use crate::app::menu_ui;
use crate::app::net::Online;
use crate::app::palette;
use crate::app::settings::GameSettings;
use crate::app::{Paused, Phase, Screen};
use bevy::prelude::*;
#[derive(Clone, Copy, PartialEq, Eq, Debug)]
pub enum PauseAction {
Continue,
ToMenu,
Quit,
}
impl PauseAction {
pub const ALL: [PauseAction; 3] = [
PauseAction::Continue,
PauseAction::ToMenu,
PauseAction::Quit,
];
}
const OPTIONS: usize = PauseAction::ALL.len();
#[derive(Resource, Default)]
pub struct PauseMenu {
pub open: bool,
held: bool,
own: bool,
selected: usize,
}
impl PauseMenu {
pub fn stops_the_round(&self) -> bool {
self.open && !self.own
}
}
#[derive(Component)]
pub struct PauseUi;
#[derive(Component)]
pub struct PauseRow(usize);
fn spawn_card(commands: &mut Commands, settings: &GameSettings, own: bool) {
let tr = settings.tr();
let title = match own {
true => tr.pause_menu_title,
false => tr.pause_title,
};
commands
.spawn((
PauseUi,
GlobalZIndex(menu_ui::layer::CARD),
menu_ui::centred_overlay(),
))
.with_children(|wrap| {
wrap.spawn(menu_ui::screen_card()).with_children(|card| {
card.spawn((
Text::new(title),
menu_ui::display_font(30.0),
TextColor(palette::GOLD),
));
card.spawn(Node {
height: Val::Px(6.0),
..default()
});
menu_ui::spawn_rows(card, OPTIONS, 24.0, PauseRow);
});
});
}
fn close(
commands: &mut Commands,
menu: &mut PauseMenu,
paused: &mut Paused,
ui: &Query<Entity, With<PauseUi>>,
) {
menu.open = false;
paused.0 = menu.held;
for entity in ui {
commands.entity(entity).despawn();
}
}
#[derive(bevy::ecs::system::SystemParam)]
pub struct PauseCard<'w, 's> {
commands: Commands<'w, 's>,
menu: ResMut<'w, PauseMenu>,
paused: ResMut<'w, Paused>,
ui: Query<'w, 's, Entity, With<PauseUi>>,
}
#[derive(bevy::ecs::system::SystemParam)]
pub struct Leaving<'w> {
next_screen: ResMut<'w, NextState<Screen>>,
exit: MessageWriter<'w, AppExit>,
}
pub fn pause_input(
card: PauseCard,
buttons: menu_ui::Buttons,
settings: Res<GameSettings>,
screen: Res<State<Screen>>,
phase: Res<State<Phase>>,
mut online: ResMut<Online>,
leaving: Leaving,
) {
let PauseCard {
mut commands,
mut menu,
mut paused,
ui,
} = card;
let keys = &*buttons.keys;
let Leaving {
mut next_screen,
mut exit,
} = leaving;
let start_ok = !(*screen.get() == Screen::Puzzle && *phase.get() == Phase::Setup);
let pad_start = start_ok && buttons.pad(GamepadButton::Start);
let done = *screen.get() == Screen::Puzzle && matches!(*phase.get(), Phase::Won | Phase::Lost);
let escape = !done && keys.just_pressed(KeyCode::Escape);
let pad_up = buttons.pad(GamepadButton::DPadUp);
let pad_down = buttons.pad(GamepadButton::DPadDown);
let pad_accept = buttons.pad(GamepadButton::South);
let peer_paused = online.0.as_ref().is_some_and(|s| s.session.paused());
if !menu.open {
if escape || pad_start || peer_paused {
menu.open = true;
menu.selected = 0;
menu.held = paused.0;
menu.own = false;
match online.0.as_mut() {
Some(session) if !peer_paused => {
menu.own = session.watching();
session.request_pause();
}
Some(_) => {}
None => paused.0 = true,
}
spawn_card(&mut commands, &settings, menu.own);
}
return;
}
if keys.just_pressed(KeyCode::Escape) || pad_start {
if let Some(session) = online.0.as_mut() {
session.request_resume();
}
close(&mut commands, &mut menu, &mut paused, &ui);
return;
}
if online.0.is_some() && !peer_paused && !menu.own {
close(&mut commands, &mut menu, &mut paused, &ui);
return;
}
let before = menu.selected;
menu.selected = menu_ui::nav(keys, menu.selected, OPTIONS);
let pad_nav = if menu.selected != before {
menu_ui::Nav::Stay
} else if pad_up {
menu_ui::Nav::Up
} else if pad_down {
menu_ui::Nav::Down
} else {
menu_ui::Nav::Stay
};
menu.selected = menu_ui::step(pad_nav, menu.selected, OPTIONS);
if menu_ui::enter(keys) || pad_accept {
match PauseAction::ALL[menu.selected] {
PauseAction::Continue => {
if let Some(session) = online.0.as_mut() {
session.request_resume();
}
close(&mut commands, &mut menu, &mut paused, &ui);
}
PauseAction::ToMenu => {
if let Some(session) = online.0.as_mut() {
session.request_resume();
}
