mirror of
https://github.com/bevyengine/bevy
synced 2024-11-14 00:47:32 +00:00
9f906fdc8b
# Objective
Creating UI elements is very boilerplate-y with lots of indentation.
This PR aims to reduce boilerplate around creating text elements.
## Changelog
* Renamed `Text::with_section` to `from_section`.
It no longer takes a `TextAlignment` as argument, as the vast majority of cases left it `Default::default()`.
* Added `Text::from_sections` which creates a `Text` from a list of `TextSections`.
Reduces line-count and reduces indentation by one level.
* Added `Text::with_alignment`.
A builder style method for setting the `TextAlignment` of a `Text`.
* Added `TextSection::new`.
Does not reduce line count, but reduces character count and made it easier to read. No more `.to_string()` calls!
* Added `TextSection::from_style` which creates an empty `TextSection` with a style.
No more empty strings! Reduces indentation.
* Added `TextAlignment::CENTER` and friends.
* Added methods to `TextBundle`. `from_section`, `from_sections`, `with_text_alignment` and `with_style`.
## Note for reviewers.
Because of the nature of these changes I recommend setting diff view to 'split'.
~~Look for the book icon~~ cog in the top-left of the Files changed tab.
Have fun reviewing ❤️
<sup> >:D </sup>
## Migration Guide
`Text::with_section` was renamed to `from_section` and no longer takes a `TextAlignment` as argument.
Use `with_alignment` to set the alignment instead.
Co-authored-by: devil-ira <justthecooldude@gmail.com>
754 lines
30 KiB
Rust
754 lines
30 KiB
Rust
//! This example will display a simple menu using Bevy UI where you can start a new game,
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//! change some settings or quit. There is no actual game, it will just display the current
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//! settings for 5 seconds before going back to the menu.
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use bevy::prelude::*;
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const TEXT_COLOR: Color = Color::rgb(0.9, 0.9, 0.9);
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// Enum that will be used as a global state for the game
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#[derive(Clone, Eq, PartialEq, Debug, Hash)]
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enum GameState {
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Splash,
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Menu,
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Game,
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}
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// One of the two settings that can be set through the menu. It will be a resource in the app
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#[derive(Debug, Component, PartialEq, Eq, Clone, Copy)]
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enum DisplayQuality {
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Low,
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Medium,
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High,
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}
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// One of the two settings that can be set through the menu. It will be a resource in the app
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#[derive(Debug, Component, PartialEq, Eq, Clone, Copy)]
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struct Volume(u32);
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fn main() {
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App::new()
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.add_plugins(DefaultPlugins)
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// Insert as resource the initial value for the settings resources
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.insert_resource(DisplayQuality::Medium)
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.insert_resource(Volume(7))
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.add_startup_system(setup)
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// Declare the game state, and set its startup value
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.add_state(GameState::Splash)
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// Adds the plugins for each state
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.add_plugin(splash::SplashPlugin)
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.add_plugin(menu::MenuPlugin)
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.add_plugin(game::GamePlugin)
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.run();
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}
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fn setup(mut commands: Commands) {
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commands.spawn_bundle(Camera2dBundle::default());
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}
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mod splash {
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use bevy::prelude::*;
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use super::{despawn_screen, GameState};
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// This plugin will display a splash screen with Bevy logo for 1 second before switching to the menu
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pub struct SplashPlugin;
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impl Plugin for SplashPlugin {
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fn build(&self, app: &mut App) {
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// As this plugin is managing the splash screen, it will focus on the state `GameState::Splash`
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app
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// When entering the state, spawn everything needed for this screen
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.add_system_set(SystemSet::on_enter(GameState::Splash).with_system(splash_setup))
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// While in this state, run the `countdown` system
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.add_system_set(SystemSet::on_update(GameState::Splash).with_system(countdown))
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// When exiting the state, despawn everything that was spawned for this screen
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.add_system_set(
