Initial work on menus
This commit is contained in:
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@@ -0,0 +1,47 @@
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(
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button_styles: {
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MainMenu: (
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focus_outline_width_px: 4,
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focus_outline_offset_px: 2,
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focus_outline_color: Srgba((red: 1.0, green: 1.0, blue: 0.0, alpha: 1.0)),
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normal: (
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background_color: Srgba((red: 1.0, green: 0.0, blue: 0.0, alpha: 1.0)),
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border_color: Srgba((red: 1.0, green: 0.0, blue: 0.0, alpha: 1.0)),
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text_color: Srgba((red: 1.0, green: 0.0, blue: 0.0, alpha: 1.0)),
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box_shadow: (),
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),
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press: (
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background_color: Srgba((red: 1.0, green: 0.0, blue: 0.0, alpha: 1.0)),
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border_color: Srgba((red: 1.0, green: 0.0, blue: 0.0, alpha: 1.0)),
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text_color: Srgba((red: 1.0, green: 0.0, blue: 0.0, alpha: 1.0)),
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box_shadow: (),
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),
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hover: (
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background_color: Srgba((red: 0.0, green: 1.0, blue: 0.0, alpha: 1.0)),
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border_color: Srgba((red: 1.0, green: 0.0, blue: 0.0, alpha: 1.0)),
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text_color: Srgba((red: 1.0, green: 0.0, blue: 0.0, alpha: 1.0)),
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box_shadow: (),
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)
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),
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CharacterSelectCharacter: (
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focus_outline_width_px: 4,
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focus_outline_offset_px: 2,
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focus_outline_color: Srgba((red: 1.0, green: 1.0, blue: 0.0, alpha: 1.0)),
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normal: (
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background_color: Srgba((red: 1.0, green: 0.0, blue: 0.0, alpha: 1.0)),
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text_color: Srgba((red: 1.0, green: 0.0, blue: 0.0, alpha: 1.0)),
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box_shadow: (),
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),
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press: (
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background_color: Srgba((red: 1.0, green: 0.0, blue: 0.0, alpha: 1.0)),
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text_color: Srgba((red: 1.0, green: 0.0, blue: 0.0, alpha: 1.0)),
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box_shadow: (),
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),
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hover: (
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background_color: Srgba((red: 0.0, green: 1.0, blue: 0.0, alpha: 1.0)),
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text_color: Srgba((red: 1.0, green: 0.0, blue: 0.0, alpha: 1.0)),
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box_shadow: (),
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)
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)
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}
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)
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+4
-2
@@ -11,7 +11,7 @@ use bevy_ggrs::RollbackFrameRate;
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use enum_cycling::EnumCycle;
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use enum_cycling_derive::EnumCycle;
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use crate::{player::Player, replay::StopReplayRecording};
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use crate::{player::Player, replay::StopReplayRecording, AppState};
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pub const PLAYER_DEBUG_ROW_COUNT: usize = 6;
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@@ -365,7 +365,9 @@ impl Plugin for DebugToolsPlugin {
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app.init_resource::<DebugSettings>()
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.add_systems(
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Update,
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(handle_palette_input, sync_gizmo_depth_bias).chain(),
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(handle_palette_input, sync_gizmo_depth_bias)
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.chain()
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.run_if(in_state(AppState::InMatch)),
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)
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.add_systems(EguiPrimaryContextPass, draw_palette);
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}
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@@ -73,8 +73,8 @@ impl AssetCollection for FighterManifestAssets {
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}
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}
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#[derive(Resource)]
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pub struct FighterManifestRegistry(HashMap<FighterId, Handle<FighterManifest>>);
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#[derive(Resource, Deref)]
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pub struct FighterManifestRegistry(pub HashMap<FighterId, Handle<FighterManifest>>);
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impl FighterManifestRegistry {
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pub fn get(&self, fighter: FighterId) -> Option<&Handle<FighterManifest>> {
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@@ -2,7 +2,7 @@ use bevy::prelude::*;
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use bevy_asset_loader::asset_collection::AssetCollection;
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use serde::{Deserialize, Serialize};
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use crate::math::int::FGi32;
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use crate::{math::int::FGi32, menus::style::FGUiStyle};
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#[derive(Reflect, Serialize, Deserialize, Clone)]
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#[reflect(opaque)]
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@@ -34,7 +34,9 @@ pub struct GameSettings {
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#[derive(AssetCollection, Resource)]
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pub struct CommonAssets {
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#[asset(path = "game_settings.ron")]
