Struct mooeye::ui::UiElementBuilder
source · pub struct UiElementBuilder<T: Copy + Eq + Hash> { /* private fields */ }
Expand description
A builder struct for UiElements. Allows changing of all relevant fields of the built element, and contains shorthand function for changing the components of the elements layout. Also contains shorthand functions for some very frequently used combination of layout settings.
Implementations§
source§impl<T: Copy + Eq + Hash> UiElementBuilder<T>
impl<T: Copy + Eq + Hash> UiElementBuilder<T>
sourcepub fn new(id: u32, content: impl UiContent<T> + 'static) -> Self
pub fn new(id: u32, content: impl UiContent<T> + 'static) -> Self
Creates a new builder building an element containing the specified content with the specified id. If built directly, all fields except content will be set to their default values or the values set in the to_element function of the passed con.
sourcepub fn with_child(self, element: UiElement<T>) -> Self
pub fn with_child(self, element: UiElement<T>) -> Self
If the elements content is a container, the passed element is added to it. Otherwise, the passed element is discarded.
Examples found in repository?
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pub fn new(ctx: &Context) -> Result<Self, GameError> {
// Predefine some visuals so we don't have to do it for every element.
let vis = ui::Visuals::new(
Color::from_rgb(180, 120, 60),
Color::from_rgb(18, 12, 6),
1.,
0.,
);
// You can also create 'custom' visuals that allow you to set the thickness of each border & radius of each corner separately.
let vis2 = ui::Visuals::new_custom(
Color::from_rgb(180, 120, 60),
Color::from_rgb(18, 12, 6),
[4., 1., 4., 1.],
[2., 2., 2., 2.],
);
let hover_vis = ui::Visuals::new(
Color::from_rgb(160, 100, 40),
Color::from_rgb(18, 12, 6),
3.,
0.,
);
let cont_vis = ui::Visuals::new_custom(
Color::from_rgb(60, 120, 180),
Color::from_rgb(180, 180, 190),
[16., 8., 8., 8.],
[12., 2., 2., 12.],
);
// Note that the constructor now returns a Result.
// This is neccessary as the 'add' function used to add UI elements to grid containers can fail, thus failing the constructor.
// The first container we use is a vertical box simply laying out elements from top to bottom.
let mut ver_box = ui::containers::VerticalBox::new();
// We can manually change the spacing between elements in the box
ver_box.spacing = 10.;
// first, we need to add all the children to this vertical box.
// We'll just use TextElement for now, but these can also be images, sprites, placeholders or more containers.
for i in 0..8 {
// Create an element.
let element = graphics::Text::new(format!("{}", i))
.set_font("Bahnschrift")
.set_scale(28.)
.to_owned()
.to_element_builder(0, ctx)
.with_visuals(vis2)
.build();
// Add the element to the box. This cannot fail for non-grid containers, if ver_box were not an actual container
// or a container that requires a special method for adding, like e.g. GridBox, it would simply consume the element and do nothing.
ver_box.add(element);
}
// After adding all children, we can convert to a UiElement and style the box like we would style an other element. The usual pattern here is to shadow the variable to avoid use-after-move.
let ver_box = ver_box
.to_element_builder(0, ctx)
.with_visuals(cont_vis)
// Using larger padding to accomodate our thick borders.
.with_padding((24., 16., 16., 16.))
.build();
// Another container we can use is GridBox. A GridBox needs to be initialized with a set height and width and cannot be extended.
let mut grid = ui::containers::GridBox::new(4, 4);
// The contents of a grid box are initialized as empty elements. We'll add buttons to the diagonal of the grid.
for i in 0..4 {
// Create an element.
let element = graphics::Text::new(format!("{}", i))
.set_font("Bahnschrift")
.set_scale(28.)
.to_owned()
.to_element_builder(0, ctx)
.with_visuals(vis)
// Elements can be given alignment and will align within their respecitive cell in the grid.
.with_alignment(ui::Alignment::Max, None)
.build();
// Add the element to the box. This can fail, if ver_box were not an actual container
// or a container that requires a special method for adding, like e.g. GridBox.
grid.add(element, i, i)?;
}
// We'll also create our usual back button and put it into the top right of the grid.
let back = graphics::Text::new("Back!")
.set_font("Bahnschrift")
.set_scale(28.)
.to_owned()
.to_element_builder(1, ctx)
.with_visuals(vis)
.with_hover_visuals(hover_vis)
.build();
// This time, we'll enhance our back button a bit by using an icon that is displayed over the top left corner.
// To achieve this, we'll use a StackBox.
let mut stack = ui::containers::StackBox::new();
stack.add(back);
// The add_top function adds something to the top of a stack box. Creating and adding an element can be done inline.
stack.add_top(
graphics::Image::from_path(ctx, "/moo.png")?
.to_element_builder(0, ctx)
// We'll align the icon to the top right
.with_alignment(ui::Alignment::Min, ui::Alignment::Min)
// and offset it slightly
.with_offset(-10., -10.)
.build(),
)?;
// to_element is a shorthand for to_element_builder().build() if we want to simply take the default builder and not change anything.
let stack = stack.to_element(0, ctx);
// Now, we add the stack to the grid.
grid.add(stack, 3, 0)?;
// And finally build the grid.
let grid = grid
.to_element_builder(0, ctx)
.with_visuals(cont_vis)
.with_padding((24., 16., 16., 16.))
.build();
// The horizontal box is exactly the same as the vertical box except for orientation.
// We will use a horizontal box to contain the boxes created so far.
// if you don't want to create multiple variables, adding of children can be done inline for non-grid
// containers by using .with_child.
Ok(Self {
gui: ui::containers::HorizontalBox::new()
.to_element_builder(0, ctx)
.with_child(ver_box)
.with_child(grid)
.build(),
})
}
More examples
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pub fn new(ctx: &Context) -> GameResult<Self> {
// This title will change based on transitions whenever certain buttons are clicked.
let title = Text::new("Move this element with the buttons.\nYou have not yet clicked a button.")
