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Ui

Struct Ui 

Source
pub struct Ui { /* private fields */ }
Expand description

The widget stack. Reach it through ctx.ui.

Implementations§

Source§

impl Ui

Source

pub fn open(&mut self, widget: impl Widget)

Opens a widget on top of the stack. It announces itself on the next frame.

Examples found in repository?
examples/bell_catcher.rs (line 83)
80fn refresh_title(ctx: &mut Context, item: &str) {
81    ctx.ui.close_id("title");
82    let menu = title_menu(ctx).focus(item);
83    ctx.ui.open(menu);
84}
85
86impl Scene for Title {
87    fn start(&mut self, ctx: &mut Context) {
88        let menu = title_menu(ctx);
89        ctx.ui.open(menu);
90    }
91
92    fn on_ui(&mut self, event: &UiEvent, ctx: &mut Context) {
93        match event {
94            UiEvent::Activated { menu, item } if menu == "title" => match item.as_str() {
95                "play" => {
96                    ctx.ui.close_all();
97                    ctx.switch_scene(Game::default());
98                }
99                "voice" => match voice_menu(ctx) {
100                    Some(menu) => ctx.ui.open(menu),
101                    None => ctx.ui.message(
102                        "no voices",
103                        "Your screen reader speaks with its own voice. Change it in the screen reader's settings.",
104                    ),
105                },
106                "help" => ctx.ui.message(
107                    "help",
108                    "Bells fall in one of seven lanes in front of you. Listen where a bell rings, \
109                     step under it with left and right, and catch it before it lands. \
110                     The bell rings faster and higher the closer it gets. You have three lives. \
111                     Press S for your score, Escape for the menu.",
112                ),
113                "quit" => ctx.quit(),
114                _ => {}
115            },
116            UiEvent::Activated { menu, item } if menu == "voices" => {
117                if item == "back" {
118                    ctx.ui.close();
119                    return;
120                }
121                if item == "default" {
122                    ctx.speech.reset_voice();
123                    ctx.storage.remove("voice");
124                } else if let Some(voice) =
125                    item.strip_prefix("voice").and_then(|i| i.parse::<usize>().ok()).and_then(|i| ctx.speech.voices().get(i).cloned())
126                    && ctx.speech.set_voice(&voice.id)
127                {
128                    ctx.storage.set("voice", &voice.id);
129                }
130                ctx.ui.close();
131                refresh_title(ctx, "voice");
132                let name = ctx.speech.voice().map_or("Default voice".to_string(), |v| v.name.clone());
133                ctx.speech.speak_queued(format!("{name}. This is how I sound now."));
134            }
135            UiEvent::Changed { menu, item, value } if menu == "title" && item == "rate" => {
136                ctx.speech.set_rate(value.as_f32() / 100.0);
137                ctx.storage.set("rate", value.as_f32());
138            }
139            _ => {}
140        }
141    }
More examples
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examples/beacon.rs (line 139)
137    fn start(&mut self, ctx: &mut Context) {
138        ctx.time.pause();
139        ctx.ui.open(Menu::new("pause", "Paused").button("resume", "Resume").button("quit", "Quit game"));
140    }
examples/menus.rs (line 47)
36    fn start(&mut self, ctx: &mut Context) {
37        // Own interface sounds, designed in code. Files work too:
38        // ctx.ui.set_sound(UiSound::Navigate, Some("ui/click"));
39        ctx.ui.set_sound_data(UiSound::Navigate, Synth::triangle(1800.0).length(0.025).decay(150.0).volume(0.4));
40        ctx.ui.set_sound_data(UiSound::Wrap, Synth::triangle(1800.0).sweep_to(2600.0).length(0.06).decay(60.0).volume(0.4));
41        ctx.ui.set_sound_data(UiSound::Typing, Synth::noise().length(0.012).decay(300.0).volume(0.25));
42        ctx.ui.set_sound_data(
43            UiSound::Activate,
44            Synth::sine(880.0).length(0.04).volume(0.35).then(Synth::sine(1320.0).length(0.08).decay(40.0).volume(0.35)),
45        );
46        ctx.insert(Settings { volume: 0.8, difficulty: 1, name: "Player".into() });
47        ctx.ui.open(main_menu());
48    }
49
50    fn on_ui(&mut self, event: &UiEvent, ctx: &mut Context) {
51        match event {
52            UiEvent::Activated { menu, item } => match (menu.as_str(), item.as_str()) {
53                ("main", "play") => {
54                    let s = ctx.get::<Settings>().expect("settings exist");
55                    let text = format!("Good luck, {}! (this is where your game would start)", s.name);
56                    ctx.ui.message("intro", text);
57                }
58                ("main", "options") => {
59                    let menu = options_menu(ctx.get::<Settings>().expect("settings exist"));
60                    ctx.ui.open(menu);
61                }
62                ("main", "name") => ctx.ui.open(TextInput::new("name", "Enter your name").max_length(20).required()),
63                ("main", "quit") => ctx.ui.open(Confirm::new("quit", "Do you really want to quit?").default_no()),
64                ("options", "back") => ctx.ui.close(),
65                _ => {}
66            },
67            UiEvent::Changed { menu, item, value } if menu == "options" => {
68                let s = ctx.get_mut::<Settings>().expect("settings exist");
69                match item.as_str() {
70                    "volume" => s.volume = value.as_f32() / 100.0,
71                    "difficulty" => s.difficulty = value.as_index(),
72                    "name" => s.name = value.as_str().to_string(),
73                    _ => {}
74                }
75                let volume = s.volume;
76                ctx.audio.set_master_volume(volume);
77            }
78            UiEvent::TextSubmitted { id, text } if id == "name" => {
79                ctx.get_mut::<Settings>().expect("settings exist").name = text.clone();
80                ctx.speech.speak_queued(format!("Hello, {text}"));
81            }
82            UiEvent::Confirmed { id, yes: true } if id == "quit" => ctx.quit(),
83            _ => {}
84        }
85    }
Source

