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| Author | SHA1 | Date | |
|---|---|---|---|
| 0c042f9937 | |||
| ea9055e46c | |||
| be9cb3fe69 | |||
| 6fb3539329 | |||
| fb8a27325e | |||
| 4a80b4f4ad | |||
| f470687494 | |||
| ed2e1e75ef | |||
| 21c00d4a02 | |||
| 5f1f283500 |
@@ -16,16 +16,22 @@ pub mod machines {
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use bevy::prelude::*;
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use crate::game::consumables::Fuel;
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#[derive(Component)]
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#[require(Fuel)]
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pub struct CuttingMachine;
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#[derive(Component)]
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#[require(Fuel)]
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pub struct RotatingMachine;
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#[derive(Component)]
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#[require(Fuel)]
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pub struct FlippingMachine;
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#[derive(Component)]
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#[require(Fuel)]
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pub struct TransposingMachine;
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}
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@@ -33,8 +39,13 @@ pub mod consumables {
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use bevy::prelude::*;
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#[derive(Component)]
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pub struct Fuel(u32);
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pub struct Fuel(pub u32);
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impl Default for Fuel {
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fn default() -> Self {
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Self(5)
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}
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}
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#[derive(Event)]
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pub struct FuelChanged;
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}
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@@ -55,6 +55,7 @@ fn dummy_machines(mut commands: Commands) {
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commands
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.spawn((
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RotatingMachine,
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Sprite::from_color(GREEN, Vec2::splat(40.0)),
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Transform::from_translation(Vec3::new(40.0, 40.0, 0.0)),
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Pickable::default(),
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@@ -64,6 +65,7 @@ fn dummy_machines(mut commands: Commands) {
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// TODO: The other observers, once they have a spawner struct & impl.
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commands
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.spawn((
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FlippingMachine,
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Sprite::from_color(PURPLE, Vec2::splat(40.)),
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Transform::from_translation(Vec3::new(-40.0, -40.0, 0.0)),
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Pickable::default(),
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@@ -72,6 +74,7 @@ fn dummy_machines(mut commands: Commands) {
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commands
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.spawn((
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TransposingMachine,
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Sprite::from_color(DARK_ORANGE, Vec2::splat(40.)),
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Transform::from_translation(Vec3::new(40.0, -40.0, 0.0)),
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Pickable::default(),
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@@ -86,5 +89,5 @@ fn spawn_machine_ui<M: SpawnUi>(
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) {
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let _entity = event.target;
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// TODO: Hook up the Fuel component (and spawn one so that I can)
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M::spawn_ui(commands, theme);
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M::spawn_ui(commands, theme, event.target());
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}
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@@ -1,9 +1,15 @@
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use bevy::{color::palettes::css::*, prelude::*, ui::Val::*};
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use bevy::{
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color::palettes::css::*,
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ecs::{component::HookContext, world::DeferredWorld},
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prelude::*,
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ui::Val::*,
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};
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use crate::game::consumables::{Fuel, FuelChanged};
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#[derive(Component)]
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#[require(Label)]
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#[component(on_add = FuelGauge::refresh_label)]
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pub struct FuelGauge(Entity);
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impl FuelGauge {
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@@ -19,14 +25,45 @@ impl FuelGauge {
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},
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BackgroundColor(GREEN.into()),
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Text::new("Fuel: "),
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children![TextSpan::new("<n>"),],
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)
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}
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pub fn detect_fuel_change(event: Trigger<FuelChanged>) {
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dbg!(format!(
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"Detected fuel change on entity ID: {}",
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event.target()
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));
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/// Observer system to update the [`FuelGauge`] widget when a machine emits a
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/// [`FuelChanged`] event.
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pub fn detect_fuel_change(
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event: Trigger<FuelChanged>,
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fuel_levels: Query<&Fuel>,
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mut gauges: Query<(&FuelGauge, &mut Text)>,
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) {
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// Find the FuelGauge that references the same Entity as the event target.
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// That gauge's `Text` is the one to update.
