23 Commits

Author SHA1 Message Date
0c042f9937 Begin work on a reusable on-hover color component
The two buttons ("close" and the "Big Red" button) have identical hover
code, except for which color theme they select. I was about to start
work on the cutting board, particularly it's cut-line selectors, and
realized that would make a 3rd copy of this code.

This commit adds just the background color handler. It seems to work as
expected on the CloseButton. I'll finish removing the old observers once
I have the BorderColor version in place.
2025-08-31 11:35:42 -05:00
ea9055e46c (autoformat) 2025-08-30 09:24:38 -05:00
be9cb3fe69 Fix: pass the machine ID through, not PLACEHOLDER
Oops. Yay for rushed work.
2025-08-30 09:23:59 -05:00
6fb3539329 Use hook on FuelGauge to show text on first spawn
There is an on-add hook that can be used to maintain invariants. I'll
use it to ensure the label text always gets the current fuel value upon
spawning the widget, regardless of whether or not the caller remembers
to set it up themselves.
2025-08-30 09:21:57 -05:00
fb8a27325e Add machine components to the other dummies 2025-08-29 10:08:13 -05:00
4a80b4f4ad Make Fuel a required component on machines
It will be pulled in automatically by Bevy, now. I've also set a default
fuel level of 5 units.
2025-08-29 09:55:16 -05:00
f470687494 Fix Fuel's field visibility, add it to the cutter
*Now* the fuel change events will work (and compile).
2025-08-28 15:35:46 -05:00
ed2e1e75ef Impl the FuelGauge text update logic
This does a linear search through all existing FuelGauges, but we're not
expecting that to be a problem. There should only be zero or one of them
on screen at any moment.

It also doesn't work because the rest of the game state isn't correct...
2025-08-28 15:33:21 -05:00
21c00d4a02 Pass target ID through the cutter's button handler
Use the machine entity ID in the button handler prototype. Now to see
about getting the FuelGauge to show the value after a button press.
2025-08-28 12:27:53 -05:00
5f1f283500 Change trait SpawnUi to require a target entity
The UIs aren't *any* UIs. They are specifically *machine* UIs. They need
to be able to fetch data from components on those machine entities,
which means they need some way to find the machine. Passing an entity ID
is the easiest way, IMO.
2025-08-28 12:27:45 -05:00
8f6dfc3e49 Proof-of-concept for fuel change event handling
Added a `FuelChanged` event which is to be used to trigger Observers
watching for a machine's fuel level change.

I've written a slapdash observer to emit these events when the cutting
machine's big red button is pressed. That observer *must* be replaced
because of how it feeds the machine ID into the UI (it only works when
there is exactly 1 CuttingMachine, which won't be the case).

The dummy machines are missing their machine components. I've added the
`CuttingMachine` component to the cutting machine just to test the event
passing.
2025-08-28 12:01:30 -05:00
e169750923 Fill out UI parts for the remaining machines 2025-08-27 15:27:09 -05:00
c7fd053fd1 Add other machine placeholder sprites 2025-08-27 13:48:55 -05:00
0c254b2ed0 Expand the dummy_machines spawner
Spawn a machine entity for each kind of machine. This is where the trait
impl becomes important -- now the compiler will make copies of that
function for each concrete machine struct so I don't have to.
2025-08-27 13:37:36 -05:00
3b0dad7063 Impl SpawnUi for the machine structs
Just add the `SpawnUi for` text to the impl blocks on the machine
widgets.
2025-08-27 13:35:31 -05:00
04fb8519f6 Trait SpawnUi for things that can spawn a UI
I don't want to copy-paste a bunch of code, so I'm going to get the
compiler to do it for me.
2025-08-27 13:34:31 -05:00
4d8c8b5302 Demo the UI with a dummy machine
This finally shows the basic operating principle of the machine UIs.
There will be some object out in the world that, when clicked, will open
a new UI screen to operate the machine.