// First, we style the title.
.set_font("Bahnschrift")
.set_scale(28.)
.to_owned()
.to_element_builder(0, ctx)
// Then, we add a message handler to the element.
.with_message_handler(
// The message handle receives a set of messages and a mutable transition vector.
|messages,_,transitions| {
let ids = [11,12,13,21,22,23,];
// We check if any of the buttons that interest us were clicked in the last frame.
for id in ids{
for message in messages{
if *message == ui::UiMessage::<()>::Clicked(id){
// If yes, we add a new transition to the vector.
transitions.push_back(
// Transitions are initalized with the duration they should take to complete and augmented via the builder pattern.
ui::Transition::new(Duration::ZERO)
// Here, we add a new content that will replace the old text once the transition completes.
.with_new_content(Text::new(format!(
"Move this element with the buttons.\nYou clicked a button with id {}.",
id
))
.set_font("Bahnschrift")
.set_scale(24.)
.to_owned())
)
}
}
}
})
.build();
// Define a general visual style to use for all buttons.
let vis = ui::Visuals::new(
Color::from_rgb(77, 109, 191),
Color::from_rgb(55, 67, 87),
2.,
4.,
);
// Create a grid box to hold all buttons.
let mut grid_box = ui::containers::GridBox::new(2, 3);
// Now, we create 6 buttons to move the element to all possible vertical and horizontal alignments and add them to the grid.
let vert_up = Text::new(" ^ ")
.set_font("Bahnschrift")
.to_owned()
.to_element_builder(11, ctx)
.with_visuals(vis)
// We can also set a sound to be played on click/key press
.with_trigger_sound(ggez::audio::Source::new(ctx, "/blipSelect.wav").ok())
.build();
grid_box
.add(vert_up, 0, 0)?;
let vert_ce = Text::new(" . ")
.set_font("Bahnschrift")
.to_owned()
.to_element_builder(12, ctx)
.with_visuals(vis)
.build();
grid_box
.add(vert_ce, 0, 1)?;
let vert_do = Text::new(" v ")
.set_font("Bahnschrift")
.to_owned().to_element_builder(13, ctx)
.with_visuals(vis)
.build();
grid_box
.add(vert_do, 0, 2)?;
let hor_up = Text::new(" < ")
.set_font("Bahnschrift")
.to_owned().to_element_builder(21, ctx)
.with_visuals(vis)
.build();
grid_box
.add(hor_up, 1, 0)?;
let hor_ce = Text::new(" . ")
.set_font("Bahnschrift")
.to_owned().to_element_builder(22, ctx)
.with_visuals(vis)
.build();
grid_box
.add(hor_ce, 1, 1)?;
let hor_do = Text::new(" > ")
.set_font("Bahnschrift")
.to_owned().to_element_builder(23, ctx)
.with_visuals(vis)
.build();
grid_box
.add(hor_do, 1, 2)?;
// The well-known back button will take us back to scene select.
let back = Text::new("Back")
.set_font("Bahnschrift")
.to_owned()
.to_element_builder(1, ctx)
.with_visuals(vis)
.as_fill()
.build();
// We create a general VBox to contain our UI
// We can create Vertical and Horizontal Boxes with the 'spaced' constructor to set its spacing value.
let gui_box = ui::containers::VerticalBox::new_spaced(6.)
.to_element_builder(0, ctx)
// We put the title, grid and back button together in a box.
.with_child(title)
.with_child(grid_box.to_element(30, ctx))
.with_child(back)
.with_size(ui::Size::Shrink(128., f32::INFINITY), ui::Size::Shrink(0., f32::INFINITY))
.with_visuals(ui::Visuals::new(
Color::from_rgb(120, 170, 200),
Color::from_rgb(55, 67, 87),
2.,
0.,
))
// Another message handler. Along with the messages and transition vector as discussed above, we also receive a layout struct
// that represents the layout struct of the element in the moment the transition was initialized. This allows us to only change
// the relevant parts of the layout without having to recreate it from scratch.
.with_message_handler(|messages, layout, transitions| {
// This guards prevent spam clicking a button from locking up the element with 1.5-second transitions.
if !transitions.is_empty() {
return;
}
let vert_map = HashMap::from([
(11, ui::Alignment::Min),
(12, ui::Alignment::Center),
(13, ui::Alignment::Max),
]);
let hor_map = HashMap::from([
(21, ui::Alignment::Min),
(22, ui::Alignment::Center),
(23, ui::Alignment::Max),
]);
// Check if any vertical buttons were clicked.
for (key, val) in vert_map {
if messages.contains(&ui::UiMessage::Triggered(key)) {
transitions.push_back(
// If yes, add a transition.
ui::Transition::new(Duration::from_secs_f32(1.5))
// This time, we don't change the content, but the layout.
// Layout, visuals and hover_visuals are not changed on completion like content, but instead applied gradually.
.with_new_layout(ui::Layout{
y_alignment: val,
..layout
}),
);
}
}
// Repeat for horizontal keys.
for (key, val) in hor_map {
if messages.contains(&ui::UiMessage::Triggered(key)) {
transitions.push_back(
ui::Transition::new(Duration::from_secs_f32(1.5)).with_new_layout(ui::Layout{
x_alignment: val,
..layout
}),
);
}
}
})
.build();
// Finally, we wrap our gui_box into a space-filling stack pane so we have a place to later add further elements
Ok(Self {
gui: ui::containers::StackBox::new()
.to_element_builder(100, ctx)
.as_fill()
.with_child(gui_box)
.build()
})
}
sourcepub fn with_conditional_child(
self,
condition: bool,
element: UiElement<T>
) -> Self
pub fn with_conditional_child( self, condition: bool, element: UiElement<T> ) -> Self
If the elements content is a container and the passed conditional evaluates to true
, the passed element is added to it.
