Move widgets to a folder module

This commit is contained in:
2025-08-25 18:17:39 -05:00
parent 45e44ef8b1
commit 4bf3c44b5e

217
src/widgets/mod.rs Normal file
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//! Catch-all location for UI bits
use bevy::{
color::palettes::{css::*, tailwind::*},
prelude::*,
ui::Val::*,
};
use crate::resources::UiTheme;
pub fn spawn_cutter_machine_ui(mut commands: Commands) {
commands
.spawn((machine_ui_base("Cutting Machine"),))
.with_children(|commands| {
// Left panel. For fuel or machine stats or whatever.
commands.spawn((
Node {
padding: UiRect::all(Px(10.0)),
..default()
},
BackgroundColor(GREEN.into()),
Pickable::default(),
children![(Text::new("Uses: <n>"), TextColor(BLACK.into()),)],
));
// Center panel (placeholder for the Card view)
commands.spawn((
Node::default(),
BackgroundColor(BLUE.into()),
Pickable::default(),
children![(
Text::new("Card cut view placeholder"),
TextColor(MAGENTA.into()),
TextShadow::default(),
),],
));
// Right panel for the "CUT" button
commands
.spawn((
Node {
align_items: AlignItems::End,
..Default::default()
},
BackgroundColor(DARK_GRAY.into()),
Pickable::default(),
))
.with_children(|cmds| spawn_machine_button(cmds, "CUT"));
});
}
pub fn spawn_rotator_machine_ui(mut commands: Commands) {
commands
.spawn((machine_ui_base("Rotating Machine"),))
.with_children(|commands| {
commands.spawn((
Node {
padding: UiRect::all(Px(10.0)),
..Default::default()
},
BackgroundColor(GREEN.into()),
Pickable::default(),
children![(Text::new("Uses: <n>"), TextColor(BLACK.into()))],
));
// Center panel (placeholder for input-output rotation)
commands.spawn((
Node::default(),
BackgroundColor(BLUE.into()),
Pickable::default(),
children![
Text::new("Card rotation side-by-side placeholder"),
TextColor(MAGENTA.into()),
]
));
// Right panel for the rotation controls
commands
.spawn((
Node {
align_items: AlignItems::End,
..Default::default()
},
BackgroundColor(DARK_GRAY.into()),
Pickable::default(),
))
.with_children(|cmds| spawn_machine_button(cmds, "TURN"));
});
}
/// The base panel for the machines that manipulate the room cards.
fn machine_ui_base(header: impl Into<String>) -> impl Bundle {
(
Node {
// Position & size
position_type: PositionType::Relative,
width: Percent(60.0),
height: Percent(60.0),
top: Percent(20.0),
left: Percent(20.0),
// 5x5 grid, padding & gutters, etc
aspect_ratio: Some(1.0),
display: Display::Grid,
padding: UiRect::all(Val::Px(10.0)),
grid_template_columns: vec![
GridTrack::min_content(),
GridTrack::flex(1.0),
GridTrack::min_content(),
],
grid_template_rows: vec![GridTrack::min_content(), GridTrack::flex(1.0)],
row_gap: Val::Px(5.0),
column_gap: Val::Px(5.0),
..default()
},
BackgroundColor(SLATE_100.into()),
BorderRadius::all(Percent(2.0)),
children![(
// TODO: A real node with stuff in it (buttons, maybe?)
Node {
justify_content: JustifyContent::Center,
grid_column: GridPlacement::span(3),
..default()
},
BackgroundColor(RED.into()),
Pickable::default(),
children![(
Text::new(header),
TextColor(BLACK.into()),
// TODO: Text shadow, maybe. I couldn't make it look good.
)],
)],
)
}
// TODO: Hook up action handling (callback? Observer? Some other weird component?)
fn spawn_machine_button(commands: &mut ChildSpawnerCommands, text: impl Into<String>) {
let mut builder = commands.spawn((
Button,
Node {
width: Px(60.0),
height: Px(60.0),
aspect_ratio: Some(1.0),
// Why is it "align_items" to center the text vertically,
// but "justify_*content*" to center it horizontally?
align_items: AlignItems::Center,
// align_content: AlignContent::Center,
justify_content: JustifyContent::Center,
border: UiRect::all(Px(2.0)),
..Default::default()
},
BackgroundColor(RED.into()),
BorderColor(DARK_RED.into()),
BorderRadius::MAX,
children![
Text::new(text),
TextColor(WHITE.into()),
TextShadow::default(),
],
));
builder.observe(button_hover_start);
builder.observe(button_hover_stop);
builder.observe(button_press_start);
builder.observe(button_press_stop);
}
/// Re-color the button when a pointer passes over it
fn button_hover_start(
event: Trigger<Pointer<Over>>,
// Get button background and border colors so we can change them.
// Filter for *changed* interactions, and only entities with a [`Button`]
mut button_colors: Query<(&mut BackgroundColor, &mut BorderColor), With<Button>>,
ui_theme: Res<UiTheme>,
) {
// Get the components for only the Trigger's target entity
if let Ok((mut bg, mut border)) = button_colors.get_mut(event.target()) {
bg.0 = ui_theme.brb_hover_bg;
border.0 = ui_theme.brb_hover_border;
}
}
// TODO: Consolidate these with the help of a NewType enum and `trigger_map()`
// see: https://github.com/bevyengine/bevy/issues/14649
fn button_hover_stop(
event: Trigger<Pointer<Out>>,
mut button_colors: Query<(&mut BackgroundColor, &mut BorderColor), With<Button>>,
ui_theme: Res<UiTheme>,
) {
if let Ok((mut bg, mut border)) = button_colors.get_mut(event.target()) {
bg.0 = ui_theme.brb_bg;
border.0 = ui_theme.brb_border;
}
}
fn button_press_start(
event: Trigger<Pointer<Pressed>>,
mut button_colors: Query<(&mut BackgroundColor, &mut BorderColor), With<Button>>,
ui_theme: Res<UiTheme>,
) {
if let Ok((mut bg, mut border)) = button_colors.get_mut(event.target()) {
bg.0 = ui_theme.brb_pressed_bg;
border.0 = ui_theme.brb_pressed_border;
}
}
fn button_press_stop(
event: Trigger<Pointer<Released>>,
mut button_colors: Query<(&mut BackgroundColor, &mut BorderColor), With<Button>>,
ui_theme: Res<UiTheme>,
) {
if let Ok((mut bg, mut border)) = button_colors.get_mut(event.target()) {
bg.0 = ui_theme.brb_bg;
border.0 = ui_theme.brb_border;
}
}