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let (_, mut label) = gauges
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.iter_mut()
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.find(|(gauge, _label)| gauge.0 == event.target())
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.expect("Couldn't find any fuel gauges");
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let fuel = fuel_levels.get(event.target()).expect(
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"Logic error: a `FuelChanged` event was targetted at an entity with no `Fuel` component.",
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);
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label.0 = format!("Fuel: {}", fuel.0);
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}
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fn refresh_label(mut world: DeferredWorld, ctx: HookContext) {
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// Get the machine ID from the FuelGauge component.
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let Some(machine_id) = world.get::<FuelGauge>(ctx.entity).map(|fg| fg.0) else {
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panic!("Couldn't get a FuelGauge during it's on-add hook run!");
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};
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// and fuel level
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let Some(fuel) = world.get::<Fuel>(machine_id).map(|lvl| lvl.0) else {
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// TODO: Maybe don't panic and just emit a warning.
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panic!("Couldn't get a Fuel for a machine during a FuelGauge on-add hook.");
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};
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// Get an excl ref to the Text component so we can redraw its text
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let Some(mut label) = world.get_mut::<Text>(ctx.entity) else {
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panic!()
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};
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label.0 = format!("Fuel: {}", fuel);
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}
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}
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@@ -7,12 +7,12 @@ use crate::{
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};
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impl SpawnUi for CuttingMachine {
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fn spawn_ui(mut commands: Commands, theme: Res<UiTheme>) {
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fn spawn_ui(mut commands: Commands, theme: Res<UiTheme>, machine_id: Entity) {
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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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// TODO: Pass along target machine, not the UI's root entity.
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commands.spawn(FuelGauge::bundle(Entity::PLACEHOLDER));
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commands.spawn(FuelGauge::bundle(machine_id));
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// Center panel (placeholder for the Card view)
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commands.spawn((
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@@ -37,19 +37,10 @@ impl SpawnUi for CuttingMachine {
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))
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.with_children(|cmds| {
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let mut button_cmds = cmds.spawn(BigRedButton::bundle("CUT"));
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button_cmds.observe(
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|trigger: Trigger<Pointer<Click>>,
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mut com: Commands,
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q: Single<(Entity, &CuttingMachine)>| {
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dbg!("Cut button pressed. Triggering a FuelChanged event");
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// Feed through the target machine, once the SpawnUi trait is updated
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// to require it gets here in the first place.
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let cutting_machine = q.0;
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com.trigger_targets(FuelChanged, cutting_machine);
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},
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);
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button_cmds.observe(move |trigger: Trigger<Pointer<Click>>, mut com: Commands| {
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dbg!("Cut button pressed. Triggering a FuelChanged event");
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com.trigger_targets(FuelChanged, machine_id);
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});
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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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@@ -58,10 +49,10 @@ impl SpawnUi for CuttingMachine {
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}
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impl SpawnUi for RotatingMachine {
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fn spawn_ui(mut commands: Commands, theme: Res<UiTheme>) {
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fn spawn_ui(mut commands: Commands, theme: Res<UiTheme>, machine_id: Entity) {
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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(FuelGauge::bundle(Entity::PLACEHOLDER));
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commands.spawn(FuelGauge::bundle(machine_id));
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// Center panel (placeholder for input-output rotation)
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commands.spawn((
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@@ -93,10 +84,10 @@ impl SpawnUi for RotatingMachine {
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}
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impl SpawnUi for FlippingMachine {
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fn spawn_ui(mut commands: Commands, theme: Res<UiTheme>) {
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fn spawn_ui(mut commands: Commands, theme: Res<UiTheme>, machine_id: Entity) {
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let base_entity = machine_ui_base(&mut commands, "Flipping Machine", &theme);
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commands.entity(base_entity).with_children(|commands| {
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commands.spawn(FuelGauge::bundle(Entity::PLACEHOLDER));
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commands.spawn(FuelGauge::bundle(machine_id));
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// Center panel (placeholder)
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commands.spawn((
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@@ -128,10 +119,10 @@ impl SpawnUi for FlippingMachine {
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}
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impl SpawnUi for TransposingMachine {
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fn spawn_ui(mut commands: Commands, theme: Res<UiTheme>) {
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fn spawn_ui(mut commands: Commands, theme: Res<UiTheme>, machine_id: Entity) {
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let base_entity = machine_ui_base(&mut commands, "Transposing Machine", &theme);
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commands.entity(base_entity).with_children(|commands| {
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commands.spawn(FuelGauge::bundle(Entity::PLACEHOLDER));
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commands.spawn(FuelGauge::bundle(machine_id));
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// Center panel (placeholder)
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commands.spawn((
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@@ -18,6 +18,8 @@ impl Plugin for GameUiPlugin {
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app
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.init_resource::<UiTheme>()
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.register_type::<UiTheme>()
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.add_observer(HoverBackgroundcolor::hover_start)
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.add_observer(HoverBackgroundcolor::hover_stop)
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.add_observer(CloseButton::hover_start)
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.add_observer(CloseButton::hover_stop)
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.add_observer(CloseButton::press_start)
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@@ -30,12 +32,12 @@ impl Plugin for GameUiPlugin {
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}
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}
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/// Anything that can spawn a themed UI should impl this trait.