Otherwise, the passed element is discarded.
sourcepub fn with_visuals(self, visuals: Visuals) -> Self
pub fn with_visuals(self, visuals: Visuals) -> Self
Sets the elements visuals.
Examples found in repository?
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pub fn new(ctx: &Context) -> Self{
// The scene constructor is usually the place where we create the state of our UI.
// In this case, we will only create a single element.
let text_element =
// First, we create anything implementing UiContent. ggez Image and Text do that, so we'll use a Text.
// You can format that text as you can in ggez, so let's use our custom font and set a larger size.
graphics::Text::new("Take me back!")
.set_font("Bahnschrift")
.set_scale(32.)
// Then we'll convert that content to an UiElementBuilder. We have to give it an ID.
// ID 0 is reserved for elements not sending messages, but since we want to use the Text as a button, we'll use 1.
.to_owned()
.to_element_builder(1, ctx)
// We can now use the functions of UiElementBuilder to style and position our element.
// First, we'll set the visuals using a Visuals struct.
.with_visuals(ui::Visuals::new(
Color::from_rgb(49, 53, 69),
Color::from_rgb(250, 246, 230),
4.,8.
))
// Additionally, you can add keycodes that make your element respond to key presses as it would respond to clicks
.with_trigger_key(winit::event::VirtualKeyCode::A)
// We can also set the alignment within the window...
.with_alignment(ui::Alignment::Min, ui::Alignment::Center)
// ... offset the element (note that we can pass None into most of these functions to leave the presets for one dimension untouched) ...
.with_offset(25., None)
// ... or set its padding ...
.with_padding((5., 10., 5., 10.))
// ... and size. Here, we use a special method 'shrink' that sets the size of both dimension to shrink without changing their boundaries.
// Using the function .with_size would require us to also pass in boundaries.
.as_shrink()
// Finally, we build the element.
.build();
Self{gui: text_element}
}
More examples
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pub fn new(ctx: &Context) -> Result<Self, GameError> {
// Defining visuals
let vis = ui::Visuals::new(
Color::from_rgb(180, 120, 60),
Color::from_rgb(18, 12, 6),
1.,
0.,
);
let hover_vis = ui::Visuals::new(
Color::from_rgb(160, 100, 40),
Color::from_rgb(18, 12, 6),
3.,
0.,
);
// Creating main grid
let mut grid = ui::containers::GridBox::new(3, 2);
let contents = ["Scene", "UiElement", "Container", "Messages", "Sprites"];
for (i, &cont) in contents.iter().enumerate() {
grid.add(
graphics::Text::new(cont)
.set_scale(32.)
.to_owned()
.to_element_builder(i as u32 + 1, ctx)
.with_visuals(vis)
.with_hover_visuals(hover_vis)
.with_tooltip(
graphics::Text::new(format!(
"Click to look at the Scene created in the file {}.",
contents[i].to_lowercase()
))
.set_scale(24.)
.set_wrap(true)
.set_bounds(glam::Vec2::new(240., 500.))
.to_owned()
.to_element_builder(0, ctx)
.with_visuals(hover_vis)
.build(),
)
.build(),
i % 3,
i / 3,
)?;
}
// Add quit button
grid.add(
graphics::Text::new("Quit")
.set_scale(32.)
.to_owned()
.to_element_builder(6, ctx)
.with_visuals(vis)
.with_hover_visuals(hover_vis)
.build(),
2,
1,
)?;
Ok(Self {
gui: grid.to_element_builder(0, ctx).build(),
})
}
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pub fn new(ctx: &Context) -> Result<Self, GameError> {
// Reusing the visuals from E.
let vis = ui::Visuals::new(
Color::from_rgb(180, 120, 60),
Color::from_rgb(18, 12, 6),
1.,
0.,
);
let hover_vis = ui::Visuals::new(
Color::from_rgb(160, 100, 40),
Color::from_rgb(18, 12, 6),
3.,
0.,
);
let cont_vis = ui::Visuals::new(
Color::from_rgb(60, 120, 180),
Color::from_rgb(180, 180, 190),
1.,
0.,
);
// A sprite can be loaded by specifying a path, just like an Image.
// Additionaly, you need to inform the sprite of the grid size of its sheet and the duration each frame is displayed.
let ui_sprite = sprite::Sprite::from_path(
"/moo-sheet_16_16.png",
ctx,
16,
24,
Duration::from_secs_f32(0.25),
)?
// Just like any UI element, a sprite can have visuals, tooltip, ect.
.to_element_builder(1, ctx)
.scaled(5., 5.)
.with_visuals(vis)
.with_hover_visuals(hover_vis)
.with_tooltip(
graphics::Text::new("This is a sprite! Click it to end the scene.")
.set_scale(28.)
.set_font("Bahnschrift")
.to_owned()
.to_element_builder(0, ctx)
.with_visuals(cont_vis)
.build(),
)
.as_shrink()
.build();
// Sprites can also be initiated from a sprite pool, to make repeated file system access unneccessary
// and streamline loading of multiple sprites. This requires sprites in the folder to be formatted appropriately.
let sprite_pool = sprite::SpritePool::new()
// with_folder loads all .png/.bmp/.jpg/.jpeg files from the passed folder and optionally its subfolders
.with_folder(ctx, "/", true);
// We can now init a sprite from the pool. Sprites are saved in the pool with a key corresponding to their relative path
// (from the resource folder) with the format information and file ending removed.
let non_ui_sprite = sprite_pool.init_sprite("/mage-sheet", Duration::from_secs_f32(0.2))?;
// you can also initialize a sprite pool without any folder at all
let mut sprite_pool2 = sprite::SpritePool::new();
// in this case, you can use lazy initialisation of sprites to fill the sprite pool only with those sprites currently needed.
// Lazy initilisation draws from the pool if possible, from the file system if needed (and loads into the pool in this case) and panics if it can't find anything in the fs.
