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4d8c8b5302
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| e2b2d5b5d9 |
@@ -1,5 +1,7 @@
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//! TODO: module doc :v
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use bevy::ecs::component::Component;
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/// Value for the "sub tiles" inside a room tile
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#[derive(Clone, Copy, Debug, Default, PartialEq)]
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pub enum Cell {
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@@ -47,7 +49,7 @@ pub enum RotationDir {
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/// An invidiual room, or "card" in the player's hand. The room may
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/// *or may not* be valid, yet.
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#[derive(Clone, Copy, Debug, Default, PartialEq)]
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#[derive(Clone, Copy, Component, Debug, Default, PartialEq)]
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pub struct Card {
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cells: [Cell; 9],
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nw: bool,
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@@ -1,4 +1,3 @@
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use bevy::prelude::*;
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/// Data component for info about the player's current set of cards.
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@@ -7,7 +6,7 @@ use bevy::prelude::*;
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///
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/// [`Self::low_water_mark`] is the threshold for drawing new cards on-room-enter.
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#[derive(Component)]
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pub struct PlayerHand{
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pub struct PlayerHand {
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cards: Vec<Entity>,
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capacity: u8,
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low_water_mark: u8,
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43
src/main.rs
43
src/main.rs
@@ -1,6 +1,11 @@
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use bevy::{prelude::*, window::WindowResolution};
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use bevy::{color::palettes::css::GREEN, prelude::*, window::WindowResolution};
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use bevy_inspector_egui::{bevy_egui::EguiPlugin, quick::WorldInspectorPlugin};
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use crate::{
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game::machines::{CuttingMachine, RotatingMachine},
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resources::UiTheme,
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};
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mod assets;
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mod card;
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mod game;
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@@ -18,16 +23,8 @@ fn main() {
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}))
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.add_plugins(EguiPlugin::default())
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.add_plugins(WorldInspectorPlugin::new())
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.init_resource::<resources::UiTheme>()
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.register_type::<resources::UiTheme>()
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.add_systems(
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Startup,
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(
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setup,
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assets::load_assets,
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widgets::spawn_rotator_machine_ui,
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),
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)
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.add_plugins(widgets::GameUiPlugin)
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.add_systems(Startup, (setup, assets::load_assets, dummy_machine))
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.run();
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}
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@@ -41,3 +38,27 @@ fn despawn<T: Component>(mut commands: Commands, to_despawn: Query<Entity, With<
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commands.entity(entity).despawn();
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}
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}
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fn dummy_machine(
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mut commands: Commands,
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// mut meshes: ResMut<Assets<Mesh>>,
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// mut materials: ResMut<Assets<ColorMaterial>>,
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) {
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commands
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.spawn((
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Sprite::from_color(GREEN, Vec2::splat(40.0)),
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// WARN: Mesh picking is not part of the `DefaultPlugins` plugin collection!
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// (but sprite picking is!)