Next up is to attach various bits of info, like a `Fuel` component on
the machine which the UI widget locates and displays as text. This gives
me the infrastructure necessary to begin that work.
2025-08-26 16:34:18 -05:00
112b22875a Fix doc on CloseButton::bundle() 2025-08-26 13:38:12 -05:00
9411e57759 Make CloseButton observer functions private
Now that there's a UI plugin, these systems don't need to be public. So
they won't be.
2025-08-26 13:35:40 -05:00
a489cdc5e8 Add some theme TODOs on the button widgets 2025-08-26 13:35:20 -05:00
5f617a67f6 Fix a couple of lints 2025-08-26 13:28:39 -05:00
9fb374059a Fix: Delete trailing semicolon in BRB::bundle()
Normally this would be a compilation error, but Bevy has an
`impl Bundle for ()` somewhere.

The intended bundle content gets discarded and a unit is implicitly
returned. That unit is implicitly converted into a `Bundle`, satisfying
the compiler.
2025-08-26 13:17:38 -05:00
cf9b415bb7 Update BigRedButton usage sites, add callback note 2025-08-26 13:17:03 -05:00
6 changed files with 311 additions and 50 deletions

View File

@@ -16,16 +16,22 @@ pub mod machines {
use bevy::prelude::*;
use crate::game::consumables::Fuel;
#[derive(Component)]
#[require(Fuel)]
pub struct CuttingMachine;
#[derive(Component)]
#[require(Fuel)]
pub struct RotatingMachine;
#[derive(Component)]
#[require(Fuel)]
pub struct FlippingMachine;
#[derive(Component)]
#[require(Fuel)]
pub struct TransposingMachine;
}
@@ -33,5 +39,13 @@ pub mod consumables {
use bevy::prelude::*;
#[derive(Component)]
pub struct Fuel(u32);
pub struct Fuel(pub u32);
impl Default for Fuel {
fn default() -> Self {
Self(5)
}
}
#[derive(Event)]
pub struct FuelChanged;
}

View File

@@ -1,7 +1,11 @@
use bevy::{prelude::*, window::WindowResolution};
use bevy::{color::palettes::css::*, prelude::*, window::WindowResolution};
use bevy_inspector_egui::{bevy_egui::EguiPlugin, quick::WorldInspectorPlugin};
use crate::game::machines::{CuttingMachine, RotatingMachine};
use crate::{
game::machines::{CuttingMachine, FlippingMachine, RotatingMachine, TransposingMachine},
resources::UiTheme,
widgets::SpawnUi,
};
mod assets;
mod card;
@@ -21,15 +25,7 @@ fn main() {
.add_plugins(EguiPlugin::default())
.add_plugins(WorldInspectorPlugin::new())
.add_plugins(widgets::GameUiPlugin)
.add_systems(
Startup,
(
setup,
assets::load_assets,
RotatingMachine::spawn_ui,
CuttingMachine::spawn_ui,
),
)
.add_systems(Startup, (setup, assets::load_assets, dummy_machines))
.run();
}
@@ -43,3 +39,55 @@ fn despawn<T: Component>(mut commands: Commands, to_despawn: Query<Entity, With<
commands.entity(entity).despawn();
}
}
/// Dev tool for spawning dummy entities. I'm developing their UIs by hooking
/// up to these while the TileMap gets ready.
fn dummy_machines(mut commands: Commands) {
// Spawn a dummy Cutting Machine
commands
.spawn((
CuttingMachine,
Sprite::from_color(RED, Vec2::splat(40.0)),
Transform::from_translation(Vec3::new(-40.0, 40.0, 0.0)),
Pickable::default(),
))
.observe(spawn_machine_ui::<CuttingMachine>);
commands
.spawn((
RotatingMachine,
Sprite::from_color(GREEN, Vec2::splat(40.0)),
Transform::from_translation(Vec3::new(40.0, 40.0, 0.0)),
Pickable::default(),
))
.observe(spawn_machine_ui::<RotatingMachine>);
// TODO: The other observers, once they have a spawner struct & impl.
commands
.spawn((
FlippingMachine,
Sprite::from_color(PURPLE, Vec2::splat(40.)),
Transform::from_translation(Vec3::new(-40.0, -40.0, 0.0)),
Pickable::default(),
))
.observe(spawn_machine_ui::<FlippingMachine>);
commands
.spawn((
TransposingMachine,
Sprite::from_color(DARK_ORANGE, Vec2::splat(40.)),
Transform::from_translation(Vec3::new(40.0, -40.0, 0.0)),
Pickable::default(),
))
.observe(spawn_machine_ui::<TransposingMachine>);
}
fn spawn_machine_ui<M: SpawnUi>(
event: Trigger<Pointer<Click>>,
commands: Commands,
theme: Res<UiTheme>,
) {
let _entity = event.target;
// TODO: Hook up the Fuel component (and spawn one so that I can)
M::spawn_ui(commands, theme, event.target());
}