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game_settings: Handle<GameSettings>,
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pub game_settings: Handle<GameSettings>,
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#[asset(path = "game.stylesheet.ron")]
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pub ui_style: Handle<FGUiStyle>,
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}
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impl FromWorld for GameSettings {
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+36
-7
@@ -21,6 +21,27 @@ pub use map::{
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KeyboardInputMapElement,
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};
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#[derive(Clone, Copy, Debug, PartialEq, Eq)]
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pub enum LocalInputSource {
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Keyboard,
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Gamepad(Entity),
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}
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/// Maps an input source to a player index
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#[derive(Resource, Clone, Debug, Default, Deref, DerefMut)]
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pub struct LocalInputAssignments(pub Vec<(usize, LocalInputSource)>);
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impl LocalInputAssignments {
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pub fn get_free_player_index(&self) -> Option<usize> {
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for i in 0..16 {
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if let None = self.iter().find(|(idx, _)| *idx == i) {
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return Some(i);
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}
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}
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None
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}
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}
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use crate::game_settings::GameSettings;
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use crate::math::int::FGi32;
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use crate::netcode::GGRSCfg;
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@@ -102,6 +123,7 @@ impl Plugin for FighterInputPlugin {
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},
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],
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})
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.init_resource::<LocalInputAssignments>()
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.add_plugins(gamecube::GamecubeAdapterPlugin)
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.add_systems(ReadInputs, read_local_inputs)
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.add_systems(
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@@ -128,22 +150,29 @@ fn read_local_inputs(
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input_map: Res<BaseInputMap>,
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gc_ports: Res<gamecube::GcPorts>,
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gamepads: Query<&Gamepad>,
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assignments: Res<LocalInputAssignments>,
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local_players: Res<LocalPlayers>,
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game_settings: Res<GameSettings>
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) {
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let mut local_inputs = HashMap::new();
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for handle in &local_players.0 {
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let gamepad = gc_ports
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.entities
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.get(*handle)
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.copied()
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.flatten()
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.and_then(|entity| gamepads.get(entity).ok());
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let assigned = assignments.0.iter().find(|(player_handle, _)| player_handle == handle);
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let gamepad = match assigned {
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Some((_, LocalInputSource::Gamepad(entity))) => gamepads.get(*entity).ok(),
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Some((_, LocalInputSource::Keyboard)) => None,
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None => gc_ports.entities.get(*handle).copied().flatten().and_then(|entity| gamepads.get(entity).ok()),
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};
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let mut input_frame = match gamepad {
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let mut input_frame = match assigned {
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Some((_, LocalInputSource::Keyboard)) => keyboard::sample_keyboard(&key, &input_map),
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Some((_, LocalInputSource::Gamepad(_))) => gamepad
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.map(|pad| gamepad::sample_gamepad(pad, &input_map))
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.unwrap_or_default(),
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None => match gamepad {
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Some(pad) => gamepad::sample_gamepad(pad, &input_map),
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None => keyboard::sample_keyboard(&key, &input_map),
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},
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};
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// preprocess frame
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+7
-28
@@ -48,6 +48,7 @@ pub mod replay;
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pub mod schedule;
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pub mod scripting;
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pub mod stage;
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pub mod menus;
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#[derive(States, Debug, Clone, Copy, Eq, PartialEq, Hash, Default)]
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pub enum AppState {
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@@ -59,7 +60,9 @@ pub enum AppState {
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LoadStageManifests,
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PrepareStageManifests,
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CommonAssetLoadFailed,
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Idle,
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MainMenu,
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CharacterSelect,
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StageSelect,
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LoadingMatch,
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PreparingMatch,
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InMatch,
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@@ -96,6 +99,7 @@ impl Plugin for GamePlugin {
