menu!
parent
426292685a
commit
293f27aba9
@ -1,20 +1,114 @@
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use bevy::{
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asset::diagnostic::AssetCountDiagnosticsPlugin,
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diagnostic::{
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DiagnosticsStore, EntityCountDiagnosticsPlugin, FrameTimeDiagnosticsPlugin,
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SystemInformationDiagnosticsPlugin,
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},
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input::{keyboard::KeyboardInput, ButtonState},
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};
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use crate::prelude::*;
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pub struct DebugPlugin;
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pub(crate) struct DebugPlugin;
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impl Plugin for DebugPlugin {
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fn build(&self, app: &mut App) {
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app.add_systems(
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app.add_plugins((
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FrameTimeDiagnosticsPlugin,
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EntityCountDiagnosticsPlugin::default(),
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AssetCountDiagnosticsPlugin::<Gltf>::default(),
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AssetCountDiagnosticsPlugin::<Image>::default(),
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AssetCountDiagnosticsPlugin::<Scene>::default(),
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AssetCountDiagnosticsPlugin::<Font>::default(),
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SystemInformationDiagnosticsPlugin::default(),
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))
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.add_systems(Startup, init_debug_ui)
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.add_systems(
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Update,
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display_board.run_if(resource_exists::<DebugEnabled>()),
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(
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toggle_debug_mode.run_if(on_event::<KeyboardInput>()),
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display_diagnostics.run_if(resource_exists::<DebugEnabled>()),
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toggle_debug_ui.run_if(resource_changed_or_removed::<DebugEnabled>()),
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),
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);
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}
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}
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/// Marker resource used to enable Debug mode when present
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#[derive(Debug, Resource)]
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#[derive(Debug, Resource, Default)]
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struct DebugEnabled;
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fn display_board(board: Res<crate::game::Board>) {
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info!("{}", *board);
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#[derive(Debug, Component)]
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struct DebugRoot;
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fn toggle_debug_mode(
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mut events: EventReader<KeyboardInput>,
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enabled: Option<Res<DebugEnabled>>,
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mut commands: Commands,
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) {
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events
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.iter()
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.filter(
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|KeyboardInput {
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state, key_code, ..
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}| *state == ButtonState::Pressed && *key_code == Some(KeyCode::F3),
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)
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.for_each(|_| match enabled {
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Some(_) => commands.remove_resource::<DebugEnabled>(),
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None => commands.insert_resource(DebugEnabled),
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});
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}
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fn toggle_debug_ui(
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mut visibility: Query<&mut Visibility, (With<DebugRoot>, Without<Children>)>,
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enabled: Option<Res<DebugEnabled>>,
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) {
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visibility.iter_mut().for_each(|mut vis| {
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*vis = match enabled {
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Some(_) => Visibility::Visible,
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None => Visibility::Hidden,
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}
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});
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}
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fn init_debug_ui(mut commands: Commands) {
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commands
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.spawn((
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NodeBundle {
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style: Style { ..default() },
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..default()
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},
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DebugRoot,
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))
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.with_children(|parent| {
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parent.spawn((
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TextBundle {
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style: Style { ..default() },
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..default()
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},
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DebugRoot,
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));
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});
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}
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fn display_diagnostics(
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mut root: Query<&mut Text, With<DebugRoot>>,
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diagnostics: Res<DiagnosticsStore>,
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) {
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root.iter_mut().for_each(|mut text| {
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text.sections = diagnostics
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.iter()
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.map(|diagnostic| {
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TextSection::new(
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format!(
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"{}: {:.0}\n",
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diagnostic.name,
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diagnostic.smoothed().unwrap_or(0.0),
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),
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TextStyle { ..default() },
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)
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})
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.collect();
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text.sections.sort_unstable_by(|a, b| a.value.cmp(&b.value));
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});
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}
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@ -0,0 +1,211 @@
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use bevy::{
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app::AppExit,
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input::{keyboard::KeyboardInput, ButtonState},
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window::PrimaryWindow,
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};
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use crate::prelude::*;
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pub(crate) struct MenuPlugin;
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impl Plugin for MenuPlugin {
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fn build(&self, app: &mut App) {
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app.add_systems(Startup, init_menu_ui)
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.add_systems(
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Update,
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(
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handle_menu_start,
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handle_menu_quit,
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bevy::window::close_on_esc,
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interactive_button,
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)
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.run_if(in_state(GameState::Menu)),
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)
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.add_systems(OnEnter(GameState::Menu), activate)
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.add_systems(OnExit(GameState::Menu), deactivate);
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}
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}
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#[derive(Debug, Component)]
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struct MenuCamera;
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#[derive(Debug, Component)]
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struct MenuRoot;
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#[derive(Debug, Component)]
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struct Start;
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#[derive(Debug, Component)]
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struct Quit;
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fn init_menu_ui(mut commands: Commands) {
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commands.spawn((
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MenuCamera,
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Camera2dBundle {
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camera: Camera {
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is_active: false,
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..default()