View File

@@ -36,7 +36,7 @@ pub struct UiTheme {
}
impl FromWorld for UiTheme {
fn from_world(world: &mut World) -> Self {
fn from_world(_world: &mut World) -> Self {
Self {
pane_bg: SLATE_100.into(),

69
src/widgets/fuel_gauge.rs Normal file
View File

@@ -0,0 +1,69 @@
use bevy::{
color::palettes::css::*,
ecs::{component::HookContext, world::DeferredWorld},
prelude::*,
ui::Val::*,
};
use crate::game::consumables::{Fuel, FuelChanged};
#[derive(Component)]
#[require(Label)]
#[component(on_add = FuelGauge::refresh_label)]
pub struct FuelGauge(Entity);
impl FuelGauge {
/// Default bundle for a machine's fuel gauge widget. Give it the ID of the
/// machine whose info it is displaying.
pub fn bundle(target: Entity) -> impl Bundle {
(
FuelGauge(target),
Node {
min_width: Px(20.0),
min_height: Px(10.0),
..default()
},
BackgroundColor(GREEN.into()),
Text::new("Fuel: "),
)
}
/// Observer system to update the [`FuelGauge`] widget when a machine emits a
/// [`FuelChanged`] event.
pub fn detect_fuel_change(
event: Trigger<FuelChanged>,
fuel_levels: Query<&Fuel>,
mut gauges: Query<(&FuelGauge, &mut Text)>,
) {
// Find the FuelGauge that references the same Entity as the event target.
// That gauge's `Text` is the one to update.
let (_, mut label) = gauges
.iter_mut()
.find(|(gauge, _label)| gauge.0 == event.target())
.expect("Couldn't find any fuel gauges");
let fuel = fuel_levels.get(event.target()).expect(
"Logic error: a `FuelChanged` event was targetted at an entity with no `Fuel` component.",
);
label.0 = format!("Fuel: {}", fuel.0);
}
fn refresh_label(mut world: DeferredWorld, ctx: HookContext) {
// Get the machine ID from the FuelGauge component.
let Some(machine_id) = world.get::<FuelGauge>(ctx.entity).map(|fg| fg.0) else {
panic!("Couldn't get a FuelGauge during it's on-add hook run!");
};
// and fuel level
let Some(fuel) = world.get::<Fuel>(machine_id).map(|lvl| lvl.0) else {
// TODO: Maybe don't panic and just emit a warning.
panic!("Couldn't get a Fuel for a machine during a FuelGauge on-add hook.");
};
// Get an excl ref to the Text component so we can redraw its text
let Some(mut label) = world.get_mut::<Text>(ctx.entity) else {
panic!()
};
label.0 = format!("Fuel: {}", fuel);
}
}

