Files
HEDZReloaded/src/backpack/backpack_ui.rs
2025-03-26 00:41:57 +01:00

330 lines
9.2 KiB
Rust

use super::{BackbackSwapEvent, Backpack, BackpackHead};
use crate::heads_ui::HeadsImages;
use bevy::prelude::*;
static HEAD_SLOTS: usize = 5;
#[derive(Event, Clone, Copy, Reflect, PartialEq)]
pub enum BackpackAction {
Left,
Right,
Swap,
OpenClose,
}
#[derive(Component, Default)]
struct BackpackMarker;
#[derive(Component, Default)]
struct BackpackCountText;
#[derive(Component, Default)]
struct HeadSelector(pub usize);
#[derive(Component, Default)]
struct HeadImage(pub usize);
#[derive(Component, Default)]
struct HeadDamage(pub usize);
#[derive(Resource, Default, Debug)]
struct BackpackUiState {
heads: [Option<BackpackHead>; 5],
scroll: usize,
count: usize,
current_slot: usize,
open: bool,
}
impl BackpackUiState {
fn relative_current_slot(&self) -> usize {
self.current_slot.saturating_sub(self.scroll)
}
}
pub fn plugin(app: &mut App) {
app.init_resource::<BackpackUiState>();
app.add_systems(Startup, setup);
app.add_systems(
Update,
(update, sync_on_change, update_visibility, update_count),
);
app.add_observer(swap_head_inputs);
}
fn setup(mut commands: Commands, asset_server: Res<AssetServer>) {
let bg = asset_server.load("ui/head_bg.png");
let regular = asset_server.load("ui/head_regular.png");
let damage = asset_server.load("ui/head_damage.png");
let selector = asset_server.load("ui/selector.png");
commands
.spawn((
Name::new("backpack"),
BackpackMarker,
Visibility::Hidden,
Node {
position_type: PositionType::Absolute,
top: Val::Px(20.0),
right: Val::Px(20.0),
height: Val::Px(74.0),
..default()
},
))
.with_children(|parent| {
for i in 0..HEAD_SLOTS {
spawn_head_ui(
parent,
bg.clone(),
regular.clone(),
selector.clone(),
damage.clone(),
i,
);
}
});
commands.spawn((
Text::new("0"),
BackpackCountText,
TextFont {
font: asset_server.load("font.ttf"),
font_size: 34.0,
..default()
},
TextColor(Color::Srgba(Srgba::rgb(0., 1., 0.))),
TextLayout::new_with_justify(JustifyText::Center),
Node {
position_type: PositionType::Absolute,
top: Val::Px(20.0),
right: Val::Px(20.0),
..default()
},
));
}
fn spawn_head_ui(
parent: &mut ChildBuilder,
bg: Handle<Image>,
regular: Handle<Image>,
selector: Handle<Image>,
damage: Handle<Image>,
head_slot: usize,
) {
const SIZE: f32 = 90.0;
const DAMAGE_SIZE: f32 = 74.0;
parent
.spawn((Node {
position_type: PositionType::Relative,
justify_content: JustifyContent::Center,
align_items: AlignItems::Center,
width: Val::Px(SIZE),
..default()
},))
.with_children(|parent| {
parent.spawn((
Name::new("selector"),
Node {
position_type: PositionType::Absolute,
bottom: Val::Px(-30.0),
..default()
},
Visibility::Hidden,
ImageNode::new(selector).with_flip_y(),
HeadSelector(head_slot),
));
parent.spawn((
Name::new("bg"),
Node {
position_type: PositionType::Absolute,
..default()
},
ImageNode::new(bg),
));
parent.spawn((
Name::new("head"),
Node {
position_type: PositionType::Absolute,
..default()
},
ImageNode::default(),
Visibility::Hidden,
HeadImage(head_slot),
));
parent.spawn((
Name::new("rings"),
Node {
position_type: PositionType::Absolute,
..default()
},
ImageNode::new(regular),
));
parent
.spawn((
Name::new("health"),
Node {
height: Val::Px(DAMAGE_SIZE),
width: Val::Px(DAMAGE_SIZE),
..default()
},
))
.with_children(|parent| {
parent
.spawn((