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SystemSet::on_exit(GameState::Splash)
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.with_system(despawn_screen::<OnSplashScreen>),
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);
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}
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}
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// Tag component used to tag entities added on the splash screen
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#[derive(Component)]
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struct OnSplashScreen;
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// Newtype to use a `Timer` for this screen as a resource
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#[derive(Deref, DerefMut)]
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struct SplashTimer(Timer);
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fn splash_setup(mut commands: Commands, asset_server: Res<AssetServer>) {
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let icon = asset_server.load("branding/icon.png");
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// Display the logo
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commands
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.spawn_bundle(ImageBundle {
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style: Style {
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// This will center the logo
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margin: UiRect::all(Val::Auto),
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// This will set the logo to be 200px wide, and auto adjust its height
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size: Size::new(Val::Px(200.0), Val::Auto),
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..default()
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},
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image: UiImage(icon),
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..default()
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})
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.insert(OnSplashScreen);
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// Insert the timer as a resource
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commands.insert_resource(SplashTimer(Timer::from_seconds(1.0, false)));
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}
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// Tick the timer, and change state when finished
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fn countdown(
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mut game_state: ResMut<State<GameState>>,
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time: Res<Time>,
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mut timer: ResMut<SplashTimer>,
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) {
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if timer.tick(time.delta()).finished() {
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game_state.set(GameState::Menu).unwrap();
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}
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}
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}
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mod game {
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use bevy::prelude::*;
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use super::{despawn_screen, DisplayQuality, GameState, Volume, TEXT_COLOR};
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// This plugin will contain the game. In this case, it's just be a screen that will
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// display the current settings for 5 seconds before returning to the menu
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pub struct GamePlugin;
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impl Plugin for GamePlugin {
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fn build(&self, app: &mut App) {
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app.add_system_set(SystemSet::on_enter(GameState::Game).with_system(game_setup))
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.add_system_set(SystemSet::on_update(GameState::Game).with_system(game))
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.add_system_set(
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SystemSet::on_exit(GameState::Game).with_system(despawn_screen::<OnGameScreen>),
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);
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}
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}
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// Tag component used to tag entities added on the game screen
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#[derive(Component)]
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struct OnGameScreen;
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#[derive(Deref, DerefMut)]
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struct GameTimer(Timer);
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fn game_setup(
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mut commands: Commands,
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asset_server: Res<AssetServer>,
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display_quality: Res<DisplayQuality>,
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volume: Res<Volume>,
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) {
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let font = asset_server.load("fonts/FiraSans-Bold.ttf");
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commands
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// First create a `NodeBundle` for centering what we want to display
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.spawn_bundle(NodeBundle {
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style: Style {
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// This will center the current node
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margin: UiRect::all(Val::Auto),
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// This will display its children in a column, from top to bottom. Unlike
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// in Flexbox, Bevy origin is on bottom left, so the vertical axis is reversed
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flex_direction: FlexDirection::ColumnReverse,
