tavern_keeper/src/ui/debug_view.rs

240 lines
10 KiB
Rust

use crossterm::event::{read, Event, KeyCode};
use tui::{backend::Backend, Frame};
use crate::{world::Terrain, game::Game, entity::Location};
use super::{controls::Controls, DefaultLayout, status_line::StatusLine, AppStatus, guest_selection::GuestSelectionView};
#[derive(Debug, Clone, Copy, PartialEq, Eq, Hash)]
enum DebugTab {
Creatures,
Items,
Map,
}
struct CreatureItem{
id: u32,
name: String,
profession: String,
loc: Location
}
struct ItemItem{
id: u32,
name: String,
item_type: String,
owner: String,
}
pub struct DebugView {
list: Vec<CreatureItem>, // Vec<tui::widgets::ListItem>,
list_state: tui::widgets::ListState,
item_list: Vec<ItemItem>, // Vec<tui::widgets::ListItem>,
item_list_state: tui::widgets::ListState,
selected: DebugTab,
map_scroll: (u16, u16),
}
impl DebugView {
pub fn new(game: &Game) -> DebugView {
let mut list = vec![];
let mut item_list = vec![];
for (id, creature) in game.state.creatures.iter() {
list.push(CreatureItem {
id: id.1,
name: creature.name.clone(),
profession: format!("{}", creature.profession),
loc: creature.loc,
});
// list.push(tui::widgets::ListItem::new(format!("{}: {} ({}) at {}",
// id.1, creature.name,
// creature.profession,
// creature.loc,
// )));
}
for (id, item) in game.state.items.iter() {
item_list.push(ItemItem {
id: id.1,
name: item.name.clone(),
item_type: format!("{}", item.item_type),
owner: format!("{}", item.owner),
});
// item_list.push(tui::widgets::ListItem::new(format!("{}: {} ({}) at {}",
// id.1, item.name,
// item.item_type,
// item.owner,
// )));
}
let mut view = DebugView {
list,
list_state: tui::widgets::ListState::default(),
item_list,
item_list_state: tui::widgets::ListState::default(),
selected: DebugTab::Creatures,
map_scroll: (0, 0),
};
view.list_state.select(Some(0));
view.item_list_state.select(Some(0));
view
}
pub fn control(&mut self, game: &mut Game) -> (bool, Option<AppStatus>) {
match read() {
Ok(Event::Key(event)) => {
match event.code {
KeyCode::Esc => {
return (true, Some(AppStatus::GuestSelection(GuestSelectionView::new(game))));
},
KeyCode::Up => {
if self.selected == DebugTab::Map {
let (x, y) = self.map_scroll;
self.map_scroll = (x.saturating_sub(4), y);
} else {
let ref mut state = match self.selected {
DebugTab::Creatures => &mut self.list_state,
DebugTab::Items => &mut self.item_list_state,
_ => &mut self.list_state,
};
let selected = state.selected().unwrap();
if selected > 0 {
state.select(Some(selected - 1));
}
}
},
KeyCode::Down => {
if self.selected == DebugTab::Map {
let (x, y) = self.map_scroll;
self.map_scroll = (x + 4, y);
} else {
let mut max = 0;
let ref mut state = match self.selected {
DebugTab::Creatures => {
max = self.list.len() - 1;
&mut self.list_state
},
DebugTab::Items => {
max = self.item_list.len() - 1;
&mut self.item_list_state
},
_ => {
max = self.list.len() - 1;
&mut self.list_state
},
};
let selected = state.selected().unwrap();
if selected < max {
state.select(Some(selected + 1));
}
}
},
KeyCode::Left => {
if self.selected == DebugTab::Map {
let (x, y) = self.map_scroll;
self.map_scroll = (x, y.saturating_sub(4));
}
},
KeyCode::Right => {
if self.selected == DebugTab::Map {
let (x, y) = self.map_scroll;
self.map_scroll = (x, y + 4);
}
},
KeyCode::Char('i') => {
self.selected = DebugTab::Items;
},
KeyCode::Char('c') => {
self.selected = DebugTab::Creatures;
},
KeyCode::Char('m') => {
self.selected = DebugTab::Map;
},
_ => {}
}
},
_ => {}
}
