 484721be80
			
		
	
	
		484721be80
		
			
		
	
	
	
	
		
			
			# Objective Fixes #14883 ## Solution Pretty simple update to `EntityCommands` methods to consume `self` and return it rather than taking `&mut self`. The things probably worth noting: * I added `#[allow(clippy::should_implement_trait)]` to the `add` method because it causes a linting conflict with `std::ops::Add`. * `despawn` and `log_components` now return `Self`. I'm not sure if that's exactly the desired behavior so I'm happy to adjust if that seems wrong. ## Testing Tested with `cargo run -p ci`. I think that should be sufficient to call things good. ## Migration Guide The most likely migration needed is changing code from this: ``` let mut entity = commands.get_or_spawn(entity); if depth_prepass { entity.insert(DepthPrepass); } if normal_prepass { entity.insert(NormalPrepass); } if motion_vector_prepass { entity.insert(MotionVectorPrepass); } if deferred_prepass { entity.insert(DeferredPrepass); } ``` to this: ``` let mut entity = commands.get_or_spawn(entity); if depth_prepass { entity = entity.insert(DepthPrepass); } if normal_prepass { entity = entity.insert(NormalPrepass); } if motion_vector_prepass { entity = entity.insert(MotionVectorPrepass); } if deferred_prepass { entity.insert(DeferredPrepass); } ``` as can be seen in several of the example code updates here. There will probably also be instances where mutable `EntityCommands` vars no longer need to be mutable.
		
			
				
	
	
		
			821 lines
		
	
	
		
			34 KiB
		
	
	
	
		
			Rust
		
	
	
	
	
	
			
		
		
	
	
			821 lines
		
	
	
		
			34 KiB
		
	
	
	
		
			Rust
		
	
	
	
	
