use map_gui::tools::grey_out_map;
use widgetry::{
hotkeys, Color, ControlState, DrawBaselayer, EventCtx, GeomBatch, GfxCtx, Key, Line, Outcome,
Panel, State, StyledButtons, Text, Widget,
};
use crate::app::App;
use crate::app::Transition;
pub struct CutsceneBuilder {
name: String,
scenes: Vec<Scene>,
}
enum Layout {
PlayerSpeaking,
BossSpeaking,
Extra(&'static str, f64),
}
struct Scene {
layout: Layout,
msg: Text,
}
impl CutsceneBuilder {
pub fn new(name: &str) -> CutsceneBuilder {
CutsceneBuilder {
name: name.to_string(),
scenes: Vec::new(),
}
}
pub fn player<I: Into<String>>(mut self, msg: I) -> CutsceneBuilder {
self.scenes.push(Scene {
layout: Layout::PlayerSpeaking,
msg: Text::from(Line(msg).fg(Color::BLACK)),
});
self
}
pub fn boss<I: Into<String>>(mut self, msg: I) -> CutsceneBuilder {
self.scenes.push(Scene {
layout: Layout::BossSpeaking,
msg: Text::from(Line(msg).fg(Color::BLACK)),
});
self
}
pub fn extra<I: Into<String>>(
mut self,
character: &'static str,
scale: f64,
msg: I,
) -> CutsceneBuilder {
self.scenes.push(Scene {
layout: Layout::Extra(character, scale),
msg: Text::from(Line(msg).fg(Color::BLACK)),
});
self
}
pub fn build(
self,
ctx: &mut EventCtx,
make_task: Box<dyn Fn(&mut EventCtx) -> Widget>,
) -> Box<dyn State<App>> {
Box::new(CutscenePlayer {
panel: make_panel(ctx, &self.name, &self.scenes, &make_task, 0),
name: self.name,
scenes: self.scenes,
idx: 0,
make_task,
})
}
}
struct CutscenePlayer {
name: String,
scenes: Vec<Scene>,
idx: usize,
panel: Panel,
make_task: Box<dyn Fn(&mut EventCtx) -> Widget>,
}
impl State<App> for CutscenePlayer {
fn event(&mut self, ctx: &mut EventCtx, app: &mut App) -> Transition {
match self.panel.event(ctx) {
Outcome::Clicked(x) => match x.as_ref() {
"quit" => {
app.primary.clear_sim();
app.set_prebaked(None);
return Transition::Multi(vec![Transition::Pop, Transition::Pop]);
}
"back" => {
self.idx -= 1;
self.panel =
make_panel(ctx, &self.name, &self.scenes, &self.make_task, self.idx);
}
"next" => {
self.idx += 1;
self.panel =
make_panel(ctx, &self.name, &self.scenes, &self.make_task, self.idx);
}
"Skip cutscene" => {
self.idx = self.scenes.len();
self.panel =
make_panel(ctx, &self.name, &self.scenes, &self.make_task, self.idx);
}
"Start" => {
return Transition::Pop;
}
_ => unreachable!(),
},
_ => {}
}
if ctx.input.is_window_resized() {
self.panel = make_panel(ctx, &self.name, &self.scenes, &self.make_task, self.idx);
}
Transition::Keep
}
fn draw_baselayer(&self) -> DrawBaselayer {
DrawBaselayer::Custom
}
fn draw(&self, g: &mut GfxCtx, app: &App) {
g.clear(app.cs.dialog_bg);
self.panel.draw(g);
}
}
fn make_panel(
ctx: &mut EventCtx,
name: &str,
scenes: &Vec<Scene>,
make_task: &Box<dyn Fn(&mut EventCtx) -> Widget>,
idx: usize,
) -> Panel {
let prev = ctx
.style()
.btn_plain_dark_icon("system/assets/tools/circled_prev.svg")
.image_dims(45.0)
.hotkey(Key::LeftArrow)
.bg_color(Color::CLEAR, ControlState::Disabled)
.disabled(idx == 0)