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// Mesh2d(meshes.add(Rectangle::new(25., 25.))),
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// MeshMaterial2d(materials.add(ColorMaterial::from_color(GREEN))),
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Transform::default(),
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Pickable::default(),
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))
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.observe(
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|event: Trigger<Pointer<Click>>, commands: Commands, theme: Res<UiTheme>| {
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let entity = event.target;
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CuttingMachine::spawn_ui(commands, theme);
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},
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);
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}
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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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@@ -17,17 +22,37 @@ pub struct UiTheme {
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// pressed
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pub brb_pressed_bg: Color,
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pub brb_pressed_border: Color,
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// Colors for low-priority buttons
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// normal
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pub quiet_bg: Color,
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pub quiet_border: Color,
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// hover
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pub quiet_hover_bg: Color,
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pub quiet_hover_border: Color,
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// pressed
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pub quiet_pressed_bg: Color,
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pub quiet_pressed_border: Color,
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}
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impl FromWorld for UiTheme {
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fn from_world(world: &mut World) -> Self {
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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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brb_hover_border: RED.into(),
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brb_pressed_bg: GREEN.into(),
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brb_pressed_border: DARK_GREEN.into(),
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quiet_bg: GRAY.into(),
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quiet_border: DARK_GRAY.into(),
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quiet_hover_bg: DARK_GRAY.into(),
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quiet_hover_border: LIGHT_GRAY.into(),
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quiet_pressed_bg: LIGHT_GRAY.into(),
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quiet_pressed_border: GRAY.into(),
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}
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}
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}
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95
src/widgets/machines.rs
Normal file
95
src/widgets/machines.rs
Normal file
@@ -0,0 +1,95 @@
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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::{BigRedButton, machine_ui_base},
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};
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impl CuttingMachine {
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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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padding: UiRect::all(Px(10.0)),
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..default()
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},
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BackgroundColor(GREEN.into()),
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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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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(|cmds| {
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let _button_cmds = cmds.spawn(BigRedButton::bundle("CUT"));
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// TODO: Attach on-press observer so this machine can do something
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// in response to that button being pressed
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});
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});
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}
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}
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impl RotatingMachine {
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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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..Default::default()
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},
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BackgroundColor(GREEN.into()),
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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 input-output rotation)
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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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children![
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Text::new("Card rotation side-by-side placeholder"),
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TextColor(MAGENTA.into()),
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],
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));
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// Right panel for the rotation controls
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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(|cmds| {
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let _button_cmds = cmds.spawn(BigRedButton::bundle("TURN"));
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// TODO: Attach on-press observer to the button.
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});
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});
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}
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}
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@@ -1,217 +1,265 @@
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//! Catch-all location for UI bits
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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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pub mod machines;
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use bevy::{color::palettes::css::*, prelude::*, ui::Val::*};
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use crate::resources::UiTheme;
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pub fn spawn_cutter_machine_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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// Left panel. For fuel or machine stats or whatever.
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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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..default()
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},
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BackgroundColor(GREEN.into()),
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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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/// Plugin to set up systems & resources for the custom UI elements
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///
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/// The UiTheme resource is initialized and the button press Observers
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/// are registered here.
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pub struct GameUiPlugin;
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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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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,
|
||||
..Default::default()
|
||||
},
|
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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_machine_button(cmds, "CUT"));
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});
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}
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|
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pub fn spawn_rotator_machine_ui(mut commands: Commands) {
|
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commands
|
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.spawn((machine_ui_base("Rotating Machine"),))
|
||||
.with_children(|commands| {
|
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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(),
|
||||
))
|
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.with_children(|cmds| spawn_machine_button(cmds, "TURN"));
|
||||
});
|
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impl Plugin for GameUiPlugin {
|
||||
fn build(&self, app: &mut App) {
|
||||
app
|
||||
.init_resource::<UiTheme>()
|
||||
.register_type::<UiTheme>()
|
||||
.add_observer(CloseButton::hover_start)
|
||||
.add_observer(CloseButton::hover_stop)
|
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.add_observer(CloseButton::press_start)
|
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.add_observer(CloseButton::press_stop)
|
||||
.add_observer(BigRedButton::button_hover_start)
|
||||
.add_observer(BigRedButton::button_hover_stop)
|
||||
.add_observer(BigRedButton::button_press_start)
|
||||
.add_observer(BigRedButton::button_press_stop);
|
||||
}
|
||||
}
|
||||
|
||||
/// 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 {
|
||||
(
|
||||
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(3),
|
||||
// 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),
|
||||
// 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
|
||||
}
|
||||
|
||||
/// The "Big Red Button" that makes a machine perform it's action.
|
||||
#[derive(Component)]
|
||||
pub struct BigRedButton;
|
||||
|
||||
impl BigRedButton {
|
||||
/// Default bundle for a Big Red Button. Remember to attach on-press observers!
|
||||
///
|
||||
/// I haven't figure out what will receive the on-press events, so I'm moving
|
||||
/// the problem. It will not be the button's job to hook up the event notice.