	
| //! This example will display a simple menu using Bevy UI where you can start a new game,
 | |
| //! change some settings or quit. There is no actual game, it will just display the current
 | |
| //! settings for 5 seconds before going back to the menu.
 | |
| 
 | |
| use bevy::prelude::*;
 | |
| 
 | |
| 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)]
 | |
| 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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| 
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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)]
 | |
| 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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| 
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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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| 
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| fn setup(mut commands: Commands) {
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|     commands.spawn(Camera2dBundle::default());
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| }
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| 
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| mod splash {
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|     use bevy::prelude::*;
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| 
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|     use super::{despawn_screen, GameState};
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| 
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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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| 
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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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| 
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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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| 
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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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|                 NodeBundle {
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|                     style: Style {
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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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|                     ..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(ImageBundle {
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|                     style: Style {
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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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|                     image: UiImage::new(icon),
 | |
|                     ..default()
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|                 });
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|             });
 | |
|         // Insert the timer as a resource
 | |
|         commands.insert_resource(SplashTimer(Timer::from_seconds(1.0, TimerMode::Once)));
 | |
|     }
 | |
| 
 | |
|     // Tick the timer, and change state when finished
 | |
|     fn countdown(
 | |
|         mut game_state: ResMut<NextState<GameState>>,
 | |
|         time: Res<Time>,
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|         mut timer: ResMut<SplashTimer>,
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|     ) {
 | |
|         if timer.tick(time.delta()).finished() {
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|             game_state.set(GameState::Menu);
 | |
|         }
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|     }
 | |
| }
 | |
| 
 | |
| mod game {
 | |
|     use bevy::{
 | |
|         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
 | |
|     // 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
 | |
|     #[derive(Component)]
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|     struct OnGameScreen;
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| 
 | |
|     #[derive(Resource, Deref, DerefMut)]
 | |
|     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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|                 NodeBundle {
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|                     style: Style {
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|                         width: Val::Percent(100.0),
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|                         height: Val::Percent(100.0),
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|                         // 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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|                     ..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 `NodeBundle` for centering what we want to display
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|                 parent
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|                     .spawn(NodeBundle {
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|                         style: Style {
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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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|                         background_color: Color::BLACK.into(),
 | |
|                         ..default()
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|                     })
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|                     .with_children(|parent| {
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|                         // Display two lines of text, the second one with the current settings
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|                         parent.spawn(
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|                             TextBundle::from_section(
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|                                 "Will be back to the menu shortly...",
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|                                 TextStyle {