// Requires a mutable sprite pool!
// For testing purposes, we are loading a sprite we have already loaded - this should be drawn from the pool.
let lazy_sprite =
sprite_pool2.init_sprite_lazy(ctx, "/mage-sheet", Duration::from_secs_f32(0.5))?;
// now load the correct sprite
let lazy_sprite =
sprite_pool2.init_sprite_lazy(ctx, "/moo-sheet", lazy_sprite.get_frame_time())?;
Ok(Self {
gui: ui_sprite,
sprite: non_ui_sprite,
sprite2: lazy_sprite,
pos: Vec2::new(50., 200.),
v: Vec2::new(4., 4.),
})
}
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pub fn new(ctx: &Context) -> Result<Self, GameError> {
// Predefine some visuals so we don't have to do it for every element.
let vis = ui::Visuals::new(
Color::from_rgb(180, 120, 60),
Color::from_rgb(18, 12, 6),
1.,
0.,
);
// You can also create 'custom' visuals that allow you to set the thickness of each border & radius of each corner separately.
let vis2 = ui::Visuals::new_custom(
Color::from_rgb(180, 120, 60),
Color::from_rgb(18, 12, 6),
[4., 1., 4., 1.],
[2., 2., 2., 2.],
);
let hover_vis = ui::Visuals::new(
Color::from_rgb(160, 100, 40),
Color::from_rgb(18, 12, 6),
3.,
0.,
);
let cont_vis = ui::Visuals::new_custom(
Color::from_rgb(60, 120, 180),
Color::from_rgb(180, 180, 190),
[16., 8., 8., 8.],
[12., 2., 2., 12.],
);
// Note that the constructor now returns a Result.
// This is neccessary as the 'add' function used to add UI elements to grid containers can fail, thus failing the constructor.
// The first container we use is a vertical box simply laying out elements from top to bottom.
let mut ver_box = ui::containers::VerticalBox::new();
// We can manually change the spacing between elements in the box
ver_box.spacing = 10.;
// first, we need to add all the children to this vertical box.
// We'll just use TextElement for now, but these can also be images, sprites, placeholders or more containers.
for i in 0..8 {
// Create an element.
let element = graphics::Text::new(format!("{}", i))
.set_font("Bahnschrift")
.set_scale(28.)
.to_owned()
.to_element_builder(0, ctx)
.with_visuals(vis2)
.build();
// Add the element to the box. This cannot fail for non-grid containers, if ver_box were not an actual container
// or a container that requires a special method for adding, like e.g. GridBox, it would simply consume the element and do nothing.
ver_box.add(element);
}
// After adding all children, we can convert to a UiElement and style the box like we would style an other element. The usual pattern here is to shadow the variable to avoid use-after-move.
let ver_box = ver_box
.to_element_builder(0, ctx)
.with_visuals(cont_vis)
// Using larger padding to accomodate our thick borders.
.with_padding((24., 16., 16., 16.))
.build();
// Another container we can use is GridBox. A GridBox needs to be initialized with a set height and width and cannot be extended.
let mut grid = ui::containers::GridBox::new(4, 4);
// The contents of a grid box are initialized as empty elements. We'll add buttons to the diagonal of the grid.
for i in 0..4 {
// Create an element.
let element = graphics::Text::new(format!("{}", i))
.set_font("Bahnschrift")
.set_scale(28.)
.to_owned()
.to_element_builder(0, ctx)
.with_visuals(vis)
// Elements can be given alignment and will align within their respecitive cell in the grid.
.with_alignment(ui::Alignment::Max, None)
.build();
// Add the element to the box. This can fail, if ver_box were not an actual container
// or a container that requires a special method for adding, like e.g. GridBox.
grid.add(element, i, i)?;
}
// We'll also create our usual back button and put it into the top right of the grid.
let back = graphics::Text::new("Back!")
.set_font("Bahnschrift")
.set_scale(28.)
.to_owned()
.to_element_builder(1, ctx)
.with_visuals(vis)
.with_hover_visuals(hover_vis)
.build();
// This time, we'll enhance our back button a bit by using an icon that is displayed over the top left corner.
// To achieve this, we'll use a StackBox.
let mut stack = ui::containers::StackBox::new();
stack.add(back);
// The add_top function adds something to the top of a stack box. Creating and adding an element can be done inline.
stack.add_top(
graphics::Image::from_path(ctx, "/moo.png")?
.to_element_builder(0, ctx)
// We'll align the icon to the top right
.with_alignment(ui::Alignment::Min, ui::Alignment::Min)
// and offset it slightly
.with_offset(-10., -10.)
.build(),
)?;
// to_element is a shorthand for to_element_builder().build() if we want to simply take the default builder and not change anything.
let stack = stack.to_element(0, ctx);
// Now, we add the stack to the grid.
grid.add(stack, 3, 0)?;
// And finally build the grid.
let grid = grid
.to_element_builder(0, ctx)
.with_visuals(cont_vis)
.with_padding((24., 16., 16., 16.))
.build();
// The horizontal box is exactly the same as the vertical box except for orientation.
// We will use a horizontal box to contain the boxes created so far.
// if you don't want to create multiple variables, adding of children can be done inline for non-grid
// containers by using .with_child.
Ok(Self {
gui: ui::containers::HorizontalBox::new()
.to_element_builder(0, ctx)
.with_child(ver_box)
.with_child(grid)
.build(),
})
}
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pub fn new(ctx: &Context) -> GameResult<Self> {
// This title will change based on transitions whenever certain buttons are clicked.
let title = Text::new("Move this element with the buttons.\nYou have not yet clicked a button.")
// First, we style the title.
.set_font("Bahnschrift")
.set_scale(28.)
.to_owned()
.to_element_builder(0, ctx)
// Then, we add a message handler to the element.