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bevy_common_assets::ron::RonAssetPlugin::<StageManifest>::new(&["stage.ron"]),
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bevy_common_assets::ron::RonAssetPlugin::<GameSettings>::new(&["ron"]),
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))
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.add_plugins(menus::MenuPlugin)
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.add_loading_state(
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LoadingState::new(AppState::LoadingMatch)
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.continue_to_state(AppState::PreparingMatch)
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@@ -134,7 +138,7 @@ impl Plugin for GamePlugin {
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stage::manifest::prepare_stage_manifests,
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)
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.add_systems(
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OnEnter(AppState::Idle),
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OnEnter(AppState::MainMenu),
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match_loading::initiate_default_match,
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)
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.add_systems(
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@@ -142,7 +146,6 @@ impl Plugin for GamePlugin {
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match_loading::prepare_match,
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)
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.add_systems(OnExit(AppState::InMatch), match_loading::cleanup_match)
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.add_systems(Update, spin_cubes)
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.insert_resource(args::Args::parse());
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}
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}
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@@ -155,28 +158,4 @@ fn wait_for_asset_processor(
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{
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next_state.set(AppState::LoadCommonAssets);
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}
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}
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/// Spin-rate in radians per second. Attach it in the inspector; the
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/// editor sees this component with no registration code because Bevy's
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/// `reflect_auto_register` picks up the `Reflect` derive. `Default` +
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/// `#[reflect(Default)]` let the editor add it and the game reconstruct
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/// it with sensible starting values.
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#[derive(Component, Reflect, Default)]
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#[reflect(Component, Default, @EditorCategory::new("Actor"))]
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pub struct SpinningCube {
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pub speed: f32,
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}
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fn spin_cubes(time: Res<Time>, mut cubes: Query<(&SpinningCube, &mut Transform)>) {
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let dt = time.delta_secs();
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for (cube, mut transform) in &mut cubes {
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transform.rotate_y(cube.speed * dt);
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}
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}
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#[derive(Component, Reflect, Default)]
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#[reflect(Component, Default, @EditorCategory::new("Actor"))]
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pub struct TestCube {
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pub frog: f32,
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}
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}
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@@ -30,7 +30,6 @@ fn main() -> AppExit {
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App::new()
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.add_plugins(default_plugins)
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.add_plugins(avian3d::prelude::PhysicsPlugins::default())
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.add_plugins(jackdaw_runtime::JackdawPlugin)
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.add_plugins(game_test::GamePlugin)
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.add_plugins(FreeCameraPlugin)
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.add_plugins(EguiPlugin::default())
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@@ -169,6 +169,9 @@ pub fn initiate_default_match(
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}
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return;
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}
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if !args.synctest {
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return;
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}
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let players = (0..args.players)
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.map(|handle| MatchPlayer {
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handle,
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@@ -0,0 +1,81 @@
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use bevy::{input_focus::InputFocus, prelude::*, text::FontSourceTemplate, ui::auto_directional_navigation::AutoDirectionalNavigation};
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use crate::{game_settings::CommonAssets, menus::style::{FGUiButtonType, FGUiStyle}};
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#[derive(Component, Default, Clone)]
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#[require(Button)]
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pub struct FGUiButton {
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pub button_type: FGUiButtonType
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}
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pub fn menu_button(label: &str) -> impl Scene {
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bsn! {
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FGUiButton
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Node {
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width: px(150),
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height: px(65),
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border: px(5),
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justify_content: JustifyContent::Center,
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align_items: AlignItems::Center,
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margin: UiRect { left: px(0), right: px(0), top: px(20), bottom: px(20) }
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}
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BoxShadow::new(Color::WHITE, px(0.0), px(0.0), px(10.0), px(10.0))
