Check-in the progress
Lots of nested components are making my head hurt. I'm not sure how to solve the button call-back problem, yet.
This commit is contained in:
101
src/widgets.rs
101
src/widgets.rs
@@ -7,34 +7,47 @@ use bevy::{
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};
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pub fn spawn_cutter_machine_ui(mut commands: Commands) {
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commands.spawn((
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machine_ui_base(),
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children![
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(
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// TODO: A real node with stuff in it (buttons, maybe?)
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commands
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.spawn((machine_ui_base("Cutting Machine"),))
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.with_children(|commands| {
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// Left panel. For fuel or machine stats or whatever.
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commands.spawn((
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Node {
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grid_column: GridPlacement::start_span(2, 3),
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padding: UiRect::all(Px(10.0)),
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..default()
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},
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BackgroundColor(RED.into()),
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Pickable::default()
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),
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(
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Node::default(),
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BackgroundColor(GREEN.into()),
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Pickable::default()
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),
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(
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Pickable::default(),
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children![(Text::new("Uses: <n>"), TextColor(BLACK.into()),)],
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));
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// Center panel (placeholder for the Card view)
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commands.spawn((
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Node::default(),
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BackgroundColor(BLUE.into()),
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Pickable::default(),
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)
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],
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));
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children![(
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Text::new("Card cut view placeholder"),
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TextColor(MAGENTA.into()),
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TextShadow::default(),
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),],
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));
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// Right panel for the "CUT" button
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commands
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.spawn((
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Node {
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align_items: AlignItems::End,
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..Default::default()
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},
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BackgroundColor(DARK_GRAY.into()),
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Pickable::default(),
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))
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.with_children(spawn_machine_button);
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});
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}
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/// The base panel for the machines that manipulate the room cards.
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fn machine_ui_base() -> impl Bundle {
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fn machine_ui_base(header: impl Into<String>) -> impl Bundle {
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(
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Node {
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// Position & size
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@@ -48,8 +61,12 @@ fn machine_ui_base() -> impl Bundle {
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aspect_ratio: Some(1.0),
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display: Display::Grid,
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padding: UiRect::all(Val::Px(10.0)),
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grid_template_columns: RepeatedGridTrack::flex(5, 1.0),
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grid_template_rows: RepeatedGridTrack::flex(5, 1.0),
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grid_template_columns: vec![
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GridTrack::min_content(),
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GridTrack::flex(1.0),
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GridTrack::min_content(),
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],
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grid_template_rows: vec![GridTrack::min_content(), GridTrack::flex(1.0)],
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row_gap: Val::Px(5.0),
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column_gap: Val::Px(5.0),
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@@ -57,5 +74,49 @@ fn machine_ui_base() -> impl Bundle {
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},
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BackgroundColor(SLATE_100.into()),
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BorderRadius::all(Percent(2.0)),
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children![(
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// TODO: A real node with stuff in it (buttons, maybe?)
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Node {
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justify_content: JustifyContent::Center,
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grid_column: GridPlacement::span(3),
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..default()
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},
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BackgroundColor(RED.into()),
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Pickable::default(),
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children![(
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Text::new(header),
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TextColor(BLACK.into()),
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// TODO: Text shadow, maybe. I couldn't make it look good.
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)],
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)],
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)
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}
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// TODO: Pass in button text
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// TODO: Hook up action handling (callback? Observer? Some other weird component?)
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fn spawn_machine_button(commands: &mut ChildSpawnerCommands) {
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let mut builder = commands.spawn((
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Button,
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Node {
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width: Px(60.0),
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height: Px(60.0),
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aspect_ratio: Some(1.0),
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// Why is it "align_items" to center the text vertically,
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// but "justify_*content*" to center it horizontally?
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align_items: AlignItems::Center,
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// align_content: AlignContent::Center,
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justify_content: JustifyContent::Center,
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border: UiRect::all(Px(2.0)),
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..Default::default()
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},
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BackgroundColor(RED.into()),
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BorderColor(DARK_RED.into()),
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BorderRadius::MAX,
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children![
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Text::new("CUT"),
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TextColor(WHITE.into()),
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TextShadow::default(),
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],
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));
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}
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