Files
tt_net_test_vibeless/src/main_menu.rs
T
2026-10-20 23:59:48 -05:00

693 lines
22 KiB
Rust

use crate::focus_navigation::{NavigationInputState, NavigationSystems};
use crate::save::{ActiveGameSave, create_game_save, delete_game_save, get_saves};
use crate::{AppState, WINDOW_TARGET_HEIGHT, WINDOW_TARGET_WIDTH};
use bevy::color::palettes::tailwind::SLATE_900;
use bevy::input::gamepad::GamepadButton;
use bevy::input_focus::{
AutoFocus, FocusCause, InputFocus, InputFocusVisible,
tab_navigation::{TabGroup, TabIndex},
};
use bevy::picking::hover::Hovered;
use bevy::text::{EditableText, EditableTextFilter, TextCursorStyle};
use bevy::ui::Pressed;
use bevy::ui::auto_directional_navigation::AutoDirectionalNavigation;
use bevy::ui_widgets::{Button, TextInput};
use bevy::{prelude::*, ui_widgets::Activate};
use derive_more::{Deref, DerefMut};
pub struct MainMenuPlugin;
impl Plugin for MainMenuPlugin {
fn build(&self, app: &mut App) {
app.add_systems(OnEnter(AppState::Menu), setup_menu)
.add_systems(OnExit(AppState::Menu), cleanup_menu)
.add_systems(Update, (menu_redraw).run_if(in_state(AppState::Menu)))
.add_observer(button_activate_observer)
.add_systems(Update, (scale_ui, style_ui_elements))
.add_systems(
PreUpdate,
focus_rightmost_layer_on_navigation
.in_set(NavigationSystems::Initialize)
.run_if(in_state(AppState::Menu)),
);
}
}
/// The number of layers that the main menu is sized for.
const N_LAYERS: usize = 5;
/// The text field for the name of the game.
#[derive(Component, Copy, Clone, PartialEq, Eq, PartialOrd, Ord, Default, Debug)]
struct GameNameTextField;
/// A UI object selected by activation, distinct from keyboard/pointer focus.
#[derive(Component, Copy, Clone, PartialEq, Eq, PartialOrd, Ord, Default, Debug)]
struct Selected;
/// Defines colors that a UI object should turn when interactions occur.
#[derive(Component, Clone, PartialEq, Default, Debug)]
pub struct InteractionColors {
pub default: Color,
pub hovered: Color,
pub pressed: Color,
pub selected: Color,
pub selected_hovered: Color,
pub selected_pressed: Color,
pub default_outline: Color,
pub focused_outline: Color,
}
impl InteractionColors {
pub const DEFAULT: InteractionColors = InteractionColors {
default: Color::srgb(0.25, 0.63, 0.84),
hovered: Color::srgb(0.31, 0.77, 0.93),
pressed: Color::srgb(0.16, 0.55, 0.89),
selected: Color::srgb(0.93, 0.66, 0.06),
selected_hovered: Color::srgb(1., 0.74, 0.16),
selected_pressed: Color::srgb(0.86, 0.56, 0.),
default_outline: Color::BLACK,
focused_outline: Color::WHITE,
};
pub const GOOD: InteractionColors = InteractionColors {
default: Color::srgb(0.25, 0.75, 0.25),
hovered: Color::srgb(0.35, 0.85, 0.35),
pressed: Color::srgb(0.15, 0.65, 0.15),
selected: Color::srgb(0.35, 0.8, 0.35),
selected_hovered: Color::srgb(0.45, 0.9, 0.45),
selected_pressed: Color::srgb(0.25, 0.7, 0.25),
default_outline: Color::BLACK,
focused_outline: Color::WHITE,
};
pub const DANGER: InteractionColors = InteractionColors {
default: Color::srgb(0.75, 0.25, 0.25),
hovered: Color::srgb(0.85, 0.35, 0.35),
pressed: Color::srgb(0.65, 0.15, 0.15),
selected: Color::srgb(0.8, 0.3, 0.3),
selected_hovered: Color::srgb(0.9, 0.4, 0.4),
selected_pressed: Color::srgb(0.7, 0.2, 0.2),
default_outline: Color::BLACK,
focused_outline: Color::WHITE,
};
}
/// The root of the menu
#[derive(Component, Copy, Clone, PartialEq, Eq, PartialOrd, Ord, Default, Debug)]
struct MenuRoot;
/// The layer that the page is on.
