mirror of
https://github.com/bevyengine/bevy
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015f2c69ca
# Objective Continue improving the user experience of our UI Node API in the direction specified by [Bevy's Next Generation Scene / UI System](https://github.com/bevyengine/bevy/discussions/14437) ## Solution As specified in the document above, merge `Style` fields into `Node`, and move "computed Node fields" into `ComputedNode` (I chose this name over something like `ComputedNodeLayout` because it currently contains more than just layout info. If we want to break this up / rename these concepts, lets do that in a separate PR). `Style` has been removed. This accomplishes a number of goals: ## Ergonomics wins Specifying both `Node` and `Style` is now no longer required for non-default styles Before: ```rust commands.spawn(( Node::default(), Style { width: Val::Px(100.), ..default() }, )); ``` After: ```rust commands.spawn(Node { width: Val::Px(100.), ..default() }); ``` ## Conceptual clarity `Style` was never a comprehensive "style sheet". It only defined "core" style properties that all `Nodes` shared. Any "styled property" that couldn't fit that mold had to be in a separate component. A "real" style system would style properties _across_ components (`Node`, `Button`, etc). We have plans to build a true style system (see the doc linked above). By moving the `Style` fields to `Node`, we fully embrace `Node` as the driving concept and remove the "style system" confusion. ## Next Steps * Consider identifying and splitting out "style properties that aren't core to Node". This should not happen for Bevy 0.15. --- ## Migration Guide Move any fields set on `Style` into `Node` and replace all `Style` component usage with `Node`. Before: ```rust commands.spawn(( Node::default(), Style { width: Val::Px(100.), ..default() }, )); ``` After: ```rust commands.spawn(Node { width: Val::Px(100.), ..default() }); ``` For any usage of the "computed node properties" that used to live on `Node`, use `ComputedNode` instead: Before: ```rust fn system(nodes: Query<&Node>) { for node in &nodes { let computed_size = node.size(); } } ``` After: ```rust fn system(computed_nodes: Query<&ComputedNode>) { for computed_node in &computed_nodes { let computed_size = computed_node.size(); } } ```
765 lines
30 KiB
Rust
765 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::srgb(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, Copy, Default, Eq, PartialEq, Debug, Hash, States)]
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enum GameState {
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#[default]
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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(Resource, 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(Resource, 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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// Declare the game state, whose starting value is determined by the `Default` trait
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.init_state::<GameState>()
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.add_systems(Startup, setup)
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// Adds the plugins for each state
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.add_plugins((splash::splash_plugin, menu::menu_plugin, game::game_plugin))
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.run();
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}
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fn setup(mut commands: Commands) {
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commands.spawn(Camera2d);
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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 fn splash_plugin(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_systems(OnEnter(GameState::Splash), splash_setup)
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// While in this state, run the `countdown` system
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.add_systems(Update, countdown.run_if(in_state(GameState::Splash)))
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// When exiting the state, despawn everything that was spawned for this screen
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.add_systems(OnExit(GameState::Splash), despawn_screen::<OnSplashScreen>);
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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(Resource, 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((
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Node {
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align_items: AlignItems::Center,
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justify_content: JustifyContent::Center,
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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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OnSplashScreen,
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))
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.with_children(|parent| {
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parent.spawn((
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UiImage::new(icon),
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Node {
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// This will set the logo to be 200px wide, and auto adjust its height
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width: Val::Px(200.0),
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..default()
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},
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));
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});
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// Insert the timer as a resource
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commands.insert_resource(SplashTimer(Timer::from_seconds(1.0, TimerMode::Once)));
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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<NextState<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);
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}
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}
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}
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mod game {
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use bevy::{
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color::palettes::basic::{BLUE, LIME},
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prelude::*,
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};
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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 fn game_plugin(app: &mut App) {
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app.add_systems(OnEnter(GameState::Game), game_setup)
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.add_systems(Update, game.run_if(in_state(GameState::Game)))
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.add_systems(OnExit(GameState::Game), despawn_screen::<OnGameScreen>);
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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(Resource, 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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display_quality: Res<DisplayQuality>,
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volume: Res<Volume>,
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) {
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commands
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.spawn((
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Node {
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width: Val::Percent(100.0),
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height: Val::Percent(100.0),
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// center children
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align_items: AlignItems::Center,
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justify_content: JustifyContent::Center,
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..default()
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},
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OnGameScreen,
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))
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.with_children(|parent| {
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// First create a `Node` for centering what we want to display
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parent
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.spawn((
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Node {
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// This will display its children in a column, from top to bottom
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flex_direction: FlexDirection::Column,
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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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BackgroundColor(Color::BLACK),