return (true, None)
}
pub fn draw<B: Backend>(&mut self, f: &mut Frame<B>, game: &Game) {
let chunks = DefaultLayout::default(f.size());
let data = self;
match data.selected {
DebugTab::Creatures => {
let main_window = tui::widgets::List::new(data.list.iter().map(|c| {
tui::widgets::ListItem::new(format!("{}: {} ({}) at {}",
c.id, c.name,
c.profession,
c.loc,
))
}).collect::<Vec<_>>())
.block(tui::widgets::Block::default().title("Guests").borders(tui::widgets::Borders::ALL))
.style(tui::style::Style::default().fg(tui::style::Color::White))
.highlight_style(tui::style::Style::default().add_modifier(tui::style::Modifier::ITALIC))
.highlight_symbol(">>");
f.render_stateful_widget(main_window, chunks.main, &mut data.list_state);
},
DebugTab::Items => {
let main_window = tui::widgets::List::new(data.item_list.iter().map(|i| {
tui::widgets::ListItem::new(format!("{}: {} ({}) at {}",
i.id, i.name,
i.item_type,
i.owner,
))
}).collect::<Vec<_>>())
.block(tui::widgets::Block::default().title("Items").borders(tui::widgets::Borders::ALL))
.style(tui::style::Style::default().fg(tui::style::Color::White))
.highlight_style(tui::style::Style::default().add_modifier(tui::style::Modifier::ITALIC))
.highlight_symbol(">>");
f.render_stateful_widget(main_window, chunks.main, &mut data.item_list_state);
},
DebugTab::Map => {
let mut rows = Vec::new();
for row in game.state.world.map.iter() {
rows.push(tui::text::Spans::from(
row.iter().map(|tile| {
match tile.terrain {
Terrain::Void => tui::text::Span::styled(" ", tui::style::Style::default().bg(tui::style::Color::Rgb(0, 0, 0)).fg(tui::style::Color::Rgb(0, 0, 0))),
Terrain::DeepOcean => tui::text::Span::styled("~", tui::style::Style::default().bg(tui::style::Color::Rgb(0, 0, 128)).fg(tui::style::Color::Rgb(32, 32, 128))),
Terrain::Ocean => tui::text::Span::styled("~", tui::style::Style::default().bg(tui::style::Color::Rgb(32, 32, 128)).fg(tui::style::Color::Rgb(128, 128, 128))),
Terrain::Beach => tui::text::Span::styled("-", tui::style::Style::default().bg(tui::style::Color::Rgb(200, 200, 10)).fg(tui::style::Color::Rgb(100, 100, 10))),
Terrain::Flats => tui::text::Span::styled("-", tui::style::Style::default().bg(tui::style::Color::Rgb(30, 150, 30)).fg(tui::style::Color::Rgb(30, 200, 30))),
Terrain::Hills => tui::text::Span::styled("~", tui::style::Style::default().bg(tui::style::Color::Rgb(120, 150, 30)).fg(tui::style::Color::Rgb(120, 150, 30))),
Terrain::Mountains => tui::text::Span::styled("A", tui::style::Style::default().bg(tui::style::Color::Rgb(120,120,120)).fg(tui::style::Color::Rgb(120,120,120))),
Terrain::HighMountains => tui::text::Span::styled("A", tui::style::Style::default().bg(tui::style::Color::Rgb(200,200,200)).fg(tui::style::Color::Rgb(200,200,200))),
}
}).collect::<Vec<tui::text::Span>>()
));
}
let main_window = tui::widgets::Paragraph::new(
tui::text::Text::from(rows)
)
.block(tui::widgets::Block::default().title("Map").borders(tui::widgets::Borders::ALL))
.style(tui::style::Style::default().fg(tui::style::Color::White))
.scroll(data.map_scroll);
f.render_widget(main_window, chunks.main);
},
}
StatusLine::draw(f, chunks.status, game);
let mut binding = Controls::new();
let controls = binding
.add("↑↓".to_owned(), "select guest".to_owned())
.add("c".to_owned(), "Creatures".to_owned())
.add("i".to_owned(), "Items".to_owned())
.add("m".to_owned(), "Map".to_owned())
.add("Esc".to_owned(), "back".to_owned())
.render();
f.render_widget(controls, chunks.controls);
}
}