mirror of
https://codeberg.org/schrottkatze/mgd2-tram-championships.git
synced 2025-06-09 17:57:39 +00:00
menu system: system dispatching (and the menus can now be closed)
This commit is contained in:
parent
acbcfe5956
commit
fc83ab8452
7 changed files with 202 additions and 132 deletions
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@ -1,6 +1,5 @@
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use bevy::prelude::*;
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use bevy_third_person_camera::ThirdPersonCameraTarget;
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use log::trace;
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use crate::cleanup;
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30
src/menus.rs
30
src/menus.rs
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@ -1,5 +1,8 @@
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use bevy::{input::ButtonState, prelude::*};
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use lib::{ItemPosition, Menu, MenuItemType, Menus, OnPressAction};
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use bevy::{prelude::*, state::state::FreelyMutableState};
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use lib::{
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ItemPosition, MenuItemType, OnPressAction,
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menus::{Menu, Menus},
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};
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use crate::AppState;
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@ -14,15 +17,26 @@ pub enum CurrentMenu {
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HighScores,
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StartGame,
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}
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fn switch_state<S: States + FreelyMutableState>(target: S) -> impl Fn(ResMut<NextState<S>>) {
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move |mut next_state: ResMut<NextState<S>>| {
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next_state.set(target.clone());
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}
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}
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pub fn plugin(app: &mut App) {
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let plugin = Menus::<AppState, CurrentMenu>::new(AppState::Menus)
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let start_game_state = app.register_system(switch_state(AppState::Ingame));
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let plugin = Menus::<AppState, CurrentMenu>::new(AppState::Menus, CurrentMenu::NotInMenus)
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.add_menu(
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CurrentMenu::MainMenu,
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Menu::new().add_items(&[
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&MenuItemType::Text(String::from("Hello, World!")),
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&(
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MenuItemType::Button(String::from("Start Game")),
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OnPressAction::SampleAction,
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OnPressAction::Multiple(vec![
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OnPressAction::DispatchSystem(start_game_state),
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OnPressAction::Close,
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]),
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),
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&(
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MenuItemType::Button(String::from("Settings")),
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@ -33,13 +47,7 @@ pub fn plugin(app: &mut App) {
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.add_menu(
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CurrentMenu::Settings,
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Menu::new()
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.add_items(&[
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&MenuItemType::Text(String::from("Settings")),
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&(
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MenuItemType::Button(String::from("Sample setting")),
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OnPressAction::SampleAction,
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),
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])
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.add_items(&[&MenuItemType::Text(String::from("Settings"))])
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.add_items_positioned(
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ItemPosition::SouthEast,
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&[&(
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@ -1,71 +1,23 @@
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#![allow(unused, reason = "Temporary.")]
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//! goal is a custom ui/menu library that allows simple and declarative menus.
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//! bevy ui is annoying.
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//!
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//! TODOs:
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//! - [ ] cleanup
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//! - [ ] trigger game events (trigger or normal eventwriter?)
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//! - [ ] styling
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//! - [ ] more components
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//! - [ ] more shorthands
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use std::marker::PhantomData;
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use bevy::{platform::collections::HashMap, prelude::*};
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mod item;
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pub mod plugin;
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pub mod menus;
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pub use item::types::*;
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pub use item::*;
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type ToDo = ();
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#[derive(Debug, Clone)]
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pub struct Menus<TriggerState: States, NavState: States> {
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start: NavState,
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/// The state needed to trigger this set of menus
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trigger: TriggerState,
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menus: HashMap<NavState, Menu<NavState>>,
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}
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#[derive(Debug, Clone)]
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pub struct Menu<ParentNavState: States> {
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menu_items: Vec<MenuItemInternal<ParentNavState>>,
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}
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pub mod plugin;
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impl<TriggerState: States, NavState: States + Default> Menus<TriggerState, NavState> {
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pub fn new(trigger: TriggerState) -> Self {
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Self {
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trigger,
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start: NavState::default(),
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menus: HashMap::new(),
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}
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}
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}
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impl<T: States, NavState: States> Menus<T, NavState> {
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pub fn add_menu(mut self, state: NavState, menu: Menu<NavState>) -> Self {
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self.menus.insert(state, menu);
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self
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}
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}
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impl<ParentNavState: States> Menu<ParentNavState> {
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pub fn new() -> Self {
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Self {
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menu_items: Vec::new(),
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}
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}
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/// Adds `items` in the default `ItemPosition::MainView`.