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BorderColor::from(Color::BLACK)
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BackgroundColor(Color::srgb(0.15, 0.15, 0.15))
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AutoDirectionalNavigation::default()
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Children [(
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Text(label)
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TextFont {
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font: FontSourceTemplate::Handle("fonts/roboto.ttf"),
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font_size: px(super::style::H3_SIZE),
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}
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TextColor(Color::srgb(0.9, 0.9, 0.9))
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TextShadow
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),
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]
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}
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}
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pub fn button_setup(query: Query<(Entity, &FGUiButton, &mut Node), Added<FGUiButton>>, common_assets: Res<CommonAssets>, styles: Res<Assets<FGUiStyle>>, mut commands: Commands) {
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let styles = styles.get(&common_assets.ui_style).expect("UI styles should be loaded");
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for (entity, button, mut node) in query {
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styles.button_styles[&button.button_type].normal.apply(&mut commands, entity, &mut node);
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}
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}
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pub fn button_style_system(query: Query<(Entity, &FGUiButton, &Interaction, &mut Node), Changed<Interaction>>, common_assets: Res<CommonAssets>, styles: Res<Assets<FGUiStyle>>, mut commands: Commands) {
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let styles = styles.get(&common_assets.ui_style).expect("UI styles should be loaded");
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for (entity, button, interaction, mut node) in query {
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let button_style_to_use = match interaction {
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Interaction::Pressed => &styles.button_styles[&button.button_type].press,
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Interaction::Hovered => &styles.button_styles[&button.button_type].hover,
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Interaction::None => &styles.button_styles[&button.button_type].normal,
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};
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button_style_to_use.apply(&mut commands, entity, &mut node);
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}
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}
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pub fn button_focus_style_system(query: Query<(Entity, &FGUiButton)>, focus: Res<InputFocus>, mut commands: Commands, common_assets: Res<CommonAssets>, styles: Res<Assets<FGUiStyle>>) {
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if let Some(focused_entity) = focus.get() {
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if !query.contains(focused_entity) {
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return;
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}
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let styles = styles.get(&common_assets.ui_style).expect("UI styles should be loaded");
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for (entity, button) in query {
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if focused_entity == entity {
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let style = &styles.button_styles[&button.button_type];
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commands.entity(focused_entity).insert(Outline {
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width: px(style.focus_outline_width_px),
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offset: px(style.focus_outline_offset_px),
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color: style.focus_outline_color
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});
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} else {
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commands.entity(entity).remove::<Outline>();
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}
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}
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}
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}
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@@ -0,0 +1,41 @@
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use bevy::{prelude::*, text::FontSourceTemplate};
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use crate::{fighter::manifest::FighterManifest, menus::{button::FGUiButton, style::FGUiButtonType}};
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#[derive(Component, Clone, Default, FromTemplate)]
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pub struct CharacterBox {
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fighter_manifest: Handle<FighterManifest>,
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}
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impl CharacterBox {
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pub fn scene(manifest_handle: Handle<FighterManifest>, manifests: &Res<Assets<FighterManifest>>) -> impl Scene {
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let manifest = manifests.get(&manifest_handle).expect("Fighter manifest should be valid");
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bsn! {
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Node {
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width: px(128),
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height: px(128),
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flex_direction: FlexDirection::Column,
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justify_content: JustifyContent::FlexEnd
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}
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FGUiButton {
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button_type: FGUiButtonType::CharacterSelectCharacter
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}
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CharacterBox {
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fighter_manifest: manifest_handle
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}
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BackgroundColor(Color::srgb(1.0, 1.0, 1.0))
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Children [
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Node {
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width: percent(100)
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}
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Text("El Grande Padre")
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TextFont {
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font: FontSourceTemplate::Handle("fonts/roboto.ttf"),
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font_size: px(crate::menus::style::TEXT_SIZE),
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}