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|                                     font_size: 80.0,
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|                                     color: TEXT_COLOR,
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|                                     ..default()
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|                                 },
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|                             )
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|                             .with_style(Style {
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|                                 margin: UiRect::all(Val::Px(50.0)),
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|                                 ..default()
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|                             }),
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|                         );
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|                         parent.spawn(
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|                             TextBundle::from_sections([
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|                                 TextSection::new(
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|                                     format!("quality: {:?}", *display_quality),
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|                                     TextStyle {
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|                                         font_size: 60.0,
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|                                         color: BLUE.into(),
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|                                         ..default()
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|                                     },
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|                                 ),
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|                                 TextSection::new(
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|                                     " - ",
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|                                     TextStyle {
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|                                         font_size: 60.0,
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|                                         color: TEXT_COLOR,
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|                                         ..default()
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|                                     },
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|                                 ),
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|                                 TextSection::new(
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|                                     format!("volume: {:?}", *volume),
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|                                     TextStyle {
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|                                         font_size: 60.0,
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|                                         color: LIME.into(),
 | |
|                                         ..default()
 | |
|                                     },
 | |
|                                 ),
 | |
|                             ])
 | |
|                             .with_style(Style {
 | |
|                                 margin: UiRect::all(Val::Px(50.0)),
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|                                 ..default()
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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)));
 | |
|     }
 | |
| 
 | |
|     // Tick the timer, and change state when finished
 | |
|     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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|     ) {
 | |
|         if timer.tick(time.delta()).finished() {
 | |
|             game_state.set(GameState::Menu);
 | |
|         }
 | |
|     }
 | |
| }
 | |
| 
 | |
| mod menu {
 | |
|     use bevy::{app::AppExit, color::palettes::css::CRIMSON, prelude::*};
 | |
| 
 | |
|     use super::{despawn_screen, DisplayQuality, GameState, Volume, TEXT_COLOR};
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| 
 | |
|     // This plugin manages the menu, with 5 different screens:
 | |
|     // - a main menu with "New Game", "Settings", "Quit"
 | |
|     // - a settings menu with two submenus and a back button
 | |
|     // - two settings screen with a setting that can be set and a back button
 | |
|     pub fn menu_plugin(app: &mut App) {
 | |
|         app
 | |
|             // At start, the menu is not enabled. This will be changed in `menu_setup` when
 | |
|             // entering the `GameState::Menu` state.
 | |
|             // Current screen in the menu is handled by an independent state from `GameState`
 | |
|             .init_state::<MenuState>()
 | |
|             .add_systems(OnEnter(GameState::Menu), menu_setup)
 | |
|             // Systems to handle the main menu screen
 | |
|             .add_systems(OnEnter(MenuState::Main), main_menu_setup)
 | |
|             .add_systems(OnExit(MenuState::Main), despawn_screen::<OnMainMenuScreen>)
 | |
|             // Systems to handle the settings menu screen
 | |
|             .add_systems(OnEnter(MenuState::Settings), settings_menu_setup)
 | |
|             .add_systems(
 | |
|                 OnExit(MenuState::Settings),
 | |
|                 despawn_screen::<OnSettingsMenuScreen>,
 | |
|             )
 | |
|             // Systems to handle the display settings screen
 | |
|             .add_systems(
 | |
|                 OnEnter(MenuState::SettingsDisplay),
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|                 display_settings_menu_setup,
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|             )
 | |
|             .add_systems(