#[derive(
Component, Copy, Clone, PartialEq, Eq, PartialOrd, Ord, Default, Debug, Deref, DerefMut,
)]
struct Layer(usize);
/// A component that indicates the layer that this button points to.
#[derive(Component, Clone, PartialEq, Eq, Debug, Default)]
struct NextLayer(MenuLayer);
#[derive(Debug, Clone, PartialEq, Eq, Hash, Default)]
pub enum MenuLayer {
#[default]
Root,
Play,
LoadSave,
NewGame,
// TODO: replace with some better game identifier, probably the game metadata
GameInfo(String),
Browse,
DirectConnect,
Settings,
Controls,
Graphics,
}
impl MenuLayer {
fn render(&self, layer: usize, menu_root: Entity) -> Box<dyn Scene> {
match self {
MenuLayer::Root => Box::new(bsn! {
@menu_layer(layer)
ChildOf(menu_root)
Children [
@menu_button("Play", Some(MenuLayer::Play))
--
@menu_button("Settings", Some(MenuLayer::Settings))
--
@menu_button("Quit", None)
on(|_event: On<Activate>, mut exit: MessageWriter<AppExit>| { exit.write(AppExit::Success); } )
InteractionColors::DANGER
]
}),
MenuLayer::Play => Box::new(bsn! {
@menu_layer(layer)
ChildOf(menu_root)
Children [
@menu_button("Load Save", Some(MenuLayer::LoadSave))
--
@menu_button("Browse Games", Some(MenuLayer::Browse))
--
@menu_button("Direct Connect", Some(MenuLayer::DirectConnect))
]
}),
MenuLayer::LoadSave => {
// TODO: this needs to be on an IO thread
let saves = get_saves().unwrap_or_default();
let entries: Vec<_> = saves
.into_iter()
.map(|m| {
menu_button(&m.save_name, Some(MenuLayer::GameInfo(m.save_name.clone())))
})
.collect();
// TODO: get rid of row gap when many saves are present.
Box::new(bsn! {
@menu_layer(layer)
ChildOf(menu_root)
Children [
{entries}
--
@menu_button("New Game", Some(MenuLayer::NewGame))
InteractionColors::GOOD
]
})
}
MenuLayer::NewGame => Box::new(bsn! {
@full_menu_layer(layer)
ChildOf(menu_root)
Children [
{new_game_menu()}
]
}),
MenuLayer::GameInfo(game) => Box::new(bsn! {
@full_menu_layer(layer)
ChildOf(menu_root)
Children [
{game_info_menu(game)}
]
}),
MenuLayer::Browse => Box::new(bsn! {
@full_menu_layer(layer)
ChildOf(menu_root)
Children [
@menu_button("Game 1", None)
]
}),
MenuLayer::DirectConnect => Box::new(bsn! {
@full_menu_layer(layer)
ChildOf(menu_root)
Children [
// TODO: have IP addr text box here
Text("Enter IP")
]
}),
MenuLayer::Settings => Box::new(bsn! {
@menu_layer(layer)
ChildOf(menu_root)
Children [
@menu_button("Controls", Some(MenuLayer::Controls))
--
@menu_button("Graphics", Some(MenuLayer::Graphics))
]
}),
MenuLayer::Controls => Box::new(bsn! {
@full_menu_layer(layer)
ChildOf(menu_root)
Children [
Text("Controls..")
]
}),
MenuLayer::Graphics => Box::new(bsn! {
@full_menu_layer(layer)
ChildOf(menu_root)
Children [
Text("Graphics..")
]
}),
}
}
}
/// The state of the menu last frame.
#[derive(Resource, Debug, Clone, PartialEq, Eq, Hash, Deref, DerefMut)]
struct LastMenu(Vec<MenuLayer>);
/// The current state of the menu.
