tavern_keeper/src/ui/guest_selection.rs

114 lines
4.4 KiB
Rust

use crossterm::event::{read, Event, KeyCode};
use tui::{backend::Backend, Frame};
use crate::game::Game;
use super::{AppStatus, DefaultLayout, controls::Controls, status_line::StatusLine, talk_to_guest::TalkToGuestView, debug_view::DebugView};
struct Guest {
name: String,
profession: String,
inventory_size: usize,
}
pub struct GuestSelectionView {
guest_list: Vec<Guest>, // tui::widgets::ListItem
guest_list_state: tui::widgets::ListState,
}
impl GuestSelectionView {
pub fn new(game: &Game) -> GuestSelectionView {
let guest_list = game.state.guests().iter().map(|creature_id| {
let creature = game.state.get_creature(*creature_id).unwrap();
Guest {
name: creature.name.clone(),
profession: format!("{}", creature.profession),
inventory_size: game.state.get_inventory(creature.entity.id).len(),
}
// tui::widgets::ListItem::new(format!(
// "{} ({}, {} items)",
// creature.name,
// creature.profession, game.state.get_inventory(creature.entity.id).len()
// ))
}).collect();
let mut guest_list_state = tui::widgets::ListState::default();
guest_list_state.select(Some(0));
GuestSelectionView {
guest_list,
guest_list_state,
}
}
pub fn control(&mut self, game: &mut Game) -> (bool, Option<AppStatus>) {
match read() {
Ok(Event::Key(event)) => {
match event.code {
KeyCode::Up => {
let selected = self.guest_list_state.selected().unwrap();
if selected > 0 {
self.guest_list_state.select(Some(selected - 1));
}
},
KeyCode::Down => {
let selected = self.guest_list_state.selected().unwrap();
if selected < self.guest_list.len() - 1 {
self.guest_list_state.select(Some(selected + 1));
}
},
KeyCode::Enter => {
if game.state.guests().len() > 0 {
match self.guest_list_state.selected() {
Some(selected) => {
return (true, Some(AppStatus::TalkToGuest(TalkToGuestView::new(game, game.state.guests()[selected]))))
},
None => {}
}
}
},
KeyCode::Char('?') => {
return (true, Some(AppStatus::Debug(DebugView::new(game))))
},
KeyCode::Char('.') => {
game.step();
return (true, Some(AppStatus::Initial));
},
KeyCode::Esc => {
return (false, None);
},
_ => {}
}
},
_ => {}
}
(true, None)
}
pub fn draw<B: Backend>(&mut self, f: &mut Frame<B>, game: &Game) {
let chunks = DefaultLayout::default(f.size());
let main_window = tui::widgets::List::new(self.guest_list.iter().map(|guest| {
tui::widgets::ListItem::new(format!(
"{} ({}, {} items)",
guest.name,
guest.profession, guest.inventory_size
))
}).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(">>");
let mut binding = Controls::new();
let controls = binding
.add("↑↓".to_owned(), "select guest".to_owned())
.add("".to_owned(), "talk to guest".to_owned())
.add(".".to_owned(), "pass one day".to_owned())
.add("Esc".to_owned(), "quit".to_owned())
.render();
StatusLine::draw(f, chunks.status, game);
f.render_stateful_widget(main_window, chunks.main, &mut self.guest_list_state);
f.render_widget(controls, chunks.controls);
}
}