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|                 Update,
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|                 (setting_button::<DisplayQuality>.run_if(in_state(MenuState::SettingsDisplay)),),
 | |
|             )
 | |
|             .add_systems(
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|                 OnExit(MenuState::SettingsDisplay),
 | |
|                 despawn_screen::<OnDisplaySettingsMenuScreen>,
 | |
|             )
 | |
|             // Systems to handle the sound settings screen
 | |
|             .add_systems(OnEnter(MenuState::SettingsSound), sound_settings_menu_setup)
 | |
|             .add_systems(
 | |
|                 Update,
 | |
|                 setting_button::<Volume>.run_if(in_state(MenuState::SettingsSound)),
 | |
|             )
 | |
|             .add_systems(
 | |
|                 OnExit(MenuState::SettingsSound),
 | |
|                 despawn_screen::<OnSoundSettingsMenuScreen>,
 | |
|             )
 | |
|             // Common systems to all screens that handles buttons behavior
 | |
|             .add_systems(
 | |
|                 Update,
 | |
|                 (menu_action, button_system).run_if(in_state(GameState::Menu)),
 | |
|             );
 | |
|     }
 | |
| 
 | |
|     // State used for the current menu screen
 | |
|     #[derive(Clone, Copy, Default, Eq, PartialEq, Debug, Hash, States)]
 | |
|     enum MenuState {
 | |
|         Main,
 | |
|         Settings,
 | |
|         SettingsDisplay,
 | |
|         SettingsSound,
 | |
|         #[default]
 | |
|         Disabled,
 | |
|     }
 | |
| 
 | |
|     // Tag component used to tag entities added on the main menu screen
 | |
|     #[derive(Component)]
 | |
|     struct OnMainMenuScreen;
 | |
| 
 | |
|     // Tag component used to tag entities added on the settings menu screen
 | |
|     #[derive(Component)]
 | |
|     struct OnSettingsMenuScreen;
 | |
| 
 | |
|     // Tag component used to tag entities added on the display settings menu screen
 | |
|     #[derive(Component)]
 | |
|     struct OnDisplaySettingsMenuScreen;
 | |
| 
 | |
|     // Tag component used to tag entities added on the sound settings menu screen
 | |
|     #[derive(Component)]
 | |
|     struct OnSoundSettingsMenuScreen;
 | |
| 
 | |
|     const NORMAL_BUTTON: Color = Color::srgb(0.15, 0.15, 0.15);
 | |
|     const HOVERED_BUTTON: Color = Color::srgb(0.25, 0.25, 0.25);
 | |
|     const HOVERED_PRESSED_BUTTON: Color = Color::srgb(0.25, 0.65, 0.25);
 | |
|     const PRESSED_BUTTON: Color = Color::srgb(0.35, 0.75, 0.35);
 | |
| 
 | |
|     // Tag component used to mark which setting is currently selected
 | |
|     #[derive(Component)]
 | |
|     struct SelectedOption;
 | |
| 
 | |
|     // All actions that can be triggered from a button click
 | |
|     #[derive(Component)]
 | |
|     enum MenuButtonAction {
 | |
|         Play,
 | |
|         Settings,
 | |
|         SettingsDisplay,
 | |
|         SettingsSound,
 | |
|         BackToMainMenu,
 | |
|         BackToSettings,
 | |
|         Quit,
 | |
|     }
 | |
| 
 | |
|     // This system handles changing all buttons color based on mouse interaction
 | |
|     fn button_system(
 | |
|         mut interaction_query: Query<
 | |
|             (&Interaction, &mut UiImage, Option<&SelectedOption>),
 | |
|             (Changed<Interaction>, With<Button>),
 | |
|         >,
 | |
|     ) {
 | |
|         for (interaction, mut image, selected) in &mut interaction_query {
 | |
|             image.color = match (*interaction, selected) {
 | |
|                 (Interaction::Pressed, _) | (Interaction::None, Some(_)) => PRESSED_BUTTON,
 | |
|                 (Interaction::Hovered, Some(_)) => HOVERED_PRESSED_BUTTON,
 | |
|                 (Interaction::Hovered, None) => HOVERED_BUTTON,
 | |
|                 (Interaction::None, None) => NORMAL_BUTTON,
 | |
|             }
 | |
|         }
 | |
|     }
 | |
| 
 | |
|     // This system updates the settings when a new value for a setting is selected, and marks
 | |
|     // the button as the one currently selected
 | |
|     fn setting_button<T: Resource + Component + PartialEq + Copy>(
 | |
|         interaction_query: Query<(&Interaction, &T, Entity), (Changed<Interaction>, With<Button>)>,
 | |
|         mut selected_query: Query<(Entity, &mut UiImage), With<SelectedOption>>,
 | |
|         mut commands: Commands,
 | |
|         mut setting: ResMut<T>,
 | |
|     ) {
 | |
|         for (interaction, button_setting, entity) in &interaction_query {
 | |
|             if *interaction == Interaction::Pressed && *setting != *button_setting {
 | |
|                 let (previous_button, mut previous_image) = selected_query.single_mut();
 | |
|                 previous_image.color = NORMAL_BUTTON;
 | |
|                 commands.entity(previous_button).remove::<SelectedOption>();
 | |
|                 commands.entity(entity).insert(SelectedOption);
 | |
|                 *setting = *button_setting;
 | |
|             }
 | |
|         }
 | |
|     }
 | |
| 
 | |
|     fn menu_setup(mut menu_state: ResMut<NextState<MenuState>>) {
 | |
|         menu_state.set(MenuState::Main);
 | |
|     }
 | |
| 
 | |
|     fn main_menu_setup(mut commands: Commands, asset_server: Res<AssetServer>) {
 | |
|         // Common style for all buttons on the screen
 | |
|         let button_style = Style {
 | |
|             width: Val::Px(250.0),
 | |
|             height: Val::Px(65.0),
 | |
|             margin: UiRect::all(Val::Px(20.0)),
 | |
|             justify_content: JustifyContent::Center,
 | |
|             align_items: AlignItems::Center,
 | |
|             ..default()
 | |
|         };
 | |
|         let button_icon_style = Style {
 | |
|             width: Val::Px(30.0),
 | |
|             // This takes the icons out of the flexbox flow, to be positioned exactly
 | |
|             position_type: PositionType::Absolute,
 | |
|             // The icon will be close to the left border of the button
 | |
|             left: Val::Px(10.0),
 | |
|             ..default()
 | |
|         };
 | |
|         let button_text_style = TextStyle {
 | |
|             font_size: 40.0,
 | |
|             color: TEXT_COLOR,
 | |
|             ..default()
 | |
|         };
