Replace base-ui bundle with a spawning function
This commit is contained in:
@@ -1,7 +1,7 @@
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use bevy::{prelude::*, window::WindowResolution};
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use bevy_inspector_egui::{bevy_egui::EguiPlugin, quick::WorldInspectorPlugin};
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use crate::game::machines::RotatingMachine;
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use crate::game::machines::{CuttingMachine, RotatingMachine};
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mod assets;
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mod card;
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@@ -24,7 +24,12 @@ fn main() {
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.register_type::<resources::UiTheme>()
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.add_systems(
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Startup,
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(setup, assets::load_assets, RotatingMachine::spawn_ui),
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(
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setup,
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assets::load_assets,
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RotatingMachine::spawn_ui,
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CuttingMachine::spawn_ui,
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),
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)
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.add_observer(widgets::CloseButton::hover_start)
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.add_observer(widgets::CloseButton::hover_stop)
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@@ -1,11 +1,16 @@
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//! Program constants & defaults
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use bevy::{color::palettes::css::*, prelude::*};
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use bevy::{
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color::palettes::{css::*, tailwind::SLATE_100},
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prelude::*,
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};
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#[derive(Debug, Reflect, Resource)]
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#[reflect(Resource)]
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pub struct UiTheme {
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// TODO: Panes
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// Colors for the machine UI panes
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// (and others, but we're not there yet)
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pub pane_bg: Color,
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// Colors for the "Big Red Buttons" (the main actions of the machines)
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// normal
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@@ -33,6 +38,8 @@ pub struct UiTheme {
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impl FromWorld for UiTheme {
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fn from_world(world: &mut World) -> Self {
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Self {
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pane_bg: SLATE_100.into(),
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brb_bg: RED.into(),
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brb_border: DARK_RED.into(),
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brb_hover_bg: PINK.into(),
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@@ -2,14 +2,14 @@ use bevy::{color::palettes::css::*, prelude::*, ui::Val::*};
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use crate::{
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game::machines::*,
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widgets::{CloseButton, machine_ui_base, spawn_big_red_button},
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resources::UiTheme,
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widgets::{machine_ui_base, spawn_big_red_button},
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};
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impl CuttingMachine {
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pub fn spawn_ui(mut commands: Commands) {
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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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pub fn spawn_ui(mut commands: Commands, theme: Res<UiTheme>) {
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let base_entity = machine_ui_base(&mut commands, "Cutting Machine", &theme);
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commands.entity(base_entity).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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@@ -48,11 +48,9 @@ impl CuttingMachine {
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}
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impl RotatingMachine {
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pub fn spawn_ui(mut commands: Commands) {
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commands
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.spawn((machine_ui_base("Rotating Machine"),))
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.with_children(|commands| {
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commands.spawn(CloseButton::bundle(commands.target_entity()));
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pub fn spawn_ui(mut commands: Commands, theme: Res<UiTheme>) {
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let base_entity = machine_ui_base(&mut commands, "Rotating Machine", &theme);
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commands.entity(base_entity).with_children(|commands| {
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commands.spawn((
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Node {
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padding: UiRect::all(Px(10.0)),
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@@ -2,17 +2,19 @@
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pub mod machines;
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use bevy::{
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color::palettes::{css::*, tailwind::*},
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prelude::*,
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ui::Val::*,
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};
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use bevy::{color::palettes::css::*, prelude::*, ui::Val::*};
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use crate::resources::UiTheme;
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/// The base panel for the machines that manipulate the room cards.
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fn machine_ui_base(header: impl Into<String>) -> impl Bundle {
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(
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///
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/// This function is not a valid Bevy System because of how the Commands struct
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/// is passed through. Users are meant to call this *from* a System to create a
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/// base UI Node. That system then re-acquires an [`EntityCommands`] and adds
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/// child nodes to fill out the panel.
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fn machine_ui_base(commands: &mut Commands, header: impl Into<String>, theme: &UiTheme) -> Entity {
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let root_pane = commands
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.spawn((
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Node {
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// Position & size
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position_type: PositionType::Relative,
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@@ -36,7 +38,7 @@ fn machine_ui_base(header: impl Into<String>) -> impl Bundle {
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..default()
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},
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BackgroundColor(SLATE_100.into()),
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BackgroundColor(theme.pane_bg),
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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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@@ -53,7 +55,13 @@ fn machine_ui_base(header: impl Into<String>) -> impl Bundle {
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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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.id();
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commands.entity(root_pane).with_children(|cmds| {
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cmds.spawn(CloseButton::bundle(root_pane));
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});
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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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