pub fn open_boxed(&mut self, widget: Box<dyn Widget>)

Opens a boxed widget.

Source

pub fn message(&mut self, id: impl Into<String>, text: impl Into<String>)

Shows a message. Enter, Space or Escape closes it and emits UiEvent::Closed. Multi line text can be reviewed line by line with the arrow keys.

Examples found in repository?
examples/beacon.rs (line 130)
120    fn finish(&mut self, ctx: &mut Context) {
121        let seconds = self.clock.elapsed_secs().round() as u32;
122        let best: u32 = ctx.storage.get_or("best_time", u32::MAX);
123        let mut text = format!("You found every beacon in {seconds} seconds.");
124        if seconds < best {
125            ctx.storage.set("best_time", seconds);
126            text.push_str(" That is a new record!");
127        } else {
128            text.push_str(&format!(" Your record is {best} seconds."));
129        }
130        ctx.ui.message("done", text);
131    }
More examples
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examples/clicker.rs (line 27)
8fn main() -> audio_code::Result<()> {
9    let mut score = 0;
10
11    audio_code::run("Clicker", move |ctx| {
12        if ctx.once("intro") {
13            let best: u32 = ctx.storage.get_or("best", 0);
14            ctx.speak(format!("Press space as often as you can in ten seconds. Your best is {best}. Go!"));
15            ctx.time.after("end", 10.0);
16        }
17
18        if ctx.time.is_scheduled("end") && ctx.pressed(Key::Space) {
19            score += 1;
20            ctx.audio.play_tone(300.0 + score as f32 * 15.0, 0.05);
21        }
22
23        if ctx.time.fired("end") {
24            let best: u32 = ctx.storage.get_or("best", 0);
25            if score > best {
26                ctx.storage.set("best", score);
27                ctx.ui.message("result", format!("{score} presses. New record!"));
28            } else {
29                ctx.ui.message("result", format!("{score} presses. Your best is {best}."));
30            }
31        }
32
33        if ctx.ui.closed("result") || ctx.pressed(Key::Escape) {
34            ctx.quit();
35        }
36    })
37}
examples/menus.rs (line 56)
50    fn on_ui(&mut self, event: &UiEvent, ctx: &mut Context) {
51        match event {
52            UiEvent::Activated { menu, item } => match (menu.as_str(), item.as_str()) {
53                ("main", "play") => {
54                    let s = ctx.get::<Settings>().expect("settings exist");
55                    let text = format!("Good luck, {}! (this is where your game would start)", s.name);
56                    ctx.ui.message("intro", text);
57                }
58                ("main", "options") => {
59                    let menu = options_menu(ctx.get::<Settings>().expect("settings exist"));
60                    ctx.ui.open(menu);
61                }
62                ("main", "name") => ctx.ui.open(TextInput::new("name", "Enter your name").max_length(20).required()),
63                ("main", "quit") => ctx.ui.open(Confirm::new("quit", "Do you really want to quit?").default_no()),
64                ("options", "back") => ctx.ui.close(),
65                _ => {}
66            },
67            UiEvent::Changed { menu, item, value } if menu == "options" => {
68                let s = ctx.get_mut::<Settings>().expect("settings exist");
69                match item.as_str() {
70                    "volume" => s.volume = value.as_f32() / 100.0,
71                    "difficulty" => s.difficulty = value.as_index(),
72                    "name" => s.name = value.as_str().to_string(),
73                    _ => {}
74                }
75                let volume = s.volume;
76                ctx.audio.set_master_volume(volume);
77            }
78            UiEvent::TextSubmitted { id, text } if id == "name" => {
79                ctx.get_mut::<Settings>().expect("settings exist").name = text.clone();
80                ctx.speech.speak_queued(format!("Hello, {text}"));
81            }
82            UiEvent::Confirmed { id, yes: true } if id == "quit" => ctx.quit(),
83            _ => {}
84        }
85    }
examples/platformer.rs (line 94)
58    fn update(&mut self, ctx: &mut Context) {
59        if ctx.pressed(Key::Escape) {
60            ctx.quit();
61        }
62
63        // The lift goes up for 4 seconds and down for 4 seconds.
64        let lift_up = (ctx.time.elapsed() % 8.0) < 4.0;
65        ctx.physics.set_velocity(self.lift, vec3(0.0, 0.0, if lift_up { 2.0 } else { -2.0 }));
66
67        let run = ctx.input.axis(Key::Left, Key::Right);
68        let mut velocity = ctx.physics.velocity(self.player);
69        velocity.x = run * 6.0;
70        ctx.physics.set_velocity(self.player, velocity);