.with_message_handler(
// The message handle receives a set of messages and a mutable transition vector.
|messages,_,transitions| {
let ids = [11,12,13,21,22,23,];
// We check if any of the buttons that interest us were clicked in the last frame.
for id in ids{
for message in messages{
if *message == ui::UiMessage::<()>::Clicked(id){
// If yes, we add a new transition to the vector.
transitions.push_back(
// Transitions are initalized with the duration they should take to complete and augmented via the builder pattern.
ui::Transition::new(Duration::ZERO)
// Here, we add a new content that will replace the old text once the transition completes.
.with_new_content(Text::new(format!(
"Move this element with the buttons.\nYou clicked a button with id {}.",
id
))
.set_font("Bahnschrift")
.set_scale(24.)
.to_owned())
)
}
}
}
})
.build();
// Define a general visual style to use for all buttons.
let vis = ui::Visuals::new(
Color::from_rgb(77, 109, 191),
Color::from_rgb(55, 67, 87),
2.,
4.,
);
// Create a grid box to hold all buttons.
let mut grid_box = ui::containers::GridBox::new(2, 3);
// Now, we create 6 buttons to move the element to all possible vertical and horizontal alignments and add them to the grid.
let vert_up = Text::new(" ^ ")
.set_font("Bahnschrift")
.to_owned()
.to_element_builder(11, ctx)
.with_visuals(vis)
// We can also set a sound to be played on click/key press
.with_trigger_sound(ggez::audio::Source::new(ctx, "/blipSelect.wav").ok())
.build();
grid_box
.add(vert_up, 0, 0)?;
let vert_ce = Text::new(" . ")
.set_font("Bahnschrift")
.to_owned()
.to_element_builder(12, ctx)
.with_visuals(vis)
.build();
grid_box
.add(vert_ce, 0, 1)?;
let vert_do = Text::new(" v ")
.set_font("Bahnschrift")
.to_owned().to_element_builder(13, ctx)
.with_visuals(vis)
.build();
grid_box
.add(vert_do, 0, 2)?;
let hor_up = Text::new(" < ")
.set_font("Bahnschrift")
.to_owned().to_element_builder(21, ctx)
.with_visuals(vis)
.build();
grid_box
.add(hor_up, 1, 0)?;
let hor_ce = Text::new(" . ")
.set_font("Bahnschrift")
.to_owned().to_element_builder(22, ctx)
.with_visuals(vis)
.build();
grid_box
.add(hor_ce, 1, 1)?;
let hor_do = Text::new(" > ")
.set_font("Bahnschrift")
.to_owned().to_element_builder(23, ctx)
.with_visuals(vis)
.build();
grid_box
.add(hor_do, 1, 2)?;
// The well-known back button will take us back to scene select.
let back = Text::new("Back")
.set_font("Bahnschrift")
.to_owned()
.to_element_builder(1, ctx)
.with_visuals(vis)
.as_fill()
.build();
// We create a general VBox to contain our UI
// We can create Vertical and Horizontal Boxes with the 'spaced' constructor to set its spacing value.
let gui_box = ui::containers::VerticalBox::new_spaced(6.)
.to_element_builder(0, ctx)
// We put the title, grid and back button together in a box.
.with_child(title)
.with_child(grid_box.to_element(30, ctx))
.with_child(back)
.with_size(ui::Size::Shrink(128., f32::INFINITY), ui::Size::Shrink(0., f32::INFINITY))
.with_visuals(ui::Visuals::new(
Color::from_rgb(120, 170, 200),
Color::from_rgb(55, 67, 87),
2.,
0.,
))
// Another message handler. Along with the messages and transition vector as discussed above, we also receive a layout struct
// that represents the layout struct of the element in the moment the transition was initialized. This allows us to only change
// the relevant parts of the layout without having to recreate it from scratch.
.with_message_handler(|messages, layout, transitions| {
// This guards prevent spam clicking a button from locking up the element with 1.5-second transitions.
if !transitions.is_empty() {
return;
}
let vert_map = HashMap::from([
(11, ui::Alignment::Min),
(12, ui::Alignment::Center),
(13, ui::Alignment::Max),
]);
let hor_map = HashMap::from([
(21, ui::Alignment::Min),
(22, ui::Alignment::Center),
(23, ui::Alignment::Max),
]);
// Check if any vertical buttons were clicked.
for (key, val) in vert_map {
if messages.contains(&ui::UiMessage::Triggered(key)) {
transitions.push_back(
// If yes, add a transition.
ui::Transition::new(Duration::from_secs_f32(1.5))
// This time, we don't change the content, but the layout.
// Layout, visuals and hover_visuals are not changed on completion like content, but instead applied gradually.
.with_new_layout(ui::Layout{
y_alignment: val,
..layout
}),
);
}
}
// Repeat for horizontal keys.
for (key, val) in hor_map {
if messages.contains(&ui::UiMessage::Triggered(key)) {
transitions.push_back(
ui::Transition::new(Duration::from_secs_f32(1.5)).with_new_layout(ui::Layout{
x_alignment: val,
..layout
}),
);
}
}
})
.build();
// Finally, we wrap our gui_box into a space-filling stack pane so we have a place to later add further elements
Ok(Self {
gui: ui::containers::StackBox::new()
.to_element_builder(100, ctx)
.as_fill()
.with_child(gui_box)
.build()
})
}
}
impl scene_manager::Scene for EScene {
fn update(&mut self, ctx: &mut Context) -> Result<scene_manager::SceneSwitch, GameError> {
// Nothing much to do here, except implement the back button functionality.
let messages = self.gui.manage_messages(ctx, None);
if messages.contains(&ui::UiMessage::Triggered(1)){
// If it is, we end the current scene (and return to the previous one) by popping it off the stack.
return Ok(scene_manager::SceneSwitch::pop(1));
}
if messages.contains(&ui::UiMessage::Triggered(13)){
// If a certain button is pressed, add a small text element to the gui.
self.gui.add_element(100,
// using a duration box as a wrapper will remove the element after a set amount of time
ui::containers::DurationBox::new(
Duration::from_secs_f32(1.5),
graphics::Text::new("Just a small reminder that you pressed button 13.")