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pub fn add_items(mut self, items: &[&dyn MenuItem<ParentNavState>]) -> Self {
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self.add_items_positioned(ItemPosition::MainView, items)
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}
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pub fn add_items_positioned(
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mut self,
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position: ItemPosition,
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items: &[&dyn MenuItem<ParentNavState>],
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) -> Self {
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items
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.iter()
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.map(|it| (*it).item())
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.collect_into(&mut self.menu_items);
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self
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}
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}
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@ -1,4 +1,12 @@
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use bevy::state::state::States;
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use std::ops::{Deref, DerefMut};
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use bevy::{
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ecs::{
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event::Event,
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system::{Commands, SystemId},
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},
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state::state::{FreelyMutableState, NextState, States},
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};
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use crate::menus::lib::ToDo;
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@ -28,6 +36,24 @@ pub enum MenuItemType {
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#[derive(Clone, Debug)]
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pub enum OnPressAction<NavState: States> {
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NavigateTo(NavState),
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DispatchEvent(ToDo),
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SampleAction,
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DispatchSystem(SystemId),
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Multiple(Vec<OnPressAction<NavState>>),
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Close,
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}
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impl<S: States + FreelyMutableState> OnPressAction<S> {
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pub fn run(&self, c: &mut Commands, mut nav_state: &mut NextState<S>, closed_state: &S) {
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dbg!(self);
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match self {
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OnPressAction::NavigateTo(to) => nav_state.set(to.clone()),
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OnPressAction::DispatchSystem(system_id) => c.run_system(*system_id),
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OnPressAction::Multiple(actions) => {
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let mut actions = actions.clone();
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while let Some(action) = actions.pop() {
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action.run(c, nav_state, closed_state);
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}
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}
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OnPressAction::Close => nav_state.set(closed_state.clone()),
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}
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}
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}
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72
src/menus/lib/menus.rs
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72
src/menus/lib/menus.rs
Normal file
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use bevy::{platform::collections::HashMap, prelude::*};
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use super::{IntoMenuItemInternal, ItemPosition, MenuItem, MenuItemInternal};
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#[derive(Debug, Clone)]
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pub struct Menus<TriggerState, NavState>
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where
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TriggerState: States,
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NavState: States,
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{
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pub(super) start: NavState,
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pub(super) closed_when: NavState,
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/// The state needed to trigger this set of menus
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pub(super) trigger: TriggerState,
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pub(super) menus: HashMap<NavState, Menu<NavState>>,
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}
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#[derive(Debug, Clone)]
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pub struct Menu<ParentNavState: States> {
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pub(super) menu_items: Vec<MenuItemInternal<ParentNavState>>,
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}
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impl<TriggerState, NavState> Menus<TriggerState, NavState>
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where
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TriggerState: States,
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NavState: States + Default,
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{
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pub fn new(trigger: TriggerState, closed_when: NavState) -> Self {
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Self {
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trigger,
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closed_when,
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start: NavState::default(),
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menus: HashMap::new(),
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}
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}
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}
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impl<T, NavState> Menus<T, NavState>
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where
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T: States,
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NavState: States,
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{
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pub fn add_menu(mut self, state: NavState, menu: Menu<NavState>) -> Self {
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self.menus.insert(state, menu);
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self
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}
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}
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impl<ParentNavState: States> Menu<ParentNavState> {
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pub fn new() -> Self {
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Self {
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menu_items: Vec::new(),
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}
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}
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/// Adds `items` in the default `ItemPosition::MainView`.
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pub fn add_items(mut self, items: &[&dyn MenuItem<ParentNavState>]) -> Self {
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self.add_items_positioned(ItemPosition::MainView, items)
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}
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pub fn add_items_positioned(
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mut self,
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position: ItemPosition,
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items: &[&dyn MenuItem<ParentNavState>],
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) -> Self {
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items
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.iter()
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.map(|it| (*it).item())
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.collect_into(&mut self.menu_items);
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self
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}
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}
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@ -5,15 +5,24 @@ use bevy::{
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state::state::FreelyMutableState,
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};
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use super::{ItemPosition, Menu, MenuItemInternal, MenuItemType, Menus, OnPressAction};
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use super::{
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ItemPosition, MenuItemInternal, MenuItemType, OnPressAction,
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menus::{Menu, Menus},
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};
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impl<TriggerState: States, NavState: States + FreelyMutableState + Copy> Plugin
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for Menus<TriggerState, NavState>
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mod components;
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impl<TriggerState, NavState> Plugin for Menus<TriggerState, NavState>
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where
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TriggerState: States,
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NavState: States + FreelyMutableState + Copy,
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{
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fn build(&self, app: &mut App) {
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app.insert_state(self.start)
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.insert_resource(self.get_store())
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.insert_resource(MenusClosedWhen(self.closed_when))
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.add_observer(build_ui::<NavState>)
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.add_observer(destroy_ui::<NavState>)
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// .add_observer(destroy_ui::<NavStates>)
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.add_systems(