71        if ctx.pressed(Key::Space) && ctx.physics.jump(self.player, 2.5) {
72            ctx.play("jump");
73        }
74        let running = ctx.physics.on_ground(self.player) && run != 0.0;
75        self.run_sound.set_volume(if running { 0.6 } else { 0.0 });
76
77        if let Some(speed) = ctx.physics.landed(self.player) {
78            ctx.audio.sound("land").volume((speed / 12.0).clamp(0.2, 1.0)).play();
79            if speed > 15.0 {
80                ctx.speak("Ouch!");
81            }
82        }
83        if let Some((other, _)) = ctx.physics.collided(self.player)
84            && ctx.physics.tag(other) == "crate"
85        {
86            ctx.play_on(other, "push");
87        }
88        if let Some(coin) = ctx.physics.entered_tag(self.player, "coin") {
89            ctx.physics.remove(coin); // its looping sound stops by itself
90            self.score += 1;
91            ctx.audio.sound("coin").pitch(1.5).play();
92            ctx.speak(format!("{} of {COINS} coins", self.score));
93            if self.score == COINS {
94                ctx.ui.message("won", "You collected every coin! Press enter to quit.");
95            }
96        }
97        if ctx.ui.closed("won") {
98            ctx.quit();
99        }
100
101        if ctx.pressed(Key::S) {
102            let x = ctx.physics.position(self.player).x;
103            ctx.speak(format!("Score {}, position {x:.0}", self.score));
104        }
105    }
examples/bell_catcher.rs (lines 101-104)
92    fn on_ui(&mut self, event: &UiEvent, ctx: &mut Context) {
93        match event {
94            UiEvent::Activated { menu, item } if menu == "title" => match item.as_str() {
95                "play" => {
96                    ctx.ui.close_all();
97                    ctx.switch_scene(Game::default());
98                }
99                "voice" => match voice_menu(ctx) {
100                    Some(menu) => ctx.ui.open(menu),
101                    None => ctx.ui.message(
102                        "no voices",
103                        "Your screen reader speaks with its own voice. Change it in the screen reader's settings.",
104                    ),
105                },
106                "help" => ctx.ui.message(
107                    "help",
108                    "Bells fall in one of seven lanes in front of you. Listen where a bell rings, \
109                     step under it with left and right, and catch it before it lands. \
110                     The bell rings faster and higher the closer it gets. You have three lives. \
111                     Press S for your score, Escape for the menu.",
112                ),
113                "quit" => ctx.quit(),
114                _ => {}
115            },
116            UiEvent::Activated { menu, item } if menu == "voices" => {
117                if item == "back" {
118                    ctx.ui.close();
119                    return;
120                }
121                if item == "default" {
122                    ctx.speech.reset_voice();
123                    ctx.storage.remove("voice");
124                } else if let Some(voice) =
125                    item.strip_prefix("voice").and_then(|i| i.parse::<usize>().ok()).and_then(|i| ctx.speech.voices().get(i).cloned())
126                    && ctx.speech.set_voice(&voice.id)
127                {
128                    ctx.storage.set("voice", &voice.id);
129                }
130                ctx.ui.close();
131                refresh_title(ctx, "voice");
132                let name = ctx.speech.voice().map_or("Default voice".to_string(), |v| v.name.clone());
133                ctx.speech.speak_queued(format!("{name}. This is how I sound now."));
134            }
135            UiEvent::Changed { menu, item, value } if menu == "title" && item == "rate" => {
136                ctx.speech.set_rate(value.as_f32() / 100.0);
137                ctx.storage.set("rate", value.as_f32());
138            }
139            _ => {}
140        }
141    }
142
143    fn update(&mut self, _ctx: &mut Context) {}
144}
145
146// ------------------------------------------------------------------------- game
147
148struct Game {
149    lane: i32,
150    bell_lane: i32,
151    /// Seconds a bell needs to land; shrinks with every catch.
152    fall: f32,
153    /// Seconds until the current bell lands. Negative while waiting for the next bell.
154    left: f32,
155    next_ring: f32,
156    score: u32,
157    lives: u32,
158    over: bool,
159}
160
161impl Default for Game {
162    fn default() -> Self {
163        Self { lane: 0, bell_lane: 0, fall: FIRST_FALL, left: 0.0, next_ring: 0.0, score: 0, lives: LIVES, over: false }