#[derive(Resource, Debug, Clone, PartialEq, Eq, Hash, Deref, DerefMut)]
struct CurrentMenu(Vec<MenuLayer>);
fn setup_menu(mut commands: Commands) {
commands.insert_resource(CurrentMenu(vec![MenuLayer::Root]));
commands.insert_resource(LastMenu(vec![]));
commands.spawn_scene(bsn! {
#MenuRoot
MenuRoot
DespawnOnExit::<AppState>(AppState::Menu)
Node {
width: percent(90),
height: percent(70),
margin: UiRect::AUTO,
column_gap: px(10),
}
});
}
fn cleanup_menu(mut commands: Commands) {
commands.remove_resource::<CurrentMenu>();
commands.remove_resource::<LastMenu>();
}
fn menu_redraw(
mut commands: Commands,
mut last_menu: ResMut<LastMenu>,
current_menu: Res<CurrentMenu>,
q_layers: Query<(Entity, &Layer), Without<MenuRoot>>,
s_menu_root: Single<Entity, (With<MenuRoot>, Without<Layer>)>,
) {
if current_menu.is_changed() {
let last_equal_layer = last_menu
.iter()
.zip(current_menu.iter())
.enumerate()
.filter_map(|(idx, (last, current))| (last == current).then_some(idx as i32))
.last()
.unwrap_or(-1);
// delete any layers that have been deleted/changed
if last_equal_layer < last_menu.len() as i32 {
for (e, layer) in q_layers.iter() {
if layer.0 as i32 > last_equal_layer {
commands.entity(e).despawn();
}
}
}
// render new/changed layers
for (idx, layer) in current_menu
.iter()
.enumerate()
.skip((last_equal_layer + 1) as usize)
{
commands.spawn_scene(layer.render(idx, *s_menu_root));
}
// update last menu to match current menu
last_menu.0 = current_menu.0.clone();
}
}
fn new_game_menu() -> impl SceneList {
bsn_list! {
Text("New Game")
Node {
align_self: AlignSelf::Center,
}
TextFont {
// font: FontSourceTemplate::Handle("fonts/FiraSans-Bold.ttf"),
font_size: px(100.0),
}
TextColor(Color::srgb(0.9, 0.9, 0.9))
TextShadow
--
Text("Save Name")
Node {
margin: UiRect::axes(px(12), px(0)),
}
TextFont {
// font: FontSourceTemplate::Handle("fonts/FiraSans-Bold.ttf"),
font_size: px(66.0),
}
TextColor(Color::srgb(0.9, 0.9, 0.9))
TextShadow
--
#NewGameTextField
GameNameTextField
Node {
border: Val::all(px(6)),
padding: Val::all(px(12)),
border_radius: BorderRadius::all(px(12)),
}
BorderColor::from(SLATE_900)
InteractionColors::DEFAULT
TextInput
EditableText {
cursor_width: 0.05,
max_characters: Option::Some(14),
}
EditableTextFilter::new(|c| c == ' ' || c.is_ascii_alphanumeric())
TextLayout::no_wrap()
TextFont {
font_size: FontSize::Px(66.),
}
TextCursorStyle {
color: Color::BLACK,
}
AutoDirectionalNavigation::default()
AutoFocus
TabIndex(0)
BackgroundColor(Color::srgb(0.48, 0.84, 0.87))
--
Node {
margin: UiRect::top(px(48)),
}
Children [
@menu_button("Create", None)
InteractionColors::GOOD
Node {
margin: UiRect::left(Val::Auto),
}
on(|_event: On<Activate>, text_field: Single<&EditableText, With<GameNameTextField>>| {
let value = text_field.value();
info!("Create triggered for: {}", value);
create_game_save(value.to_string()).unwrap();
// TODO: refresh listing
})
]
}
}
fn game_info_menu(name: impl Into<String>) -> impl SceneList {
let name = name.into();
bsn_list! {
#GameInfoTitle
Text("Load Save")
Node {
align_self: AlignSelf::Center,
}
TextFont {
// font: FontSourceTemplate::Handle("fonts/FiraSans-Bold.ttf"),
font_size: px(100.0),
}
TextColor(Color::srgb(0.9, 0.9, 0.9))
TextShadow
--
Text("Save Name")
Node {
margin: UiRect::axes(px(12), px(0)),
}
TextFont {
// font: FontSourceTemplate::Handle("fonts/FiraSans-Bold.ttf"),
font_size: px(66.0),
}
TextColor(Color::srgb(0.9, 0.9, 0.9))
TextShadow
--
#SaveNameTextField
GameNameTextField
Node {
border: Val::all(px(6)),
padding: Val::all(px(12)),
