# Objective Renames `Timer::finished` and `Timer::paused` to `Timer::is_finished` and `Timer::is_paused` to align the public APIs for `Time`, `Timer`, and `Stopwatch`. Fixes #19110
		
			
				
	
	
		
			738 lines
		
	
	
		
			28 KiB
		
	
	
	
		
			Rust
		
	
	
	
	
	
			
		
		
	
	
			738 lines
		
	
	
		
			28 KiB
		
	
	
	
		
			Rust
		
	
	
	
	
	
//! This example will display a simple menu using Bevy UI where you can start a new game,
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//! change some settings or quit. There is no actual game, it will just display the current
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//! settings for 5 seconds before going back to the menu.
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use bevy::prelude::*;
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const TEXT_COLOR: Color = Color::srgb(0.9, 0.9, 0.9);
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// Enum that will be used as a global state for the game
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#[derive(Clone, Copy, Default, Eq, PartialEq, Debug, Hash, States)]
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enum GameState {
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    #[default]
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    Splash,
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    Menu,
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    Game,
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}
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// One of the two settings that can be set through the menu. It will be a resource in the app
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#[derive(Resource, Debug, Component, PartialEq, Eq, Clone, Copy)]
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enum DisplayQuality {
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    Low,
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    Medium,
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    High,
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}
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// One of the two settings that can be set through the menu. It will be a resource in the app
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#[derive(Resource, Debug, Component, PartialEq, Eq, Clone, Copy)]
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struct Volume(u32);
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fn main() {
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    App::new()
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        .add_plugins(DefaultPlugins)
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        // Insert as resource the initial value for the settings resources
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        .insert_resource(DisplayQuality::Medium)
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        .insert_resource(Volume(7))
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        // Declare the game state, whose starting value is determined by the `Default` trait
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        .init_state::<GameState>()
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        .add_systems(Startup, setup)
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        // Adds the plugins for each state
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        .add_plugins((splash::splash_plugin, menu::menu_plugin, game::game_plugin))
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        .run();
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}
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fn setup(mut commands: Commands) {
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    commands.spawn(Camera2d);
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}
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mod splash {
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    use bevy::prelude::*;
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    use super::{despawn_screen, GameState};
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    // This plugin will display a splash screen with Bevy logo for 1 second before switching to the menu
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    pub fn splash_plugin(app: &mut App) {
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        // As this plugin is managing the splash screen, it will focus on the state `GameState::Splash`
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        app
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            // When entering the state, spawn everything needed for this screen
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            .add_systems(OnEnter(GameState::Splash), splash_setup)
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            // While in this state, run the `countdown` system
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            .add_systems(Update, countdown.run_if(in_state(GameState::Splash)))
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            // When exiting the state, despawn everything that was spawned for this screen
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            .add_systems(OnExit(GameState::Splash), despawn_screen::<OnSplashScreen>);
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    }
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    // Tag component used to tag entities added on the splash screen
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    #[derive(Component)]
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    struct OnSplashScreen;
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    // Newtype to use a `Timer` for this screen as a resource
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    #[derive(Resource, Deref, DerefMut)]
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    struct SplashTimer(Timer);
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    fn splash_setup(mut commands: Commands, asset_server: Res<AssetServer>) {
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        let icon = asset_server.load("branding/icon.png");
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        // Display the logo
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        commands.spawn((
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            Node {
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                align_items: AlignItems::Center,
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                justify_content: JustifyContent::Center,
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                width: Val::Percent(100.0),
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                height: Val::Percent(100.0),
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                ..default()
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            },
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            OnSplashScreen,
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            children![(