164    }
165}
166
167impl Game {
168    fn drop_bell(&mut self) {
169        self.bell_lane = random::int(-LANES as i64, LANES as i64) as i32;
170        self.left = self.fall;
171        self.next_ring = 0.0;
172    }
173
174    /// Where the bell is, seen from the player: lanes to the side, a little in front.
175    fn bell_position(&self) -> Vec3 {
176        vec3((self.bell_lane - self.lane) as f32 * LANE_WIDTH, 2.0, 0.0)
177    }
178
179    fn ring(&mut self, ctx: &mut Context) {
180        // 0.0 when the bell starts falling, 1.0 when it lands.
181        let progress = 1.0 - self.left / self.fall;
182        let position = self.bell_position();
183        ctx.audio.sound("bell").at(position).pitch(1.0 + progress * 0.6).play();
184        self.next_ring = 0.12 + 0.45 * (1.0 - progress);
185    }
186
187    fn land(&mut self, ctx: &mut Context) {
188        if self.lane == self.bell_lane {
189            self.score += 1;
190            self.fall = (self.fall * 0.93).max(FASTEST_FALL);
191            ctx.play("catch");
192            if self.score.is_multiple_of(5) {
193                ctx.speak(format!("{} bells!", self.score));
194            }
195        } else {
196            self.lives -= 1;
197            ctx.play("miss");
198            match self.lives {
199                0 => return self.game_over(ctx),
200                1 => ctx.speak("Missed! Last life."),
201                n => ctx.speak(format!("Missed! {n} lives left.")),
202            }
203        }
204        // A short break before the next bell.
205        self.left = -0.8;
206    }
207
208    fn game_over(&mut self, ctx: &mut Context) {
209        self.over = true;
210        let best: u32 = ctx.storage.get_or("best", 0);
211        let text = if self.score > best {
212            ctx.storage.set("best", self.score);
213            format!("Game over. {} bells, a new best score!", self.score)
214        } else {
215            format!("Game over. {} bells. Your best is {best}.", self.score)
216        };
217        ctx.ui.message("over", text);
218    }
examples/flight.rs (line 125)
75    fn update(&mut self, ctx: &mut Context) {
76        if ctx.pressed(Key::Escape) {
77            ctx.quit();
78        }
79        if ctx.pressed(Key::Left) || ctx.pressed(Key::Right) {
80            let facing = ctx.physics.turn(self.drone, if ctx.pressed(Key::Left) { -30.0 } else { 30.0 });
81            ctx.speak(math::direction_name(facing));
82        }
83        if ctx.pressed(Key::PageUp) || ctx.pressed(Key::PageDown) {
84            let pitch = ctx.physics.tilt(self.drone, if ctx.pressed(Key::PageUp) { 30.0 } else { -30.0 });
85            ctx.speak(describe_pitch(pitch));
86        }
87
88        // Smooth flight: 4 meters per second while a key is held.
89        let speed = 4.0 * ctx.time.delta();
90        let forward = ctx.input.axis(Key::Down, Key::Up);
91        if forward != 0.0 {
92            let result = ctx.physics.move_forward(self.drone, forward * speed);
93            self.fly(ctx, result);
94        }
95        let rise = ctx.input.axis(Key::Q, Key::E);
96        if rise != 0.0 {
97            let result = ctx.physics.move_up(self.drone, rise * speed);
98            self.fly(ctx, result);
99        }
100
101        if ctx.pressed(Key::C) {
102            let position = ctx.physics.position(self.drone);
103            match ctx.physics.nearest_with_tag(position, "bird") {
104                Some(bird) => {
105                    let text = ctx.physics.describe(self.drone, bird); // e.g. "2 o'clock, 9 meters, 6 meters above"
106                    ctx.speak(text);
107                }
108                None => ctx.speak("No birds left"),
109            }
110        }
111        if ctx.pressed(Key::F) {
112            let (facing, pitch) = (ctx.physics.facing(self.drone), ctx.physics.pitch(self.drone));
113            ctx.speak(format!("Facing {}, {}", math::direction_name(facing), describe_pitch(pitch)));
114        }
115        if ctx.pressed(Key::H) {
116            let height = ctx.physics.position(self.drone).z;
117            ctx.speak(format!("{height:.0} meters high"));
118        }
119
120        if let Some(bird) = ctx.physics.entered_tag(self.drone, "bird") {
121            ctx.physics.remove(bird);
122            self.birds -= 1;
123            ctx.play("found");
124            if self.birds == 0 {
125                ctx.ui.message("done", "You found every bird!");
126            } else {
127                ctx.speak(format!("Bird found! {} left.", self.birds));
128            }
129        }
130        if ctx.ui.closed("done") {
131            ctx.quit();
132        }
133    }
Source