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TextColor(Color::srgb(0.9, 0.9, 0.9))
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BackgroundColor(Color::srgb(0.0, 0.0, 1.0))
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]
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}
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}
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}
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@@ -0,0 +1,18 @@
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use bevy::prelude::*;
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pub struct FighterPortrait {
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pub player_slot: usize
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}
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impl FighterPortrait {
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pub fn create(player_slot: usize) -> impl Scene {
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bsn![
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Node {
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max_width: px(300),
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height: px(400),
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flex_grow: 1.0
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}
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BackgroundColor(bevy::color::palettes::css::ORANGE)
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]
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}
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}
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@@ -0,0 +1,151 @@
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use bevy::prelude::*;
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use crate::{
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fighter::manifest::{FighterManifest, FighterManifestRegistry},
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input::{LocalInputAssignments, LocalInputSource},
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menus::{MenuMarker, build_menu_with_props, cursor::FGMenuCursor, spawn_menu, wrap_menu},
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};
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pub mod character_box;
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pub mod fighter_portrait;
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|
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#[derive(Component, FromTemplate)]
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pub struct CharacterSelectScreen {
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pub fighter_portait_container: Entity,
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}
|
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|
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pub fn setup_character_select(
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existing_menu: Option<Single<Entity, With<MenuMarker>>>,
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commands: Commands,
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manifest_registry: Res<FighterManifestRegistry>,
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assignments: Res<LocalInputAssignments>,
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manifests: Res<Assets<FighterManifest>>,
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||||
) {
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let character_boxes = manifest_registry
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.iter()
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.map(|(_, v)| character_box::CharacterBox::scene(v.clone(), &manifests))
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.collect::<Vec<_>>();
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||||
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// Create existing portraits
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let fighter_portraits = assignments
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.iter()
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.map(|(slot, _)| fighter_portrait::FighterPortrait::create(*slot))
|
||||
.collect::<Vec<_>>();
|
||||
|
||||
let menu = bsn! {
|
||||
// Characters
|
||||
CharacterSelectScreen {
|
||||
fighter_portait_container: #PortraitContainer
|
||||
}
|
||||
Node {
|
||||
flex_direction: FlexDirection::Column
|
||||
}
|
||||
Children [
|
||||
(Node {
|
||||
flex_direction: FlexDirection::Column,
|
||||
width: percent(100),
|
||||
height: percent(100),
|
||||
justify_content: JustifyContent::Center,
|
||||
align_items: AlignItems::Center
|
||||
}
|
||||
Children [
|
||||
{character_boxes}
|
||||
]
|
||||
),
|
||||
(
|
||||
#PortraitContainer
|
||||
Node {
|
||||
flex_direction: FlexDirection::Row,
|
||||
width: percent(100),
|
||||
justify_content: JustifyContent::Center
|
||||
}
|
||||
Children [
|
||||
{fighter_portraits}
|
||||
]
|
||||
)
|
||||
]
|
||||
};
|
||||
|
||||
spawn_menu(existing_menu, commands, menu);
|
||||
}
|
||||
|
||||
pub fn create_portrait(
|
||||
player_slot: usize,
|
||||
container: Entity,
|
||||
mut commands: Commands,
|
||||
mut meshes: ResMut<Assets<Mesh>>,
|
||||
mut materials: ResMut<Assets<ColorMaterial>>,
|
||||
mapping: Res<LocalInputAssignments>,
|
||||
) {
|
||||
let entity = commands
|
||||
.spawn_scene(fighter_portrait::FighterPortrait::create(player_slot))
|
||||
.id();
|
||||
commands.entity(container).add_child(entity);
|
||||
|
||||
commands.spawn(
|
||||
FGMenuCursor::create_cursor(player_slot, meshes, materials, mapping)
|
||||
);
|
||||
}
|
||||
|
||||
#[derive(Event)]
|
||||
pub struct FighterSlotAssigned {
|
||||
pub slot: usize,
|
||||
}
|
||||
|
||||
pub fn handle_fighter_slot_addition(
|
||||
addition: On<FighterSlotAssigned>,
|
||||
query: Single<&CharacterSelectScreen>,
|
||||
commands: Commands,
|
||||
meshes: ResMut<Assets<Mesh>>,
|
||||
materials: ResMut<Assets<ColorMaterial>>,
|
||||
mapping: Res<LocalInputAssignments>,
|
||||
) {
|
||||
let slot = addition.slot;
|
||||
create_portrait(
|
||||
slot,
|
||||
query.fighter_portait_container,
|
||||
commands,
|
||||
meshes,
|
||||
materials,
|
||||
mapping,
|
||||
);
|
||||
}
|
||||
|
||||
pub fn css_input(
|
||||
key: Res<ButtonInput<KeyCode>>,
|
||||
pads: Query<(Entity, &Gamepad)>,
|
||||
mut assignments: ResMut<LocalInputAssignments>,
|
||||
mut commands: Commands,
|
||||
) {
|
||||
if key.get_pressed().len() != 0 {
|
||||
if let None = assignments
|
||||
.iter()
|
||||
.find(|(_, source)| matches!(source, LocalInputSource::Keyboard))
|
||||
{
|
||||
if let Some(free_idx) = assignments.get_free_player_index() {
|
||||
assignments.push((free_idx, LocalInputSource::Keyboard));
|
||||
info!("New keyboard assignment");
|
||||
commands.trigger(FighterSlotAssigned { slot: free_idx });
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
for (entity, pad) in pads {
|
||||
if pad.any_pressed(GamepadButton::all()) {
|
||||
let existed = assignments
|
||||
.iter()
|
||||
.find(|(_, assignment)| {
|
||||
if let LocalInputSource::Gamepad(assignment_entity) = assignment {
|
||||
return entity == *assignment_entity;
|
||||
}
|
||||
false
|
||||
})
|
||||
.is_some();
|
||||
|
||||
if !existed && let Some(free_idx) = assignments.get_free_player_index() {
|
||||
assignments.push((free_idx, LocalInputSource::Gamepad(entity)));
|
||||
commands.trigger(FighterSlotAssigned { slot: free_idx });
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,152 @@
