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martian-chess/src/ui.rs

125 lines
3.8 KiB
Rust

use bevy::window::PrimaryWindow;
use crate::prelude::*;
pub(crate) struct UiPlugin;
impl Plugin for UiPlugin {
fn build(&self, app: &mut App) {
app.add_systems(Startup, load_assets).add_systems(
Update,
(
manage_cursor.run_if(
any_component_changed::<Interaction>.or_else(state_changed::<GameState>()),
),
interactive_button.run_if(any_component_changed::<Interaction>),
scale_ui.run_if(
on_event::<AssetEvent<tweak::Tweaks>>()
.or_else(any_component_changed::<Window>)
.and_then(resource_exists::<tweak::GameTweaks>()),
),
),
);
}
}
#[derive(Debug, Component)]
struct UiRoot;
#[derive(Debug, Resource)]
pub(crate) struct UiFont {
pub handle: Handle<Font>,
}
#[derive(Debug, Component)]
pub(crate) struct TextScroll {
pub progress: usize,
pub start: f32,
}
#[derive(Debug, Component)]
pub(crate) struct TextScrollAnimation;
fn load_assets(server: ResMut<AssetServer>, mut commands: Commands) {
commands.insert_resource(UiFont {
handle: server.load("fonts/Silkscreen/Silkscreen-Regular.ttf"),
});
}
fn manage_cursor(
mut window: Query<&mut Window, With<PrimaryWindow>>,
state: Res<State<GameState>>,
buttons: Query<&Interaction, With<Button>>,
) {
window.single_mut().cursor.icon = {
// In Loading state, icon is Progess/Wait
if *state == GameState::Loading {
CursorIcon::Wait
// If a button is hovered, icon is hand
} else if buttons.iter().any(|i| *i == Interaction::Pressed) {
CursorIcon::Grabbing
// If a button is clicked, icon is grab
} else if buttons.iter().any(|i| *i == Interaction::Hovered) {
CursorIcon::Hand
// Default icon is Crosshair
} else {
CursorIcon::Crosshair
}
};
}
fn interactive_button(
mut events: Query<(&mut BackgroundColor, &Interaction), (With<Button>, Changed<Interaction>)>,
mut writer: EventWriter<audio::AudioEvent>,
) {
events
.iter_mut()
.for_each(|(mut bg_color, interaction)| match interaction {
Interaction::None => {
bg_color.0.set_a(0.5);
}
Interaction::Hovered => {
bg_color.0.set_a(0.75);
writer.send(audio::AudioEvent::MenuHover);
}
Interaction::Pressed => {
bg_color.0.set_a(1.0);
writer.send(audio::AudioEvent::MenuSelect);
}
});
}
fn scale_ui(
mut windows: Query<&mut Window, Changed<Window>>,
mut ui_scale: ResMut<UiScale>,
mut resolution_set: Local<bool>,
tweakfile: Res<tweak::GameTweaks>,
tweaks: Res<Assets<tweak::Tweaks>>,
) {
if !tweaks.contains(tweakfile.handle.clone()) {
return;
}
let tweak = tweaks.get(tweakfile.handle.clone()).unwrap();
let width = tweak.get::<f32>("resolution_x").unwrap();
let height = tweak.get::<f32>("resolution_y").unwrap();
windows.iter_mut().for_each(|mut w| {
// Setting window resolution at startup
if !*resolution_set {
w.resolution.set(width, height);
*resolution_set = true;
}
// Check if window is minimized
if w.resolution.height() > 0.0 && w.resolution.height() > 0.0 {
// Setting UI Scale based on ratio of expected to current ratio
let width_ratio = w.resolution.width() / width;
let height_ratio = w.resolution.height() / height;
let new_scale = (width_ratio).min(height_ratio) as f64;
if ui_scale.0 != new_scale {
ui_scale.0 = new_scale;
}
}
});
}