Name::new("damage_ring"),
HeadDamage(head_slot),
Node {
position_type: PositionType::Absolute,
display: Display::Block,
overflow: Overflow::clip(),
top: Val::Px(0.),
left: Val::Px(0.),
right: Val::Px(0.),
height: Val::Percent(25.),
..default()
},
))
.with_child(ImageNode::new(damage));
});
});
}
fn update_visibility(
state: Res<BackpackUiState>,
mut backpack: Query<&mut Visibility, (With<BackpackMarker>, Without<BackpackCountText>)>,
mut count: Query<&mut Visibility, (Without<BackpackMarker>, With<BackpackCountText>)>,
) {
if state.is_changed() {
for mut vis in backpack.iter_mut() {
*vis = if state.open {
Visibility::Visible
} else {
Visibility::Hidden
};
}
for mut vis in count.iter_mut() {
*vis = if !state.open {
Visibility::Visible
} else {
Visibility::Hidden
};
}
}
}
fn update_count(
state: Res<BackpackUiState>,
text: Query<Entity, With<BackpackCountText>>,
mut writer: TextUiWriter,
) {
if state.is_changed() {
let Some(text) = text.iter().next() else {
return;
};
*writer.text(text, 0) = state.count.to_string();
}
}
fn update(
state: Res<BackpackUiState>,
heads_images: Res<HeadsImages>,
mut head_image: Query<(&HeadImage, &mut Visibility, &mut ImageNode), Without<HeadSelector>>,
mut head_damage: Query<(&HeadDamage, &mut Node), Without<HeadSelector>>,
mut head_selector: Query<(&HeadSelector, &mut Visibility), Without<HeadImage>>,
) {
if state.is_changed() {
for (HeadImage(head), mut vis, mut image) in head_image.iter_mut() {
if let Some(head) = &state.heads[*head] {
*vis = Visibility::Inherited;
image.image = heads_images.heads[head.head].clone();
} else {
*vis = Visibility::Hidden;
}
}
for (HeadDamage(head), mut node) in head_damage.iter_mut() {
if let Some(head) = &state.heads[*head] {
node.height = Val::Percent(head.damage() * 100.0);
}
}
for (HeadSelector(head), mut vis) in head_selector.iter_mut() {
*vis = if *head == state.relative_current_slot() {
Visibility::Inherited
} else {
Visibility::Hidden
};
}
}
}
fn swap_head_inputs(
trigger: Trigger<BackpackAction>,
backpack: Res<Backpack>,
mut commands: Commands,
mut state: ResMut<BackpackUiState>,
) {
if state.count == 0 {
return;
}
let action = *trigger.event();
if action == BackpackAction::OpenClose {
state.open = !state.open;
}
if !state.open {
return;
}
let mut changed = false;
if action == BackpackAction::Left {
if state.current_slot > 0 {
state.current_slot -= 1;
changed = true;
}
}
if action == BackpackAction::Right {
if state.current_slot < state.count.saturating_sub(1) {
state.current_slot += 1;
changed = true;
}
}
if action == BackpackAction::Swap {
commands.trigger(BackbackSwapEvent(state.current_slot));
}
if changed {
sync(&backpack, &mut state);
}
}
fn sync_on_change(backpack: Res<Backpack>, mut state: ResMut<BackpackUiState>) {
if backpack.is_changed() {
sync(&backpack, &mut state);
}
}
fn sync(backpack: &Res<Backpack>, state: &mut ResMut<BackpackUiState>) {
state.count = backpack.heads.len();
state.scroll = state.scroll.min(state.count.saturating_sub(HEAD_SLOTS));
if state.current_slot >= state.scroll + HEAD_SLOTS {
state.scroll = state.current_slot.saturating_sub(HEAD_SLOTS - 1);
}
if state.current_slot < state.scroll {
state.scroll = state.current_slot;
}
for i in 0..HEAD_SLOTS {
if let Some(head) = backpack.heads.get(i + state.scroll) {
state.heads[i] = Some(*head);
} else {
state.heads[i] = None;
}
}
}