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adds new board to game over screen #870
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LandonPatmore
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Original file line number | Diff line number | Diff line change |
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@@ -3,6 +3,8 @@ | |
package com.squareup.sample.dungeon | ||
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import android.os.Vibrator | ||
import com.squareup.sample.dungeon.GameSessionWorkflow.Output | ||
import com.squareup.sample.dungeon.GameSessionWorkflow.Output.NewBoard | ||
import com.squareup.sample.dungeon.GameSessionWorkflow.Props | ||
import com.squareup.sample.dungeon.GameSessionWorkflow.State | ||
import com.squareup.sample.dungeon.GameSessionWorkflow.State.GameOver | ||
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@@ -21,7 +23,10 @@ import com.squareup.workflow1.ui.Screen | |
import com.squareup.workflow1.ui.WorkflowUiExperimentalApi | ||
import com.squareup.workflow1.ui.modal.AlertContainerScreen | ||
import com.squareup.workflow1.ui.modal.AlertScreen | ||
import com.squareup.workflow1.ui.modal.AlertScreen.Button.NEGATIVE | ||
import com.squareup.workflow1.ui.modal.AlertScreen.Button.NEUTRAL | ||
import com.squareup.workflow1.ui.modal.AlertScreen.Button.POSITIVE | ||
import com.squareup.workflow1.ui.modal.AlertScreen.Event.ButtonClicked | ||
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typealias BoardPath = String | ||
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@@ -33,7 +38,7 @@ class GameSessionWorkflow( | |
private val gameWorkflow: GameWorkflow, | ||
private val vibrator: Vibrator, | ||
private val boardLoader: BoardLoader | ||
) : StatefulWorkflow<Props, State, Nothing, AlertContainerScreen<Any>>() { | ||
) : StatefulWorkflow<Props, State, Output, AlertContainerScreen<Any>>() { | ||
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data class Props( | ||
val boardPath: BoardPath, | ||
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@@ -46,6 +51,10 @@ class GameSessionWorkflow( | |
data class GameOver(val board: Board) : State() | ||
} | ||
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sealed class Output { | ||
object NewBoard : Output() | ||
} | ||
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override fun initialState( | ||
props: Props, | ||
snapshot: Snapshot? | ||
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@@ -75,10 +84,20 @@ class GameSessionWorkflow( | |
val gameScreen = context.renderChild(gameWorkflow, gameInput) { noAction() } | ||
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val gameOverDialog = AlertScreen( | ||
buttons = mapOf(POSITIVE to "Restart"), | ||
buttons = mapOf(POSITIVE to "Restart", NEUTRAL to "New board"), | ||
message = "You've been eaten, try again.", | ||
cancelable = false, | ||
onEvent = { context.actionSink.send(restartGame()) } | ||
onEvent = { | ||
if (it is ButtonClicked) { | ||
There was a problem hiding this comment. Choose a reason for hiding this commentThe reason will be displayed to describe this comment to others. Learn more. nit: I feel like |
||
context.actionSink.send( | ||
when (it.button) { | ||
POSITIVE -> restartGame() | ||
NEUTRAL -> newBoard() | ||
NEGATIVE -> noAction() | ||
} | ||
) | ||
} | ||
} | ||
) | ||
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AlertContainerScreen(gameScreen, gameOverDialog) | ||
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@@ -112,6 +131,8 @@ class GameSessionWorkflow( | |
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private fun restartGame() = action("restartGame") { state = Loading } | ||
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private fun newBoard() = action("newBoard") { setOutput(NewBoard) } | ||
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private fun vibrate(durationMs: Long) { | ||
@Suppress("DEPRECATION") | ||
vibrator.vibrate(durationMs) | ||
|
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Seems like this doesn't need to be a sealed class if we do the same thing any time any type of
Output
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I went with this instead of just an
object Output
in the spirit of it being a sample that people can add to. I will foundations make the call here.There was a problem hiding this comment.
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We actively discourage this kind of things as a speculative YAGNI (you ain't gonna need it) violation. Definitely wouldn't want to see it in a sample.
I won't be able to give the PR a proper review until next week. In the meantime, thanks for the contribution!