment, Key, Line, Outcome, Panel, State, TextExt,
Transition, VerticalAlignment, Widget,
};
use crate::buildings::{BldgState, Buildings};
use crate::game::Game;
use crate::levels::Config;
const ZOOM: f64 = 2.0;
pub struct Picker {
panel: Panel,
config: Config,
bldgs: Buildings,
current_picks: HashSet<BuildingID>,
}
impl Picker {
pub fn new(ctx: &mut EventCtx, app: &SimpleApp, config: Config) -> Box<dyn State<SimpleApp>> {
MapLoader::new(
ctx,
app,
config.map.clone(),
Box::new(move |ctx, app| {
ctx.canvas.cam_zoom = ZOOM;
ctx.canvas.center_on_map_pt(app.map.get_bounds().center());
if config.num_upzones == 0 {
return Transition::Replace(Game::new(ctx, app, config, HashSet::new()));
}
let bldgs = Buildings::new(ctx, app, HashSet::new());
Transition::Replace(Box::new(Picker {
panel: Panel::new(Widget::col(vec![
Line("Upzone").small_heading().draw(ctx),
format!(
"You can select {} houses to transform into stores",
config.num_upzones
)
.draw_text(ctx),
Btn::text_bg2("Start game").build_def(ctx, Key::Enter),
]))
.aligned(HorizontalAlignment::Right, VerticalAlignment::Top)
.build(ctx),
config,
bldgs,
current_picks: HashSet::new(),
}))
}),
)
}
}
impl State<SimpleApp> for Picker {
fn event(&mut self, ctx: &mut EventCtx, app: &mut SimpleApp) -> Transition<SimpleApp> {
ctx.canvas_movement();
if ctx.redo_mouseover() {
app.current_selection = app.mouseover_unzoomed_buildings(ctx).filter(|id| {
match self.bldgs.buildings[&id.as_building()] {
BldgState::Undelivered(_) => true,
_ => false,
}
});
}
if let Some(ID::Building(b)) = app.current_selection {
if ctx.normal_left_click() {
if self.current_picks.contains(&b) {
self.current_picks.remove(&b);
} else if self.current_picks.len() < self.config.num_upzones {
self.current_picks.insert(b);
}
}
}
match self.panel.event(ctx) {
Outcome::Clicked(x) => match x.as_ref() {
"Start game" => {
app.current_selection = None;
return Transition::Replace(Game::new(
ctx,
app,
self.config.clone(),
self.current_picks.clone(),
));
}
_ => unreachable!(),
},
_ => {}
}
Transition::Keep
}
fn draw(&self, g: &mut GfxCtx, app: &SimpleApp) {
self.panel.draw(g);
g.redraw(&self.bldgs.draw_all);
for b in &self.current_picks {
g.draw_polygon(Color::PINK, app.map.get_b(*b).polygon.clone());
}
if let Some(ID::Building(b)) = app.current_selection {
g.draw_polygon(app.cs.selected, app.map.get_b(b).polygon.clone());
}
}
}