.set_font("Bahnschrift")
.set_wrap(true)
.set_bounds(glam::Vec2::new(200., 500.))
.set_scale(28.)
.to_owned()
.to_element_builder(0, ctx)
.with_visuals(ui::Visuals::new(
Color::from_rgb(77, 109, 191),
Color::from_rgb(55, 67, 87),
2.,
4.,
))
.build()
).to_element_builder(0, ctx)
.with_alignment(ui::Alignment::Center, ui::Alignment::Min)
.with_offset(0., 25.)
.build()
);
}
Ok(scene_manager::SceneSwitch::None)
}
sourcepub fn with_hover_visuals(
self,
hover_visuals: impl Into<Option<Visuals>>
) -> Self
pub fn with_hover_visuals( self, hover_visuals: impl Into<Option<Visuals>> ) -> Self
Sets the elements hover_visuals. Pass in None to delete any existing hover_visuals.
Examples found in repository?
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pub fn new(ctx: &Context) -> Result<Self, GameError> {
// Defining visuals
let vis = ui::Visuals::new(
Color::from_rgb(180, 120, 60),
Color::from_rgb(18, 12, 6),
1.,
0.,
);
let hover_vis = ui::Visuals::new(
Color::from_rgb(160, 100, 40),
Color::from_rgb(18, 12, 6),
3.,
0.,
);
// Creating main grid
let mut grid = ui::containers::GridBox::new(3, 2);
let contents = ["Scene", "UiElement", "Container", "Messages", "Sprites"];
for (i, &cont) in contents.iter().enumerate() {
grid.add(
graphics::Text::new(cont)
.set_scale(32.)
.to_owned()
.to_element_builder(i as u32 + 1, ctx)
.with_visuals(vis)
.with_hover_visuals(hover_vis)
.with_tooltip(
graphics::Text::new(format!(
"Click to look at the Scene created in the file {}.",
contents[i].to_lowercase()
))
.set_scale(24.)
.set_wrap(true)
.set_bounds(glam::Vec2::new(240., 500.))
.to_owned()
.to_element_builder(0, ctx)
.with_visuals(hover_vis)
.build(),
)
.build(),
i % 3,
i / 3,
)?;
}
// Add quit button
grid.add(
graphics::Text::new("Quit")
.set_scale(32.)
.to_owned()
.to_element_builder(6, ctx)
.with_visuals(vis)
.with_hover_visuals(hover_vis)
.build(),
2,
1,
)?;
Ok(Self {
gui: grid.to_element_builder(0, ctx).build(),
})
}
More examples
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pub fn new(ctx: &Context) -> Result<Self, GameError> {
// Reusing the visuals from E.
let vis = ui::Visuals::new(
Color::from_rgb(180, 120, 60),
Color::from_rgb(18, 12, 6),
1.,
0.,
);
let hover_vis = ui::Visuals::new(
Color::from_rgb(160, 100, 40),
Color::from_rgb(18, 12, 6),
3.,
0.,
);
let cont_vis = ui::Visuals::new(
Color::from_rgb(60, 120, 180),
Color::from_rgb(180, 180, 190),
1.,
0.,
);
// A sprite can be loaded by specifying a path, just like an Image.
// Additionaly, you need to inform the sprite of the grid size of its sheet and the duration each frame is displayed.
let ui_sprite = sprite::Sprite::from_path(
"/moo-sheet_16_16.png",
ctx,
16,
24,
Duration::from_secs_f32(0.25),
)?
// Just like any UI element, a sprite can have visuals, tooltip, ect.
.to_element_builder(1, ctx)
.scaled(5., 5.)
.with_visuals(vis)
.with_hover_visuals(hover_vis)
.with_tooltip(
graphics::Text::new("This is a sprite! Click it to end the scene.")
.set_scale(28.)
.set_font("Bahnschrift")
.to_owned()
.to_element_builder(0, ctx)
.with_visuals(cont_vis)
.build(),
)
.as_shrink()
.build();
// Sprites can also be initiated from a sprite pool, to make repeated file system access unneccessary
// and streamline loading of multiple sprites. This requires sprites in the folder to be formatted appropriately.
let sprite_pool = sprite::SpritePool::new()
// with_folder loads all .png/.bmp/.jpg/.jpeg files from the passed folder and optionally its subfolders
.with_folder(ctx, "/", true);
// We can now init a sprite from the pool. Sprites are saved in the pool with a key corresponding to their relative path
// (from the resource folder) with the format information and file ending removed.
let non_ui_sprite = sprite_pool.init_sprite("/mage-sheet", Duration::from_secs_f32(0.2))?;
// you can also initialize a sprite pool without any folder at all
let mut sprite_pool2 = sprite::SpritePool::new();
// in this case, you can use lazy initialisation of sprites to fill the sprite pool only with those sprites currently needed.
// Lazy initilisation draws from the pool if possible, from the file system if needed (and loads into the pool in this case) and panics if it can't find anything in the fs.
// Requires a mutable sprite pool!