border_radius: BorderRadius::all(px(12)),
}
BorderColor::from(SLATE_900)
InteractionColors::DEFAULT
TextInput
EditableText::new(name)
EditableText {
cursor_width: 0.05,
max_characters: Option::Some(14),
}
EditableTextFilter::new(|c| c == ' ' || c.is_ascii_alphanumeric())
TextLayout::no_wrap()
TextFont {
font_size: FontSize::Px(66.),
}
TextCursorStyle {
color: Color::BLACK,
}
AutoDirectionalNavigation::default()
AutoFocus
TabIndex(0)
BackgroundColor(Color::srgb(0.48, 0.84, 0.87))
--
Node {
margin: UiRect::top(px(48)),
}
Children [
@menu_button("Delete", None)
InteractionColors::DANGER
Node {
margin: UiRect::right(Val::Auto),
}
on(|_event: On<Activate>, text_field: Single<&EditableText, With<GameNameTextField>>| {
let value = text_field.value();
info!("Delete triggered for: {}", value);
delete_game_save(value.to_string()).unwrap();
// TODO: refresh listing
})
--
// TODO: when the user changed the name of the game, change this to a "rename" button
@menu_button("Play", None)
InteractionColors::GOOD
Node {
margin: UiRect::left(Val::Auto),
}
on(|_event: On<Activate>, text_field: Single<&EditableText, With<GameNameTextField>>, mut commands: Commands, mut app_state: ResMut<NextState<AppState>>| {
// TODO: we should definately get this value from an added
// resource. Call it something like `SelectedGameSave`
let value = text_field.value().to_string();
info!("Play triggered for: {}", value);
commands.insert_resource(ActiveGameSave::new(value));
app_state.set(AppState::Lobby);
// TODO: refresh listing
})
]
}
}
fn menu_layer(layer: usize) -> impl Scene {
let name = format!("MenuLayer{}", layer);
bsn! {
Name(name)
Layer(layer)
TabGroup::new(layer as i32)
Node {
width: percent(100.0 / N_LAYERS as f32),
height: percent(100),
flex_direction: FlexDirection::Column,
justify_content: JustifyContent::FlexEnd,
row_gap: px(100),
}
}
}
fn full_menu_layer(layer: usize) -> impl Scene {
let name = format!("FullMenuLayer{}", layer);
bsn! {
Name(name)
Layer(layer)
TabGroup::new(-(layer as i32))
Node {
flex_direction: FlexDirection::Column,
align_self: AlignSelf::FlexEnd,
flex_grow: 1.,
border_radius: BorderRadius::all(px(24)),
padding: Val::all(px(24)),
}
BackgroundColor(Color::srgb(0.4, 0.4, 0.4))
}
}
fn menu_button(label: impl Into<String>, next_layer: Option<MenuLayer>) -> Box<dyn Scene> {
let label = label.into();
let next_layer: Box<dyn Scene> = if let Some(next_layer) = next_layer {
Box::new(bsn! {
NextLayer(next_layer)
})
} else {
Box::new(bsn! {})
};
Box::new(bsn! {
Button
AutoDirectionalNavigation::default()
TabIndex(0)
Node {
width: px(600),
height: px(130),
border: px(6),
// border_radius: BorderRadius::MAX,
justify_content: JustifyContent::Center,
align_items: AlignItems::Center,
margin: UiRect::all(px(4)),
}
@next_layer
BorderColor::from(Color::BLACK)
InteractionColors::DEFAULT
// TODO: add interaction component here if neccesary
Hovered
Children [
Text(label)
TextFont {
// font: FontSourceTemplate::Handle("fonts/FiraSans-Bold.ttf"),
font_size: px(66.0),
}
TextColor(Color::srgb(0.9, 0.9, 0.9))
TextShadow
]
})
}
fn button_activate_observer(
event: On<Activate>,
mut commands: Commands,
menu: Option<ResMut<CurrentMenu>>,
q_next_layer: Query<(&NextLayer, &ChildOf)>,
q_layer: Query<(&Layer, &Children)>,
q_selected: Query<(Entity, Has<Selected>)>,
) {
let Some(mut menu) = menu else {
return;
};
if let Ok((next_layer, parent)) = q_next_layer.get(event.entity) {
let Ok((layer, layer_entries)) = q_layer.get(parent.parent()) else {
warn!(
"\"Activate\" triggered on entity with `NextLayer`, but it's parent doesn't have `Layer`!"