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))
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.with_children(|p| {
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p.spawn((
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Text::new("Will be back to the menu shortly..."),
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TextFont {
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font_size: 67.0,
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..default()
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},
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TextColor(TEXT_COLOR),
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Node {
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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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p.spawn((
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Text::default(),
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Node {
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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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.with_children(|p| {
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p.spawn((
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TextSpan(format!("quality: {:?}", *display_quality)),
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TextFont {
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font_size: 50.0,
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..default()
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},
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TextColor(BLUE.into()),
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));
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p.spawn((
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TextSpan::new(" - "),
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TextFont {
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font_size: 50.0,
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..default()
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},
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TextColor(TEXT_COLOR),
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));
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p.spawn((
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TextSpan(format!("volume: {:?}", *volume)),
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TextFont {
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font_size: 50.0,
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..default()
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},
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TextColor(LIME.into()),
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));
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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, TimerMode::Once)));
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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<NextState<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);
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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, color::palettes::css::CRIMSON, 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 fn menu_plugin(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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.init_state::<MenuState>()
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.add_systems(OnEnter(GameState::Menu), menu_setup)
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// Systems to handle the main menu screen
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.add_systems(OnEnter(MenuState::Main), main_menu_setup)
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.add_systems(OnExit(MenuState::Main), despawn_screen::<OnMainMenuScreen>)
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// Systems to handle the settings menu screen
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.add_systems(OnEnter(MenuState::Settings), settings_menu_setup)
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.add_systems(
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OnExit(MenuState::Settings),
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despawn_screen::<OnSettingsMenuScreen>,
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)
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// Systems to handle the display settings screen
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.add_systems(
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OnEnter(MenuState::SettingsDisplay),
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display_settings_menu_setup,
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)
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.add_systems(
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Update,
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(setting_button::<DisplayQuality>.run_if(in_state(MenuState::SettingsDisplay)),),
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)
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.add_systems(
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OnExit(MenuState::SettingsDisplay),
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despawn_screen::<OnDisplaySettingsMenuScreen>,
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)
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// Systems to handle the sound settings screen
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.add_systems(OnEnter(MenuState::SettingsSound), sound_settings_menu_setup)
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.add_systems(
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Update,
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setting_button::<Volume>.run_if(in_state(MenuState::SettingsSound)),
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)
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.add_systems(
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OnExit(MenuState::SettingsSound),
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despawn_screen::<OnSoundSettingsMenuScreen>,
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)
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// Common systems to all screens that handles buttons behavior
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.add_systems(
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Update,
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(menu_action, button_system).run_if(in_state(GameState::Menu)),
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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, Copy, Default, Eq, PartialEq, Debug, Hash, States)]
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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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#[default]
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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::srgb(0.15, 0.15, 0.15);
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const HOVERED_BUTTON: Color = Color::srgb(0.25, 0.25, 0.25);
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const HOVERED_PRESSED_BUTTON: Color = Color::srgb(0.25, 0.65, 0.25);
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const PRESSED_BUTTON: Color = Color::srgb(0.35, 0.75, 0.35);
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// Tag component used to mark which 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 BackgroundColor, 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 background_color, selected) in &mut interaction_query {
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*background_color = match (*interaction, selected) {
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(Interaction::Pressed, _) | (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: Resource + Component + PartialEq + Copy>(
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interaction_query: Query<(&Interaction, &T, Entity), (Changed<Interaction>, With<Button>)>,
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selected_query: Single<(Entity, &mut BackgroundColor), 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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let (previous_button, mut previous_button_color) = selected_query.into_inner();
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for (interaction, button_setting, entity) in &interaction_query {
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if *interaction == Interaction::Pressed && *setting != *button_setting {
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*previous_button_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<NextState<MenuState>>) {
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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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// Common style for all buttons on the screen