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// `align_items` will align children on the cross axis. Here the main axis is
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// vertical (column), so the cross axis is horizontal. This will center the
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// children
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align_items: AlignItems::Center,
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..default()
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},
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color: Color::BLACK.into(),
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..default()
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})
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.insert(OnGameScreen)
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.with_children(|parent| {
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// Display two lines of text, the second one with the current settings
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parent.spawn_bundle(
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TextBundle::from_section(
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"Will be back to the menu shortly...",
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TextStyle {
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font: font.clone(),
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font_size: 80.0,
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color: TEXT_COLOR,
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},
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)
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.with_style(Style {
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margin: UiRect::all(Val::Px(50.0)),
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..default()
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}),
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);
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parent.spawn_bundle(
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TextBundle::from_sections([
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TextSection::new(
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format!("quality: {:?}", *display_quality),
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TextStyle {
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font: font.clone(),
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font_size: 60.0,
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color: Color::BLUE,
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},
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),
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TextSection::new(
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" - ",
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TextStyle {
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font: font.clone(),
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font_size: 60.0,
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color: TEXT_COLOR,
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},
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),
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TextSection::new(
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format!("volume: {:?}", *volume),
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TextStyle {
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font: font.clone(),
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font_size: 60.0,
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color: Color::GREEN,
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},
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),
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])
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.with_style(Style {
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margin: UiRect::all(Val::Px(50.0)),
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..default()
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}),
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);
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});
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// Spawn a 5 seconds timer to trigger going back to the menu
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commands.insert_resource(GameTimer(Timer::from_seconds(5.0, false)));
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}
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// Tick the timer, and change state when finished
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fn game(
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time: Res<Time>,
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mut game_state: ResMut<State<GameState>>,
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mut timer: ResMut<GameTimer>,
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) {
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if timer.tick(time.delta()).finished() {
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game_state.set(GameState::Menu).unwrap();
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}
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}
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}
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mod menu {
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use bevy::{app::AppExit, prelude::*};
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use super::{despawn_screen, DisplayQuality, GameState, Volume, TEXT_COLOR};
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// This plugin manages the menu, with 5 different screens:
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// - a main menu with "New Game", "Settings", "Quit"
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// - a settings menu with two submenus and a back button
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// - two settings screen with a setting that can be set and a back button
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pub 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
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// At start, the menu is not enabled. This will be changed in `menu_setup` when
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// entering the `GameState::Menu` state.
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// Current screen in the menu is handled by an independent state from `GameState`
