Files
benilla-octo/crates/benilla-app/src/char_select/input.rs
T
SamandClaude Fable 5 ebb9a43cc9 the wheel binds, one AddOns screen, text at the true scale
- SetBinding accepts the mouse wheel — the refusal was ours, not the client's — so wheel-bound action buttons press and release like the real thing
- one addon load law: a single arbiter for "can this addon load, and why not", with the out-of-date version gate live
- one AddOns screen — the character-select list, wearing the authored reference layout: roster dropdown, per-character tri-state checkboxes, force-load; the ESC-menu panel is retired, since 1.12's own menu has no AddOns row
- the glyph atlas follows the window scale, so maximised text stops washing out and a title stops measuring wider than it draws; an unpositioned frame positions nothing, instead of landing at the screen origin

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-08-14 19:31:56 +07:00

167 lines
7.4 KiB
Rust

//! The select screen's input — clicks (single selects, double enters — the ref's
//! `CharacterSelectButton_OnClick`/`OnDoubleClick`), the bottom buttons, the keyboard (Enter =
//! enter world, Escape = exit, arrows cycle with wrap), and the model rotation (drag anywhere at
//! the pinned `CHARACTER_ROTATION_CONSTANT` 0.6°/px; hold the rotate pair at ±2°/frame). Sounds
//! are the ref's exact set — a bare selection click is silent.
use bevy::input::mouse::AccumulatedMouseMotion;
use bevy::prelude::*;
use crate::net::CharPick;
use crate::portrait::GluePreview;
use crate::sound::GlueSound;
use super::dialog::DeleteDialog;
use super::screen::SelectAction;
use super::{class_name, send_pick, ClientState, Roster};
/// The ref's drag constant (`CHARACTER_ROTATION_CONSTANT = 0.6`, CharacterSelect.lua — degrees per
/// pixel; the facing setter is in degrees, deg→rad at the C boundary).
pub(crate) const ROTATION_PER_PX: f32 = 0.6 * std::f32::consts::PI / 180.0;
/// The rotate buttons' hold rate — the ref's 2°-per-frame `CHARACTER_FACING_INCREMENT`, per-second.
const ROTATE_RATE: f32 = 120.0 * std::f32::consts::PI / 180.0;
/// The double-click window (the ref rides the OS notion; this is the conventional interval).
const DOUBLE_CLICK_SECS: f32 = 0.4;
/// Button presses + the keyboard: selection, enter world, delete (opens the dialog), create,
/// back/escape (return to the login screen — decision 0539, retiring 0465 §6's exit-the-client
/// collapse), arrow-key cycling. Inert while the delete dialog is up (it owns the keyboard and
/// sits over the buttons).
#[allow(clippy::too_many_arguments, clippy::type_complexity)]
pub(super) fn select_input(
presses: Query<(&SelectAction, &Interaction), Changed<Interaction>>,
keys: Res<ButtonInput<KeyCode>>,
mut roster: ResMut<Roster>,
pick: Res<CharPick>,
mut dialog: ResMut<DeleteDialog>,
mut panel: ResMut<super::addons::AddonsPanel>,
mut next: ResMut<NextState<ClientState>>,
mut sounds: MessageWriter<GlueSound>,
mut intent: ResMut<crate::login::LoginIntent>,
time: Res<Time>,
mut last_click: Local<Option<(usize, f32)>>,
) {
// A modal owns the input while it is up — the delete confirm, or the AddOns list.
if dialog.open || panel.open {
return;
}
let now = time.elapsed_secs();
let mut enter_world = false;
let mut back_to_login = false;
for (action, interaction) in &presses {
if *interaction != Interaction::Pressed {
continue;
}
match *action {
SelectAction::Row(i) if i < roster.chars.len() => {
// Single click selects (silently, like the ref); a second click on the same row
// within the window is the double-click → enter world.
let double =
last_click.is_some_and(|(row, at)| row == i && now - at < DOUBLE_CLICK_SECS);