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let button_node = Node {
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width: Val::Px(300.0),
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height: 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_node = Node {
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width: Val::Px(30.0),
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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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left: Val::Px(10.0),
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..default()
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};
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let button_text_font = TextFont {
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font_size: 33.0,
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..default()
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};
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commands
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.spawn((
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Node {
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width: Val::Percent(100.0),
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height: Val::Percent(100.0),
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align_items: AlignItems::Center,
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justify_content: JustifyContent::Center,
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..default()
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},
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OnMainMenuScreen,
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))
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.with_children(|parent| {
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parent
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.spawn((
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Node {
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flex_direction: FlexDirection::Column,
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align_items: AlignItems::Center,
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..default()
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},
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BackgroundColor(CRIMSON.into()),
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))
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.with_children(|parent| {
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// Display the game name
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parent.spawn((
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Text::new("Bevy Game Menu UI"),
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TextFont {
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font_size: 67.0,
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..default()
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},
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TextColor(TEXT_COLOR),
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Node {
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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((
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Button,
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button_node.clone(),
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BackgroundColor(NORMAL_BUTTON),
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MenuButtonAction::Play,
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))
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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((UiImage::new(icon), button_icon_node.clone()));
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parent.spawn((
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Text::new("New Game"),
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button_text_font.clone(),
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TextColor(TEXT_COLOR),
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));
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});
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parent
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.spawn((
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Button,
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button_node.clone(),
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BackgroundColor(NORMAL_BUTTON),
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MenuButtonAction::Settings,
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))
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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((UiImage::new(icon), button_icon_node.clone()));
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parent.spawn((
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Text::new("Settings"),
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button_text_font.clone(),
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TextColor(TEXT_COLOR),
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));
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});
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parent
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.spawn((
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Button,
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button_node,
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BackgroundColor(NORMAL_BUTTON),
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MenuButtonAction::Quit,
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))
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.with_children(|parent| {
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let icon = asset_server.load("textures/Game Icons/exitRight.png");
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parent.spawn((UiImage::new(icon), button_icon_node));
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parent.spawn((
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Text::new("Quit"),
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button_text_font,
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TextColor(TEXT_COLOR),
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));
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});
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});
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});
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}
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fn settings_menu_setup(mut commands: Commands) {
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let button_node = Node {
|
|
width: Val::Px(200.0),
|
|
height: Val::Px(65.0),
|
|
margin: UiRect::all(Val::Px(20.0)),
|
|
justify_content: JustifyContent::Center,
|
|
align_items: AlignItems::Center,
|
|
..default()
|
|
};
|
|
|
|
let button_text_style = (
|
|
TextFont {
|
|
font_size: 33.0,
|
|
..default()
|
|
},
|
|
TextColor(TEXT_COLOR),
|
|
);
|
|
|
|
commands
|
|
.spawn((
|
|
Node {
|
|
width: Val::Percent(100.0),
|
|
height: Val::Percent(100.0),
|
|
align_items: AlignItems::Center,
|
|
justify_content: JustifyContent::Center,
|
|
..default()
|
|
},
|
|
OnSettingsMenuScreen,
|
|
))
|
|
.with_children(|parent| {
|
|
parent
|
|
.spawn((
|
|
Node {
|
|
flex_direction: FlexDirection::Column,
|
|
align_items: AlignItems::Center,
|
|
..default()
|
|
},
|
|
BackgroundColor(CRIMSON.into()),
|
|
))
|
|
.with_children(|parent| {
|
|
for (action, text) in [
|
|
(MenuButtonAction::SettingsDisplay, "Display"),
|
|
(MenuButtonAction::SettingsSound, "Sound"),
|
|
(MenuButtonAction::BackToMainMenu, "Back"),
|
|
] {
|
|
parent
|
|
.spawn((
|
|
Button,
|
|
button_node.clone(),
|
|
BackgroundColor(NORMAL_BUTTON),
|
|
action,
|
|
))
|
|
.with_children(|parent| {
|
|
parent.spawn((Text::new(text), button_text_style.clone()));
|
|
});
|
|
}
|
|
});
|
|
});
|
|
}
|
|
|
|
fn display_settings_menu_setup(mut commands: Commands, display_quality: Res<DisplayQuality>) {
|
|
let button_node = Node {
|
|
width: Val::Px(200.0),
|
|
height: Val::Px(65.0),
|
|
margin: UiRect::all(Val::Px(20.0)),
|
|
justify_content: JustifyContent::Center,
|
|
align_items: AlignItems::Center,
|
|
..default()
|
|
};
|
|
let button_text_style = (
|
|
TextFont {
|
|
font_size: 33.0,
|
|
..default()
|
|
},
|
|
TextColor(TEXT_COLOR),
|
|
);
|
|
|
|
commands
|
|
.spawn((
|
|
Node {
|
|
width: Val::Percent(100.0),
|
|
height: Val::Percent(100.0),
|
|
align_items: AlignItems::Center,
|
|
justify_content: JustifyContent::Center,
|
|
..default()
|
|
},
|
|
OnDisplaySettingsMenuScreen,
|
|
))
|
|
.with_children(|parent| {
|
|
parent
|
|
.spawn((
|
|
Node {
|
|
flex_direction: FlexDirection::Column,
|
|
align_items: AlignItems::Center,
|
|
..default()
|
|
},
|
|
BackgroundColor(CRIMSON.into()),
|
|
))
|
|
.with_children(|parent| {
|
|
// Create a new `Node`, this time not setting its `flex_direction`. It will
|
|
// use the default value, `FlexDirection::Row`, from left to right.