pub fn confirm(&mut self, id: impl Into<String>, question: impl Into<String>)

Asks a yes/no question. The answer arrives as UiEvent::Confirmed; see Ui::confirmed.

Source

pub fn input(&mut self, id: impl Into<String>, prompt: impl Into<String>)

Asks the player to type text. The result arrives as UiEvent::TextSubmitted; see Ui::submitted.

Source

pub fn close(&mut self)

Closes the top widget without any sound or event.

Examples found in repository?
examples/menus.rs (line 64)
50    fn on_ui(&mut self, event: &UiEvent, ctx: &mut Context) {
51        match event {
52            UiEvent::Activated { menu, item } => match (menu.as_str(), item.as_str()) {
53                ("main", "play") => {
54                    let s = ctx.get::<Settings>().expect("settings exist");
55                    let text = format!("Good luck, {}! (this is where your game would start)", s.name);
56                    ctx.ui.message("intro", text);
57                }
58                ("main", "options") => {
59                    let menu = options_menu(ctx.get::<Settings>().expect("settings exist"));
60                    ctx.ui.open(menu);
61                }
62                ("main", "name") => ctx.ui.open(TextInput::new("name", "Enter your name").max_length(20).required()),
63                ("main", "quit") => ctx.ui.open(Confirm::new("quit", "Do you really want to quit?").default_no()),
64                ("options", "back") => ctx.ui.close(),
65                _ => {}
66            },
67            UiEvent::Changed { menu, item, value } if menu == "options" => {
68                let s = ctx.get_mut::<Settings>().expect("settings exist");
69                match item.as_str() {
70                    "volume" => s.volume = value.as_f32() / 100.0,
71                    "difficulty" => s.difficulty = value.as_index(),
72                    "name" => s.name = value.as_str().to_string(),
73                    _ => {}
74                }
75                let volume = s.volume;
76                ctx.audio.set_master_volume(volume);
77            }
78            UiEvent::TextSubmitted { id, text } if id == "name" => {
79                ctx.get_mut::<Settings>().expect("settings exist").name = text.clone();
80                ctx.speech.speak_queued(format!("Hello, {text}"));
81            }
82            UiEvent::Confirmed { id, yes: true } if id == "quit" => ctx.quit(),
83            _ => {}
84        }
85    }
More examples
Hide additional examples
examples/bell_catcher.rs (line 118)
92    fn on_ui(&mut self, event: &UiEvent, ctx: &mut Context) {
93        match event {
94            UiEvent::Activated { menu, item } if menu == "title" => match item.as_str() {
95                "play" => {
96                    ctx.ui.close_all();
97                    ctx.switch_scene(Game::default());
98                }
99                "voice" => match voice_menu(ctx) {
100                    Some(menu) => ctx.ui.open(menu),
101                    None => ctx.ui.message(
102                        "no voices",
103                        "Your screen reader speaks with its own voice. Change it in the screen reader's settings.",
104                    ),
105                },
106                "help" => ctx.ui.message(
107                    "help",
108                    "Bells fall in one of seven lanes in front of you. Listen where a bell rings, \
109                     step under it with left and right, and catch it before it lands. \
110                     The bell rings faster and higher the closer it gets. You have three lives. \
111                     Press S for your score, Escape for the menu.",
112                ),
113                "quit" => ctx.quit(),
114                _ => {}
115            },
116            UiEvent::Activated { menu, item } if menu == "voices" => {
117                if item == "back" {
118                    ctx.ui.close();
119                    return;
120                }
121                if item == "default" {
122                    ctx.speech.reset_voice();
123                    ctx.storage.remove("voice");
124                } else if let Some(voice) =
125                    item.strip_prefix("voice").and_then(|i| i.parse::<usize>().ok()).and_then(|i| ctx.speech.voices().get(i).cloned())
126                    && ctx.speech.set_voice(&voice.id)
127                {
128                    ctx.storage.set("voice", &voice.id);
129                }
130                ctx.ui.close();
131                refresh_title(ctx, "voice");
132                let name = ctx.speech.voice().map_or("Default voice".to_string(), |v| v.name.clone());
133                ctx.speech.speak_queued(format!("{name}. This is how I sound now."));
134            }
135            UiEvent::Changed { menu, item, value } if menu == "title" && item == "rate" => {
136                ctx.speech.set_rate(value.as_f32() / 100.0);
137                ctx.storage.set("rate", value.as_f32());
138            }
139            _ => {}
140        }
141    }
Source

pub fn close_id(&mut self, id: &str)

Closes the widget with the given id and everything above it.

Examples found in repository?
examples/bell_catcher.rs (line 81)
80fn refresh_title(ctx: &mut Context, item: &str) {
81    ctx.ui.close_id("title");
82    let menu = title_menu(ctx).focus(item);
83    ctx.ui.open(menu);
84}
More examples
Hide additional examples
examples/beacon.rs (line 144)
142    fn update(&mut self, ctx: &mut Context) {
143        if ctx.ui.clicked("pause", "resume") || ctx.ui.closed("pause") {
144            ctx.ui.close_id("pause");
145            ctx.pop_scene();
146        }
147        if ctx.ui.clicked("pause", "quit") {
148            ctx.quit();
149        }
150    }
Source

pub fn close_all(&mut self)

Closes every widget.

Examples found in repository?
examples/bell_catcher.rs (line 96)
92    fn on_ui(&mut self, event: &UiEvent, ctx: &mut Context) {
93        match event {
94            UiEvent::Activated { menu, item } if menu == "title" => match item.as_str() {
95                "play" => {
96                    ctx.ui.close_all();
97                    ctx.switch_scene(Game::default());
98                }
99                "voice" => match voice_menu(ctx) {
100                    Some(menu) => ctx.ui.open(menu),
101                    None => ctx.ui.message(
102                        "no voices",
103                        "Your screen reader speaks with its own voice. Change it in the screen reader's settings.",
104                    ),
105                },
106                "help" => ctx.ui.message(
107                    "help",
108                    "Bells fall in one of seven lanes in front of you. Listen where a bell rings, \
109                     step under it with left and right, and catch it before it lands. \
110                     The bell rings faster and higher the closer it gets. You have three lives. \
111                     Press S for your score, Escape for the menu.",
112                ),
113                "quit" => ctx.quit(),
114                _ => {}
115            },
116            UiEvent::Activated { menu, item } if menu == "voices" => {
117                if item == "back" {
118                    ctx.ui.close();
119                    return;
120                }
121                if item == "default" {
122                    ctx.speech.reset_voice();
123                    ctx.storage.remove("voice");
124                } else if let Some(voice) =
125                    item.strip_prefix("voice").and_then(|i| i.parse::<usize>().ok()).and_then(|i| ctx.speech.voices().get(i).cloned())
126                    && ctx.speech.set_voice(&voice.id)
127                {
128                    ctx.storage.set("voice", &voice.id);
129                }
130                ctx.ui.close();
131                refresh_title(ctx, "voice");
132                let name = ctx.speech.voice().map_or("Default voice".to_string(), |v| v.name.clone());
133                ctx.speech.speak_queued(format!("{name}. This is how I sound now."));
134            }
135            UiEvent::Changed { menu, item, value } if menu == "title" && item == "rate" => {
136                ctx.speech.set_rate(value.as_f32() / 100.0);
137                ctx.storage.set("rate", value.as_f32());
138            }
139            _ => {}
140        }
141    }
Source

