prototypes/life: active ui visuals

main
Elijah Voigt 1 month ago
parent 73246ed035
commit 839dd3d5a6

@ -35,7 +35,9 @@ fn main() {
.add_systems(Update, grid_gizmo) .add_systems(Update, grid_gizmo)
.add_systems( .add_systems(
Update, Update,
de_spawn_cells.run_if(input_just_pressed(MouseButton::Left)), de_spawn_cells
.run_if(not(is_ui_hovered))
.run_if(input_just_released(MouseButton::Left)),
) )
.add_systems( .add_systems(
Update, Update,
@ -43,16 +45,22 @@ fn main() {
) )
.add_systems( .add_systems(
Update, Update,
simulation_step.run_if(input_just_pressed(KeyCode::Space)), simulation_step.run_if(input_just_pressed(KeyCode::ArrowRight)),
) )
.add_systems( .add_systems(
Update, Update,
simulation_step.run_if(in_state(SimulationState::Run)).run_if(cooldown_secs(1.0)), simulation_step
.run_if(in_state(SimulationState::Run))
.run_if(cooldown_secs(0.5)),
) )
.add_systems( .add_systems(
Update, Update,
simulation_step.run_if(on_message::<SimulationState>), simulation_step.run_if(on_message::<SimulationState>),
) )
.add_systems(
Update,
visualize_ui_state.run_if(on_message::<Pointer<Click>>),
)
.add_systems(Update, cell_lifecycle.run_if(on_message::<Lifecycle>)) .add_systems(Update, cell_lifecycle.run_if(on_message::<Lifecycle>))
.add_observer(on_add_ui_button) .add_observer(on_add_ui_button)
.add_observer(on_add_coordinates) .add_observer(on_add_coordinates)
@ -61,7 +69,7 @@ fn main() {
const SCALE: f32 = 100.0; const SCALE: f32 = 100.0;
#[derive(Debug, Component)] #[derive(Debug, Component, PartialEq)]
#[require(Visibility, Transform)] #[require(Visibility, Transform)]
enum UiButton { enum UiButton {
Power, Power,
@ -97,6 +105,17 @@ fn on_add_ui_button(
.insert(( .insert((
Button, Button,
Hovered::default(), Hovered::default(),
Outline {
width: Val::Px(5.0),
color: Color::NONE,
..default()
},
Node {
top: Val::Px(2.5),
left: Val::Px(2.5),
margin: UiRect::all(Val::Px(2.5)),
..default()
},
BackgroundColor(GRAY.into()), BackgroundColor(GRAY.into()),
ImageNode { ImageNode {
image: server.load(GREY_TILE), image: server.load(GREY_TILE),
@ -105,9 +124,10 @@ fn on_add_ui_button(
}, },
children![( children![(
Node { Node {
top: Val::Px(0.0), align_self: AlignSelf::Center,
left: Val::Px(0.0), justify_self: JustifySelf::Center,
height: Val::Px(40.0), width: Val::Percent(100.0),
height: Val::Percent(100.0),
..default() ..default()
}, },
ImageNode { ImageNode {
@ -155,30 +175,31 @@ fn setup(mut commands: Commands) {
fn pause_sim(_trigger: On<Pointer<Press>>, mut next: ResMut<NextState<SimulationState>>) { fn pause_sim(_trigger: On<Pointer<Press>>, mut next: ResMut<NextState<SimulationState>>) {
next.set(SimulationState::Pause); next.set(SimulationState::Pause);
} }
fn step_sim(_trigger: On<Pointer<Press>>, mut writer: MessageWriter<SimulationState>) { fn step_sim(
_trigger: On<Pointer<Press>>,
mut writer: MessageWriter<SimulationState>,
mut next: ResMut<NextState<SimulationState>>,
) {
next.set(SimulationState::Step);
writer.write(SimulationState::Step); writer.write(SimulationState::Step);
} }
fn play_sim(_trigger: On<Pointer<Press>>, mut next: ResMut<NextState<SimulationState>>) { fn play_sim(_trigger: On<Pointer<Press>>, mut next: ResMut<NextState<SimulationState>>) {
next.set(SimulationState::Run); next.set(SimulationState::Run);
} }
fn zoom_out(trigger: On<Pointer<Press>>, mut projection: Query<&mut Projection>) { fn zoom_out(_trigger: On<Pointer<Press>>, mut projection: Query<&mut Projection>) {
projection.iter_mut().for_each(|mut p| { projection.iter_mut().for_each(|mut p| match *p {
match *p { Projection::Orthographic(ref mut o) => {
Projection::Orthographic(ref mut o) => { o.scale /= 0.5;
o.scale /= 0.5;
}
_ => todo!()
} }
_ => todo!(),
}); });
} }