*last_click = Some((i, now));
if roster.selected != Some(i) {
roster.selected = Some(i);
} else if double {
enter_world = true;
}
}
SelectAction::EnterWorld => enter_world = true,
SelectAction::Delete => {
// The ref plays the click and opens the typed-confirm dialog for the selection
// (a no-selection click just plays the sound — the ref's `selectedIndex > 0` gate).
sounds.write(GlueSound("gsCharacterSelectionDelCharacter"));
if let Some(c) = roster.selected_char() {
dialog.open_for(c.guid, c.name.clone(), c.level, class_name(c.class));
}
}
SelectAction::CreateChar => {
sounds.write(GlueSound("gsCharacterSelectionCreateNew"));
next.set(ClientState::CharCreate);
}
SelectAction::Addons => {
// The reference plays `gsCharacterSelectionOpen`-family click here; ours reuses
// the create-screen open sound rather than inventing a name the client lacks.
sounds.write(GlueSound("gsCharacterSelectionCreateNew"));
// The whole roster rides along so the panel's "Configure Addons For:" dropdown
// can fan out over every character (decision 1293). The realm resolves exactly
// as `ui_macro::identity`'s does — same fallback, so the enable files the panel
// writes stay keyed the way the world-entry walk reads them (0997, 1191 §7).
let realm = roster
.realm
.as_ref()
.map(|r| r.name.clone())
.unwrap_or_else(|| "Realm".into());
let chars = roster.chars.iter().map(|c| c.name.clone()).collect();
panel.open_for(realm, chars);
}
SelectAction::Back => back_to_login = true,
_ => {}
}
}
// Keyboard: Enter = enter world; Escape = back to login; Up/Left + Down/Right cycle with wrap.
if keys.just_pressed(KeyCode::Enter) || keys.just_pressed(KeyCode::NumpadEnter) {
enter_world = true;
}
if keys.just_pressed(KeyCode::Escape) {
back_to_login = true;
}
if back_to_login {
// The ref's Back leaves select for the login screen (decision 0539): drop the parked
// session (the IO thread re-parks pre-logon) and forget both intents — a deliberate Back
// must not auto-relogin.
sounds.write(GlueSound("gsCharacterSelectionExit"));
roster.pending_pick = None;
intent.clear();
let _ = pick.0.send(crate::net::CharRequest::Abandon);
next.set(ClientState::Login);
}
let n = roster.chars.len();
if n > 1 {
let back = keys.just_pressed(KeyCode::ArrowUp) || keys.just_pressed(KeyCode::ArrowLeft);
let fwd = keys.just_pressed(KeyCode::ArrowDown) || keys.just_pressed(KeyCode::ArrowRight);
if back || fwd {
let cur = roster.selected.unwrap_or(0);
let sel = if back {
(cur + n - 1) % n
} else {
(cur + 1) % n
};
roster.selected = Some(sel);
}
}
if enter_world && roster.pending_pick.is_none() {
let target = roster.selected_char().map(|c| (c.guid, c.name.clone()));
if let Some((guid, name)) = target {
info!("char select: entering world as {name}");
sounds.write(GlueSound("gsCharacterSelectionEnterWorld"));
send_pick(&mut roster, &pick, guid);
}
}
}
/// Rotate the selected character: drag anywhere on the scene pane (the ref's full-frame mouse
/// rotation at the pinned 0.6°/px — dragging right increases the facing), or hold a rotate button
/// (±2°/frame; left decrements).
pub(super) fn rotate_model(
panes: Query<(&Interaction, &SelectAction)>,
motion: Res<AccumulatedMouseMotion>,
time: Res<Time>,
mut preview: ResMut<GluePreview>,
) {
for (interaction, action) in &panes {
if *interaction != Interaction::Pressed {
continue;
}
match action {
SelectAction::Scene if motion.delta.x != 0.0 => {
preview.yaw += motion.delta.x * ROTATION_PER_PX;
}
SelectAction::RotateLeft => preview.yaw -= ROTATE_RATE * time.delta_secs(),
SelectAction::RotateRight => preview.yaw += ROTATE_RATE * time.delta_secs(),
_ => {}
}
}
}