15 Commits

Author SHA1 Message Date
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
5 changed files with 231 additions and 50 deletions

View File

@@ -16,16 +16,22 @@ pub mod machines {
use bevy::prelude::*; use bevy::prelude::*;
use crate::game::consumables::Fuel;
#[derive(Component)] #[derive(Component)]
#[require(Fuel)]
pub struct CuttingMachine; pub struct CuttingMachine;
#[derive(Component)] #[derive(Component)]
#[require(Fuel)]
pub struct RotatingMachine; pub struct RotatingMachine;
#[derive(Component)] #[derive(Component)]
#[require(Fuel)]
pub struct FlippingMachine; pub struct FlippingMachine;
#[derive(Component)] #[derive(Component)]
#[require(Fuel)]
pub struct TransposingMachine; pub struct TransposingMachine;
} }
@@ -33,5 +39,13 @@ pub mod consumables {
use bevy::prelude::*; use bevy::prelude::*;
#[derive(Component)] #[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

@@ -1,9 +1,10 @@
use bevy::{color::palettes::css::GREEN, prelude::*, window::WindowResolution}; use bevy::{color::palettes::css::*, prelude::*, window::WindowResolution};
use bevy_inspector_egui::{bevy_egui::EguiPlugin, quick::WorldInspectorPlugin}; use bevy_inspector_egui::{bevy_egui::EguiPlugin, quick::WorldInspectorPlugin};
use crate::{ use crate::{
game::machines::{CuttingMachine, RotatingMachine}, game::machines::{CuttingMachine, FlippingMachine, RotatingMachine, TransposingMachine},
resources::UiTheme, resources::UiTheme,
widgets::SpawnUi,
}; };
mod assets; mod assets;
@@ -24,7 +25,7 @@ fn main() {
.add_plugins(EguiPlugin::default()) .add_plugins(EguiPlugin::default())
.add_plugins(WorldInspectorPlugin::new()) .add_plugins(WorldInspectorPlugin::new())
.add_plugins(widgets::GameUiPlugin) .add_plugins(widgets::GameUiPlugin)
.add_systems(Startup, (setup, assets::load_assets, dummy_machine)) .add_systems(Startup, (setup, assets::load_assets, dummy_machines))
.run(); .run();
} }
@@ -39,26 +40,54 @@ fn despawn<T: Component>(mut commands: Commands, to_despawn: Query<Entity, With<
} }
} }
fn dummy_machine( /// Dev tool for spawning dummy entities. I'm developing their UIs by hooking
mut commands: Commands, /// up to these while the TileMap gets ready.
// mut meshes: ResMut<Assets<Mesh>>, fn dummy_machines(mut commands: Commands) {
// mut materials: ResMut<Assets<ColorMaterial>>, // Spawn a dummy Cutting Machine
) {
commands commands
.spawn(( .spawn((
Sprite::from_color(GREEN, Vec2::splat(40.0)), CuttingMachine,
// WARN: Mesh picking is not part of the `DefaultPlugins` plugin collection! Sprite::from_color(RED, Vec2::splat(40.0)),
// (but sprite picking is!) Transform::from_translation(Vec3::new(-40.0, 40.0, 0.0)),
// Mesh2d(meshes.add(Rectangle::new(25., 25.))),
// MeshMaterial2d(materials.add(ColorMaterial::from_color(GREEN))),
Transform::default(),
Pickable::default(), Pickable::default(),
)) ))
.observe( .observe(spawn_machine_ui::<CuttingMachine>);
|event: Trigger<Pointer<Click>>, commands: Commands, theme: Res<UiTheme>| {
let entity = event.target; commands
CuttingMachine::spawn_ui(commands, theme); .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());
} }

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::{ use crate::{
game::machines::*, game::{consumables::FuelChanged, machines::*},
resources::UiTheme, resources::UiTheme,
widgets::{BigRedButton, machine_ui_base}, widgets::{BigRedButton, SpawnUi, fuel_gauge::FuelGauge, machine_ui_base},
}; };
impl CuttingMachine { impl SpawnUi for CuttingMachine {
pub fn spawn_ui(mut commands: Commands, theme: Res<UiTheme>) { fn spawn_ui(mut commands: Commands, theme: Res<UiTheme>, machine_id: Entity) {
let base_entity = machine_ui_base(&mut commands, "Cutting Machine", &theme); let base_entity = machine_ui_base(&mut commands, "Cutting Machine", &theme);
commands.entity(base_entity).with_children(|commands| { commands.entity(base_entity).with_children(|commands| {
// Left panel. For fuel or machine stats or whatever. // Left panel. For fuel or machine stats or whatever.
commands.spawn(( // TODO: Pass along target machine, not the UI's root entity.
Node { commands.spawn(FuelGauge::bundle(machine_id));
padding: UiRect::all(Px(10.0)),
..default()
},
BackgroundColor(GREEN.into()),
Pickable::default(),
children![(Text::new("Uses: <n>"), TextColor(BLACK.into()),)],
));
// Center panel (placeholder for the Card view) // Center panel (placeholder for the Card view)
commands.spawn(( commands.spawn((
@@ -43,7 +36,11 @@ impl CuttingMachine {
Pickable::default(), Pickable::default(),
)) ))
.with_children(|cmds| { .with_children(|cmds| {
let _button_cmds = cmds.spawn(BigRedButton::bundle("CUT")); 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 // TODO: Attach on-press observer so this machine can do something
// in response to that button being pressed // in response to that button being pressed
}); });
@@ -51,19 +48,11 @@ impl CuttingMachine {
} }
} }
impl RotatingMachine { impl SpawnUi for RotatingMachine {
pub fn spawn_ui(mut commands: Commands, theme: Res<UiTheme>) { fn spawn_ui(mut commands: Commands, theme: Res<UiTheme>, machine_id: Entity) {
let base_entity = machine_ui_base(&mut commands, "Rotating Machine", &theme); let base_entity = machine_ui_base(&mut commands, "Rotating Machine", &theme);
commands.entity(base_entity).with_children(|commands| { commands.entity(base_entity).with_children(|commands| {
commands.spawn(( commands.spawn(FuelGauge::bundle(machine_id));
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) // Center panel (placeholder for input-output rotation)
commands.spawn(( commands.spawn((
@@ -93,3 +82,73 @@ impl RotatingMachine {
}); });
} }
} }
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 //! Catch-all location for UI bits
mod fuel_gauge;
pub mod machines; pub mod machines;
use bevy::{color::palettes::css::*, prelude::*, ui::Val::*}; 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 /// Plugin to set up systems & resources for the custom UI elements
/// ///
@@ -24,10 +25,19 @@ impl Plugin for GameUiPlugin {
.add_observer(BigRedButton::button_hover_start) .add_observer(BigRedButton::button_hover_start)
.add_observer(BigRedButton::button_hover_stop) .add_observer(BigRedButton::button_hover_stop)
.add_observer(BigRedButton::button_press_start) .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. /// 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 /// This function is not a valid Bevy System because of how the Commands struct