saving my place w/ the editor UI work
parent
563e8c07d2
commit
434965cdf3
@ -1,8 +1,32 @@
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- [x] basic gltf inspector
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- [x] with animation previews
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- [ ] inspect specific models
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- [ ] Use gltf camera
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- [x] inspect specific models
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- [x] Use gltf camera
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- [x] basic text inspector
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- [x] with simple text animation
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- [ ] audio inspector
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- [x] audio inspector
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- [x] debug info (FPS)
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The Big Kahuna:
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> Game editor for creating levels
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- [ ] Drag and Drop to import:
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- [ ] Gltf scenes
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- [ ] Audio assets
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- [ ] Scripts (format TBD)
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- [ ] UI
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- [ ] Navigate GLTFs
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- [ ] Scenes
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- [ ] Cameras
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- [ ] Animations
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- [ ] Monologue Scripting
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- [ ] Create/edit scripts
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- [ ] Model tweaking
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- [ ] Toggle multiple GLTF assets
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- [ ] Move/Rotate/Resize scene
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- [ ] Level creation
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- [ ] Import assets 1+ times
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- [ ] "Use" imported asset
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- [ ] "Delete" imported asset
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- [ ] Preview a level
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- [ ] Export level
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- [ ] Import level
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@ -0,0 +1,142 @@
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// Monologue Trees Editor
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//
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// Editor for creating Monologue Trees levels
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use bevy::{
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input::{keyboard::KeyboardInput, ButtonState},
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prelude::*,
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};
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use monologue_trees::{debug::*, ui::*};
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fn main() {
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App::new()
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.add_plugins((
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DefaultPlugins.set(WindowPlugin {
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primary_window: Some(Window {
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title: "Monologue Trees Editor".into(),
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resolution: (640., 480.).into(),
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..default()
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}),
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..default()
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}),
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DebugInfoPlugin,
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GameUiPlugin,
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))
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.add_systems(Startup, (initialize_ui,))
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.add_systems(
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Update,
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(
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load_gltf,
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unload_gltf,
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load_audio,
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unload_audio,
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spawn_scene,
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play_audio,
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export_level,
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import_level,
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load_bogus,
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),
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)
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.run();
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}
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/// UI:
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/// * GLTFs
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/// * Scenes
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/// * Cameras
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/// * Animations
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/// * Audios
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fn initialize_ui(mut commands: Commands) {
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commands.spawn((
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Camera2dBundle { ..default() },
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UiCameraConfig { show_ui: true },
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));
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commands
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.spawn(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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..default()
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},
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..default()
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})
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.with_children(|parent| {
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parent.spawn((GameUiList("GLTFs"), NodeBundle { ..default() }, GltfsUi));
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parent.spawn((GameUiList("Scenes"), NodeBundle { ..default() }, ScenesUi));
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parent.spawn((GameUiList("Cameras"), NodeBundle { ..default() }, CamerasUi));
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parent.spawn((
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GameUiList("Animations"),
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NodeBundle { ..default() },
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AnimationsUi,
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));
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parent.spawn((
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GameUiSet("Audio Clips"),
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NodeBundle { ..default() },
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AudioClipsUi,
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));
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});
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}
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fn load_bogus(
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mut events: EventReader<KeyboardInput>,
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root: Query<Entity, With<AnimationsUi>>,
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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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key_code, state, ..
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}| *key_code == Some(KeyCode::Space) && *state == ButtonState::Pressed,
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)
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.for_each(|_| {
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commands
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.spawn((GameUiButton("bogus"), NodeBundle { ..default() }))
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.set_parent(root.single());
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})
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}
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/// Component marking UI for loaded Gltf assets
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#[derive(Component)]
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struct GltfsUi;
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/// Component marking UI for Scene assets
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#[derive(Component)]
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struct ScenesUi;
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/// Component marking UI for Camera assets
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#[derive(Component)]
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struct CamerasUi;
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/// Component marking UI for Animation assets
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#[derive(Component)]
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struct AnimationsUi;
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/// Drag+Drop import GLTF to editor
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fn load_gltf() {}
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/// Remove gltf from editor
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fn unload_gltf() {}
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/// Component marking UI for Audio Clip assets
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#[derive(Component)]
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struct AudioClipsUi;
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/// Drag+Drop import Audio to editor
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fn load_audio() {}
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/// Remove audio from editor
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fn unload_audio() {}
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/// Spawn Scene
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fn spawn_scene() {}
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/// Play/Loop Audio
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fn play_audio() {}
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/// Export level
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fn export_level() {}
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/// Import Level
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fn import_level() {}
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@ -1,3 +1,5 @@
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pub mod debug;
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pub mod text;
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pub mod ui;
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@ -0,0 +1,117 @@
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use bevy::{prelude::*, window::PrimaryWindow};
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pub struct GameUiPlugin;
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impl Plugin for GameUiPlugin {
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fn build(&self, app: &mut App) {
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app.add_systems(
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Update,
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(
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manage_ui_list,
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manage_ui_set,
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manage_ui_button,
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manage_cursor,
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),
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);
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}
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}
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/// GameUiList for holding ordered collections of objects
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#[derive(Debug, Component)]
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pub struct GameUiList(pub &'static str);
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/// Manage UI Lists: lists of UI entities.
