Files
isospace/src/widgets/mod.rs

266 lines
8.4 KiB
Rust

//! Catch-all location for UI bits
pub mod machines;
use bevy::{color::palettes::css::*, prelude::*, ui::Val::*};
use crate::resources::UiTheme;
/// Plugin to set up systems & resources for the custom UI elements
///
/// The UiTheme resource is initialized and the button press Observers
/// are registered here.
pub struct GameUiPlugin;
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)
.add_observer(CloseButton::press_start)
.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.
///
/// 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 {
// 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(theme.pane_bg),
BorderRadius::all(Percent(2.0)),
children![(
// 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 {
/// Spawn a button that will despawn the top-most node when pressed.
///
/// 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()),
)],
)
}
pub 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;
}
}
pub 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;
}
}
pub 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;
}
}
pub 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();
}
}
}