View File

@@ -1,25 +1,18 @@
use bevy::{color::palettes::css::*, prelude::*, ui::Val::*};
use bevy::{color::palettes::css::*, prelude::*};
use crate::{
game::machines::*,
game::{consumables::FuelChanged, machines::*},
resources::UiTheme,
widgets::{BigRedButton, machine_ui_base},
widgets::{BigRedButton, SpawnUi, fuel_gauge::FuelGauge, machine_ui_base},
};
impl CuttingMachine {
pub fn spawn_ui(mut commands: Commands, theme: Res<UiTheme>) {
impl SpawnUi for CuttingMachine {
fn spawn_ui(mut commands: Commands, theme: Res<UiTheme>, machine_id: Entity) {
let base_entity = machine_ui_base(&mut commands, "Cutting Machine", &theme);
commands.entity(base_entity).with_children(|commands| {
// Left panel. For fuel or machine stats or whatever.
commands.spawn((
Node {
padding: UiRect::all(Px(10.0)),
..default()
},
BackgroundColor(GREEN.into()),
Pickable::default(),
children![(Text::new("Uses: <n>"), TextColor(BLACK.into()),)],
));
// TODO: Pass along target machine, not the UI's root entity.
commands.spawn(FuelGauge::bundle(machine_id));
// Center panel (placeholder for the Card view)
commands.spawn((
@@ -42,24 +35,24 @@ impl CuttingMachine {
BackgroundColor(DARK_GRAY.into()),
Pickable::default(),
))
.with_children(|cmds| BigRedButton::spawn_big_red_button(cmds, "CUT"));
.with_children(|cmds| {
let mut button_cmds = cmds.spawn(BigRedButton::bundle("CUT"));
button_cmds.observe(move |trigger: Trigger<Pointer<Click>>, mut com: Commands| {
dbg!("Cut button pressed. Triggering a FuelChanged event");
com.trigger_targets(FuelChanged, machine_id);
});
// TODO: Attach on-press observer so this machine can do something
// in response to that button being pressed
});
});
}
}
impl RotatingMachine {
pub fn spawn_ui(mut commands: Commands, theme: Res<UiTheme>) {
impl SpawnUi for RotatingMachine {
fn spawn_ui(mut commands: Commands, theme: Res<UiTheme>, machine_id: Entity) {
let base_entity = machine_ui_base(&mut commands, "Rotating Machine", &theme);
commands.entity(base_entity).with_children(|commands| {
commands.spawn((
Node {
padding: UiRect::all(Px(10.0)),
..Default::default()
},
BackgroundColor(GREEN.into()),
Pickable::default(),
children![(Text::new("Uses: <n>"), TextColor(BLACK.into()))],
));
commands.spawn(FuelGauge::bundle(machine_id));
// Center panel (placeholder for input-output rotation)
commands.spawn((
@@ -82,7 +75,80 @@ impl RotatingMachine {
BackgroundColor(DARK_GRAY.into()),
Pickable::default(),
))
.with_children(|cmds| BigRedButton::spawn_big_red_button(cmds, "TURN"));
.with_children(|cmds| {
let _button_cmds = cmds.spawn(BigRedButton::bundle("TURN"));
// TODO: Attach on-press observer to the button.
});
});
}
}
impl SpawnUi for FlippingMachine {
fn spawn_ui(mut commands: Commands, theme: Res<UiTheme>, machine_id: Entity) {
let base_entity = machine_ui_base(&mut commands, "Flipping Machine", &theme);
commands.entity(base_entity).with_children(|commands| {
commands.spawn(FuelGauge::bundle(machine_id));
// Center panel (placeholder)
commands.spawn((
Node::default(),
BackgroundColor(BLUE.into()),
Pickable::default(),
children![
Text::new("Card Flipping placeholder"),
TextColor(MAGENTA.into()),
],
));
// Right panel go button
commands
.spawn((
Node {
align_items: AlignItems::End,
..Default::default()
},
BackgroundColor(DARK_GRAY.into()),
Pickable::default(),
))
.with_children(|cmds| {
let _button_cmds = cmds.spawn(BigRedButton::bundle("FLIP"));
// TODO: Attach on-press observer to the button.
});
});
}
}
impl SpawnUi for TransposingMachine {
fn spawn_ui(mut commands: Commands, theme: Res<UiTheme>, machine_id: Entity) {
let base_entity = machine_ui_base(&mut commands, "Transposing Machine", &theme);
commands.entity(base_entity).with_children(|commands| {
commands.spawn(FuelGauge::bundle(machine_id));
// Center panel (placeholder)
commands.spawn((
Node::default(),
BackgroundColor(BLUE.into()),
Pickable::default(),
children![
Text::new("Card Transposition placeholder"),
TextColor(MAGENTA.into()),
],
));
// Right panel go button
commands
.spawn((
Node {
align_items: AlignItems::End,
..Default::default()
},
BackgroundColor(DARK_GRAY.into()),
Pickable::default(),
))
.with_children(|cmds| {
let _button_cmds = cmds.spawn(BigRedButton::bundle("SWAP"));
// TODO: Attach on-press observer to the button.
});
});
}
}