// For testing purposes, we are loading a sprite we have already loaded - this should be drawn from the pool.
let lazy_sprite =
sprite_pool2.init_sprite_lazy(ctx, "/mage-sheet", Duration::from_secs_f32(0.5))?;
// now load the correct sprite
let lazy_sprite =
sprite_pool2.init_sprite_lazy(ctx, "/moo-sheet", lazy_sprite.get_frame_time())?;
Ok(Self {
gui: ui_sprite,
sprite: non_ui_sprite,
sprite2: lazy_sprite,
pos: Vec2::new(50., 200.),
v: Vec2::new(4., 4.),
})
}
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pub fn new(ctx: &Context) -> Result<Self, GameError> {
// Predefine some visuals so we don't have to do it for every element.
let vis = ui::Visuals::new(
Color::from_rgb(180, 120, 60),
Color::from_rgb(18, 12, 6),
1.,
0.,
);
// You can also create 'custom' visuals that allow you to set the thickness of each border & radius of each corner separately.
let vis2 = ui::Visuals::new_custom(
Color::from_rgb(180, 120, 60),
Color::from_rgb(18, 12, 6),
[4., 1., 4., 1.],
[2., 2., 2., 2.],
);
let hover_vis = ui::Visuals::new(
Color::from_rgb(160, 100, 40),
Color::from_rgb(18, 12, 6),
3.,
0.,
);
let cont_vis = ui::Visuals::new_custom(
Color::from_rgb(60, 120, 180),
Color::from_rgb(180, 180, 190),
[16., 8., 8., 8.],
[12., 2., 2., 12.],
);
// Note that the constructor now returns a Result.
// This is neccessary as the 'add' function used to add UI elements to grid containers can fail, thus failing the constructor.
// The first container we use is a vertical box simply laying out elements from top to bottom.
let mut ver_box = ui::containers::VerticalBox::new();
// We can manually change the spacing between elements in the box
ver_box.spacing = 10.;
// first, we need to add all the children to this vertical box.
// We'll just use TextElement for now, but these can also be images, sprites, placeholders or more containers.
for i in 0..8 {
// Create an element.
let element = graphics::Text::new(format!("{}", i))
.set_font("Bahnschrift")
.set_scale(28.)
.to_owned()
.to_element_builder(0, ctx)
.with_visuals(vis2)
.build();
// Add the element to the box. This cannot fail for non-grid containers, if ver_box were not an actual container
// or a container that requires a special method for adding, like e.g. GridBox, it would simply consume the element and do nothing.
ver_box.add(element);
}
// After adding all children, we can convert to a UiElement and style the box like we would style an other element. The usual pattern here is to shadow the variable to avoid use-after-move.
let ver_box = ver_box
.to_element_builder(0, ctx)
.with_visuals(cont_vis)
// Using larger padding to accomodate our thick borders.
.with_padding((24., 16., 16., 16.))
.build();
// Another container we can use is GridBox. A GridBox needs to be initialized with a set height and width and cannot be extended.
let mut grid = ui::containers::GridBox::new(4, 4);
// The contents of a grid box are initialized as empty elements. We'll add buttons to the diagonal of the grid.
for i in 0..4 {
// Create an element.
let element = graphics::Text::new(format!("{}", i))
.set_font("Bahnschrift")
.set_scale(28.)
.to_owned()
.to_element_builder(0, ctx)
.with_visuals(vis)
// Elements can be given alignment and will align within their respecitive cell in the grid.
.with_alignment(ui::Alignment::Max, None)
.build();
// Add the element to the box. This can fail, if ver_box were not an actual container
// or a container that requires a special method for adding, like e.g. GridBox.
grid.add(element, i, i)?;
}
// We'll also create our usual back button and put it into the top right of the grid.
let back = graphics::Text::new("Back!")
.set_font("Bahnschrift")
.set_scale(28.)
.to_owned()
.to_element_builder(1, ctx)
.with_visuals(vis)
.with_hover_visuals(hover_vis)
.build();
// This time, we'll enhance our back button a bit by using an icon that is displayed over the top left corner.
// To achieve this, we'll use a StackBox.
let mut stack = ui::containers::StackBox::new();
stack.add(back);
// The add_top function adds something to the top of a stack box. Creating and adding an element can be done inline.
stack.add_top(
graphics::Image::from_path(ctx, "/moo.png")?
.to_element_builder(0, ctx)
// We'll align the icon to the top right
.with_alignment(ui::Alignment::Min, ui::Alignment::Min)
// and offset it slightly
.with_offset(-10., -10.)
.build(),
)?;
// to_element is a shorthand for to_element_builder().build() if we want to simply take the default builder and not change anything.
let stack = stack.to_element(0, ctx);
// Now, we add the stack to the grid.
grid.add(stack, 3, 0)?;
// And finally build the grid.
let grid = grid
.to_element_builder(0, ctx)
.with_visuals(cont_vis)
.with_padding((24., 16., 16., 16.))
.build();
// The horizontal box is exactly the same as the vertical box except for orientation.
// We will use a horizontal box to contain the boxes created so far.
// if you don't want to create multiple variables, adding of children can be done inline for non-grid
// containers by using .with_child.
Ok(Self {
gui: ui::containers::HorizontalBox::new()
.to_element_builder(0, ctx)
.with_child(ver_box)
.with_child(grid)
.build(),
})
}
sourcepub fn with_trigger_sound(
self,
trigger_sound: impl Into<Option<Source>>
) -> Self
pub fn with_trigger_sound( self, trigger_sound: impl Into<Option<Source>> ) -> Self
Sets a sound to be played whenever this element is triggered via key press or mouse click.
Examples found in repository?
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pub fn new(ctx: &Context) -> GameResult<Self> {
// This title will change based on transitions whenever certain buttons are clicked.
let title = Text::new("Move this element with the buttons.\nYou have not yet clicked a button.")
// First, we style the title.
.set_font("Bahnschrift")
.set_scale(28.)
.to_owned()
.to_element_builder(0, ctx)
// Then, we add a message handler to the element.
.with_message_handler(
// The message handle receives a set of messages and a mutable transition vector.
|messages,_,transitions| {
let ids = [11,12,13,21,22,23,];
// We check if any of the buttons that interest us were clicked in the last frame.
for id in ids{
for message in messages{
if *message == ui::UiMessage::<()>::Clicked(id){
// If yes, we add a new transition to the vector.
transitions.push_back(
// Transitions are initalized with the duration they should take to complete and augmented via the builder pattern.
ui::Transition::new(Duration::ZERO)
// Here, we add a new content that will replace the old text once the transition completes.
.with_new_content(Text::new(format!(
"Move this element with the buttons.\nYou clicked a button with id {}.",
id
))
.set_font("Bahnschrift")
.set_scale(24.)