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/// Machines spawn their UI through this trait.
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///
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/// This exists mainly so that I can write generic functions and have the *compiler*
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/// This exists mainly so that I can write generic functions and have the compiler
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/// expand the code for me, instead of doing it by hand.
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pub trait SpawnUi {
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fn spawn_ui(commands: Commands, theme: Res<UiTheme>);
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fn spawn_ui(commands: Commands, theme: Res<UiTheme>, machine_id: Entity);
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}
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/// The base panel for the machines that manipulate the room cards.
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@@ -216,6 +218,7 @@ impl CloseButton {
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BackgroundColor(GRAY.into()),
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BorderColor(DARK_GRAY.into()),
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BorderRadius::all(Px(2.0)),
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HoverBackgroundcolor::new(GREEN.into()),
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children![(
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// TODO: Replace with an icon/sprite
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Text::new("X"),
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@@ -233,7 +236,7 @@ impl CloseButton {
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) {
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// Get the components for only the Trigger's target entity
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if let Ok((mut bg, mut border)) = button_colors.get_mut(event.target()) {
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bg.0 = ui_theme.quiet_hover_bg;
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// bg.0 = ui_theme.quiet_hover_bg;
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border.0 = ui_theme.quiet_hover_border;
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}
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}
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@@ -244,7 +247,7 @@ impl CloseButton {
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ui_theme: Res<UiTheme>,
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) {
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if let Ok((mut bg, mut border)) = button_colors.get_mut(event.target()) {
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bg.0 = ui_theme.quiet_bg;
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// bg.0 = ui_theme.quiet_bg;
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border.0 = ui_theme.quiet_border;
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}
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}
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@@ -273,3 +276,48 @@ impl CloseButton {
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}
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}
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}
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/// Background color to use for an item being hovered over.
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///
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/// Adding this to an entity both sets the color and implicitly enables the
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/// on-hover behavior. Without it, the system(s) don't find the entity and so
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/// no color changing is exhibited.
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#[derive(Component)]
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struct HoverBackgroundcolor {
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pub color: Color,
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// hold onto the original so it can be put back
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orig_bg: Option<Color>,
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}
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impl HoverBackgroundcolor {
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fn new(color: Color) -> Self {
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Self {
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color,
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orig_bg: None,
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}
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}
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fn hover_start(
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event: Trigger<Pointer<Over>>,
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// Get button background and border colors so we can change them.
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// Filter for *changed* interactions, and only entities with a [`Button`]
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mut colors: Query<(&mut HoverBackgroundcolor, &mut BackgroundColor)>,
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) {
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// Get the components for only the Trigger's target entity
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if let Ok((mut hover, mut bg)) = colors.get_mut(event.target()) {
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hover.orig_bg = Some(bg.0); // store the original
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bg.0 = hover.color;
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}
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}
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fn hover_stop(
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event: Trigger<Pointer<Out>>,
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mut colors: Query<(&HoverBackgroundcolor, &mut BackgroundColor)>,
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) {
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if let Ok((hover, mut bg)) = colors.get_mut(event.target()) {
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bg.0 = hover
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.orig_bg
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.expect("Tried to restore an original color but there was none!");
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}
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}
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}
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