pub fn is_open(&self) -> bool

Whether any widget is open.

Source

pub fn contains(&self, id: &str) -> bool

Whether a widget with this id is anywhere on the stack.

Source

pub fn top(&self) -> Option<&str>

Id of the widget that currently has the keyboard.

Source

pub fn set_sounds(&mut self, sounds: UiSounds)

Replaces the interface sounds used by all widgets. Use UiSounds::none for silence.

Source

pub fn sounds(&self) -> &UiSounds

The interface sounds used by all widgets.

Source

pub fn set_sound(&mut self, kind: UiSound, name: Option<&str>)

Uses the sound name (a file or registered sound) for one kind of interface sound. None makes it silent.

ctx.ui.set_sound(UiSound::Navigate, Some("ui/click"));   // sounds/ui/click.ogg
ctx.ui.set_sound(UiSound::Edge, None);
Source

pub fn set_sound_data(&mut self, kind: UiSound, data: impl Into<SoundData>)

Uses a sound made in code for one kind of interface sound, typically a Synth:

ctx.ui.set_sound_data(UiSound::Navigate, Synth::triangle(1800.0).length(0.02).decay(150.0));
ctx.ui.set_sound_data(UiSound::Typing, Synth::noise().length(0.01).volume(0.2));
Examples found in repository?
examples/menus.rs (line 39)
36    fn start(&mut self, ctx: &mut Context) {
37        // Own interface sounds, designed in code. Files work too:
38        // ctx.ui.set_sound(UiSound::Navigate, Some("ui/click"));
39        ctx.ui.set_sound_data(UiSound::Navigate, Synth::triangle(1800.0).length(0.025).decay(150.0).volume(0.4));
40        ctx.ui.set_sound_data(UiSound::Wrap, Synth::triangle(1800.0).sweep_to(2600.0).length(0.06).decay(60.0).volume(0.4));
41        ctx.ui.set_sound_data(UiSound::Typing, Synth::noise().length(0.012).decay(300.0).volume(0.25));
42        ctx.ui.set_sound_data(
43            UiSound::Activate,
44            Synth::sine(880.0).length(0.04).volume(0.35).then(Synth::sine(1320.0).length(0.08).decay(40.0).volume(0.35)),
45        );
46        ctx.insert(Settings { volume: 0.8, difficulty: 1, name: "Player".into() });
47        ctx.ui.open(main_menu());
48    }
Source

pub fn value(&self, menu: &str, item: &str) -> Option<Value>

Current value of a menu item while the menu is open.

Source

pub fn events(&self) -> &[UiEvent]

All UI events of this frame.

Source

pub fn activated(&self, menu: &str) -> Option<&str>

Id of the button activated in menu this frame.

Source

pub fn clicked(&self, menu: &str, item: &str) -> bool

Whether button item in menu was activated this frame.

Examples found in repository?
examples/beacon.rs (line 143)
142    fn update(&mut self, ctx: &mut Context) {
143        if ctx.ui.clicked("pause", "resume") || ctx.ui.closed("pause") {
144            ctx.ui.close_id("pause");
145            ctx.pop_scene();
146        }
147        if ctx.ui.clicked("pause", "quit") {
148            ctx.quit();
149        }
150    }
Source

pub fn changed(&self, menu: &str, item: &str) -> Option<&Value>

New value of item in menu if it changed this frame.

Source

pub fn closed(&self, id: &str) -> bool

Whether the widget id was closed by the player this frame.