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                ImageNode::new(icon),
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                Node {
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                    // This will set the logo to be 200px wide, and auto adjust its height
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                    width: Val::Px(200.0),
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                    ..default()
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                },
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            )],
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        ));
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        // Insert the timer as a resource
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        commands.insert_resource(SplashTimer(Timer::from_seconds(1.0, TimerMode::Once)));
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    }
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    // Tick the timer, and change state when finished
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    fn countdown(
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        mut game_state: ResMut<NextState<GameState>>,
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        time: Res<Time>,
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        mut timer: ResMut<SplashTimer>,
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    ) {
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        if timer.tick(time.delta()).is_finished() {
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            game_state.set(GameState::Menu);
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        }
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    }
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}
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mod game {
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    use bevy::{
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        color::palettes::basic::{BLUE, LIME},
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        prelude::*,
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    };
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    use super::{despawn_screen, DisplayQuality, GameState, Volume, TEXT_COLOR};
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    // This plugin will contain the game. In this case, it's just be a screen that will
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    // display the current settings for 5 seconds before returning to the menu
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    pub fn game_plugin(app: &mut App) {
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        app.add_systems(OnEnter(GameState::Game), game_setup)
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            .add_systems(Update, game.run_if(in_state(GameState::Game)))
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            .add_systems(OnExit(GameState::Game), despawn_screen::<OnGameScreen>);
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    }
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    // Tag component used to tag entities added on the game screen
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    #[derive(Component)]
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    struct OnGameScreen;
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    #[derive(Resource, Deref, DerefMut)]
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    struct GameTimer(Timer);
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    fn game_setup(
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        mut commands: Commands,
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        display_quality: Res<DisplayQuality>,
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        volume: Res<Volume>,
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    ) {
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        commands.spawn((
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            Node {
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                width: Val::Percent(100.0),
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                height: Val::Percent(100.0),
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                // center children
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                align_items: AlignItems::Center,
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                justify_content: JustifyContent::Center,
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                ..default()
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            },
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            OnGameScreen,
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            children![(
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                Node {
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                    // This will display its children in a column, from top to bottom
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                    flex_direction: FlexDirection::Column,
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                    // `align_items` will align children on the cross axis. Here the main axis is
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                    // vertical (column), so the cross axis is horizontal. This will center the
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                    // children
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                    align_items: AlignItems::Center,
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                    ..default()
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                },
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                BackgroundColor(Color::BLACK),
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                children![
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                    (
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                        Text::new("Will be back to the menu shortly..."),
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                        TextFont {
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                            font_size: 67.0,
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                            ..default()
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                        },
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                        TextColor(TEXT_COLOR),
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                        Node {
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                            margin: UiRect::all(Val::Px(50.0)),
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                            ..default()
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                        },