.build_widget(ctx, "back");
let next = ctx
.style()
.btn_plain_dark_icon("system/assets/tools/circled_next.svg")
.image_dims(45.0)
.hotkey(hotkeys(vec![Key::RightArrow, Key::Space, Key::Enter]))
.build_widget(ctx, "next");
let inner = if idx == scenes.len() {
Widget::custom_col(vec![
(make_task)(ctx),
ctx.style()
.btn_solid_dark_text("Start")
.hotkey(Key::Enter)
.build_def(ctx)
.centered_horiz()
.align_bottom(),
])
} else {
Widget::custom_col(vec![
match scenes[idx].layout {
Layout::PlayerSpeaking => Widget::custom_row(vec![
Widget::draw_batch(
ctx,
GeomBatch::load_svg(ctx, "system/assets/characters/boss.svg.gz")
.scale(0.75)
.autocrop(),
),
Widget::custom_row(vec![
scenes[idx].msg.clone().wrap_to_pct(ctx, 30).draw(ctx),
Widget::draw_svg(ctx, "system/assets/characters/player.svg"),
])
.align_right(),
]),
Layout::BossSpeaking => Widget::custom_row(vec![
Widget::draw_batch(
ctx,
GeomBatch::load_svg(ctx, "system/assets/characters/boss.svg.gz")
.scale(0.75)
.autocrop(),
),
scenes[idx].msg.clone().wrap_to_pct(ctx, 30).draw(ctx),
Widget::draw_svg(ctx, "system/assets/characters/player.svg").align_right(),
]),
Layout::Extra(filename, scale) => Widget::custom_row(vec![
Widget::draw_batch(
ctx,
GeomBatch::load_svg(ctx, "system/assets/characters/boss.svg.gz")
.scale(0.75)
.autocrop(),
),
Widget::col(vec![
Widget::draw_batch(
ctx,
GeomBatch::load_svg(
ctx.prerender,
&format!("system/assets/characters/{}", filename),
)
.scale(scale)
.autocrop(),
),
scenes[idx].msg.clone().wrap_to_pct(ctx, 30).draw(ctx),
]),
Widget::draw_svg(ctx, "system/assets/characters/player.svg"),
])
.evenly_spaced(),
}
.margin_above(100),
Widget::col(vec![
Widget::row(vec![prev.margin_right(40), next]).centered_horiz(),
ctx.style()
.btn_outline_dark_text("Skip cutscene")
.build_def(ctx)
.centered_horiz(),
])
.align_bottom(),
])
};
let col = vec![
Widget::custom_row(vec![
ctx.style()
.btn_light_back("Home")
.build_widget(ctx, "quit")
.margin_right(100),
Line(name).big_heading_styled().draw(ctx),
])
.margin_below(40),
inner
.fill_height()
.padding(42)
.bg(Color::WHITE)
.outline(2.0, Color::BLACK),
];
Panel::new(Widget::custom_col(col))
.exact_size_percent(80, 80)
.build_custom(ctx)
}
pub struct FYI {
panel: Panel,
}
impl FYI {
pub fn new(ctx: &mut EventCtx, contents: Widget, bg: Color) -> Box<dyn State<App>> {
Box::new(FYI {
panel: Panel::new(
Widget::custom_col(vec![
contents,
ctx.style()
.btn_solid_dark_text("Okay")
.hotkey(hotkeys(vec![Key::Escape, Key::Space, Key::Enter]))
.build_def(ctx)
.centered_horiz()
.align_bottom(),
])
.padding(16)
.bg(bg),
)
.exact_size_percent(50, 50)
.build_custom(ctx),
})
}
}
impl State<App> for FYI {
fn event(&mut self, ctx: &mut EventCtx, _: &mut App) -> Transition {
match self.panel.event(ctx) {
Outcome::Clicked(x) => match x.as_ref() {
"Okay" => Transition::Pop,
_ => unreachable!(),
},
_ => Transition::Keep,
}
}
fn draw(&self, g: &mut GfxCtx, app: &App) {
grey_out_map(g, app);
self.panel.draw(g);
}
}