Create a BigRedButton struct, like CloseButton
The `BigRedButton` should be a real struct and component so that I can query for it later. I'm following the same API pattern as the `CloseButton` struct, in that there is a spawner using the `Commands` (or `ChildSpawnerCommands`) and the observer functions are static methods.
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@@ -3,7 +3,7 @@ use bevy::{color::palettes::css::*, prelude::*, ui::Val::*};
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use crate::{
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game::machines::*,
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resources::UiTheme,
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widgets::{machine_ui_base, spawn_big_red_button},
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widgets::{BigRedButton, machine_ui_base},
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};
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impl CuttingMachine {
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@@ -42,7 +42,7 @@ impl CuttingMachine {
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BackgroundColor(DARK_GRAY.into()),
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Pickable::default(),
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))
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.with_children(|cmds| spawn_big_red_button(cmds, "CUT"));
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.with_children(|cmds| BigRedButton::spawn_big_red_button(cmds, "CUT"));
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});
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}
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}
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@@ -82,7 +82,7 @@ impl RotatingMachine {
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BackgroundColor(DARK_GRAY.into()),
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Pickable::default(),
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))
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.with_children(|cmds| spawn_big_red_button(cmds, "TURN"));
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.with_children(|cmds| BigRedButton::spawn_big_red_button(cmds, "TURN"));
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});
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}
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}
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@@ -82,8 +82,13 @@ fn machine_ui_base(commands: &mut Commands, header: impl Into<String>, theme: &U
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root_pane
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}
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// TODO: Hook up action handling (callback? Observer? Some other weird component?)
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fn spawn_big_red_button(commands: &mut ChildSpawnerCommands, text: impl Into<String>) {
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/// The "Big Red Button" that makes a machine perform it's action.
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#[derive(Component)]
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pub struct BigRedButton;
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impl BigRedButton {
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// TODO: Hook up action handling (callback? Observer? Some other weird component?)
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fn spawn_big_red_button(commands: &mut ChildSpawnerCommands, text: impl Into<String>) {
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let mut builder = commands.spawn((
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Button,
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Node {
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@@ -108,61 +113,62 @@ fn spawn_big_red_button(commands: &mut ChildSpawnerCommands, text: impl Into<Str
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TextShadow::default(),
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],
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));
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builder.observe(button_hover_start);
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builder.observe(button_hover_stop);
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builder.observe(button_press_start);
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builder.observe(button_press_stop);
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}
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builder.observe(BigRedButton::button_hover_start);
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builder.observe(BigRedButton::button_hover_stop);
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builder.observe(BigRedButton::button_press_start);
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builder.observe(BigRedButton::button_press_stop);
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}
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/// Re-color the button when a pointer passes over it
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fn button_hover_start(
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/// Re-color the button when a pointer passes over it
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fn button_hover_start(
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event: Trigger<Pointer<Over>>,
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// Get button background and border colors so we can change them.
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// Filter for *changed* interactions, and only entities with a [`Button`]
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mut button_colors: Query<(&mut BackgroundColor, &mut BorderColor), With<Button>>,
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ui_theme: Res<UiTheme>,
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) {
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) {
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// Get the components for only the Trigger's target entity
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if let Ok((mut bg, mut border)) = button_colors.get_mut(event.target()) {
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bg.0 = ui_theme.brb_hover_bg;
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border.0 = ui_theme.brb_hover_border;
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}
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}
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}
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// TODO: Consolidate these with the help of a NewType enum and `trigger_map()`
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// see: https://github.com/bevyengine/bevy/issues/14649
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// TODO: Consolidate these with the help of a NewType enum and `trigger_map()`
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// see: https://github.com/bevyengine/bevy/issues/14649
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fn button_hover_stop(
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fn button_hover_stop(
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event: Trigger<Pointer<Out>>,
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mut button_colors: Query<(&mut BackgroundColor, &mut BorderColor), With<Button>>,
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ui_theme: Res<UiTheme>,
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) {
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) {
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if let Ok((mut bg, mut border)) = button_colors.get_mut(event.target()) {
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bg.0 = ui_theme.brb_bg;
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border.0 = ui_theme.brb_border;
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}
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}
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}
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fn button_press_start(
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fn button_press_start(
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event: Trigger<Pointer<Pressed>>,
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mut button_colors: Query<(&mut BackgroundColor, &mut BorderColor), With<Button>>,
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ui_theme: Res<UiTheme>,
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) {
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) {
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if let Ok((mut bg, mut border)) = button_colors.get_mut(event.target()) {
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bg.0 = ui_theme.brb_pressed_bg;
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border.0 = ui_theme.brb_pressed_border;
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}
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}
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}
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fn button_press_stop(
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fn button_press_stop(
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event: Trigger<Pointer<Released>>,
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mut button_colors: Query<(&mut BackgroundColor, &mut BorderColor), With<Button>>,
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ui_theme: Res<UiTheme>,
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) {
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) {
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if let Ok((mut bg, mut border)) = button_colors.get_mut(event.target()) {
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bg.0 = ui_theme.brb_bg;
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border.0 = ui_theme.brb_border;
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}
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}
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}
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/// Button marker for closing (despawning) an in-game menu entity.
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