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.add_state(MenuState::Disabled)
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.add_system_set(SystemSet::on_enter(GameState::Menu).with_system(menu_setup))
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// Systems to handle the main menu screen
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.add_system_set(SystemSet::on_enter(MenuState::Main).with_system(main_menu_setup))
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.add_system_set(
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SystemSet::on_exit(MenuState::Main)
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.with_system(despawn_screen::<OnMainMenuScreen>),
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)
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// Systems to handle the settings menu screen
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.add_system_set(
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SystemSet::on_enter(MenuState::Settings).with_system(settings_menu_setup),
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)
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.add_system_set(
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SystemSet::on_exit(MenuState::Settings)
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.with_system(despawn_screen::<OnSettingsMenuScreen>),
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)
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// Systems to handle the display settings screen
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.add_system_set(
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SystemSet::on_enter(MenuState::SettingsDisplay)
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.with_system(display_settings_menu_setup),
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)
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.add_system_set(
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SystemSet::on_update(MenuState::SettingsDisplay)
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.with_system(setting_button::<DisplayQuality>),
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)
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.add_system_set(
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SystemSet::on_exit(MenuState::SettingsDisplay)
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.with_system(despawn_screen::<OnDisplaySettingsMenuScreen>),
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)
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// Systems to handle the sound settings screen
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.add_system_set(
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SystemSet::on_enter(MenuState::SettingsSound)
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.with_system(sound_settings_menu_setup),
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)
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.add_system_set(
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SystemSet::on_update(MenuState::SettingsSound)
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.with_system(setting_button::<Volume>),
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)
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.add_system_set(
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SystemSet::on_exit(MenuState::SettingsSound)
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.with_system(despawn_screen::<OnSoundSettingsMenuScreen>),
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)
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// Common systems to all screens that handles buttons behaviour
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.add_system_set(
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SystemSet::on_update(GameState::Menu)
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.with_system(menu_action)
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.with_system(button_system),
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);
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}
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}
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// State used for the current menu screen
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#[derive(Clone, Eq, PartialEq, Debug, Hash)]
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enum MenuState {
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Main,
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Settings,
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SettingsDisplay,
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SettingsSound,
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Disabled,
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}
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// Tag component used to tag entities added on the main menu screen
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#[derive(Component)]
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struct OnMainMenuScreen;
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// Tag component used to tag entities added on the settings menu screen
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#[derive(Component)]
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struct OnSettingsMenuScreen;
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// Tag component used to tag entities added on the display settings menu screen
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#[derive(Component)]
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struct OnDisplaySettingsMenuScreen;
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// Tag component used to tag entities added on the sound settings menu screen
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#[derive(Component)]
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struct OnSoundSettingsMenuScreen;
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const NORMAL_BUTTON: Color = Color::rgb(0.15, 0.15, 0.15);
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const HOVERED_BUTTON: Color = Color::rgb(0.25, 0.25, 0.25);
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const HOVERED_PRESSED_BUTTON: Color = Color::rgb(0.25, 0.65, 0.25);
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const PRESSED_BUTTON: Color = Color::rgb(0.35, 0.75, 0.35);
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// Tag component used to mark wich setting is currently selected