 | |
| 
 | |
|         commands
 | |
|             .spawn((
 | |
|                 NodeBundle {
 | |
|                     style: Style {
 | |
|                         width: Val::Percent(100.0),
 | |
|                         height: Val::Percent(100.0),
 | |
|                         align_items: AlignItems::Center,
 | |
|                         justify_content: JustifyContent::Center,
 | |
|                         ..default()
 | |
|                     },
 | |
|                     ..default()
 | |
|                 },
 | |
|                 OnMainMenuScreen,
 | |
|             ))
 | |
|             .with_children(|parent| {
 | |
|                 parent
 | |
|                     .spawn(NodeBundle {
 | |
|                         style: Style {
 | |
|                             flex_direction: FlexDirection::Column,
 | |
|                             align_items: AlignItems::Center,
 | |
|                             ..default()
 | |
|                         },
 | |
|                         background_color: CRIMSON.into(),
 | |
|                         ..default()
 | |
|                     })
 | |
|                     .with_children(|parent| {
 | |
|                         // Display the game name
 | |
|                         parent.spawn(
 | |
|                             TextBundle::from_section(
 | |
|                                 "Bevy Game Menu UI",
 | |
|                                 TextStyle {
 | |
|                                     font_size: 80.0,
 | |
|                                     color: TEXT_COLOR,
 | |
|                                     ..default()
 | |
|                                 },
 | |
|                             )
 | |
|                             .with_style(Style {
 | |
|                                 margin: UiRect::all(Val::Px(50.0)),
 | |
|                                 ..default()
 | |
|                             }),
 | |
|                         );
 | |
| 
 | |
|                         // Display three buttons for each action available from the main menu:
 | |
|                         // - new game
 | |
|                         // - settings
 | |
|                         // - quit
 | |
|                         parent
 | |
|                             .spawn((
 | |
|                                 ButtonBundle {
 | |
|                                     style: button_style.clone(),
 | |
|                                     background_color: NORMAL_BUTTON.into(),
 | |
|                                     ..default()
 | |
|                                 },
 | |
|                                 MenuButtonAction::Play,
 | |
|                             ))
 | |
|                             .with_children(|parent| {
 | |
|                                 let icon = asset_server.load("textures/Game Icons/right.png");
 | |
|                                 parent.spawn(ImageBundle {
 | |
|                                     style: button_icon_style.clone(),
 | |
|                                     image: UiImage::new(icon),
 | |
|                                     ..default()
 | |
|                                 });
 | |
|                                 parent.spawn(TextBundle::from_section(
 | |
|                                     "New Game",
 | |
|                                     button_text_style.clone(),
 | |
|                                 ));
 | |
|                             });
 | |
|                         parent
 | |
|                             .spawn((
 | |
|                                 ButtonBundle {
 | |
|                                     style: button_style.clone(),
 | |
|                                     background_color: NORMAL_BUTTON.into(),
 | |
|                                     ..default()
 | |
|                                 },
 | |
|                                 MenuButtonAction::Settings,
 | |
|                             ))
 | |
|                             .with_children(|parent| {
 | |
|                                 let icon = asset_server.load("textures/Game Icons/wrench.png");
 | |
|                                 parent.spawn(ImageBundle {
 | |
|                                     style: button_icon_style.clone(),
 | |
|                                     image: UiImage::new(icon),
 | |
|                                     ..default()
 | |
|                                 });
 | |
|                                 parent.spawn(TextBundle::from_section(
 | |
|                                     "Settings",
 | |
|                                     button_text_style.clone(),
 | |
|                                 ));
 | |
|                             });
 | |
|                         parent
 | |
|                             .spawn((
 | |
|                                 ButtonBundle {
 | |
|                                     style: button_style,
 | |
|                                     background_color: NORMAL_BUTTON.into(),
 | |
|                                     ..default()
 | |
|                                 },
 | |
|                                 MenuButtonAction::Quit,
 | |
|                             ))
 | |
|                             .with_children(|parent| {
 | |
|                                 let icon = asset_server.load("textures/Game Icons/exitRight.png");
 | |
|                                 parent.spawn(ImageBundle {
 | |
|                                     style: button_icon_style,
 | |
|                                     image: UiImage::new(icon),
 | |
|                                     ..default()
 | |
|                                 });
 | |
|                                 parent.spawn(TextBundle::from_section("Quit", button_text_style));
 | |
|                             });
 | |
|                     });
 | |
|             });
 | |
|     }
 | |
| 
 | |
|     fn settings_menu_setup(mut commands: Commands) {
 | |
|         let button_style = Style {
 | |
|             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 = TextStyle {
 | |
|             font_size: 40.0,
 | |
|             color: TEXT_COLOR,
 | |
|             ..default()
 | |
|         };
 | |
| 
 | |
|         commands
 | |
|             .spawn((