View File

@@ -1,10 +1,11 @@
//! Catch-all location for UI bits
mod fuel_gauge;
pub mod machines;
use bevy::{color::palettes::css::*, prelude::*, ui::Val::*};
use crate::resources::UiTheme;
use crate::{resources::UiTheme, widgets::fuel_gauge::FuelGauge};
/// Plugin to set up systems & resources for the custom UI elements
///
@@ -17,6 +18,8 @@ impl Plugin for GameUiPlugin {
app
.init_resource::<UiTheme>()
.register_type::<UiTheme>()
.add_observer(HoverBackgroundcolor::hover_start)
.add_observer(HoverBackgroundcolor::hover_stop)
.add_observer(CloseButton::hover_start)
.add_observer(CloseButton::hover_stop)
.add_observer(CloseButton::press_start)
@@ -24,10 +27,19 @@ impl Plugin for GameUiPlugin {
.add_observer(BigRedButton::button_hover_start)
.add_observer(BigRedButton::button_hover_stop)
.add_observer(BigRedButton::button_press_start)
.add_observer(BigRedButton::button_press_stop);
.add_observer(BigRedButton::button_press_stop)
.add_observer(FuelGauge::detect_fuel_change);
}
}
/// Machines spawn their UI through this trait.
///
/// This exists mainly so that I can write generic functions and have the compiler
/// expand the code for me, instead of doing it by hand.
pub trait SpawnUi {
fn spawn_ui(commands: Commands, theme: Res<UiTheme>, machine_id: Entity);
}
/// The base panel for the machines that manipulate the room cards.
///
/// This function is not a valid Bevy System because of how the Commands struct
@@ -95,8 +107,11 @@ impl BigRedButton {
///
/// 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 {
@@ -120,7 +135,7 @@ impl BigRedButton {
TextColor(WHITE.into()),
TextShadow::default(),
],
);
)
}
/// Re-color the button when a pointer passes over it
@@ -181,9 +196,12 @@ impl BigRedButton {
pub struct CloseButton(Entity);
impl CloseButton {
/// Spawn a button that will despawn the top-most node when pressed.
/// 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),
@@ -200,6 +218,7 @@ impl CloseButton {
BackgroundColor(GRAY.into()),
BorderColor(DARK_GRAY.into()),
BorderRadius::all(Px(2.0)),
HoverBackgroundcolor::new(GREEN.into()),
children![(
// TODO: Replace with an icon/sprite
Text::new("X"),
@@ -208,7 +227,7 @@ impl CloseButton {
)
}
pub fn hover_start(
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`]
@@ -217,23 +236,23 @@ impl CloseButton {
) {
// 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;
// bg.0 = ui_theme.quiet_hover_bg;
border.0 = ui_theme.quiet_hover_border;
}
}
pub fn hover_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;
// bg.0 = ui_theme.quiet_bg;
border.0 = ui_theme.quiet_border;
}
}
pub fn press_start(
fn press_start(
event: Trigger<Pointer<Pressed>>,
mut button_colors: Query<(&mut BackgroundColor, &mut BorderColor), With<CloseButton>>,
ui_theme: Res<UiTheme>,
@@ -244,7 +263,7 @@ impl CloseButton {
}
}
pub fn press_stop(
fn press_stop(
event: Trigger<Pointer<Released>>,
mut commands: Commands,
mut button_colors: Query<(&mut BackgroundColor, &mut BorderColor, &CloseButton)>,
@@ -257,3 +276,48 @@ impl CloseButton {
}
}
}
/// Background color to use for an item being hovered over.
///
/// Adding this to an entity both sets the color and implicitly enables the
/// on-hover behavior. Without it, the system(s) don't find the entity and so
/// no color changing is exhibited.
#[derive(Component)]
struct HoverBackgroundcolor {
pub color: Color,
// hold onto the original so it can be put back
orig_bg: Option<Color>,
}
impl HoverBackgroundcolor {
fn new(color: Color) -> Self {
Self {
color,
orig_bg: None,
}
}
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 colors: Query<(&mut HoverBackgroundcolor, &mut BackgroundColor)>,
) {
// Get the components for only the Trigger's target entity
if let Ok((mut hover, mut bg)) = colors.get_mut(event.target()) {
hover.orig_bg = Some(bg.0); // store the original
bg.0 = hover.color;
}
}
fn hover_stop(
event: Trigger<Pointer<Out>>,
mut colors: Query<(&HoverBackgroundcolor, &mut BackgroundColor)>,
) {
if let Ok((hover, mut bg)) = colors.get_mut(event.target()) {
bg.0 = hover
.orig_bg
.expect("Tried to restore an original color but there was none!");
}
}
}