Examples found in repository?
examples/clicker.rs (line 33)
8fn main() -> audio_code::Result<()> {
9    let mut score = 0;
10
11    audio_code::run("Clicker", move |ctx| {
12        if ctx.once("intro") {
13            let best: u32 = ctx.storage.get_or("best", 0);
14            ctx.speak(format!("Press space as often as you can in ten seconds. Your best is {best}. Go!"));
15            ctx.time.after("end", 10.0);
16        }
17
18        if ctx.time.is_scheduled("end") && ctx.pressed(Key::Space) {
19            score += 1;
20            ctx.audio.play_tone(300.0 + score as f32 * 15.0, 0.05);
21        }
22
23        if ctx.time.fired("end") {
24            let best: u32 = ctx.storage.get_or("best", 0);
25            if score > best {
26                ctx.storage.set("best", score);
27                ctx.ui.message("result", format!("{score} presses. New record!"));
28            } else {
29                ctx.ui.message("result", format!("{score} presses. Your best is {best}."));
30            }
31        }
32
33        if ctx.ui.closed("result") || ctx.pressed(Key::Escape) {
34            ctx.quit();
35        }
36    })
37}
More examples
Hide additional examples
examples/bell_catcher.rs (line 230)
228    fn update(&mut self, ctx: &mut Context) {
229        if self.over {
230            if ctx.ui.closed("over") {
231                ctx.switch_scene(Title);
232            }
233            return;
234        }
235        if ctx.pressed(Key::Escape) {
236            ctx.switch_scene(Title);
237            return;
238        }
239        if ctx.pressed(Key::S) {
240            ctx.speak(format!("{} bells, {} lives", self.score, self.lives));
241        }
242        for (key, step) in [(Key::Left, -1), (Key::Right, 1)] {
243            if ctx.input.repeating(key, 0.3, 0.15) {
244                let lane = (self.lane + step).clamp(-LANES, LANES);
245                if lane == self.lane {
246                    ctx.play("edge");
247                } else {
248                    self.lane = lane;
249                    ctx.audio.sound("step").at(vec3(step as f32 * 0.5, 0.0, 0.0)).random_pitch(0.9, 1.1).play();
250                }
251            }
252        }
253
254        let dt = ctx.time.delta();
255        if self.left < 0.0 {
256            self.left += dt;
257            if self.left >= 0.0 {
258                self.drop_bell();
259            }
260            return;
261        }
262        self.left -= dt;
263        self.next_ring -= dt;
264        if self.left <= 0.0 {
265            self.land(ctx);
266        } else if self.next_ring <= 0.0 {
267            self.ring(ctx);
268        }
269    }
examples/platformer.rs (line 97)
58    fn update(&mut self, ctx: &mut Context) {
59        if ctx.pressed(Key::Escape) {
60            ctx.quit();
61        }
62
63        // The lift goes up for 4 seconds and down for 4 seconds.
64        let lift_up = (ctx.time.elapsed() % 8.0) < 4.0;
65        ctx.physics.set_velocity(self.lift, vec3(0.0, 0.0, if lift_up { 2.0 } else { -2.0 }));
66
67        let run = ctx.input.axis(Key::Left, Key::Right);
68        let mut velocity = ctx.physics.velocity(self.player);
69        velocity.x = run * 6.0;
70        ctx.physics.set_velocity(self.player, velocity);
71        if ctx.pressed(Key::Space) && ctx.physics.jump(self.player, 2.5) {
72            ctx.play("jump");
73        }
74        let running = ctx.physics.on_ground(self.player) && run != 0.0;
75        self.run_sound.set_volume(if running { 0.6 } else { 0.0 });
76
77        if let Some(speed) = ctx.physics.landed(self.player) {
78            ctx.audio.sound("land").volume((speed / 12.0).clamp(0.2, 1.0)).play();
79            if speed > 15.0 {
80                ctx.speak("Ouch!");
81            }
82        }
83        if let Some((other, _)) = ctx.physics.collided(self.player)
84            && ctx.physics.tag(other) == "crate"
85        {
86            ctx.play_on(other, "push");
87        }
88        if let Some(coin) = ctx.physics.entered_tag(self.player, "coin") {
89            ctx.physics.remove(coin); // its looping sound stops by itself
90            self.score += 1;
91            ctx.audio.sound("coin").pitch(1.5).play();
92            ctx.speak(format!("{} of {COINS} coins", self.score));
93            if self.score == COINS {
94                ctx.ui.message("won", "You collected every coin! Press enter to quit.");
95            }
96        }
97        if ctx.ui.closed("won") {
98            ctx.quit();
99        }
100
101        if ctx.pressed(Key::S) {
102            let x = ctx.physics.position(self.player).x;
103            ctx.speak(format!("Score {}, position {x:.0}", self.score));
104        }
105    }
examples/beacon.rs (line 104)
58    fn update(&mut self, ctx: &mut Context) {
59        if ctx.pressed(Key::Escape) {
60            ctx.push_scene(Pause);
61        }
62        if ctx.pressed(Key::Left) || ctx.pressed(Key::Right) {
63            let degrees = if ctx.pressed(Key::Left) { -45.0 } else { 45.0 };
64            let facing = ctx.physics.turn(self.player, degrees);
65            ctx.speak(math::direction_name(facing));
66        }
67
68        let forward = ctx.input.repeating(Key::Up, 0.35, 0.35);
69        let backward = ctx.input.repeating(Key::Down, 0.35, 0.35);
70        if forward || backward {
71            let step = if forward { 1.0 } else { -1.0 };
72            if ctx.physics.move_forward(self.player, step).blocked {
73                ctx.play("wall");
74            } else {