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},
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..default()
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},
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UiCameraConfig { show_ui: true },
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));
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commands
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.spawn((
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MenuRoot,
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NodeBundle {
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style: Style {
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width: Val::Percent(100.0),
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height: Val::Percent(100.0),
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justify_content: JustifyContent::Center,
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align_items: AlignItems::Center,
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flex_direction: FlexDirection::Column,
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position_type: PositionType::Absolute,
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..default()
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},
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background_color: Color::NONE.into(),
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..default()
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},
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))
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.with_children(|parent| {
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parent
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.spawn((
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Start,
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ButtonBundle {
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style: Style {
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padding: UiRect::all(Val::Px(5.0)),
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margin: UiRect::all(Val::Px(5.0)),
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..default()
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},
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background_color: Color::ORANGE.with_a(0.5).into(),
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..default()
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},
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))
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.with_children(|parent| {
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parent.spawn((
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Start,
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TextBundle::from_section(
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"Start",
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TextStyle {
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color: Color::BLACK,
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font_size: 32.0,
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..default()
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},
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),
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));
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});
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parent
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.spawn((
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Quit,
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ButtonBundle {
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style: Style {
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padding: UiRect::all(Val::Px(5.0)),
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margin: UiRect::all(Val::Px(5.0)),
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..default()
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},
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background_color: Color::ORANGE.with_a(0.5).into(),
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..default()
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},
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))
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.with_children(|parent| {
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parent.spawn((
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Quit,
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TextBundle::from_section(
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"Quit",
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TextStyle {
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color: Color::BLACK,
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font_size: 32.0,
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..default()
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},
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),
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));
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});
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});
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}
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fn activate(
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mut cameras: Query<&mut Camera, With<MenuCamera>>,
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mut boards: Query<&mut Visibility, With<MenuRoot>>,
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) {
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cameras.iter_mut().for_each(|mut camera| {
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camera.is_active = true;
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});
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boards.iter_mut().for_each(|mut visibility| {
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*visibility = Visibility::Visible;
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});
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}
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fn deactivate(
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mut cameras: Query<&mut Camera, With<MenuCamera>>,
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mut boards: Query<&mut Visibility, With<MenuRoot>>,
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) {
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cameras.iter_mut().for_each(|mut camera| {
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camera.is_active = false;
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});
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boards.iter_mut().for_each(|mut visibility| {
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*visibility = Visibility::Hidden;
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});
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}
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fn handle_menu_start(
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events: Query<&Interaction, (With<Start>, With<Button>, Changed<Interaction>)>,
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mut next_state: ResMut<NextState<GameState>>,
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) {
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events
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.iter()
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.filter(|&interaction| *interaction == Interaction::Pressed)
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.for_each(|_| next_state.set(GameState::Display2d))
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}
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fn handle_menu_quit(
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events: Query<&Interaction, (With<Quit>, With<Button>, Changed<Interaction>)>,
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mut writer: EventWriter<AppExit>,
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) {
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events
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.iter()
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.filter(|&interaction| *interaction == Interaction::Pressed)
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.for_each(|_| writer.send(AppExit));
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}
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fn interactive_button(
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mut events: Query<(&mut BackgroundColor, &Interaction), (With<Button>, Changed<Interaction>)>,
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mut window: Query<&mut Window, With<PrimaryWindow>>,
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) {
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events
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.iter_mut()
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.for_each(|(mut bg_color, interaction)| match interaction {
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Interaction::None => {
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window.single_mut().cursor.icon = CursorIcon::Arrow;
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bg_color.0.set_a(0.5);
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}
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Interaction::Hovered => {
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window.single_mut().cursor.icon = CursorIcon::Hand;
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bg_color.0.set_a(0.75);
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}
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Interaction::Pressed => {
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window.single_mut().cursor.icon = CursorIcon::Grab;
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bg_color.0.set_a(1.0);
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}
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});
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}
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/// Used to return to the menu
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pub(crate) fn exit_to_menu(
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mut events: EventReader<KeyboardInput>,
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mut next_state: ResMut<NextState<GameState>>,
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) {
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events
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.iter()
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.filter(
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|KeyboardInput {
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key_code, state, ..
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}| {
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*key_code == Some(KeyCode::Escape) && *state == ButtonState::Pressed
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},
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)
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.for_each(|_| {
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next_state.set(GameState::Menu);
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})
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}
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