 | |
|                 NodeBundle {
 | |
|                     style: Style {
 | |
|                         width: Val::Percent(100.0),
 | |
|                         height: Val::Percent(100.0),
 | |
|                         align_items: AlignItems::Center,
 | |
|                         justify_content: JustifyContent::Center,
 | |
|                         ..default()
 | |
|                     },
 | |
|                     ..default()
 | |
|                 },
 | |
|                 OnSettingsMenuScreen,
 | |
|             ))
 | |
|             .with_children(|parent| {
 | |
|                 parent
 | |
|                     .spawn(NodeBundle {
 | |
|                         style: Style {
 | |
|                             flex_direction: FlexDirection::Column,
 | |
|                             align_items: AlignItems::Center,
 | |
|                             ..default()
 | |
|                         },
 | |
|                         background_color: CRIMSON.into(),
 | |
|                         ..default()
 | |
|                     })
 | |
|                     .with_children(|parent| {
 | |
|                         for (action, text) in [
 | |
|                             (MenuButtonAction::SettingsDisplay, "Display"),
 | |
|                             (MenuButtonAction::SettingsSound, "Sound"),
 | |
|                             (MenuButtonAction::BackToMainMenu, "Back"),
 | |
|                         ] {
 | |
|                             parent
 | |
|                                 .spawn((
 | |
|                                     ButtonBundle {
 | |
|                                         style: button_style.clone(),
 | |
|                                         background_color: NORMAL_BUTTON.into(),
 | |
|                                         ..default()
 | |
|                                     },
 | |
|                                     action,
 | |
|                                 ))
 | |
|                                 .with_children(|parent| {
 | |
|                                     parent.spawn(TextBundle::from_section(
 | |
|                                         text,
 | |
|                                         button_text_style.clone(),
 | |
|                                     ));
 | |
|                                 });
 | |
|                         }
 | |
|                     });
 | |
|             });
 | |
|     }
 | |
| 
 | |
|     fn display_settings_menu_setup(mut commands: Commands, display_quality: Res<DisplayQuality>) {
 | |
|         let button_style = Style {
 | |
|             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 = TextStyle {
 | |
|             font_size: 40.0,
 | |
|             color: TEXT_COLOR,
 | |
|             ..default()
 | |
|         };
 | |
| 
 | |
|         commands
 | |
|             .spawn((
 | |
|                 NodeBundle {
 | |
|                     style: Style {
 | |
|                         width: Val::Percent(100.0),
 | |
|                         height: Val::Percent(100.0),
 | |
|                         align_items: AlignItems::Center,
 | |
|                         justify_content: JustifyContent::Center,
 | |
|                         ..default()
 | |
|                     },
 | |
|                     ..default()
 | |
|                 },
 | |
|                 OnDisplaySettingsMenuScreen,
 | |
|             ))
 | |
|             .with_children(|parent| {
 | |
|                 parent
 | |
|                     .spawn(NodeBundle {
 | |
|                         style: Style {
 | |
|                             flex_direction: FlexDirection::Column,
 | |
|                             align_items: AlignItems::Center,
 | |
|                             ..default()
 | |
|                         },
 | |
|                         background_color: CRIMSON.into(),
 | |
|                         ..default()
 | |
|                     })
 | |
|                     .with_children(|parent| {
 | |
|                         // Create a new `NodeBundle`, this time not setting its `flex_direction`. It will
 | |
|                         // use the default value, `FlexDirection::Row`, from left to right.
 | |
|                         parent
 | |
|                             .spawn(NodeBundle {
 | |
|                                 style: Style {
 | |
|                                     align_items: AlignItems::Center,
 | |
|                                     ..default()
 | |
|                                 },
 | |
|                                 background_color: CRIMSON.into(),
 | |
|                                 ..default()
 | |
|                             })
 | |
|                             .with_children(|parent| {
 | |
|                                 // Display a label for the current setting
 | |
|                                 parent.spawn(TextBundle::from_section(
 | |
|                                     "Display Quality",
 | |
|                                     button_text_style.clone(),
 | |
|                                 ));
 | |
|                                 // Display a button for each possible value
 | |
|                                 for quality_setting in [
 | |
|                                     DisplayQuality::Low,
 | |
|                                     DisplayQuality::Medium,
 | |
|                                     DisplayQuality::High,
 | |
|                                 ] {
 | |
|                                     let mut entity = parent.spawn((
 | |
|                                         ButtonBundle {
 | |
|                                             style: Style {
 | |
|                                                 width: Val::Px(150.0),
 | |
|                                                 height: Val::Px(65.0),
 | |
|                                                 ..button_style.clone()
 | |
|                                             },
 | |
|                                             background_color: NORMAL_BUTTON.into(),
 | |
|                                             ..default()
 | |
|                                         },
 | |
|                                         quality_setting,
 | |