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fn manage_ui_list(events: Query<(Entity, &GameUiList), Added<GameUiList>>, mut commands: Commands) {
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events.iter().for_each(|(entity, ui_list)| {
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info!("Expanding UI List {:?}", ui_list);
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commands.entity(entity).insert(NodeBundle {
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style: Style {
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width: Val::Px(100.0),
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margin: UiRect::all(Val::Px(2.0)),
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padding: UiRect::all(Val::Px(2.0)),
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border: UiRect::all(Val::Px(2.0)),
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flex_direction: FlexDirection::Column,
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align_items: AlignItems::Stretch,
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justify_items: JustifyItems::Center,
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align_content: AlignContent::FlexStart,
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..default()
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},
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background_color: BackgroundColor(Color::RED),
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border_color: BorderColor(Color::BLACK),
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..default()
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});
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});
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}
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/// GameUiSet Component for holding collections of objects
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#[derive(Debug, Component)]
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pub struct GameUiSet(pub &'static str);
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/// Manage UI Sets: collections of UI entities.
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fn manage_ui_set(events: Query<(Entity, &GameUiSet), Added<GameUiSet>>, mut commands: Commands) {
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events.iter().for_each(|(entity, ui_set)| {
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info!("Expanding UI Set {:?}", ui_set);
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commands.entity(entity).insert(NodeBundle {
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style: Style {
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width: Val::Px(100.0),
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margin: UiRect::all(Val::Px(2.0)),
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padding: UiRect::all(Val::Px(2.0)),
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border: UiRect::all(Val::Px(2.0)),
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align_items: AlignItems::FlexStart,
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align_content: AlignContent::FlexStart,
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flex_direction: FlexDirection::Row,
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flex_wrap: FlexWrap::Wrap,
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..default()
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},
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background_color: BackgroundColor(Color::BLUE),
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border_color: BorderColor(Color::BLACK),
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..default()
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});
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});
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}
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/// GameUiButton for interactive elements
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#[derive(Debug, Component)]
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pub struct GameUiButton(pub &'static str);
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/// Manage UI Buttons. interactive buttons.
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fn manage_ui_button(
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events: Query<(Entity, &GameUiButton), Added<GameUiButton>>,
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mut commands: Commands,
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) {
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events.iter().for_each(|(entity, ui_button)| {
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info!("Expanding UI Button {:?}", ui_button);
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commands
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.entity(entity)
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.insert(ButtonBundle {
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style: Style {
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margin: UiRect::all(Val::Px(2.0)),
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padding: UiRect::all(Val::Px(2.0)),
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border: UiRect::all(Val::Px(2.0)),
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justify_content: JustifyContent::Center,
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..default()
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},
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background_color: BackgroundColor(Color::GREEN),
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border_color: BorderColor(Color::BLACK),
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..default()
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})
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.with_children(|parent| {
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parent.spawn(TextBundle::from_section(ui_button.0, TextStyle::default()));
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});
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});
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}
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/// Manage the cursor icon for better immersion
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fn manage_cursor(
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mut primary_window: Query<&mut Window, With<PrimaryWindow>>,
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events: Query<&Interaction, With<Interaction>>,
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) {
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events.iter().for_each(|event| {
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let mut window = primary_window.single_mut();
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window.cursor.icon = match event {
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Interaction::Pressed => CursorIcon::Grabbing,
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Interaction::Hovered => CursorIcon::Hand,
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Interaction::None => CursorIcon::Default,
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}
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});
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}
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