|
||||
use bevy::{
|
||||
asset::uuid::Uuid,
|
||||
math::VectorSpace,
|
||||
picking::pointer::{Location, PointerId, PointerInput, PointerLocation},
|
||||
prelude::*,
|
||||
window::{NormalizedWindowRef, WindowRef},
|
||||
};
|
||||
|
||||
use crate::{game_settings::GameSettings, input::LocalInputAssignments, menus::input::MenuInput};
|
||||
|
||||
#[derive(Default)]
|
||||
pub enum MenuCursorInputSource {
|
||||
#[default]
|
||||
Any,
|
||||
Player(usize),
|
||||
}
|
||||
|
||||
#[derive(Component, Default)]
|
||||
pub struct FGMenuCursor {
|
||||
pub input_source: MenuCursorInputSource,
|
||||
pub velocity: Vec2,
|
||||
}
|
||||
|
||||
impl FGMenuCursor {
|
||||
pub fn create_cursor(
|
||||
player_slot: usize,
|
||||
mut meshes: ResMut<Assets<Mesh>>,
|
||||
mut materials: ResMut<Assets<ColorMaterial>>,
|
||||
mapping: Res<LocalInputAssignments>,
|
||||
) -> impl Bundle {
|
||||
let (_, mapping) = mapping
|
||||
.iter()
|
||||
.find(|(slot, _)| *slot == player_slot)
|
||||
.unwrap();
|
||||
|
||||
let material = materials.add(ColorMaterial::from_color(
|
||||
bevy::color::palettes::tailwind::ROSE_600,
|
||||
));
|
||||
let circle_mesh = meshes.add(Circle::new(25.0));
|
||||
let pointer_id = match mapping {
|
||||
crate::input::LocalInputSource::Keyboard => PointerId::Mouse,
|
||||
crate::input::LocalInputSource::Gamepad(_) => PointerId::Custom(Uuid::new_v4()),
|
||||
};
|
||||
(
|
||||
FGMenuCursor {
|
||||
input_source: super::cursor::MenuCursorInputSource::Player(player_slot),
|
||||
..default()
|
||||
},
|
||||
pointer_id,
|
||||
MeshMaterial2d(material),
|
||||
Mesh2d(circle_mesh),
|
||||
Transform::IDENTITY,
|
||||
GlobalZIndex(1000),
|
||||
)
|
||||
}
|
||||
}
|
||||
|
||||
pub fn cursor_input(
|
||||
window: Single<Entity, With<bevy::window::PrimaryWindow>>,
|
||||
query: Query<(
|
||||
&mut FGMenuCursor,
|
||||
&PointerLocation,
|
||||
&PointerId,
|
||||
)>,
|
||||
key: Res<ButtonInput<KeyCode>>,
|
||||
assignments: Res<LocalInputAssignments>,
|
||||
game_settings: Res<GameSettings>,
|
||||
time: Res<Time>,
|
||||
pads: Query<(Entity, &Gamepad)>,
|
||||
mut pointer_writer: MessageWriter<PointerInput>,
|
||||
) {
|
||||
for (mut cursor, location, pointer_id) in query {
|
||||
let input = match cursor.input_source {
|
||||
MenuCursorInputSource::Any => {
|
||||
let mut input = MenuInput::default();
|
||||
for (_, source) in assignments.iter() {
|
||||
input.accumulate(&MenuInput::from_source(
|
||||
source,
|
||||
&key,
|
||||
&pads,
|
||||
&assignments,
|
||||
&game_settings,
|
||||
));
|
||||
}
|
||||
input
|
||||
}
|
||||
MenuCursorInputSource::Player(slot) => {
|
||||
if let Some((_, source)) = assignments.iter().find(|(idx, _)| *idx == slot) {
|
||||
MenuInput::from_source(source, &key, &pads, &assignments, &game_settings)
|
||||
} else {
|
||||
MenuInput::default()
|
||||
}
|
||||
}
|
||||
};
|
||||
|
||||
let movement_screen_space = input.movement * Vec2::new(1.0, -1.0);
|
||||
cursor.velocity = movement_screen_space * 500.0;
|
||||
|
||||
if cursor.velocity == Vec2::ZERO {
|
||||
continue;
|
||||
}
|
||||
|
||||
let old_cursor_pos = location
|
||||
.location
|
||||
.clone()
|
||||
.map(|loc| loc.position)
|
||||
.unwrap_or(Vec2::ZERO);
|
||||
let cursor_pos = old_cursor_pos + cursor.velocity * time.delta_secs();
|
||||
|
||||
dbg!(cursor_pos);
|
||||
|
||||
pointer_writer.write(PointerInput {
|
||||
pointer_id: *pointer_id,
|
||||
location: Location {
|
||||
target: bevy::camera::NormalizedRenderTarget::Window(
|
||||
WindowRef::Primary
|
||||
.normalize(Some(window.entity()))
|
||||
.expect("Primary window should be valid"),
|
||||
),
|
||||
position: cursor_pos,
|
||||
},
|
||||
action: bevy::picking::pointer::PointerAction::Move {
|
||||
delta: cursor_pos - old_cursor_pos,
|
||||
},
|
||||
});
|
||||
|
||||
//cursor.position
|
||||
}
|
||||
}
|
||||
|
||||
pub fn update_cursor_transform(
|
||||
camera: Single<(&Camera, &GlobalTransform), With<IsDefaultUiCamera>>,
|
||||
query: Query<(&mut Transform, &PointerLocation), With<FGMenuCursor>>,
|
||||
) {
|
||||
let (camera, camera_transform) = camera.into_inner();
|
||||
|
||||
for (mut trf, location) in query {
|
||||
let cursor_pos_viewport = camera
|
||||
.viewport_to_world_2d(
|
||||
camera_transform,
|
||||
location
|
||||
.clone()
|
||||
.location
|
||||
.map(|d| d.position)
|
||||
.unwrap_or_default(),
|
||||
)
|
||||
.ok()
|
||||
.unwrap_or_default();
|
||||
|
||||
trf.translation = Vec3::new(cursor_pos_viewport.x, cursor_pos_viewport.y, 0.0);
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,65 @@
|
||||
use bevy::prelude::*;
|
||||
|
||||
use crate::{game_settings::GameSettings, input::{LocalInputAssignments, LocalInputSource}};
|
||||
|
||||
#[derive(Default)]
|
||||
pub struct MenuInput {
|
||||
pub movement: Vec2,
|
||||
pub accept: bool
|
||||
}
|
||||
|
||||
impl MenuInput {
|
||||
|
||||
pub fn accumulate(&mut self, other: &Self) {
|
||||
self.movement += other.movement;
|
||||
self.movement = self.movement.normalize();
|
||||
self.accept = self.accept || other.accept;
|
||||
}
|
||||
|
||||
pub fn from_gamepad(gamepad: &Gamepad, game_settings: &GameSettings) -> Self {
|
||||
let mut x = gamepad.left_stick().x;
|
||||
let mut y = gamepad.left_stick().y;
|
||||
|
||||
let deadzone = game_settings.input_common.stick_deadzone.to_num::<f32>();
|
||||
|
||||
if x.abs() < deadzone {
|
||||
x = 0.0;
|
||||
}
|
||||
|
||||
if y.abs() < deadzone {
|
||||
y = 0.0;
|
||||
}
|
||||
|
||||
MenuInput {
|
||||
movement: Vec2::new(x, y),
|
||||
accept: gamepad.pressed(GamepadButton::South)
|
||||
}
|
||||
}
|
||||
pub fn from_keyboard(keeb: &ButtonInput<KeyCode>) -> Self {
|
||||
let x = if keeb.pressed(KeyCode::KeyA) { -1.0 } else { 0.0 };
|
||||
let x = x + if keeb.pressed(KeyCode::KeyD) { 1.0 } else { 0.0 };
|
||||
let y = if keeb.pressed(KeyCode::KeyS) { -1.0 } else { 0.0 };
|
||||
let y = y + if keeb.pressed(KeyCode::KeyW) { 1.0 } else { 0.0 };
|
||||
|
||||
let movement = Vec2::new(x, y);
|
||||
MenuInput {
|
||||
movement: movement,
|
||||
accept: keeb.pressed(KeyCode::Enter)
|
||||
}
|
||||
}
|
||||
|
||||
pub fn from_source(source: &LocalInputSource, key: &ButtonInput<KeyCode>, gamepads: &Query<(Entity, &Gamepad)>, assignments: &LocalInputAssignments, game_settings: &GameSettings) -> Self {
|
||||
match source {
|
||||
LocalInputSource::Keyboard => Self::from_keyboard(key),
|
||||
LocalInputSource::Gamepad(entity) => {
|
||||
let gamepad = gamepads.get(*entity);
|
||||
|
||||
if let Ok((_, gamepad)) = gamepad {
|
||||
Self::from_gamepad(gamepad, game_settings)
|
||||
} else {
|
||||
Self::default()
|
||||
}
|
||||
},
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,55 @@
|
||||
use bevy::{
|
||||
prelude::*, text::FontSourceTemplate,
|
||||
ui::auto_directional_navigation::AutoDirectionalNavigation,
|
||||
};
|
||||
|
||||
use crate::{AppState, menus::{MenuMarker, button::menu_button, navigation::NavigationDefaultFocus}};
|
||||
|
||||
#[derive(SceneComponent, Default, Clone)]
|
||||
pub struct MainMenu;
|
||||
|
||||
impl MainMenu {
|
||||
fn scene() -> impl Scene {
|
||||
bsn! {
|
||||
BackgroundColor(Color::srgb(0.15, 0.0, 0.0))
|
||||
Children [
|
||||
(
|
||||
Text("Project Shinespark")
|
||||
TextFont {
|
||||
font: FontSourceTemplate::Handle("fonts/roboto.ttf"),
|
||||
font_size: px(super::style::H1_SIZE),
|
||||
}
|
||||
TextColor(Color::srgb(0.9, 0.9, 0.9))
|
||||
),
|
||||
(
|
||||
Text("This is a beta, kuro owes me 5€")
|
||||
TextFont {
|
||||