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                    ),
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                    (
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                        Text::default(),
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                        Node {
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                            margin: UiRect::all(Val::Px(50.0)),
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                            ..default()
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                        },
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                        children![
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                            (
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                                TextSpan(format!("quality: {:?}", *display_quality)),
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                                TextFont {
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                                    font_size: 50.0,
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                                    ..default()
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                                },
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                                TextColor(BLUE.into()),
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                            ),
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                            (
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                                TextSpan::new(" - "),
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                                TextFont {
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                                    font_size: 50.0,
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                                    ..default()
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                                },
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                                TextColor(TEXT_COLOR),
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                            ),
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                            (
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                                TextSpan(format!("volume: {:?}", *volume)),
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                                TextFont {
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                                    font_size: 50.0,
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                                    ..default()
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                                },
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                                TextColor(LIME.into()),
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                            ),
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                        ]
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                    ),
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                ]
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            )],
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        ));
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        // Spawn a 5 seconds timer to trigger going back to the menu
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        commands.insert_resource(GameTimer(Timer::from_seconds(5.0, TimerMode::Once)));
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    }
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    // Tick the timer, and change state when finished
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    fn game(
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        time: Res<Time>,
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        mut game_state: ResMut<NextState<GameState>>,
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        mut timer: ResMut<GameTimer>,
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    ) {
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        if timer.tick(time.delta()).is_finished() {
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            game_state.set(GameState::Menu);
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        }
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    }
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}
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mod menu {
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    use bevy::{
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        app::AppExit,
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        color::palettes::css::CRIMSON,
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        ecs::spawn::{SpawnIter, SpawnWith},
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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 manages the menu, with 5 different screens:
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    // - a main menu with "New Game", "Settings", "Quit"
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    // - a settings menu with two submenus and a back button
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    // - two settings screen with a setting that can be set and a back button
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    pub fn menu_plugin(app: &mut App) {
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        app
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            // At start, the menu is not enabled. This will be changed in `menu_setup` when
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            // entering the `GameState::Menu` state.
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            // Current screen in the menu is handled by an independent state from `GameState`
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            .init_state::<MenuState>()
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            .add_systems(OnEnter(GameState::Menu), menu_setup)
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            // Systems to handle the main menu screen
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            .add_systems(OnEnter(MenuState::Main), main_menu_setup)
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            .add_systems(OnExit(MenuState::Main), despawn_screen::<OnMainMenuScreen>)
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            // Systems to handle the settings menu screen
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            .add_systems(OnEnter(MenuState::Settings), settings_menu_setup)
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            .add_systems(
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                OnExit(MenuState::Settings),