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#[derive(Component)]
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struct SelectedOption;
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// All actions that can be triggered from a button click
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#[derive(Component)]
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enum MenuButtonAction {
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Play,
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Settings,
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SettingsDisplay,
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SettingsSound,
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BackToMainMenu,
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BackToSettings,
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Quit,
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}
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// This system handles changing all buttons color based on mouse interaction
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fn button_system(
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mut interaction_query: Query<
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(&Interaction, &mut UiColor, Option<&SelectedOption>),
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(Changed<Interaction>, With<Button>),
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>,
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) {
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for (interaction, mut color, selected) in &mut interaction_query {
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*color = match (*interaction, selected) {
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(Interaction::Clicked, _) | (Interaction::None, Some(_)) => PRESSED_BUTTON.into(),
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(Interaction::Hovered, Some(_)) => HOVERED_PRESSED_BUTTON.into(),
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(Interaction::Hovered, None) => HOVERED_BUTTON.into(),
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(Interaction::None, None) => NORMAL_BUTTON.into(),
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}
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}
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}
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// This system updates the settings when a new value for a setting is selected, and marks
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// the button as the one currently selected
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fn setting_button<T: Component + PartialEq + Copy>(
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interaction_query: Query<(&Interaction, &T, Entity), (Changed<Interaction>, With<Button>)>,
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mut selected_query: Query<(Entity, &mut UiColor), With<SelectedOption>>,
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mut commands: Commands,
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mut setting: ResMut<T>,
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) {
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for (interaction, button_setting, entity) in &interaction_query {
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if *interaction == Interaction::Clicked && *setting != *button_setting {
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let (previous_button, mut previous_color) = selected_query.single_mut();
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*previous_color = NORMAL_BUTTON.into();
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commands.entity(previous_button).remove::<SelectedOption>();
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commands.entity(entity).insert(SelectedOption);
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*setting = *button_setting;
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}
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}
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}
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fn menu_setup(mut menu_state: ResMut<State<MenuState>>) {
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let _ = menu_state.set(MenuState::Main);
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}
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fn main_menu_setup(mut commands: Commands, asset_server: Res<AssetServer>) {
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let font = asset_server.load("fonts/FiraSans-Bold.ttf");
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// Common style for all buttons on the screen
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let button_style = Style {
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size: Size::new(Val::Px(250.0), Val::Px(65.0)),
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margin: UiRect::all(Val::Px(20.0)),
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justify_content: JustifyContent::Center,
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align_items: AlignItems::Center,
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..default()
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};
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let button_icon_style = Style {
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size: Size::new(Val::Px(30.0), Val::Auto),
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// This takes the icons out of the flexbox flow, to be positioned exactly
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position_type: PositionType::Absolute,
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// The icon will be close to the left border of the button
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position: UiRect {
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left: Val::Px(10.0),
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right: Val::Auto,
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top: Val::Auto,
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bottom: Val::Auto,
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},
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..default()
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};
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let button_text_style = TextStyle {
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font: font.clone(),
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font_size: 40.0,