font: FontSourceTemplate::Handle("fonts/roboto.ttf"),
|
||||
font_size: px(super::style::H2_SIZE),
|
||||
}
|
||||
TextColor(Color::srgb(0.9, 0.9, 0.9))
|
||||
),
|
||||
(
|
||||
Node {
|
||||
width: percent(100),
|
||||
height: percent(100),
|
||||
align_items: AlignItems::Center,
|
||||
justify_content: JustifyContent::Center,
|
||||
column_gap: px(5),
|
||||
flex_direction: FlexDirection::Column,
|
||||
}
|
||||
Children [
|
||||
(
|
||||
menu_button("Versus")
|
||||
on(|_event: On<Pointer<Press>>, mut next_state: ResMut<NextState<AppState>>,| next_state.set(AppState::CharacterSelect))
|
||||
NavigationDefaultFocus
|
||||
),
|
||||
]
|
||||
),
|
||||
]
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
pub fn setup_main_menu(mut commands: Commands) {
|
||||
}
|
||||
@@ -0,0 +1,168 @@
|
||||
use bevy::{
|
||||
input_focus::{
|
||||
InputFocus, InputFocusVisible,
|
||||
directional_navigation::{AutoNavigationConfig, DirectionalNavigationPlugin},
|
||||
},
|
||||
prelude::*,
|
||||
};
|
||||
|
||||
use bevy::prelude::*;
|
||||
|
||||
use crate::{
|
||||
AppState,
|
||||
game_settings::CommonAssets,
|
||||
menus::{character_select::CharacterSelectScreen, main_menu::MainMenu, style::FGUiStyle},
|
||||
};
|
||||
pub mod button;
|
||||
pub mod character_select;
|
||||
pub mod cursor;
|
||||
pub mod input;
|
||||
pub mod main_menu;
|
||||
pub mod navigation;
|
||||
pub mod scaling;
|
||||
pub mod style;
|
||||
|
||||
#[derive(Component, Clone, Default)]
|
||||
pub struct MenuMarker {}
|
||||
|
||||
pub struct MenuPlugin;
|
||||
|
||||
pub fn build_menu_scene<S>(existing_menu: Option<Single<Entity, With<MenuMarker>>>) -> impl Scene
|
||||
where
|
||||
S: SceneComponent + Default + Clone + Send + Sync,
|
||||
{
|
||||
}
|
||||
|
||||
pub fn wrap_menu(menu: impl Scene) -> impl Scene {
|
||||
bsn! {
|
||||
#MenuRoot
|
||||
MenuMarker
|
||||
Node {
|
||||
width: percent(100),
|
||||
height: percent(100),
|
||||
align_items: AlignItems::Center,
|
||||
justify_content: JustifyContent::Center,
|
||||
flex_direction: FlexDirection::Column,
|
||||
}
|
||||
Children [
|
||||
(
|
||||
#MenuContainer
|
||||
Node {
|
||||
width: px(1920),
|
||||
height: px(1080),
|
||||
align_items: AlignItems::Center,
|
||||
justify_content: JustifyContent::Center,
|
||||
column_gap: vmin(5.0),
|
||||
flex_direction: FlexDirection::Column,
|
||||
padding: UiRect { left: vmin(5.0), right: vmin(5.0), top: vmin(5.0), bottom: vmin(5.0) }
|
||||
}
|
||||
menu
|
||||
)
|
||||
]
|
||||
}
|
||||
}
|
||||
|
||||
pub fn spawn_menu(
|
||||
existing_menu: Option<Single<Entity, With<MenuMarker>>>,
|
||||
mut commands: Commands,
|
||||
menu: impl Scene,
|
||||
) {
|
||||
if let Some(entity) = existing_menu {
|
||||
commands
|
||||
.entity(entity.into_inner())
|
||||
.remove::<Camera2d>()
|
||||
.remove::<Camera>()
|
||||
.despawn();
|
||||
}
|
||||
commands.queue_spawn_scene(wrap_menu(menu));
|
||||
}
|
||||
|
||||
pub fn build_menu_with_props<S>(props: S::Props) -> impl Scene
|
||||
where
|
||||
S: SceneComponent + Default + Clone + Send + Sync,
|
||||
{
|
||||
S::scene(props)
|
||||
}
|
||||
|
||||
pub fn build_menu<S>(
|
||||
existing_menu: Option<Single<Entity, With<MenuMarker>>>,
|
||||
mut commands: Commands,
|
||||
) where
|
||||
S: SceneComponent + Default + Clone + Send + Sync,
|
||||
{
|
||||
spawn_menu(
|
||||
existing_menu,
|
||||
commands,
|
||||
build_menu_with_props::<S>(S::Props::default()),
|
||||
);
|
||||
}
|
||||
|
||||
impl Plugin for MenuPlugin {
|
||||
fn build(&self, app: &mut App) {
|
||||
app.add_systems(
|
||||
OnEnter(AppState::MainMenu),
|
||||
(build_menu::<MainMenu>, |mut commands: Commands| {
|
||||
commands.spawn((Camera2d, IsDefaultUiCamera));
|
||||
commands.spawn((
|
||||
Camera2d,
|
||||
Camera {
|
||||
order: 1,
|
||||
..default()
|
||||
},
|
||||
));
|
||||
}),
|
||||
)
|
||||
.add_systems(
|
||||
OnEnter(AppState::CharacterSelect),
|
||||
character_select::setup_character_select,
|
||||
)
|
||||
.init_resource::<navigation::UINavigationActionState>()
|
||||
.insert_resource(InputFocusVisible(true))
|
||||
.insert_resource(GlobalUiDebugOptions {
|
||||
enabled: true,
|
||||
..default()
|
||||
})
|
||||
// Configure auto-navigation behavior
|
||||
.insert_resource(AutoNavigationConfig {
|
||||
// Require at least 10% overlap in perpendicular axis for cardinal directions
|
||||
min_alignment_factor: 0.1,
|
||||
// Don't connect nodes more than 500 pixels apart between their closest edges
|
||||
max_search_distance: Some(500.0),
|
||||
// Prefer nodes that are well-aligned
|
||||
prefer_aligned: true,
|
||||
})
|
||||
.add_plugins(DirectionalNavigationPlugin)
|
||||
.add_systems(
|
||||
PreUpdate,
|
||||
(
|
||||
navigation::give_default_focus,
|
||||
scaling::ui_scaling_system,
|
||||
button::button_setup,
|
||||
button::button_style_system,
|
||||
button::button_focus_style_system,
|
||||
)
|
||||
.run_if(resource_exists::<CommonAssets>),
|
||||
)
|
||||
.add_systems(Startup, scaling::ui_update_scale_on_startup)
|
||||
.add_systems(
|
||||
PostUpdate,
|
||||
(character_select::css_input, (cursor::cursor_input, cursor::update_cursor_transform).chain())
|
||||
.run_if(in_state(AppState::CharacterSelect))
|
||||
.run_if(any_with_component::<CharacterSelectScreen>),
|
||||
)
|
||||
.add_observer(character_select::handle_fighter_slot_addition)
|
||||
.add_plugins(bevy_common_assets::ron::RonAssetPlugin::<FGUiStyle>::new(
|
||||
&["stylesheet.ron"],
|
||||
))
|
||||
.add_systems(
|
||||
Update,
|
||||
(
|
||||
navigation::process_inputs,
|
||||
navigation::navigate,
|
||||
navigation::interact_with_focused_button,
|
||||
)
|
||||
.chain(),
|
||||
)
|
||||
.init_resource::<InputFocus>();
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,166 @@
|
||||
use std::{collections::HashSet, time::Duration};
|
||||
use bevy::{camera::NormalizedRenderTarget, input_focus::{InputFocus, InputFocusVisible}, math::CompassOctant, picking::{backend::HitData, pointer::{Location, PointerId}}, prelude::*, ui::auto_directional_navigation::AutoDirectionalNavigator};
|
||||
|
||||
// Action state and input handling
|
||||
#[derive(Debug, PartialEq, Eq, Hash)]
|
||||
enum DirectionalNavigationAction {
|
||||
Up,
|
||||
Down,
|
||||
Left,
|
||||
Right,
|
||||
Select,
|
||||
}
|
||||
|
||||
impl DirectionalNavigationAction {
|
||||
fn variants() -> Vec<Self> {
|
||||
vec![
|
||||
DirectionalNavigationAction::Up,
|
||||
DirectionalNavigationAction::Down,
|
||||
DirectionalNavigationAction::Left,
|
||||
DirectionalNavigationAction::Right,
|
||||
DirectionalNavigationAction::Select,
|
||||
]
|
||||
}
|
||||
|
||||
fn keycode(&self) -> KeyCode {
|
||||
match self {
|
||||
DirectionalNavigationAction::Up => KeyCode::ArrowUp,
|
||||
DirectionalNavigationAction::Down => KeyCode::ArrowDown,
|
||||
DirectionalNavigationAction::Left => KeyCode::ArrowLeft,
|
||||
DirectionalNavigationAction::Right => KeyCode::ArrowRight,
|
||||
DirectionalNavigationAction::Select => KeyCode::Enter,
|
||||
}
|
||||
}
|
||||
|
||||
fn gamepad_button(&self) -> GamepadButton {
|
||||
match self {
|
||||
DirectionalNavigationAction::Up => GamepadButton::DPadUp,
|
||||
DirectionalNavigationAction::Down => GamepadButton::DPadDown,
|
||||
DirectionalNavigationAction::Left => GamepadButton::DPadLeft,
|
||||
DirectionalNavigationAction::Right => GamepadButton::DPadRight,
|
||||
DirectionalNavigationAction::Select => GamepadButton::South,
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
#[derive(Default, Resource)]
|
||||
pub struct UINavigationActionState {
|
||||