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                despawn_screen::<OnSettingsMenuScreen>,
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            )
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            // Systems to handle the display settings screen
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            .add_systems(
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                OnEnter(MenuState::SettingsDisplay),
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                display_settings_menu_setup,
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            )
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            .add_systems(
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                Update,
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                (setting_button::<DisplayQuality>.run_if(in_state(MenuState::SettingsDisplay)),),
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            )
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            .add_systems(
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                OnExit(MenuState::SettingsDisplay),
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                despawn_screen::<OnDisplaySettingsMenuScreen>,
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            )
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            // Systems to handle the sound settings screen
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            .add_systems(OnEnter(MenuState::SettingsSound), sound_settings_menu_setup)
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            .add_systems(
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                Update,
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                setting_button::<Volume>.run_if(in_state(MenuState::SettingsSound)),
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            )
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            .add_systems(
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                OnExit(MenuState::SettingsSound),
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                despawn_screen::<OnSoundSettingsMenuScreen>,
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            )
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            // Common systems to all screens that handles buttons behavior
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            .add_systems(
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                Update,
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                (menu_action, button_system).run_if(in_state(GameState::Menu)),
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            );
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    }
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    // State used for the current menu screen
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    #[derive(Clone, Copy, Default, Eq, PartialEq, Debug, Hash, States)]
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    enum MenuState {
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        Main,
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        Settings,
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        SettingsDisplay,
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        SettingsSound,
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        #[default]
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        Disabled,
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    }
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    // Tag component used to tag entities added on the main menu screen
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    #[derive(Component)]
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    struct OnMainMenuScreen;
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    // Tag component used to tag entities added on the settings menu screen
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    #[derive(Component)]
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    struct OnSettingsMenuScreen;
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    // Tag component used to tag entities added on the display settings menu screen
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    #[derive(Component)]
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    struct OnDisplaySettingsMenuScreen;
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    // Tag component used to tag entities added on the sound settings menu screen
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    #[derive(Component)]
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    struct OnSoundSettingsMenuScreen;
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    const NORMAL_BUTTON: Color = Color::srgb(0.15, 0.15, 0.15);
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    const HOVERED_BUTTON: Color = Color::srgb(0.25, 0.25, 0.25);
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    const HOVERED_PRESSED_BUTTON: Color = Color::srgb(0.25, 0.65, 0.25);
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    const PRESSED_BUTTON: Color = Color::srgb(0.35, 0.75, 0.35);
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    // Tag component used to mark which setting is currently selected
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    #[derive(Component)]
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    struct SelectedOption;
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    // All actions that can be triggered from a button click
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    #[derive(Component)]
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    enum MenuButtonAction {
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        Play,
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        Settings,
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        SettingsDisplay,
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        SettingsSound,
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        BackToMainMenu,
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        BackToSettings,
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        Quit,
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    }
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    // This system handles changing all buttons color based on mouse interaction
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    fn button_system(
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        mut interaction_query: Query<
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            (&Interaction, &mut BackgroundColor, Option<&SelectedOption>),
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            (Changed<Interaction>, With<Button>),
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        >,
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    ) {