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color: TEXT_COLOR,
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};
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commands
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.spawn_bundle(NodeBundle {
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style: Style {
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margin: UiRect::all(Val::Auto),
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flex_direction: FlexDirection::ColumnReverse,
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align_items: AlignItems::Center,
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..default()
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},
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color: Color::CRIMSON.into(),
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..default()
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})
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.insert(OnMainMenuScreen)
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.with_children(|parent| {
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// Display the game name
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parent.spawn_bundle(
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TextBundle::from_section(
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"Bevy Game Menu UI",
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TextStyle {
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font: font.clone(),
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font_size: 80.0,
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color: TEXT_COLOR,
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},
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)
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.with_style(Style {
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margin: UiRect::all(Val::Px(50.0)),
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..default()
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}),
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);
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// Display three buttons for each action available from the main menu:
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// - new game
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// - settings
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// - quit
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parent
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.spawn_bundle(ButtonBundle {
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style: button_style.clone(),
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color: NORMAL_BUTTON.into(),
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..default()
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})
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.insert(MenuButtonAction::Play)
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.with_children(|parent| {
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let icon = asset_server.load("textures/Game Icons/right.png");
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parent.spawn_bundle(ImageBundle {
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style: button_icon_style.clone(),
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image: UiImage(icon),
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..default()
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});
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parent.spawn_bundle(TextBundle::from_section(
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"New Game",
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button_text_style.clone(),
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));
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});
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parent
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.spawn_bundle(ButtonBundle {
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style: button_style.clone(),
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color: NORMAL_BUTTON.into(),
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..default()
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})
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.insert(MenuButtonAction::Settings)
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.with_children(|parent| {
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let icon = asset_server.load("textures/Game Icons/wrench.png");
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parent.spawn_bundle(ImageBundle {
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style: button_icon_style.clone(),
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image: UiImage(icon),
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..default()
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});
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parent.spawn_bundle(TextBundle::from_section(
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"Settings",
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button_text_style.clone(),
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));
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});
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parent
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.spawn_bundle(ButtonBundle {
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style: button_style,
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color: NORMAL_BUTTON.into(),
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..default()
|
|
})
|
|
.insert(MenuButtonAction::Quit)
|
|
.with_children(|parent| {
|
|
let icon = asset_server.load("textures/Game Icons/exitRight.png");
|
|
parent.spawn_bundle(ImageBundle {
|
|
style: button_icon_style,
|
|
image: UiImage(icon),
|
|
..default()
|
|
});
|
|
parent.spawn_bundle(TextBundle::from_section("Quit", button_text_style));
|
|
});
|
|
});
|
|
}
|
|
|
|
fn settings_menu_setup(mut commands: Commands, asset_server: Res<AssetServer>) {
|
|
let button_style = Style {
|
|
size: Size::new(Val::Px(200.0), Val::Px(65.0)),
|
|
margin: UiRect::all(Val::Px(20.0)),
|
|
justify_content: JustifyContent::Center,
|
|
align_items: AlignItems::Center,
|
|
..default()
|
|
};
|
|
|
|
let button_text_style = TextStyle {
|
|
font: asset_server.load("fonts/FiraSans-Bold.ttf"),
|
|
font_size: 40.0,
|
|
color: TEXT_COLOR,
|
|
};
|
|
|
|
commands
|
|