);
return;
};
// remove all the layers after
if (layer.0 as usize) < menu.len() {
menu.0.drain((layer.0 + 1)..);
}
// push next layer
menu.push(next_layer.0.clone());
for (entity, selected) in q_selected.iter_many(layer_entries).matched() {
if entity == event.entity {
if !selected {
commands.entity(entity).insert(Selected);
}
} else if selected {
commands.entity(entity).remove::<Selected>();
}
}
}
}
/// Styles the UI elements according to their [`InteractionColors`].
fn style_ui_elements(
input_focus: Res<InputFocus>,
mut q_elements: Query<
(
Entity,
Option<&Hovered>,
Has<Pressed>,
Option<&mut BackgroundColor>,
Option<&mut BorderColor>,
&InteractionColors,
Has<Selected>,
),
Or<(With<BackgroundColor>, With<BorderColor>)>,
>,
) {
let focused_entity = input_focus.get();
for (entity, hovered, pressed, bg, border, colors, selected) in &mut q_elements {
let is_focused = focused_entity == Some(entity);
// if the entity is focused, its similar to it being hovered.
let hovered = hovered.is_some_and(|h| h.get()) || is_focused;
let new_color = match (selected, pressed, hovered) {
(true, true, _) => colors.selected_pressed,
(true, false, true) => colors.selected_hovered,
(true, false, false) => colors.selected,
(false, true, _) => colors.pressed,
(false, false, true) => colors.hovered,
(false, false, false) => colors.default,
};
if let Some(mut border) = border {
if is_focused {
if border.top != colors.focused_outline {
border.set_all(colors.focused_outline);
}
} else {
if border.top != colors.default_outline {
border.set_all(colors.default_outline);
}
}
}
if let Some(mut bg) = bg {
if bg.0 != new_color {
bg.0 = new_color;
}
}
}
}
fn scale_ui(mut ui_scale: ResMut<UiScale>, window: Single<&Window>) {
let size = window.size();
let scale_factor = f32::min(size.x / WINDOW_TARGET_WIDTH, size.y / WINDOW_TARGET_HEIGHT);
ui_scale.0 = scale_factor;
}
// TODO: generify the inputing of the nav inputs that are in here
fn focus_rightmost_layer_on_navigation(
keyboard: Res<ButtonInput<KeyCode>>,
gamepads: Query<&Gamepad>,
mut input_focus: ResMut<InputFocus>,
mut input_focus_visible: ResMut<InputFocusVisible>,
mut navigation_input: ResMut<NavigationInputState>,
layers: Query<(Entity, &Layer)>,
children: Query<&Children>,
focusable_entities: Query<(), With<AutoDirectionalNavigation>>,
) {
let navigation_pressed = [
KeyCode::Tab,
KeyCode::ArrowUp,
KeyCode::ArrowDown,
KeyCode::ArrowLeft,
KeyCode::ArrowRight,
]
.into_iter()
.any(|key| keyboard.just_pressed(key))
|| gamepads.iter().any(|gamepad| {
[
GamepadButton::DPadUp,
GamepadButton::DPadDown,
GamepadButton::DPadLeft,
GamepadButton::DPadRight,
]
.into_iter()
.any(|button| gamepad.just_pressed(button))
});
if !navigation_pressed
|| input_focus
.get()
.is_some_and(|focused| focusable_entities.contains(focused))
{
return;
}
let mut rightmost_target = None;
for (entity, layer) in &layers {
if let Some(target) = first_focusable_in_layer(entity, &children, &focusable_entities)
&& rightmost_target.is_none_or(|(rightmost_layer, _)| layer.0 > rightmost_layer)
{
rightmost_target = Some((layer.0, target));
}
}
if let Some((_, target)) = rightmost_target {
input_focus.set(target, FocusCause::Navigated);
input_focus_visible.0 = true;
navigation_input.focus_initialized = true;
}
}
fn first_focusable_in_layer(
entity: Entity,
children: &Query<&Children>,
focusable_entities: &Query<(), With<AutoDirectionalNavigation>>,
) -> Option<Entity> {
if focusable_entities.contains(entity) {
return Some(entity);
}
children
.get(entity)
.ok()?
.iter()
.find_map(|child| first_focusable_in_layer(child, children, focusable_entities))
}