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        for (interaction, mut background_color, selected) in &mut interaction_query {
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            *background_color = match (*interaction, selected) {
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                (Interaction::Pressed, _) | (Interaction::None, Some(_)) => PRESSED_BUTTON.into(),
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                (Interaction::Hovered, Some(_)) => HOVERED_PRESSED_BUTTON.into(),
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                (Interaction::Hovered, None) => HOVERED_BUTTON.into(),
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                (Interaction::None, None) => NORMAL_BUTTON.into(),
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            }
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        }
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    }
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    // This system updates the settings when a new value for a setting is selected, and marks
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    // the button as the one currently selected
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    fn setting_button<T: Resource + Component + PartialEq + Copy>(
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        interaction_query: Query<(&Interaction, &T, Entity), (Changed<Interaction>, With<Button>)>,
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        selected_query: Single<(Entity, &mut BackgroundColor), With<SelectedOption>>,
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        mut commands: Commands,
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        mut setting: ResMut<T>,
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    ) {
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        let (previous_button, mut previous_button_color) = selected_query.into_inner();
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        for (interaction, button_setting, entity) in &interaction_query {
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            if *interaction == Interaction::Pressed && *setting != *button_setting {
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                *previous_button_color = NORMAL_BUTTON.into();
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                commands.entity(previous_button).remove::<SelectedOption>();
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                commands.entity(entity).insert(SelectedOption);
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                *setting = *button_setting;
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            }
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        }
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    }
 | 
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    fn menu_setup(mut menu_state: ResMut<NextState<MenuState>>) {
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        menu_state.set(MenuState::Main);
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    }
 | 
						|
 | 
						|
    fn main_menu_setup(mut commands: Commands, asset_server: Res<AssetServer>) {
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						|
        // Common style for all buttons on the screen
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						|
        let button_node = Node {
 | 
						|
            width: Val::Px(300.0),
 | 
						|
            height: Val::Px(65.0),
 | 
						|
            margin: UiRect::all(Val::Px(20.0)),
 | 
						|
            justify_content: JustifyContent::Center,
 | 
						|
            align_items: AlignItems::Center,
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						|
            ..default()
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						|
        };
 | 
						|
        let button_icon_node = Node {
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						|
            width: Val::Px(30.0),
 | 
						|
            // This takes the icons out of the flexbox flow, to be positioned exactly
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						|
            position_type: PositionType::Absolute,
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            // The icon will be close to the left border of the button
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						|
            left: Val::Px(10.0),
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						|
            ..default()
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						|
        };
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						|
        let button_text_font = TextFont {
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						|
            font_size: 33.0,
 | 
						|
            ..default()
 | 
						|
        };
 | 
						|
 | 
						|
        let right_icon = asset_server.load("textures/Game Icons/right.png");
 | 
						|
        let wrench_icon = asset_server.load("textures/Game Icons/wrench.png");
 | 
						|
        let exit_icon = asset_server.load("textures/Game Icons/exitRight.png");
 | 
						|
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						|
        commands.spawn((
 | 
						|
            Node {
 | 
						|
                width: Val::Percent(100.0),
 | 
						|
                height: Val::Percent(100.0),
 | 
						|
                align_items: AlignItems::Center,
 | 
						|
                justify_content: JustifyContent::Center,
 | 
						|
                ..default()
 | 
						|
            },
 | 
						|
            OnMainMenuScreen,
 | 
						|
            children![(
 | 
						|
                Node {
 | 
						|
                    flex_direction: FlexDirection::Column,
 | 
						|
                    align_items: AlignItems::Center,
 | 
						|
                    ..default()
 | 
						|
                },
 | 
						|
                BackgroundColor(CRIMSON.into()),
 | 
						|
                children![
 | 
						|
                    // Display the game name
 | 
						|
                    (
 | 
						|
                        Text::new("Bevy Game Menu UI"),
 | 
						|
                        TextFont {
 | 
						|
                            font_size: 67.0,
 | 
						|
                            ..default()
 | 
						|
                        },
 | 
						|
                        TextColor(TEXT_COLOR),
 | 
						|
                        Node {
 | 
						|
                            margin: UiRect::all(Val::Px(50.0)),
 | 
						|
                            ..default()
 | 
						|
                        },
 | 
						|
                    ),
 | 
						|
                    // Display three buttons for each action available from the main menu:
 | 
						|
                    // - new game
 | 
						|
                    // - settings
 | 
						|
                    // - quit
 | 
						|
                    (
 | 
						|
                        Button,
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						|
                        button_node.clone(),
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						|
