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146 lines
4.8 KiB
Rust
146 lines
4.8 KiB
Rust
use bevy::window::PrimaryWindow;
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use crate::prelude::*;
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pub(crate) struct UiPlugin;
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impl Plugin for UiPlugin {
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fn build(&self, app: &mut App) {
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app.add_systems(Startup, initialize);
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app.add_systems(OnEnter(GameState::Menu), sync_display_mode);
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app.add_systems(
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Update,
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(
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toggle_display_mode.run_if(any_component_changed::<Interaction>),
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sync_display_mode
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.run_if(state_changed::<DisplayState>())
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.run_if(in_state(GameState::Menu)),
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sync_display_mode
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.run_if(state_changed::<DisplayState>())
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.run_if(in_state(GameState::Play)),
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manage_cursor.run_if(any_component_changed::<Interaction>),
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interactive_button.run_if(any_component_changed::<Interaction>),
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),
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);
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}
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}
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#[derive(Debug, Component)]
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struct UiRoot;
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fn initialize(mut commands: Commands) {
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commands
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.spawn((
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NodeBundle {
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style: Style {
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position_type: PositionType::Absolute,
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right: Val::Px(5.0),
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bottom: Val::Px(5.0),
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..default()
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},
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background_color: Color::WHITE.into(),
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visibility: Visibility::Hidden,
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..default()
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},
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UiRoot,
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))
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.with_children(|parent| {
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parent.spawn((
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ButtonBundle {
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style: Style {
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width: Val::Px(25.0),
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height: Val::Px(25.0),
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..default()
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},
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background_color: Color::WHITE.into(),
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..default()
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},
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DisplayState::Display2d,
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));
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});
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}
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/// When button is clicked, switch display state to that state and hide the other option.
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/// Display2d -> Click -> Display2d mode & Display3d butto
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fn toggle_display_mode(
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events: Query<(&Interaction, &DisplayState), (Changed<Interaction>, With<Button>)>,
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mut next_state: ResMut<NextState<DisplayState>>,
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) {
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events
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.iter()
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.for_each(|(interaction, display_state)| match interaction {
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Interaction::Pressed => match display_state {
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DisplayState::Display2d => next_state.set(DisplayState::Display2d),
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DisplayState::Display3d => next_state.set(DisplayState::Display3d),
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},
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_ => (),
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});
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}
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/// Syncs the display button with the UI
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/// Runs every time the DisplayState changes
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fn sync_display_mode(
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mut query: Query<(&mut UiImage, &mut DisplayState), With<Button>>,
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mut visibilities: Query<&mut Visibility, With<UiRoot>>,
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state: Res<State<DisplayState>>,
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server: Res<AssetServer>,
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) {
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query.iter_mut().for_each(|(mut image, mut display_state)| {
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let (texture, target_state) = match state.get() {
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DisplayState::Display2d => (server.load("images/3DIcon.png"), DisplayState::Display3d),
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DisplayState::Display3d => (server.load("images/2DIcon.png"), DisplayState::Display2d),
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};
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*image = UiImage {
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texture,
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..default()
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};
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*display_state = target_state;
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});
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visibilities
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.iter_mut()
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.for_each(|mut visibility| *visibility = Visibility::Visible);
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}
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fn manage_cursor(
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mut window: Query<&mut Window, With<PrimaryWindow>>,
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state: Res<State<GameState>>,
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buttons: Query<&Interaction, With<Button>>,
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) {
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window.single_mut().cursor.icon = {
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// In Loading state, icon is Progess/Wait
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if *state == GameState::Loading {
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CursorIcon::Wait
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// If a button is hovered, icon is hand
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} else if buttons.iter().any(|i| *i == Interaction::Pressed) {
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CursorIcon::Grabbing
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// If a button is clicked, icon is grab
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} else if buttons.iter().any(|i| *i == Interaction::Hovered) {
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CursorIcon::Hand
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// Default icon is Crosshair
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} else {
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CursorIcon::Crosshair
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}
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};
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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 writer: EventWriter<audio::AudioEvent>,
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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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bg_color.0.set_a(0.5);
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}
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Interaction::Hovered => {
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bg_color.0.set_a(0.75);
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writer.send(audio::AudioEvent::MenuHover);
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}
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Interaction::Pressed => {
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bg_color.0.set_a(1.0);
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writer.send(audio::AudioEvent::MenuSelect);
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}
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});
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}
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