use crate::config::SharedConfig;
use crate::games::{GameState, GameTimelineSearchAndFetch, draw_stats};
use eframe::egui::{self, Context, Ui, Vec2};
use open_timeline_core::HasIdAndName;
use open_timeline_games::{AnswerOption, GameManagement, decades::DecadesGame};
use open_timeline_gui_core::{Draw, widget_x_spacing};
#[derive(Debug)]
pub struct DecadesGameGui {
game: DecadesGame,
state: GameState,
game_timeline_search_and_fetch: GameTimelineSearchAndFetch,
}
impl DecadesGameGui {
pub fn new(shared_config: SharedConfig) -> Self {
Self {
game: DecadesGame::new(),
state: GameState::NotStarted,
game_timeline_search_and_fetch: GameTimelineSearchAndFetch::new(shared_config),
}
}
fn draw_question(&mut self, _ctx: &Context, ui: &mut Ui, enabled: bool) {
if let Some(entity) = self.game.current_question.clone() {
if let Some(answers) = self.game.current_options.clone() {
let option_count = answers.len();
let spacing = widget_x_spacing(ui) * (option_count - 1) as f32;
let width = (ui.available_width() - spacing) / option_count as f32;
let height = ui.available_height() / 2.0;
let button_size = Vec2::new(width, height);
ui.add_enabled_ui(enabled, |ui| {
open_timeline_gui_core::Label::sub_heading(ui, entity.name().as_str());
ui.horizontal(|ui| {
for answer in answers {
match answer {
AnswerOption::Correct(answer) => {
let answer_button = ui.add_sized(
button_size,
egui::Button::new(format!("{answer}")),
);
if answer_button.clicked() {
println!("Correct");
self.game.current_selection = Some(answer);
let _ = self.game.check_answer(answer);
self.state = GameState::WaitingForNextRound;
}
}
AnswerOption::Incorrect(answer) => {
let answer_button = ui.add_sized(
button_size,
egui::Button::new(format!("{answer}")),
);
if answer_button.clicked() {
println!("Incorrect");
self.game.current_selection = Some(answer);
let _ = self.game.check_answer(answer);
self.state = GameState::WaitingForNextRound;
}
}
};
}
});
});
} else {
open_timeline_gui_core::Label::weak(ui, "No options");
self.draw_new_game_button(ui);
}
} else {
open_timeline_gui_core::Label::weak(ui, "No question");
self.draw_new_game_button(ui);
}
}
fn draw_new_game_button(&mut self, ui: &mut Ui) {
if open_timeline_gui_core::Button::tall_full_width(ui, "New Game").clicked() {
self.game.new_game();
self.state = GameState::NotStarted;
}
}
}
impl Draw for DecadesGameGui {
fn draw(&mut self, ctx: &Context, ui: &mut Ui) {
open_timeline_gui_core::Label::description(ui, &self.game.description());
ui.separator();
self.game_timeline_search_and_fetch
.draw_timeline_search_bar(ctx, ui, self.state);
ui.separator();
if self.state.has_started() {
draw_stats(ctx, ui, self.game.stats);
ui.separator();
}
match self.state {
GameState::NotStarted => {
ui.add_enabled_ui(
self.game_timeline_search_and_fetch
.timeline_playing_with()
.is_some(),
|ui| {
if open_timeline_gui_core::Button::tall_full_width(ui, "Start").clicked() {
self.game.new_game();
self.game_timeline_search_and_fetch.request_fetch_timeline();
self.state = GameState::StartedWaitingForTimeline;
}
},
);
}
GameState::StartedWaitingForTimeline => {
self.game_timeline_search_and_fetch
.check_for_fetch_response();
if let Some(result) = self.game_timeline_search_and_fetch.timeline.as_ref() {
match result {
Ok(timeline) => {
if let Some(entities) = timeline.entities() {
self.game.set_entity_pool(entities.clone());
}
self.state = GameState::WaitingForAnswer;
let _ = self.game.setup_next_round();
}
Err(error) => {
panic!("{error}");
}
}
}
}
GameState::WaitingForAnswer => {
self.draw_question(ctx, ui, true);
}
GameState::WaitingForNextRound => {
self.draw_question(ctx, ui, false);
ui.separator();
if let Some(last_answer) = self.game.last_answer.as_ref() {
ui.horizontal(|ui| {
ui.label("Last Answer");
open_timeline_gui_core::Label::strong(ui, &format!("{last_answer:?}"));
});
ui.separator();
}
if open_timeline_gui_core::Button::tall_full_width(ui, "End").clicked() {
self.state = GameState::Finished;
}
if open_timeline_gui_core::Button::tall_full_width(ui, "Next Round").clicked() {
let _ = self.game.setup_next_round();
self.state = GameState::WaitingForAnswer;
}
}
GameState::Finished => {
self.draw_new_game_button(ui);
}
}
}
}