                        BackgroundColor(NORMAL_BUTTON),
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						|
                        MenuButtonAction::Play,
 | 
						|
                        children![
 | 
						|
                            (ImageNode::new(right_icon), button_icon_node.clone()),
 | 
						|
                            (
 | 
						|
                                Text::new("New Game"),
 | 
						|
                                button_text_font.clone(),
 | 
						|
                                TextColor(TEXT_COLOR),
 | 
						|
                            ),
 | 
						|
                        ]
 | 
						|
                    ),
 | 
						|
                    (
 | 
						|
                        Button,
 | 
						|
                        button_node.clone(),
 | 
						|
                        BackgroundColor(NORMAL_BUTTON),
 | 
						|
                        MenuButtonAction::Settings,
 | 
						|
                        children![
 | 
						|
                            (ImageNode::new(wrench_icon), button_icon_node.clone()),
 | 
						|
                            (
 | 
						|
                                Text::new("Settings"),
 | 
						|
                                button_text_font.clone(),
 | 
						|
                                TextColor(TEXT_COLOR),
 | 
						|
                            ),
 | 
						|
                        ]
 | 
						|
                    ),
 | 
						|
                    (
 | 
						|
                        Button,
 | 
						|
                        button_node,
 | 
						|
                        BackgroundColor(NORMAL_BUTTON),
 | 
						|
                        MenuButtonAction::Quit,
 | 
						|
                        children![
 | 
						|
                            (ImageNode::new(exit_icon), button_icon_node),
 | 
						|
                            (Text::new("Quit"), button_text_font, TextColor(TEXT_COLOR),),
 | 
						|
                        ]
 | 
						|
                    ),
 | 
						|
                ]
 | 
						|
            )],
 | 
						|
        ));
 | 
						|
    }
 | 
						|
 | 
						|
    fn settings_menu_setup(mut commands: Commands) {
 | 
						|
        let button_node = Node {
 | 
						|
            width: Val::Px(200.0),
 | 
						|
            height: Val::Px(65.0),
 | 
						|
            margin: UiRect::all(Val::Px(20.0)),
 | 
						|
            justify_content: JustifyContent::Center,
 | 
						|
            align_items: AlignItems::Center,
 | 
						|
            ..default()
 | 
						|
        };
 | 
						|
 | 
						|
        let button_text_style = (
 | 
						|
            TextFont {
 | 
						|
                font_size: 33.0,
 | 
						|
                ..default()
 | 
						|
            },
 | 
						|
            TextColor(TEXT_COLOR),
 | 
						|
        );
 | 
						|
 | 
						|
        commands.spawn((
 | 
						|
            Node {
 | 
						|
                width: Val::Percent(100.0),
 | 
						|
                height: Val::Percent(100.0),
 | 
						|
                align_items: AlignItems::Center,
 | 
						|
                justify_content: JustifyContent::Center,
 | 
						|
                ..default()
 | 
						|
            },
 | 
						|
            OnSettingsMenuScreen,
 | 
						|
            children![(
 | 
						|
                Node {
 | 
						|
                    flex_direction: FlexDirection::Column,
 | 
						|
                    align_items: AlignItems::Center,
 | 
						|
                    ..default()
 | 
						|
                },
 | 
						|
                BackgroundColor(CRIMSON.into()),
 | 
						|
                Children::spawn(SpawnIter(
 | 
						|
                    [
 | 
						|
                        (MenuButtonAction::SettingsDisplay, "Display"),
 | 
						|
                        (MenuButtonAction::SettingsSound, "Sound"),
 | 
						|
                        (MenuButtonAction::BackToMainMenu, "Back"),
 | 
						|
                    ]
 | 
						|
                    .into_iter()
 | 
						|
                    .map(move |(action, text)| {
 | 
						|
                        (
 | 
						|
                            Button,
 | 
						|
                            button_node.clone(),
 | 
						|
                            BackgroundColor(NORMAL_BUTTON),
 | 
						|
                            action,
 | 
						|
                            children![(Text::new(text), button_text_style.clone())],
 | 
						|
                        )
 | 
						|
                    })
 | 
						|
                ))
 | 
						|
            )],
 | 
						|
        ));
 | 
						|
    }
 | 
						|
 | 
						|
    fn display_settings_menu_setup(mut commands: Commands, display_quality: Res<DisplayQuality>) {
 | 
						|
        fn button_node() -> Node {
 | 
						|
            Node {
 | 
						|
                width: Val::Px(200.0),
 | 
						|
                height: Val::Px(65.0),
 | 
						|
                margin: UiRect::all(Val::Px(20.0)),
 | 
						|
                justify_content: JustifyContent::Center,
 | 
						|
                align_items: AlignItems::Center,
 | 
						|
                ..default()
 | 
						|
            }
 | 
						|
        }
 | 
						|
        fn button_text_style() -> impl Bundle {
 | 
						|
            (
 | 
						|
                TextFont {
 | 
						|
                    font_size: 33.0,
 | 
						|
                    ..default()
 | 
						|
                },
 | 
						|
                TextColor(TEXT_COLOR),
 | 
						|
            )
 | 
						|
        }
 | 
						|
 | 
						|
        let display_quality = *display_quality;
 | 
						|
        commands.spawn((
 | 
						|
            Node {
 | 
						|
                width: Val::Percent(100.0),
 | 
						|
                height: Val::Percent(100.0),
 | 
						|
                align_items: AlignItems::Center,
 | 
						|
                justify_content: JustifyContent::Center,
 | 
						|
                ..default()
 | 
						|
            },
 | 
						|
            OnDisplaySettingsMenuScreen,
 | 
						|
            children![(
 | 
						|
                Node {
 | 
						|
                    flex_direction: FlexDirection::Column,
 | 
						|
                    align_items: AlignItems::Center,
 | 
						|
                    ..default()
 | 
						|
                },
 | 
						|
                BackgroundColor(CRIMSON.into()),
 | 
						|
                children![
 | 
						|
                    // Create a new `Node`, this time not setting its `flex_direction`. It will
 | 
						|
                    // use the default value, `FlexDirection::Row`, from left to right.
 | 
						|
                    (
 | 
						|
                        Node {
 | 
						|
                            align_items: AlignItems::Center,
 | 
						|
                            ..default()
 | 
						|
                        },
 | 
						|
                        BackgroundColor(CRIMSON.into()),
 | 
						|
                        Children::spawn((
 | 
						|
                            // Display a label for the current setting
 | 
						|