75                ctx.audio.sound("step").random_pitch(0.85, 1.15).play();
76            }
77        }
78
79        if ctx.pressed(Key::C) {
80            let position = ctx.physics.position(self.player);
81            match ctx.physics.nearest_with_tag(position, "beacon") {
82                Some(beacon) => {
83                    let text = ctx.physics.describe(self.player, beacon);
84                    ctx.speak(text);
85                }
86                None => ctx.speak("No beacons left"),
87            }
88        }
89        if ctx.pressed(Key::F) {
90            let facing = ctx.physics.facing(self.player);
91            ctx.speak(format!("Facing {}", math::direction_name(facing)));
92        }
93
94        if let Some(beacon) = ctx.physics.entered_tag(self.player, "beacon") {
95            ctx.physics.remove(beacon);
96            self.beacons.retain(|b| *b != beacon);
97            ctx.play("found");
98            if self.beacons.is_empty() {
99                self.finish(ctx);
100            } else {
101                ctx.speak(format!("Beacon found! {} left.", self.beacons.len()));
102            }
103        }
104        if ctx.ui.closed("done") {
105            ctx.quit();
106        }
107    }
108
109    // The clock should not run while the pause menu is open.
110    fn pause(&mut self, _ctx: &mut Context) {
111        self.clock.pause();
112    }
113
114    fn resume(&mut self, _ctx: &mut Context) {
115        self.clock.resume();
116    }
117}
118
119impl Maze {
120    fn finish(&mut self, ctx: &mut Context) {
121        let seconds = self.clock.elapsed_secs().round() as u32;
122        let best: u32 = ctx.storage.get_or("best_time", u32::MAX);
123        let mut text = format!("You found every beacon in {seconds} seconds.");
124        if seconds < best {
125            ctx.storage.set("best_time", seconds);
126            text.push_str(" That is a new record!");
127        } else {
128            text.push_str(&format!(" Your record is {best} seconds."));
129        }
130        ctx.ui.message("done", text);
131    }
132}
133
134struct Pause;
135
136impl Scene for Pause {
137    fn start(&mut self, ctx: &mut Context) {
138        ctx.time.pause();
139        ctx.ui.open(Menu::new("pause", "Paused").button("resume", "Resume").button("quit", "Quit game"));
140    }
141
142    fn update(&mut self, ctx: &mut Context) {
143        if ctx.ui.clicked("pause", "resume") || ctx.ui.closed("pause") {
144            ctx.ui.close_id("pause");
145            ctx.pop_scene();
146        }
147        if ctx.ui.clicked("pause", "quit") {
148            ctx.quit();
149        }
150    }
examples/flight.rs (line 130)
75    fn update(&mut self, ctx: &mut Context) {
76        if ctx.pressed(Key::Escape) {
77            ctx.quit();
78        }
79        if ctx.pressed(Key::Left) || ctx.pressed(Key::Right) {
80            let facing = ctx.physics.turn(self.drone, if ctx.pressed(Key::Left) { -30.0 } else { 30.0 });
81            ctx.speak(math::direction_name(facing));
82        }
83        if ctx.pressed(Key::PageUp) || ctx.pressed(Key::PageDown) {
84            let pitch = ctx.physics.tilt(self.drone, if ctx.pressed(Key::PageUp) { 30.0 } else { -30.0 });
85            ctx.speak(describe_pitch(pitch));
86        }
87
88        // Smooth flight: 4 meters per second while a key is held.
89        let speed = 4.0 * ctx.time.delta();
90        let forward = ctx.input.axis(Key::Down, Key::Up);
91        if forward != 0.0 {
92            let result = ctx.physics.move_forward(self.drone, forward * speed);
93            self.fly(ctx, result);
94        }
95        let rise = ctx.input.axis(Key::Q, Key::E);
96        if rise != 0.0 {
97            let result = ctx.physics.move_up(self.drone, rise * speed);
98            self.fly(ctx, result);
99        }
100
101        if ctx.pressed(Key::C) {
102            let position = ctx.physics.position(self.drone);
103            match ctx.physics.nearest_with_tag(position, "bird") {
104                Some(bird) => {
105                    let text = ctx.physics.describe(self.drone, bird); // e.g. "2 o'clock, 9 meters, 6 meters above"
106                    ctx.speak(text);
107                }
108                None => ctx.speak("No birds left"),
109            }
110        }
111        if ctx.pressed(Key::F) {
112            let (facing, pitch) = (ctx.physics.facing(self.drone), ctx.physics.pitch(self.drone));
113            ctx.speak(format!("Facing {}, {}", math::direction_name(facing), describe_pitch(pitch)));
114        }
115        if ctx.pressed(Key::H) {
116            let height = ctx.physics.position(self.drone).z;
117            ctx.speak(format!("{height:.0} meters high"));
118        }
119
120        if let Some(bird) = ctx.physics.entered_tag(self.drone, "bird") {
121            ctx.physics.remove(bird);
122            self.birds -= 1;
123            ctx.play("found");
124            if self.birds == 0 {
125                ctx.ui.message("done", "You found every bird!");
126            } else {
127                ctx.speak(format!("Bird found! {} left.", self.birds));
128            }
129        }
130        if ctx.ui.closed("done") {
131            ctx.quit();
132        }
133    }
Source

pub fn confirmed(&self, id: &str) -> Option<bool>

The answer to confirm dialog id, if given this frame.

Source

pub fn submitted(&self, id: &str) -> Option<&str>

Text submitted in text input id this frame.

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