learn-hieroglyphs/src/main.rs

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Rust
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/*
TODOS:
1. remake db scheme for https://raw.githubusercontent.com/schneems/united-dictionary/master/public/languages/japanese/japanese-english.txt
2. parse it
3. add support for it
4. With incorrect answerd card, it shows hieroglyp, reading ant its translation
*/
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mod db;
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mod game;
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mod ui;
mod widgets;
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mod import;
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use crate::ui::menu::MenuScene;
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use gtk::glib::closure_local;
use gtk::{gio, glib, Application, Button};
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use gtk::{prelude::*, Window};
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use ui::cards::edit::MemoryCardsEditScene;
use ui::cards::game::MemoryCardsGameScene;
use ui::cards::setup::MemoryCardsSetupScene;
use ui::guessing::game::GuessingScene;
use ui::guessing::setup::GuessingSetupScene;
enum AppWindow {
MenuScene = 1,
GuessingSetupScene = 2,
GuessingScene = 3,
MemoryCardsSetupScene = 4,
MemoryCardsEditScene = 5,
MemoryCardsGameScene = 6,
}
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const APP_ID: &str = "org.foxarmy.learn-hieroglyph";
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fn main() -> glib::ExitCode {
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gio::resources_register_include!("compiled.gresource").expect("Cannot include gresources");
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db::init();
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import::import(&String::from("./reparsed.txt"));
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let app: Application = Application::builder().application_id(APP_ID).build();
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app.connect_activate(build_ui);
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app.run()
}
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fn hide_all_windows(app: &Application) {
for window in app.windows() {
window.set_visible(false);
}
}
fn switch_to(app: &Application, win: AppWindow) {
hide_all_windows(app);
app.window_by_id(win as u32).unwrap().set_visible(true);
}
fn build_ui(app: &Application) {
let menu: MenuScene = MenuScene::new(app); // 1
let guessing_setup: GuessingSetupScene = GuessingSetupScene::new(app); // 2
let guessing_scene: GuessingScene = GuessingScene::new(app); // 3
let memory_cards_setup: MemoryCardsSetupScene = MemoryCardsSetupScene::new(app); // 4
let memory_cards_edit: MemoryCardsEditScene = MemoryCardsEditScene::new(app); // 5
let memory_cards_game: MemoryCardsGameScene = MemoryCardsGameScene::new(app); // 6
menu.get_guessing_button().connect_closure(
"clicked",
false,
closure_local!(
@strong app => move |_b: &Button| {
switch_to(&app, AppWindow::GuessingSetupScene);
}
),
);
menu.get_memory_cards_button().connect_closure(
"clicked",
false,
closure_local!(
@strong app => move |_b: &Button| {
switch_to(&app, AppWindow::MemoryCardsSetupScene);
}
),
);
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guessing_setup.get_start_button().connect_closure(
"clicked",
false,
closure_local!(
@strong app, @strong guessing_scene => move |_b: &Button| {
switch_to(&app, AppWindow::GuessingScene);
guessing_scene.read_settings();
guessing_scene.init();
}
),
);
guessing_setup.get_back_button().connect_closure(
"clicked",
false,
closure_local!(
@strong app => move |_b: &Button| {
switch_to(&app, AppWindow::MenuScene);
}
),
);
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guessing_scene.get_back_button().connect_closure(
"clicked",
false,
closure_local!(
@strong app => move |_b: &Button| {
switch_to(&app, AppWindow::GuessingSetupScene);
}
),
);
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memory_cards_setup.get_edit_button().connect_closure(
"clicked",
false,
closure_local!(
@strong app => move |_b: &Button| {
switch_to(&app, AppWindow::MemoryCardsEditScene);
}
),
);
memory_cards_setup.get_back_button().connect_closure(
"clicked",
false,
closure_local!(
@strong app => move |_b: &Button| {
switch_to(&app, AppWindow::MenuScene);
}
),
);
memory_cards_setup.get_start_button().connect_closure(
"clicked",
false,
closure_local!(
@strong app, @strong memory_cards_game => move |_b: &Button| {
switch_to(&app, AppWindow::MemoryCardsGameScene);
memory_cards_game.update_card_list();
}
),
);
memory_cards_edit.get_back_button().connect_closure(
"clicked",
false,
closure_local!(
@strong app => move |_b: &Button| {
switch_to(&app, AppWindow::MemoryCardsSetupScene);
}
),
);
memory_cards_game.get_back_button().connect_closure(
"clicked",
false,
closure_local!(
@strong app => move |_b: &Button| {
switch_to(&app, AppWindow::MemoryCardsSetupScene);
}
),
);
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connect_close_requrest(app, menu.upcast_ref::<Window>());
connect_close_requrest(app, guessing_setup.upcast_ref::<Window>());
connect_close_requrest(app, guessing_scene.upcast_ref::<Window>());
connect_close_requrest(app, memory_cards_setup.upcast_ref::<Window>());
connect_close_requrest(app, memory_cards_edit.upcast_ref::<Window>());
connect_close_requrest(app, memory_cards_game.upcast_ref::<Window>());
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menu.present();
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}
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fn connect_close_requrest<W: IsA<Window>>(app: &Application, w: &W) {
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w.connect_closure(
"close-request",
false,
closure_local!(@strong app => move |_w: &Window| {
app.quit();
true
}),
);
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}