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use sim::Scenario;
use widgetry::{EventCtx, State};
use crate::app::App;
use crate::challenges::ChallengesPicker;
use crate::sandbox::gameplay::Tutorial;
use crate::sandbox::{GameplayMode, SandboxMode};
pub mod proposals;
pub struct TitleScreen;
impl TitleScreen {
pub fn new_state(ctx: &mut EventCtx, app: &mut App) -> Box<dyn State<App>> {
map_gui::tools::TitleScreen::new_state(
ctx,
app,
map_gui::tools::Executable::ABStreet,
Box::new(enter_state),
)
}
}
fn enter_state(ctx: &mut EventCtx, app: &mut App, args: Vec<&str>) -> Box<dyn State<App>> {
match args[0] {
"--tutorial-intro" => Tutorial::start(ctx, app),
"--challenges" => ChallengesPicker::new_state(ctx, app),
"--sandbox" => SandboxMode::simple_new(
app,
GameplayMode::PlayScenario(
app.primary.map.get_name().clone(),
Scenario::default_scenario_for_map(app.primary.map.get_name()),
Vec::new(),
),
),
"--proposals" => proposals::Proposals::new_state(ctx, None),
"--ungap" => {
let layers = crate::ungap::Layers::new(ctx, app);
crate::ungap::ExploreMap::new_state(ctx, app, layers)
}
"--devtools" => crate::devtools::DevToolsMode::new_state(ctx, app),
_ => unreachable!(),
}
}