fn zoom_in(trigger: On<Pointer<Press>>, mut projection: Query<&mut Projection>) { fn zoom_in(_trigger: On<Pointer<Press>>, mut projection: Query<&mut Projection>) {
projection.iter_mut().for_each(|mut p| { projection.iter_mut().for_each(|mut p| match *p {
match *p { Projection::Orthographic(ref mut o) => {
Projection::Orthographic(ref mut o) => { o.scale *= 0.5;
o.scale *= 0.5;
}
_ => todo!()
} }
_ => todo!(),
}); });
} }
@ -315,20 +336,22 @@ fn de_spawn_cells(
coordinates: Res<Coordinates>, coordinates: Res<Coordinates>,
cells: Query<(Entity, &Coordinates), With<Cell>>, cells: Query<(Entity, &Coordinates), With<Cell>>,
mut lifecycle: MessageWriter<Lifecycle>, mut lifecycle: MessageWriter<Lifecycle>,
hovered: Query<&Hovered>,
) { ) {
if hovered.iter().all(|Hovered(h)| !h) { if let Some(e) = cells
if let Some(e) = cells .iter()
.iter() .find_map(|(e, c)| (*coordinates == *c).then_some(e))
.find_map(|(e, c)| (*coordinates == *c).then_some(e)) {
{ lifecycle.write(Lifecycle::Dead(e));
lifecycle.write(Lifecycle::Dead(e)); } else {
} else { lifecycle.write(Lifecycle::Alive(coordinates.clone()));
lifecycle.write(Lifecycle::Alive(coordinates.clone()));
}
} }
} }
/// Run condition if the UI is the active element on the screen
fn is_ui_hovered(hovered: Query<&Hovered>) -> bool {
hovered.iter().any(|Hovered(h)| *h)
}
fn assert_cell_uniqueness(q: Query<(Entity, &Coordinates), With<Cell>>) { fn assert_cell_uniqueness(q: Query<(Entity, &Coordinates), With<Cell>>) {
q.iter().for_each(|(e1, c1)| { q.iter().for_each(|(e1, c1)| {
q.iter().for_each(|(e2, c2)| { q.iter().for_each(|(e2, c2)| {
@ -443,10 +466,7 @@ enum Lifecycle {
Dead(Entity), Dead(Entity),
} }
fn cell_lifecycle( fn cell_lifecycle(mut reader: MessageReader<Lifecycle>, mut commands: Commands) {
mut reader: MessageReader<Lifecycle>,
mut commands: Commands,
) {
reader.read().for_each(|msg| match msg { reader.read().for_each(|msg| match msg {
Lifecycle::Alive(c) => { Lifecycle::Alive(c) => {
debug!("creating {:?}", c); debug!("creating {:?}", c);
@ -460,8 +480,7 @@ fn cell_lifecycle(
} }
// Run condition for running a system every `input` seconds // Run condition for running a system every `input` seconds
fn cooldown_secs(input: f32) -> impl FnMut(Local<Timer>, Res<Time>) -> bool + Clone fn cooldown_secs(input: f32) -> impl FnMut(Local<Timer>, Res<Time>) -> bool + Clone {
{
move |mut timer: Local<Timer>, time: Res<Time>| { move |mut timer: Local<Timer>, time: Res<Time>| {
if *timer == Timer::default() { if *timer == Timer::default() {
*timer = Timer::from_seconds(input, TimerMode::Repeating); *timer = Timer::from_seconds(input, TimerMode::Repeating);
@ -469,10 +488,25 @@ fn cooldown_secs(input: f32) -> impl FnMut(Local<Timer>, Res<Time>) -> bool + Cl
timer.tick(time.delta()); timer.tick(time.delta());
} }
timer.is_finished() timer.is_finished()
} }
} }
// If in Run state, keep Run button light, or blinking or outlined or something. // Visualize active state (run vs pause):
// If in Pause state, keep Pauses button light, or blinking or outlined or something. // If in Run state, keep Run button light, or blinking or outlined or something.
// TODO: How to get infinite tiling background... // If in Pause state, keep Pauses button light, or blinking or outlined or something.
fn visualize_ui_state(
mut query: Query<(&UiButton, &mut Outline)>,
state: Res<State<SimulationState>>,
) {
query.iter_mut().for_each(|(uib, mut o)| {
o.color = match (uib, state.get()) {
(UiButton::Pause, SimulationState::Pause) => BLACK.into(),
(UiButton::Step, SimulationState::Step) => BLACK.into(),
(UiButton::Play, SimulationState::Run) => BLACK.into(),
_ => Color::NONE,
}
});
}
// Scale grid with background?
// Pan camera: click and drag

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