Replace base-ui bundle with a spawning function

This commit is contained in:
2025-08-26 12:24:20 -05:00
parent f1ce30bde5
commit fb1b954262
4 changed files with 137 additions and 119 deletions

View File

@@ -2,58 +2,66 @@
pub mod machines;
use bevy::{
color::palettes::{css::*, tailwind::*},
prelude::*,
ui::Val::*,
};
use bevy::{color::palettes::css::*, prelude::*, ui::Val::*};
use crate::resources::UiTheme;
/// 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?)
///
/// This function is not a valid Bevy System because of how the Commands struct
/// is passed through. Users are meant to call this *from* a System to create a
/// base UI Node. That system then re-acquires an [`EntityCommands`] and adds
/// child nodes to fill out the panel.
fn machine_ui_base(commands: &mut Commands, header: impl Into<String>, theme: &UiTheme) -> Entity {
let root_pane = commands
.spawn((
Node {
justify_content: JustifyContent::Center,
grid_column: GridPlacement::span(2),
// 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(RED.into()),
Pickable::default(),
BackgroundColor(theme.pane_bg),
BorderRadius::all(Percent(2.0)),
children![(
Text::new(header),
TextColor(BLACK.into()),
// TODO: Text shadow, maybe. I couldn't make it look good.
)],
),],
)
// TODO: A real node with stuff in it (buttons, maybe?)
Node {
justify_content: JustifyContent::Center,
grid_column: GridPlacement::span(2),
..default()
},
BackgroundColor(RED.into()),
Pickable::default(),
children![(
Text::new(header),
TextColor(BLACK.into()),
// TODO: Text shadow, maybe. I couldn't make it look good.
)],
),],
))
.id();
commands.entity(root_pane).with_children(|cmds| {
cmds.spawn(CloseButton::bundle(root_pane));
});
root_pane
}
// TODO: Hook up action handling (callback? Observer? Some other weird component?)