                            Spawn((Text::new("Display Quality"), button_text_style())),
 | 
						|
                            SpawnWith(move |parent: &mut ChildSpawner| {
 | 
						|
                                for quality_setting in [
 | 
						|
                                    DisplayQuality::Low,
 | 
						|
                                    DisplayQuality::Medium,
 | 
						|
                                    DisplayQuality::High,
 | 
						|
                                ] {
 | 
						|
                                    let mut entity = parent.spawn((
 | 
						|
                                        Button,
 | 
						|
                                        Node {
 | 
						|
                                            width: Val::Px(150.0),
 | 
						|
                                            height: Val::Px(65.0),
 | 
						|
                                            ..button_node()
 | 
						|
                                        },
 | 
						|
                                        BackgroundColor(NORMAL_BUTTON),
 | 
						|
                                        quality_setting,
 | 
						|
                                        children![(
 | 
						|
                                            Text::new(format!("{quality_setting:?}")),
 | 
						|
                                            button_text_style(),
 | 
						|
                                        )],
 | 
						|
                                    ));
 | 
						|
                                    if display_quality == quality_setting {
 | 
						|
                                        entity.insert(SelectedOption);
 | 
						|
                                    }
 | 
						|
                                }
 | 
						|
                            })
 | 
						|
                        ))
 | 
						|
                    ),
 | 
						|
                    // Display the back button to return to the settings screen
 | 
						|
                    (
 | 
						|
                        Button,
 | 
						|
                        button_node(),
 | 
						|
                        BackgroundColor(NORMAL_BUTTON),
 | 
						|
                        MenuButtonAction::BackToSettings,
 | 
						|
                        children![(Text::new("Back"), button_text_style())]
 | 
						|
                    )
 | 
						|
                ]
 | 
						|
            )],
 | 
						|
        ));
 | 
						|
    }
 | 
						|
 | 
						|
    fn sound_settings_menu_setup(mut commands: Commands, volume: Res<Volume>) {
 | 
						|
        let button_node = Node {
 | 
						|
            width: Val::Px(200.0),
 | 
						|
            height: Val::Px(65.0),
 | 
						|
            margin: UiRect::all(Val::Px(20.0)),
 | 
						|
            justify_content: JustifyContent::Center,
 | 
						|
            align_items: AlignItems::Center,
 | 
						|
            ..default()
 | 
						|
        };
 | 
						|
        let button_text_style = (
 | 
						|
            TextFont {
 | 
						|
                font_size: 33.0,
 | 
						|
                ..default()
 | 
						|
            },
 | 
						|
            TextColor(TEXT_COLOR),
 | 
						|
        );
 | 
						|
 | 
						|
        let volume = *volume;
 | 
						|
        let button_node_clone = button_node.clone();
 | 
						|
        commands.spawn((
 | 
						|
            Node {
 | 
						|
                width: Val::Percent(100.0),
 | 
						|
                height: Val::Percent(100.0),
 | 
						|
                align_items: AlignItems::Center,
 | 
						|
                justify_content: JustifyContent::Center,
 | 
						|
                ..default()
 | 
						|
            },
 | 
						|
            OnSoundSettingsMenuScreen,
 | 
						|
            children![(
 | 
						|
                Node {
 | 
						|
                    flex_direction: FlexDirection::Column,
 | 
						|
                    align_items: AlignItems::Center,
 | 
						|
                    ..default()
 | 
						|
                },
 | 
						|
                BackgroundColor(CRIMSON.into()),
 | 
						|
                children![
 | 
						|
                    (
 | 
						|
                        Node {
 | 
						|
                            align_items: AlignItems::Center,
 | 
						|
                            ..default()
 | 
						|
                        },
 | 
						|
                        BackgroundColor(CRIMSON.into()),
 | 
						|
                        Children::spawn((
 | 
						|
                            Spawn((Text::new("Volume"), button_text_style.clone())),
 | 
						|
                            SpawnWith(move |parent: &mut ChildSpawner| {
 | 
						|
                                for volume_setting in [0, 1, 2, 3, 4, 5, 6, 7, 8, 9] {
 | 
						|
                                    let mut entity = parent.spawn((
 | 
						|
                                        Button,
 | 
						|
                                        Node {
 | 
						|
                                            width: Val::Px(30.0),
 | 
						|
                                            height: Val::Px(65.0),
 | 
						|
                                            ..button_node_clone.clone()
 | 
						|
                                        },
 | 
						|
                                        BackgroundColor(NORMAL_BUTTON),
 | 
						|
                                        Volume(volume_setting),
 | 
						|
                                    ));
 | 
						|
                                    if volume == Volume(volume_setting) {
 | 
						|
                                        entity.insert(SelectedOption);
 | 
						|
                                    }
 | 
						|
                                }
 | 
						|
                            })
 | 
						|
                        ))
 | 
						|
                    ),
 | 
						|
                    (
 | 
						|
                        Button,
 | 
						|
                        button_node,
 | 
						|
                        BackgroundColor(NORMAL_BUTTON),
 | 
						|
                        MenuButtonAction::BackToSettings,
 | 
						|
                        children![(Text::new("Back"), button_text_style)]
 | 
						|
                    )
 | 
						|
                ]
 | 
						|
            )],
 | 
						|
        ));
 | 
						|
    }
 | 
						|
 | 
						|
    fn menu_action(
 | 
						|
        interaction_query: Query<
 | 
						|
            (&Interaction, &MenuButtonAction),
 | 
						|
            (Changed<Interaction>, With<Button>),
 | 
						|
        >,
 | 
						|
        mut app_exit_events: EventWriter<AppExit>,
 | 
						|
        mut menu_state: ResMut<NextState<MenuState>>,
 | 
						|
        mut game_state: ResMut<NextState<GameState>>,
 | 
						|
    ) {
 | 
						|
        for (interaction, menu_button_action) in &interaction_query {
 | 
						|
            if *interaction == Interaction::Pressed {
 | 
						|
                match menu_button_action {
 | 
						|
                    MenuButtonAction::Quit => {
 | 
						|
                        app_exit_events.write(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();
 | 
						|
    }
 | 
						|
}
 |