.spawn_bundle(NodeBundle {
|
|
style: Style {
|
|
margin: UiRect::all(Val::Auto),
|
|
flex_direction: FlexDirection::ColumnReverse,
|
|
align_items: AlignItems::Center,
|
|
..default()
|
|
},
|
|
color: Color::CRIMSON.into(),
|
|
..default()
|
|
})
|
|
.insert(OnSettingsMenuScreen)
|
|
.with_children(|parent| {
|
|
for (action, text) in [
|
|
(MenuButtonAction::SettingsDisplay, "Display"),
|
|
(MenuButtonAction::SettingsSound, "Sound"),
|
|
(MenuButtonAction::BackToMainMenu, "Back"),
|
|
] {
|
|
parent
|
|
.spawn_bundle(ButtonBundle {
|
|
style: button_style.clone(),
|
|
color: NORMAL_BUTTON.into(),
|
|
..default()
|
|
})
|
|
.insert(action)
|
|
.with_children(|parent| {
|
|
parent.spawn_bundle(TextBundle::from_section(
|
|
text,
|
|
button_text_style.clone(),
|
|
));
|
|
});
|
|
}
|
|
});
|
|
}
|
|
|
|
fn display_settings_menu_setup(
|
|
mut commands: Commands,
|
|
asset_server: Res<AssetServer>,
|
|
display_quality: Res<DisplayQuality>,
|
|
) {
|
|
let button_style = Style {
|
|
size: Size::new(Val::Px(200.0), Val::Px(65.0)),
|
|
margin: UiRect::all(Val::Px(20.0)),
|
|
justify_content: JustifyContent::Center,
|
|
align_items: AlignItems::Center,
|
|
..default()
|
|
};
|
|
let button_text_style = TextStyle {
|
|
font: asset_server.load("fonts/FiraSans-Bold.ttf"),
|
|
font_size: 40.0,
|
|
color: TEXT_COLOR,
|
|
};
|
|
|
|
commands
|
|
.spawn_bundle(NodeBundle {
|
|
style: Style {
|
|
margin: UiRect::all(Val::Auto),
|
|
flex_direction: FlexDirection::ColumnReverse,
|
|
align_items: AlignItems::Center,
|
|
..default()
|
|
},
|
|
color: Color::CRIMSON.into(),
|
|
..default()
|
|
})
|
|
.insert(OnDisplaySettingsMenuScreen)
|
|
.with_children(|parent| {
|
|
// Create a new `NodeBundle`, this time not setting its `flex_direction`. It will
|
|
// use the default value, `FlexDirection::Row`, from left to right.
|
|
parent
|
|
.spawn_bundle(NodeBundle {
|
|
style: Style {
|
|
align_items: AlignItems::Center,
|
|
..default()
|
|
},
|
|
color: Color::CRIMSON.into(),
|
|
..default()
|
|
})
|
|
.with_children(|parent| {
|
|
// Display a label for the current setting
|
|
parent.spawn_bundle(TextBundle::from_section(
|
|
"Display Quality",
|
|
button_text_style.clone(),
|
|
));
|
|
// Display a button for each possible value
|
|
for quality_setting in [
|
|
DisplayQuality::Low,
|
|
DisplayQuality::Medium,
|
|
DisplayQuality::High,
|
|
] {
|
|
let mut entity = parent.spawn_bundle(ButtonBundle {
|
|
style: Style {
|
|
size: Size::new(Val::Px(150.0), Val::Px(65.0)),
|
|
..button_style.clone()
|
|
},
|
|
color: NORMAL_BUTTON.into(),
|
|
..default()
|
|
});
|
|
entity.insert(quality_setting).with_children(|parent| {
|
|
parent.spawn_bundle(TextBundle::from_section(
|
|
format!("{quality_setting:?}"),
|
|
button_text_style.clone(),
|
|
));
|
|
});
|
|
if *display_quality == quality_setting {
|
|
entity.insert(SelectedOption);
|
|
}
|
|
}
|
|
});
|
|
// Display the back button to return to the settings screen
|
|
parent
|
|
.spawn_bundle(ButtonBundle {
|
|
style: button_style,
|
|
color: NORMAL_BUTTON.into(),
|
|
..default()
|
|
})
|
|
.insert(MenuButtonAction::BackToSettings)
|
|
.with_children(|parent| {
|
|
parent.spawn_bundle(TextBundle::from_section("Back", button_text_style));
|
|
});
|
|
});
|
|
}
|
|
|
|
fn sound_settings_menu_setup(
|
|
mut commands: Commands,
|
|
asset_server: Res<AssetServer>,
|
|
volume: Res<Volume>,
|
|
) {
|
|
let button_style = Style {
|
|
size: Size::new(Val::Px(200.0), Val::Px(65.0)),
|
|
margin: UiRect::all(Val::Px(20.0)),
|
|
justify_content: JustifyContent::Center,
|
|
align_items: AlignItems::Center,
|
|
..default()
|
|
};
|
|
let button_text_style = TextStyle {
|
|
font: asset_server.load("fonts/FiraSans-Bold.ttf"),
|
|
font_size: 40.0,
|
|
color: TEXT_COLOR,
|
|
};
|
|
|
|
commands
|
|
.spawn_bundle(NodeBundle {
|
|
style: Style {
|
|
margin: UiRect::all(Val::Auto),
|
|
flex_direction: FlexDirection::ColumnReverse,
|
|
align_items: AlignItems::Center,
|
|
..default()
|
|
},
|
|
color: Color::CRIMSON.into(),
|
|
..default()
|
|
})
|
|
.insert(OnSoundSettingsMenuScreen)
|
|
.with_children(|parent| {
|
|
parent
|
|
.spawn_bundle(NodeBundle {
|
|
style: Style {
|
|
align_items: AlignItems::Center,
|
|
..default()
|
|
},
|
|
color: Color::CRIMSON.into(),
|
|
..default()
|
|
})
|
|
.with_children(|parent| {
|
|
parent.spawn_bundle(TextBundle::from_section(
|
|
"Volume",
|
|
button_text_style.clone(),
|
|
));
|
|
for volume_setting in [0, 1, 2, 3, 4, 5, 6, 7, 8, 9] {
|
|
let mut entity = parent.spawn_bundle(ButtonBundle {
|
|
style: Style {
|
|
size: Size::new(Val::Px(30.0), Val::Px(65.0)),
|
|
..button_style.clone()
|
|
},
|
|
color: NORMAL_BUTTON.into(),
|
|
..default()
|
|
});
|
|
entity.insert(Volume(volume_setting));
|
|
if *volume == Volume(volume_setting) {
|
|
entity.insert(SelectedOption);
|
|
}
|
|
}
|
|
});
|
|
parent
|
|
.spawn_bundle(ButtonBundle {
|
|
style: button_style,
|
|
color: NORMAL_BUTTON.into(),
|
|
..default()
|
|
})
|
|
.insert(MenuButtonAction::BackToSettings)
|
|
.with_children(|parent| {
|
|
parent.spawn_bundle(TextBundle::from_section("Back", button_text_style));
|
|
});
|
|
});
|
|
}
|
|
|
|
fn menu_action(
|
|
interaction_query: Query<
|
|
(&Interaction, &MenuButtonAction),
|
|
(Changed<Interaction>, With<Button>),
|
|
>,
|
|
mut app_exit_events: EventWriter<AppExit>,
|
|
mut menu_state: ResMut<State<MenuState>>,
|
|
mut game_state: ResMut<State<GameState>>,
|
|
) {
|
|
for (interaction, menu_button_action) in &interaction_query {
|
|
if *interaction == Interaction::Clicked {
|
|
match menu_button_action {
|
|
MenuButtonAction::Quit => app_exit_events.send(AppExit),
|
|
MenuButtonAction::Play => {
|
|
game_state.set(GameState::Game).unwrap();
|
|
menu_state.set(MenuState::Disabled).unwrap();
|
|
}
|
|
MenuButtonAction::Settings => menu_state.set(MenuState::Settings).unwrap(),
|
|
MenuButtonAction::SettingsDisplay => {
|
|
menu_state.set(MenuState::SettingsDisplay).unwrap();
|
|
}
|
|
MenuButtonAction::SettingsSound => {
|
|
menu_state.set(MenuState::SettingsSound).unwrap();
|
|
}
|
|
MenuButtonAction::BackToMainMenu => menu_state.set(MenuState::Main).unwrap(),
|
|
MenuButtonAction::BackToSettings => {
|
|
menu_state.set(MenuState::Settings).unwrap();
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
// Generic system that takes a component as a parameter, and will despawn all entities with that component
|
|
fn despawn_screen<T: Component>(to_despawn: Query<Entity, With<T>>, mut commands: Commands) {
|
|
for entity in &to_despawn {
|
|
commands.entity(entity).despawn_recursive();
|
|
}
|
|
}
|