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125 lines
3.8 KiB
Rust
125 lines
3.8 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, load_assets).add_systems(
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Update,
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(
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manage_cursor.run_if(
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any_component_changed::<Interaction>.or_else(state_changed::<GameState>()),
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),
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interactive_button.run_if(any_component_changed::<Interaction>),
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scale_ui.run_if(
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on_event::<AssetEvent<tweak::Tweaks>>()
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.or_else(any_component_changed::<Window>)
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.and_then(resource_exists::<tweak::GameTweaks>()),
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),
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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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#[derive(Debug, Resource)]
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pub(crate) struct UiFont {
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pub handle: Handle<Font>,
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}
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#[derive(Debug, Component)]
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pub(crate) struct TextScroll {
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pub progress: usize,
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pub start: f32,
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}
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#[derive(Debug, Component)]
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pub(crate) struct TextScrollAnimation;
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fn load_assets(server: ResMut<AssetServer>, mut commands: Commands) {
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commands.insert_resource(UiFont {
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handle: server.load("fonts/Silkscreen/Silkscreen-Regular.ttf"),
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});
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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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fn scale_ui(
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mut windows: Query<&mut Window, Changed<Window>>,
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mut ui_scale: ResMut<UiScale>,
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mut resolution_set: Local<bool>,
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tweakfile: Res<tweak::GameTweaks>,
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tweaks: Res<Assets<tweak::Tweaks>>,
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) {
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if !tweaks.contains(tweakfile.handle.clone()) {
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return;
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}
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let tweak = tweaks.get(tweakfile.handle.clone()).unwrap();
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let width = tweak.get::<f32>("resolution_x").unwrap();
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let height = tweak.get::<f32>("resolution_y").unwrap();
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windows.iter_mut().for_each(|mut w| {
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// Setting window resolution at startup
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if !*resolution_set {
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w.resolution.set(width, height);
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*resolution_set = true;
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}
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// Check if window is minimized
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if w.resolution.height() > 0.0 && w.resolution.height() > 0.0 {
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// Setting UI Scale based on ratio of expected to current ratio
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let width_ratio = w.resolution.width() / width;
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let height_ratio = w.resolution.height() / height;
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let new_scale = (width_ratio).min(height_ratio) as f64;
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if ui_scale.0 != new_scale {
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ui_scale.0 = new_scale;
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}
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}
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});
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}
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