|                                     ));
 | |
|                                     entity.with_children(|parent| {
 | |
|                                         parent.spawn(TextBundle::from_section(
 | |
|                                             format!("{quality_setting:?}"),
 | |
|                                             button_text_style.clone(),
 | |
|                                         ));
 | |
|                                     });
 | |
|                                     if *display_quality == quality_setting {
 | |
|                                         entity.insert(SelectedOption);
 | |
|                                     }
 | |
|                                 }
 | |
|                             });
 | |
|                         // Display the back button to return to the settings screen
 | |
|                         parent
 | |
|                             .spawn((
 | |
|                                 ButtonBundle {
 | |
|                                     style: button_style,
 | |
|                                     background_color: NORMAL_BUTTON.into(),
 | |
|                                     ..default()
 | |
|                                 },
 | |
|                                 MenuButtonAction::BackToSettings,
 | |
|                             ))
 | |
|                             .with_children(|parent| {
 | |
|                                 parent.spawn(TextBundle::from_section("Back", button_text_style));
 | |
|                             });
 | |
|                     });
 | |
|             });
 | |
|     }
 | |
| 
 | |
|     fn sound_settings_menu_setup(mut commands: Commands, volume: Res<Volume>) {
 | |
|         let button_style = Style {
 | |
|             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 = TextStyle {
 | |
|             font_size: 40.0,
 | |
|             color: TEXT_COLOR,
 | |
|             ..default()
 | |
|         };
 | |
| 
 | |
|         commands
 | |
|             .spawn((
 | |
|                 NodeBundle {
 | |
|                     style: Style {
 | |
|                         width: Val::Percent(100.0),
 | |
|                         height: Val::Percent(100.0),
 | |
|                         align_items: AlignItems::Center,
 | |
|                         justify_content: JustifyContent::Center,
 | |
|                         ..default()
 | |
|                     },
 | |
|                     ..default()
 | |
|                 },
 | |
|                 OnSoundSettingsMenuScreen,
 | |
|             ))
 | |
|             .with_children(|parent| {
 | |
|                 parent
 | |
|                     .spawn(NodeBundle {
 | |
|                         style: Style {
 | |
|                             flex_direction: FlexDirection::Column,
 | |
|                             align_items: AlignItems::Center,
 | |
|                             ..default()
 | |
|                         },
 | |
|                         background_color: CRIMSON.into(),
 | |
|                         ..default()
 | |
|                     })
 | |
|                     .with_children(|parent| {
 | |
|                         parent
 | |
|                             .spawn(NodeBundle {
 | |
|                                 style: Style {
 | |
|                                     align_items: AlignItems::Center,
 | |
|                                     ..default()
 | |
|                                 },
 | |
|                                 background_color: CRIMSON.into(),
 | |
|                                 ..default()
 | |
|                             })
 | |
|                             .with_children(|parent| {
 | |
|                                 parent.spawn(TextBundle::from_section(
 | |
|                                     "Volume",
 | |
|                                     button_text_style.clone(),
 | |
|                                 ));
 | |
|                                 for volume_setting in [0, 1, 2, 3, 4, 5, 6, 7, 8, 9] {
 | |
|                                     let entity = parent.spawn((
 | |
|                                         ButtonBundle {
 | |
|                                             style: Style {
 | |
|                                                 width: Val::Px(30.0),
 | |
|                                                 height: Val::Px(65.0),
 | |
|                                                 ..button_style.clone()
 | |
|                                             },
 | |
|                                             background_color: NORMAL_BUTTON.into(),
 | |
|                                             ..default()
 | |
|                                         },
 | |
|                                         Volume(volume_setting),
 | |
|                                     ));
 | |
|                                     if *volume == Volume(volume_setting) {
 | |
|                                         entity.insert(SelectedOption);
 | |
|                                     }
 | |
|                                 }
 | |
|                             });
 | |
|                         parent
 | |
|                             .spawn((
 | |
|                                 ButtonBundle {
 | |
|                                     style: button_style,
 | |
|                                     background_color: NORMAL_BUTTON.into(),
 | |
|                                     ..default()
 | |
|                                 },
 | |
|                                 MenuButtonAction::BackToSettings,
 | |
|                             ))
 | |
|                             .with_children(|parent| {
 | |
|                                 parent.spawn(TextBundle::from_section("Back", button_text_style));
 | |
|                             });
 | |
|                     });
 | |
|             });
 | |
|     }
 | |
| 
 | |
|     fn menu_action(
 | |
|         interaction_query: Query<
 | |
|             (&Interaction, &MenuButtonAction),
 | |
|             (Changed<Interaction>, With<Button>),
 | |
|         >,
 | |
|         mut app_exit_events: EventWriter<AppExit>,
 | |
|         mut menu_state: ResMut<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();
 | |
|     }
 | |
| }
 |