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Update,
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}
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#[derive(Event)]
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struct DestroyUi<S: States>(S);
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struct DestroyUi<S: States>(PhantomData<S>);
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#[derive(Event)]
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struct BuildUi<S: States>(S);
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@ -46,6 +55,19 @@ impl<T: States, S: States> Menus<T, S> {
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#[derive(Resource)]
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struct MenusStore<S: States>(HashMap<S, Menu<S>>);
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#[derive(Resource)]
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struct MenusClosedWhen<S: States>(S);
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fn destroy_ui<S: States>(
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trigger: Trigger<DestroyUi<S>>,
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ui_parent: Query<Entity, With<UiParent<S>>>,
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mut c: Commands,
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) {
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trace!("destroy_ui called");
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if let Ok(parent) = ui_parent.single_inner() {
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c.entity(parent).despawn();
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}
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}
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fn build_ui<S: States>(
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trigger: Trigger<BuildUi<S>>,
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.clone()
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.into_iter()
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// TODO: implement other item positions
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.filter(|it| it.pos == ItemPosition::MainView);
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if let Ok(parent) = ui_parent.single_inner() {
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c.entity(parent).despawn();
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}
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.filter(|it| ItemPosition::MainView == it.pos);
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c.spawn((
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UiParent(PhantomData::<S>),
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@ -96,75 +114,33 @@ fn build_ui<S: States>(
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}
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fn handle_press_actions<S: States + FreelyMutableState>(
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mut c: Commands,
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mut interaction_query: Query<(&Interaction, &Action<S>), Changed<Interaction>>,
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mut nav_state: ResMut<NextState<S>>,
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closed_when: Res<MenusClosedWhen<S>>,
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) {
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for (interaction, Action(action)) in interaction_query {
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if *interaction != Interaction::Pressed {
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continue;
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}
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match action {
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OnPressAction::NavigateTo(to) => nav_state.set(to.clone()),
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_ => todo!(),
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}
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action.run(&mut c, &mut nav_state, &closed_when.0);
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}
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}
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mod components {
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use bevy::prelude::*;
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use crate::menus::lib::OnPressAction;
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use super::Action;
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pub fn text(t: String) -> impl Bundle {
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(
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Text::new(t),
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TextFont {
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// font: asset_server.load("fonts/FiraSans-Bold.ttf"),
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font_size: 33.0,
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..default()
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},
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TextColor(Color::srgb(0.9, 0.9, 0.9)),
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TextShadow::default(),
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)
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}
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pub fn button(t: String) -> impl Bundle {
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(
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Button,
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Node {
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border: UiRect::all(Val::Px(5.0)),
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// horizontally center child text
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justify_content: JustifyContent::Center,
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// vertically center child text
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align_items: AlignItems::Center,
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padding: UiRect::all(Val::Px(10.0)),
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..default()
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},
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BorderColor(Color::BLACK),
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BorderRadius::MAX,
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BackgroundColor(Color::srgb(0.2, 0.2, 0.2)),
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children![text(t)],
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)
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}
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}
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fn update_ui_trigger<S: States>(
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fn update_ui_trigger<S: States + PartialEq>(
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mut c: Commands,
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mut trans_reader: EventReader<StateTransitionEvent<S>>,
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menus_data: Res<MenusStore<S>>,
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closed_when: Res<MenusClosedWhen<S>>,
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) {
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for trans in trans_reader.read() {
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info!("{trans:?}");
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// if let Some(to_delete) = trans.exited {}
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c.trigger(DestroyUi(PhantomData::<S>));
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if let Some(to_build) = trans.entered.clone() {
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c.trigger(BuildUi(to_build));
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if to_build != closed_when.0 {
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c.trigger(BuildUi(to_build));
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}
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}
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}
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}
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// fn build_ui<S: States>(mut c: Commands) {
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// }
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37
src/menus/lib/plugin/components.rs
Normal file
37
src/menus/lib/plugin/components.rs
Normal file
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@ -0,0 +1,37 @@
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use bevy::prelude::*;
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use crate::menus::lib::OnPressAction;
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use super::Action;
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pub fn text(t: String) -> impl Bundle {
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(
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Text::new(t),
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TextFont {
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// font: asset_server.load("fonts/FiraSans-Bold.ttf"),
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font_size: 33.0,
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..default()
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},
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TextColor(Color::srgb(0.9, 0.9, 0.9)),
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TextShadow::default(),
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)
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}
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pub fn button(t: String) -> impl Bundle {
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(
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Button,
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Node {
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border: UiRect::all(Val::Px(5.0)),
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// horizontally center child text
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justify_content: JustifyContent::Center,
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// vertically center child text
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align_items: AlignItems::Center,
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padding: UiRect::all(Val::Px(10.0)),
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..default()
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},
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BorderColor(Color::BLACK),
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BorderRadius::MAX,
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BackgroundColor(Color::srgb(0.2, 0.2, 0.2)),
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children![text(t)],
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)
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}
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