|
||||
///
|
||||
/// TODO: Pass in the UiTheme struct
|
||||
fn bundle(text: impl Into<String>) -> impl Bundle {
|
||||
(
|
||||
// TODO: Remove `Button`? Add `Button` to the `CloseButton` bundle?
|
||||
Button,
|
||||
BigRedButton,
|
||||
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(),
|
||||
],
|
||||
)
|
||||
}
|
||||
|
||||
/// 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<BigRedButton>>,
|
||||
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<BigRedButton>>,
|
||||
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<BigRedButton>>,
|
||||
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<BigRedButton>>,
|
||||
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;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
/// Button marker for closing (despawning) an in-game menu entity.
|
||||
#[derive(Component)]
|
||||
#[require(Button)]
|
||||
pub struct CloseButton(Entity);
|
||||
|
||||
impl CloseButton {
|
||||
/// Default bundle for a panel's close button. Pass in the entity to despawn.
|
||||
///
|
||||
/// TODO: Pass in the UiTheme struct
|
||||
fn bundle(target: Entity) -> impl Bundle {
|
||||
(
|
||||
// TODO: Add `Button`? Remove `Button` from the BigRedButton bundle?
|
||||
CloseButton(target),
|
||||
Node {
|
||||
width: Px(20.0),
|
||||
height: Px(20.0),
|
||||
aspect_ratio: Some(1.0),
|
||||
align_items: AlignItems::Center,
|
||||
justify_content: JustifyContent::Center,
|
||||
border: UiRect::all(Px(1.0)),
|
||||
..Default::default()
|
||||
},
|
||||
// TODO: Get colors *somehow.*
|
||||
// - Turn this function into a Bevy System, require `Res<...>`
|
||||
// - Just pass in the colors, let the caller figure out sourcing them.
|
||||
BackgroundColor(GRAY.into()),
|
||||
BorderColor(DARK_GRAY.into()),
|
||||
BorderRadius::all(Px(2.0)),
|
||||
children![(
|
||||
// TODO: Replace with an icon/sprite
|
||||
Text::new("X"),
|
||||
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),
|
||||
fn 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<CloseButton>>,
|
||||
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.quiet_hover_bg;
|
||||
border.0 = ui_theme.quiet_hover_border;
|
||||
}
|
||||
}
|
||||
|
||||
// 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);
|
||||
}
|
||||
fn hover_stop(
|
||||
event: Trigger<Pointer<Out>>,
|
||||
mut button_colors: Query<(&mut BackgroundColor, &mut BorderColor), With<CloseButton>>,
|
||||
ui_theme: Res<UiTheme>,
|
||||
) {
|
||||
if let Ok((mut bg, mut border)) = button_colors.get_mut(event.target()) {
|
||||
bg.0 = ui_theme.quiet_bg;
|
||||
border.0 = ui_theme.quiet_border;
|
||||
}
|
||||
}
|
||||
|
||||
/// 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;
|
||||
fn press_start(
|
||||
event: Trigger<Pointer<Pressed>>,
|
||||
mut button_colors: Query<(&mut BackgroundColor, &mut BorderColor), With<CloseButton>>,
|
||||
ui_theme: Res<UiTheme>,
|
||||
) {
|
||||
if let Ok((mut bg, mut border)) = button_colors.get_mut(event.target()) {
|
||||
bg.0 = ui_theme.quiet_pressed_bg;
|
||||
border.0 = ui_theme.quiet_pressed_border;
|
||||
}
|
||||
}
|
||||
|
||||
fn press_stop(
|
||||
event: Trigger<Pointer<Released>>,
|
||||
mut commands: Commands,
|
||||
mut button_colors: Query<(&mut BackgroundColor, &mut BorderColor, &CloseButton)>,
|
||||
ui_theme: Res<UiTheme>,
|
||||
) {
|
||||
if let Ok((mut bg, mut border, CloseButton(target))) = button_colors.get_mut(event.target()) {
|
||||
bg.0 = ui_theme.quiet_bg;
|
||||
border.0 = ui_theme.quiet_border;
|
||||
commands.entity(*target).despawn();
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
Reference in New Issue
Block a user