close(&mut commands, &mut menu, &mut paused, &ui);
next_screen.set(Screen::Menu);
}
PauseAction::Quit => {
exit.write(AppExit::Success);
}
}
}
}
pub fn update_pause_rows(
menu: Res<PauseMenu>,
settings: Res<GameSettings>,
mut rows: Query<(&PauseRow, &mut Text, &mut TextColor)>,
) {
let tr = settings.tr();
let labels = [tr.pause_continue, tr.pause_to_menu, tr.pause_quit];
for (row, mut text, mut color) in &mut rows {
menu_ui::paint_row(row.0 == menu.selected, labels[row.0], &mut text, &mut color);
}
}
pub fn reset_pause(
mut commands: Commands,
mut menu: ResMut<PauseMenu>,
mut paused: ResMut<Paused>,
ui: Query<Entity, With<PauseUi>>,
) {
close(&mut commands, &mut menu, &mut paused, &ui);
}
#[cfg(test)]
mod tests {
use super::*;
use crate::app::Screen;
#[test]
fn escape_opens_the_card_and_the_menu_row_leaves() {
let mut app = App::new();
app.add_plugins(bevy::state::app::StatesPlugin);
app.init_state::<Screen>();
app.init_state::<Phase>();
app.init_resource::<ButtonInput<KeyCode>>();
app.init_resource::<PauseMenu>();
app.init_resource::<Paused>();
app.init_resource::<Online>();
app.insert_resource(GameSettings::default());
app.add_message::<AppExit>();
app.add_systems(Update, pause_input);
let tap = |app: &mut App, key: KeyCode| {
let mut keys = app.world_mut().resource_mut::<ButtonInput<KeyCode>>();
keys.reset_all();
keys.press(key);
app.update();
app.world_mut()
.resource_mut::<ButtonInput<KeyCode>>()
.reset_all();
};
app.insert_resource(State::new(Screen::Versus));
tap(&mut app, KeyCode::Escape);
assert!(app.world().resource::<PauseMenu>().open, "the card opened");
assert!(
app.world().resource::<Paused>().0,
"an offline round freezes with it"
);
let row = |app: &App| PauseAction::ALL[app.world().resource::<PauseMenu>().selected];
tap(&mut app, KeyCode::KeyS);
tap(&mut app, KeyCode::KeyS);
assert_eq!(row(&app), PauseAction::Quit);
tap(&mut app, KeyCode::KeyS);
assert_eq!(row(&app), PauseAction::Continue);
tap(&mut app, KeyCode::KeyW);
assert_eq!(row(&app), PauseAction::Quit);
tap(&mut app, KeyCode::KeyW);
assert_eq!(row(&app), PauseAction::ToMenu);
tap(&mut app, KeyCode::Enter);
app.update(); assert!(!app.world().resource::<PauseMenu>().open, "the card closed");
assert!(!app.world().resource::<Paused>().0, "and unfroze");
assert_eq!(*app.world().resource::<State<Screen>>().get(), Screen::Menu);
}
#[test]
fn a_spectators_card_stays_up() {
use crate::app::net::OnlineSession;
use crate::sim::{DEFAULT_DELAY, Lockstep};
use crate::transport::{MatchTerms, UdpTransport};
let mut app = App::new();
app.add_plugins(bevy::state::app::StatesPlugin);
app.init_state::<Screen>();
app.init_state::<Phase>();
app.insert_resource(State::new(Screen::Versus));
app.init_resource::<ButtonInput<KeyCode>>();
app.init_resource::<PauseMenu>();
app.init_resource::<Paused>();
app.insert_resource(GameSettings::default());
app.add_message::<AppExit>();
let watcher = OnlineSession::new(
UdpTransport::host(0).expect("socket"),
Lockstep::observer(vec![0, 1], DEFAULT_DELAY),
2,
MatchTerms::default(),
);
assert!(watcher.watching());
app.insert_resource(Online(Some(watcher)));
app.add_systems(Update, pause_input);
app.world_mut()
.resource_mut::<ButtonInput<KeyCode>>()
.press(KeyCode::Escape);
app.update();
app.world_mut()
.resource_mut::<ButtonInput<KeyCode>>()
.reset_all();
for _ in 0..3 {
app.update();
}
assert!(app.world().resource::<PauseMenu>().open, "still up");
}
#[test]
fn the_card_takes_the_keyboard_while_it_is_up() {
use crate::app::conditions::keys_are_free;
use crate::app::cursor::{Cursor, move_cursor};
use crate::app::play_input::versus_input;
use crate::app::{PendingActions, PlacementDenied, Sim, VersusPhase};
use crate::sim::classic_arena;
let mut app = App::new();
app.add_plugins(bevy::state::app::StatesPlugin);
app.init_state::<Screen>();
app.init_state::<Phase>();
app.init_state::<VersusPhase>();
app.insert_resource(State::new(Screen::Versus));
app.insert_resource(Sim(classic_arena(false, 2)));
app.insert_resource(GameSettings::default());
app.init_resource::<ButtonInput<KeyCode>>();
app.init_resource::<Time>();