|
|
parent
|
|
.spawn((
|
|
Node {
|
|
align_items: AlignItems::Center,
|
|
..default()
|
|
},
|
|
BackgroundColor(CRIMSON.into()),
|
|
))
|
|
.with_children(|parent| {
|
|
// Display a label for the current setting
|
|
parent.spawn((
|
|
Text::new("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((
|
|
Button,
|
|
Node {
|
|
width: Val::Px(150.0),
|
|
height: Val::Px(65.0),
|
|
..button_node.clone()
|
|
},
|
|
BackgroundColor(NORMAL_BUTTON),
|
|
quality_setting,
|
|
));
|
|
entity.with_children(|parent| {
|
|
parent.spawn((
|
|
Text::new(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((
|
|
Button,
|
|
button_node,
|
|
BackgroundColor(NORMAL_BUTTON),
|
|
MenuButtonAction::BackToSettings,
|
|
))
|
|
.with_children(|parent| {
|
|
parent.spawn((Text::new("Back"), button_text_style));
|
|
});
|
|
});
|
|
});
|
|
}
|
|
|
|
fn sound_settings_menu_setup(mut commands: Commands, volume: Res<Volume>) {
|
|
let button_node = Node {
|
|
width: Val::Px(200.0),
|
|
height: Val::Px(65.0),
|
|
margin: UiRect::all(Val::Px(20.0)),
|
|
justify_content: JustifyContent::Center,
|
|
align_items: AlignItems::Center,
|
|
..default()
|
|
};
|
|
let button_text_style = (
|
|
TextFont {
|
|
font_size: 33.0,
|
|
..default()
|
|
},
|
|
TextColor(TEXT_COLOR),
|
|
);
|
|
|
|
commands
|
|
.spawn((
|
|
Node {
|
|
width: Val::Percent(100.0),
|
|
height: Val::Percent(100.0),
|
|
align_items: AlignItems::Center,
|
|
justify_content: JustifyContent::Center,
|
|
..default()
|
|
},
|
|
OnSoundSettingsMenuScreen,
|
|
))
|
|
.with_children(|parent| {
|
|
parent
|
|
.spawn((
|
|
Node {
|
|
flex_direction: FlexDirection::Column,
|
|
align_items: AlignItems::Center,
|
|
..default()
|
|
},
|
|
BackgroundColor(CRIMSON.into()),
|
|
))
|
|
.with_children(|parent| {
|
|
parent
|
|
.spawn((
|
|
Node {
|
|
align_items: AlignItems::Center,
|
|
..default()
|
|
},
|
|
BackgroundColor(CRIMSON.into()),
|
|
))
|
|
.with_children(|parent| {
|
|
parent.spawn((Text::new("Volume"), button_text_style.clone()));
|
|
for volume_setting in [0, 1, 2, 3, 4, 5, 6, 7, 8, 9] {
|
|
let mut entity = parent.spawn((
|
|
Button,
|
|
Node {
|
|
width: Val::Px(30.0),
|
|
height: Val::Px(65.0),
|
|
..button_node.clone()
|
|
},
|
|
BackgroundColor(NORMAL_BUTTON),
|
|
Volume(volume_setting),
|
|
));
|
|
if *volume == Volume(volume_setting) {
|
|
entity.insert(SelectedOption);
|
|
}
|
|
}
|
|
});
|
|
parent
|
|
.spawn((
|
|
Button,
|
|
button_node,
|
|
BackgroundColor(NORMAL_BUTTON),
|
|
MenuButtonAction::BackToSettings,
|
|
))
|
|
.with_child((Text::new("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<NextState<MenuState>>,
|
|
mut game_state: ResMut<NextState<GameState>>,
|
|
) {
|
|
for (interaction, menu_button_action) in &interaction_query {
|
|
if *interaction == Interaction::Pressed {
|
|
match menu_button_action {
|
|
MenuButtonAction::Quit => {
|
|
app_exit_events.send(AppExit::Success);
|
|
}
|
|
MenuButtonAction::Play => {
|
|
game_state.set(GameState::Game);
|
|
menu_state.set(MenuState::Disabled);
|
|
}
|
|
MenuButtonAction::Settings => menu_state.set(MenuState::Settings),
|
|
MenuButtonAction::SettingsDisplay => {
|
|
menu_state.set(MenuState::SettingsDisplay);
|
|
}
|
|
MenuButtonAction::SettingsSound => {
|
|
menu_state.set(MenuState::SettingsSound);
|
|
}
|
|
MenuButtonAction::BackToMainMenu => menu_state.set(MenuState::Main),
|
|
MenuButtonAction::BackToSettings => {
|
|
menu_state.set(MenuState::Settings);
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
// 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();
|
|
}
|
|
}
|