pressed_actions: HashSet<DirectionalNavigationAction>,
|
||||
}
|
||||
|
||||
#[derive(Default, Component, Clone)]
|
||||
pub struct NavigationDefaultFocus;
|
||||
|
||||
pub fn process_inputs(
|
||||
mut action_state: ResMut<UINavigationActionState>,
|
||||
keyboard_input: Res<ButtonInput<KeyCode>>,
|
||||
gamepad_input: Query<&Gamepad>,
|
||||
) {
|
||||
action_state.pressed_actions.clear();
|
||||
|
||||
for action in DirectionalNavigationAction::variants() {
|
||||
if keyboard_input.just_pressed(action.keycode()) {
|
||||
action_state.pressed_actions.insert(action);
|
||||
}
|
||||
}
|
||||
|
||||
for gamepad in gamepad_input.iter() {
|
||||
for action in DirectionalNavigationAction::variants() {
|
||||
if gamepad.just_pressed(action.gamepad_button()) {
|
||||
action_state.pressed_actions.insert(action);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
const FOCUSED_BORDER: Srgba = bevy::color::palettes::tailwind::BLUE_50;
|
||||
|
||||
pub fn highlight_focused_element(
|
||||
input_focus: Res<InputFocus>,
|
||||
input_focus_visible: Res<InputFocusVisible>,
|
||||
mut query: Query<(Entity, &mut BorderColor)>,
|
||||
) {
|
||||
for (entity, mut border_color) in query.iter_mut() {
|
||||
if input_focus.get() == Some(entity) && input_focus_visible.0 {
|
||||
*border_color = BorderColor::all(FOCUSED_BORDER);
|
||||
} else {
|
||||
*border_color = BorderColor::DEFAULT;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
pub fn navigate(
|
||||
action_state: Res<UINavigationActionState>,
|
||||
mut auto_directional_navigator: AutoDirectionalNavigator,
|
||||
) {
|
||||
let net_east_west = action_state
|
||||
.pressed_actions
|
||||
.contains(&DirectionalNavigationAction::Right) as i8
|
||||
- action_state
|
||||
.pressed_actions
|
||||
.contains(&DirectionalNavigationAction::Left) as i8;
|
||||
|
||||
let net_north_south = action_state
|
||||
.pressed_actions
|
||||
.contains(&DirectionalNavigationAction::Up) as i8
|
||||
- action_state
|
||||
.pressed_actions
|
||||
.contains(&DirectionalNavigationAction::Down) as i8;
|
||||
|
||||
// Use Dir2::from_xy to convert input to direction, then convert to CompassOctant
|
||||
let maybe_direction = Dir2::from_xy(net_east_west as f32, net_north_south as f32)
|
||||
.ok()
|
||||
.map(CompassOctant::from);
|
||||
|
||||
if let Some(direction) = maybe_direction {
|
||||
match auto_directional_navigator.navigate(direction) {
|
||||
Ok(_entity) => {
|
||||
// Successfully navigated
|
||||
}
|
||||
Err(e) => {
|
||||
error!("Navigation error: {}", e)
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
pub fn give_default_focus(query: Query<Entity, Added<NavigationDefaultFocus>>, mut input_focus: ResMut<InputFocus>) {
|
||||
for entity in query {
|
||||
input_focus.set(entity, bevy::input_focus::FocusCause::Navigated);
|
||||
}
|
||||
}
|
||||
|
||||
pub fn interact_with_focused_button(
|
||||
action_state: Res<UINavigationActionState>,
|
||||
input_focus: Res<InputFocus>,
|
||||
mut commands: Commands,
|
||||
) {
|
||||
if action_state
|
||||
.pressed_actions
|
||||
.contains(&DirectionalNavigationAction::Select)
|
||||
&& let Some(focused_entity) = input_focus.get()
|
||||
{
|
||||
commands.trigger(Pointer::new(
|
||||
PointerId::Mouse,
|
||||
Location {
|
||||
target: NormalizedRenderTarget::None {
|
||||
width: 0,
|
||||
height: 0,
|
||||
},
|
||||
position: Vec2::ZERO,
|
||||
},
|
||||
Press {
|
||||
button: PointerButton::Primary,
|
||||
hit: HitData {
|
||||
camera: Entity::PLACEHOLDER,
|
||||
depth: 0.0,
|
||||
position: None,
|
||||
normal: None,
|
||||
extra: None,
|
||||
},
|
||||
count: 1,
|
||||
},
|
||||
focused_entity,
|
||||
));
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,29 @@
|
||||
use bevy::camera::CameraProjection;
|
||||
use bevy::camera::Projection::Orthographic;
|
||||
use bevy::prelude::*;
|
||||
use bevy::window::WindowResized;
|
||||
|
||||
fn compute_ui_scale(window_size: Vec2) -> f32 {
|
||||
const BASE_SIZE: Vec2 = Vec2::new(1920.0, 1080.0);
|
||||
const BASE_ASPECT_RATIO: f32 = BASE_SIZE.x / BASE_SIZE.y;
|
||||
let new_aspect_ratio = window_size.x / window_size.y;
|
||||
if new_aspect_ratio > BASE_ASPECT_RATIO {
|
||||
window_size.y / BASE_SIZE.y
|
||||
} else {
|
||||
window_size.x / BASE_SIZE.x
|
||||
}
|
||||
}
|
||||
|
||||
pub fn ui_update_scale_on_startup(window: Single<&Window>, mut ui_scale: ResMut<UiScale>) {
|
||||
ui_scale.0 = compute_ui_scale(window.size());
|
||||
}
|
||||
|
||||
pub fn ui_scaling_system(mut resize_reader: MessageReader<WindowResized>, mut ui_scale: ResMut<UiScale>) {
|
||||
|
||||
for event in resize_reader.read() {
|
||||
let dimensions = Vec2::new(event.width, event.height);
|
||||
*ui_scale = UiScale(compute_ui_scale(dimensions));
|
||||
|
||||
break
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,62 @@
|
||||
use std::collections::HashMap;
|
||||
|
||||
use bevy::prelude::*;
|
||||
use serde::{Deserialize, Serialize};
|
||||
|
||||
pub const H1_SIZE: i32 = 72;
|
||||
pub const H2_SIZE: i32 = 54;
|
||||
pub const H3_SIZE: i32 = 40;
|
||||
pub const TEXT_SIZE: i32 = 24;
|
||||
|
||||
#[derive(Serialize, Deserialize, Reflect, Default)]
|
||||
#[serde(default)]
|
||||
pub struct BoxShadowStyle {
|
||||
color: Color,
|
||||
offset_px_x: i32,
|
||||
offset_px_y: i32,
|
||||
spread_radius: f32,
|
||||
blur_radius: f32
|
||||
}
|
||||
|
||||
#[derive(Serialize, Deserialize, Reflect, Default)]
|
||||
#[serde(default)]
|
||||
pub struct ButtonStyle {
|
||||
background_color: Color,
|
||||
border_color: Color,
|
||||
text_color: Color,
|
||||
box_shadow: BoxShadowStyle,
|
||||
border_size: i32
|
||||
}
|
||||
|
||||
#[derive(Serialize, Deserialize, Reflect)]
|
||||
pub struct ButtonStyles {
|
||||
pub normal: ButtonStyle,
|
||||
pub hover: ButtonStyle,
|
||||
pub press: ButtonStyle,
|
||||
pub focus_outline_width_px: i32,
|
||||
pub focus_outline_offset_px: i32,
|
||||
pub focus_outline_color: Color,
|
||||
}
|
||||
|
||||
impl ButtonStyle {
|
||||
pub fn apply(&self, commands: &mut Commands, entity: Entity, node: &mut Node) {
|
||||
node.border = UiRect::all(px(self.border_size));
|
||||
commands.entity(entity).insert((
|
||||
BackgroundColor(self.background_color),
|
||||
BorderColor::all(self.background_color),
|
||||
BoxShadow::new(self.box_shadow.color, px(self.box_shadow.offset_px_x), px(self.box_shadow.offset_px_y), px(self.box_shadow.spread_radius), px(self.box_shadow.blur_radius))
|
||||
));
|
||||
}
|
||||
}
|
||||
|
||||
#[derive(Reflect, Eq, PartialEq, Hash, Deserialize, Serialize, Default, Clone)]
|
||||
pub enum FGUiButtonType {
|
||||
#[default]
|
||||
MainMenu,
|
||||
CharacterSelectCharacter
|
||||
}
|
||||
|
||||
#[derive(Asset, Resource, Reflect, Deserialize, Serialize)]
|
||||
pub struct FGUiStyle {
|
||||
pub button_styles: HashMap<FGUiButtonType, ButtonStyles>
|
||||
}
|
||||
+1
-1
@@ -239,7 +239,7 @@ fn finish_playback(mut commands: Commands, mut next_state: ResMut<NextState<AppS
|
||||
commands.remove_resource::<ReplayRuntime>();
|
||||
commands.remove_resource::<LoadedReplay>();
|
||||
commands.insert_resource(ReplayComplete);
|
||||
next_state.set(AppState::Idle);
|
||||
next_state.set(AppState::MainMenu);
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
@@ -173,7 +173,7 @@ pub fn prepare_stage_manifests(
|
||||
}
|
||||
|
||||
commands.insert_resource(StageManifestRegistry(registry));
|
||||
next_state.set(AppState::Idle);
|
||||
next_state.set(AppState::MainMenu);
|
||||
}
|
||||
|
||||
impl StageManifest {
|
||||
|
||||
Reference in New Issue
Block a user