app.init_resource::<PendingActions>();
app.init_resource::<PauseMenu>();
app.init_resource::<Paused>();
app.init_resource::<Online>();
app.add_message::<PlacementDenied>();
app.add_message::<AppExit>();
app.world_mut()
.spawn((Cursor::seated(0), Transform::default()));
app.add_systems(
Update,
(
pause_input,
(move_cursor, versus_input).run_if(keys_are_free),
)
.chain(),
);
let tap = |app: &mut App, key: KeyCode| {
let mut keys = app.world_mut().resource_mut::<ButtonInput<KeyCode>>();
keys.reset_all();
keys.press(key);
app.update();
app.world_mut()
.resource_mut::<ButtonInput<KeyCode>>()
.reset_all();
};
let cursor = |app: &mut App| {
let mut q = app.world_mut().query::<&Cursor>();
let c = q.iter(app.world()).next().expect("one cursor");
(c.x, c.y)
};
tap(&mut app, KeyCode::Escape);
assert!(app.world().resource::<PauseMenu>().open, "the card opened");
let parked = cursor(&mut app);
tap(&mut app, KeyCode::KeyS);
assert_eq!(
PauseAction::ALL[app.world().resource::<PauseMenu>().selected],
PauseAction::ToMenu
);
assert_eq!(cursor(&mut app), parked, "the cursor stayed put");
tap(&mut app, KeyCode::ArrowUp);
assert_eq!(
app.world().resource::<PendingActions>().0[0],
crate::sim::PlayerAction::None,
"no placement waiting behind the card"
);
tap(&mut app, KeyCode::Escape);
assert!(!app.world().resource::<PauseMenu>().open, "the card closed");
tap(&mut app, KeyCode::KeyS);
assert_ne!(cursor(&mut app), parked, "the cursor moves again");
}
#[test]
fn the_card_stays_shut_on_a_finished_puzzle() {
let mut app = App::new();
app.add_plugins(bevy::state::app::StatesPlugin);
app.init_state::<Screen>();
app.init_state::<Phase>();
app.init_resource::<ButtonInput<KeyCode>>();
app.init_resource::<PauseMenu>();
app.init_resource::<Paused>();
app.init_resource::<Online>();
app.insert_resource(GameSettings::default());
app.add_message::<AppExit>();
app.add_systems(Update, pause_input);
app.insert_resource(State::new(Screen::Puzzle));
for phase in [Phase::Won, Phase::Lost] {
app.insert_resource(State::new(phase));
let mut keys = app.world_mut().resource_mut::<ButtonInput<KeyCode>>();
keys.reset_all();
keys.press(KeyCode::Escape);
app.update();
assert!(!app.world().resource::<PauseMenu>().open, "{phase:?}");
assert!(!app.world().resource::<Paused>().0, "{phase:?}");
}
app.insert_resource(State::new(Phase::Running));
let mut keys = app.world_mut().resource_mut::<ButtonInput<KeyCode>>();
keys.reset_all();
keys.press(KeyCode::Escape);
app.update();
assert!(app.world().resource::<PauseMenu>().open);
}
#[test]
fn continue_unfreezes_a_running_puzzle() {
let mut app = App::new();
app.add_plugins(bevy::state::app::StatesPlugin);
app.init_state::<Screen>();
app.init_state::<Phase>();
app.init_resource::<ButtonInput<KeyCode>>();
app.init_resource::<PauseMenu>();
app.init_resource::<Paused>();
app.init_resource::<Online>();
app.init_resource::<crate::app::keycaps::KeyCaps>();
app.insert_resource(GameSettings::default());
app.add_message::<AppExit>();
app.add_message::<crate::app::LoadLevel>();
app.add_systems(
Update,
(crate::app::play_input::running_input, pause_input).chain(),
);
app.insert_resource(State::new(Screen::Puzzle));
app.insert_resource(State::new(Phase::Running));
let tap = |app: &mut App, key: KeyCode| {
let mut keys = app.world_mut().resource_mut::<ButtonInput<KeyCode>>();
keys.reset_all();
keys.press(key);
app.update();
app.world_mut()
.resource_mut::<ButtonInput<KeyCode>>()
.reset_all();
};
tap(&mut app, KeyCode::Escape);
assert!(app.world().resource::<PauseMenu>().open, "the card opened");
assert!(app.world().resource::<Paused>().0, "and froze the round");
tap(&mut app, KeyCode::Enter);
assert!(
!app.world().resource::<PauseMenu>().open,
"Continue closed it"
);
assert!(
!app.world().resource::<Paused>().0,
"and the round runs again"
);
tap(&mut app, KeyCode::Escape);
assert!(app.world().resource::<PauseMenu>().open);
tap(&mut app, KeyCode::Escape);
assert!(!app.world().resource::<PauseMenu>().open);
assert!(
!app.world().resource::<Paused>().0,
"Escape out is Continue too"
);
}
}