.to_owned())
)
}
}
}
})
.build();
// Define a general visual style to use for all buttons.
let vis = ui::Visuals::new(
Color::from_rgb(77, 109, 191),
Color::from_rgb(55, 67, 87),
2.,
4.,
);
// Create a grid box to hold all buttons.
let mut grid_box = ui::containers::GridBox::new(2, 3);
// Now, we create 6 buttons to move the element to all possible vertical and horizontal alignments and add them to the grid.
let vert_up = Text::new(" ^ ")
.set_font("Bahnschrift")
.to_owned()
.to_element_builder(11, ctx)
.with_visuals(vis)
// We can also set a sound to be played on click/key press
.with_trigger_sound(ggez::audio::Source::new(ctx, "/blipSelect.wav").ok())
.build();
grid_box
.add(vert_up, 0, 0)?;
let vert_ce = Text::new(" . ")
.set_font("Bahnschrift")
.to_owned()
.to_element_builder(12, ctx)
.with_visuals(vis)
.build();
grid_box
.add(vert_ce, 0, 1)?;
let vert_do = Text::new(" v ")
.set_font("Bahnschrift")
.to_owned().to_element_builder(13, ctx)
.with_visuals(vis)
.build();
grid_box
.add(vert_do, 0, 2)?;
let hor_up = Text::new(" < ")
.set_font("Bahnschrift")
.to_owned().to_element_builder(21, ctx)
.with_visuals(vis)
.build();
grid_box
.add(hor_up, 1, 0)?;
let hor_ce = Text::new(" . ")
.set_font("Bahnschrift")
.to_owned().to_element_builder(22, ctx)
.with_visuals(vis)
.build();
grid_box
.add(hor_ce, 1, 1)?;
let hor_do = Text::new(" > ")
.set_font("Bahnschrift")
.to_owned().to_element_builder(23, ctx)
.with_visuals(vis)
.build();
grid_box
.add(hor_do, 1, 2)?;
// The well-known back button will take us back to scene select.
let back = Text::new("Back")
.set_font("Bahnschrift")
.to_owned()
.to_element_builder(1, ctx)
.with_visuals(vis)
.as_fill()
.build();
// We create a general VBox to contain our UI
// We can create Vertical and Horizontal Boxes with the 'spaced' constructor to set its spacing value.
let gui_box = ui::containers::VerticalBox::new_spaced(6.)
.to_element_builder(0, ctx)
// We put the title, grid and back button together in a box.
.with_child(title)
.with_child(grid_box.to_element(30, ctx))
.with_child(back)
.with_size(ui::Size::Shrink(128., f32::INFINITY), ui::Size::Shrink(0., f32::INFINITY))
.with_visuals(ui::Visuals::new(
Color::from_rgb(120, 170, 200),
Color::from_rgb(55, 67, 87),
2.,
0.,
))
// Another message handler. Along with the messages and transition vector as discussed above, we also receive a layout struct
// that represents the layout struct of the element in the moment the transition was initialized. This allows us to only change
// the relevant parts of the layout without having to recreate it from scratch.
.with_message_handler(|messages, layout, transitions| {
// This guards prevent spam clicking a button from locking up the element with 1.5-second transitions.
if !transitions.is_empty() {
return;
}
let vert_map = HashMap::from([
(11, ui::Alignment::Min),
(12, ui::Alignment::Center),
(13, ui::Alignment::Max),
]);
let hor_map = HashMap::from([
(21, ui::Alignment::Min),
(22, ui::Alignment::Center),
(23, ui::Alignment::Max),
]);
// Check if any vertical buttons were clicked.
for (key, val) in vert_map {
if messages.contains(&ui::UiMessage::Triggered(key)) {
transitions.push_back(
// If yes, add a transition.
ui::Transition::new(Duration::from_secs_f32(1.5))
// This time, we don't change the content, but the layout.
// Layout, visuals and hover_visuals are not changed on completion like content, but instead applied gradually.
.with_new_layout(ui::Layout{
y_alignment: val,
..layout
}),
);
}
}
// Repeat for horizontal keys.
for (key, val) in hor_map {
if messages.contains(&ui::UiMessage::Triggered(key)) {
transitions.push_back(
ui::Transition::new(Duration::from_secs_f32(1.5)).with_new_layout(ui::Layout{
x_alignment: val,
..layout
}),
);
}
}
})
.build();
// Finally, we wrap our gui_box into a space-filling stack pane so we have a place to later add further elements
Ok(Self {
gui: ui::containers::StackBox::new()
.to_element_builder(100, ctx)
.as_fill()
.with_child(gui_box)
.build()
})
}
sourcepub fn with_tooltip(self, tooltip: impl Into<Option<UiElement<T>>>) -> Self
pub fn with_tooltip(self, tooltip: impl Into<Option<UiElement<T>>>) -> Self
Sets the elements tooltip to the specified UiContent (or disables any tooltip by passing None). Tooltips are displayed when hovering over an element with the mouse cursor. Most specific alignment and sizes of tooltips will be ignored. Tooltips will always be shrink in both dimensions and align as close to the cursor as possible.
Examples found in repository?
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pub fn new(ctx: &Context) -> Result<Self, GameError> {
// Defining visuals
let vis = ui::Visuals::new(
Color::from_rgb(180, 120, 60),
Color::from_rgb(18, 12, 6),
1.,
0.,
);
let hover_vis = ui::Visuals::new(
Color::from_rgb(160, 100, 40),
Color::from_rgb(18, 12, 6),
3.,
0.,
);
// Creating main grid
let mut grid = ui::containers::GridBox::new(3, 2);
let contents = ["Scene", "UiElement", "Container", "Messages", "Sprites"];
for (i, &cont) in contents.iter().enumerate() {
grid.add(
graphics::Text::new(cont)
.set_scale(32.)
.to_owned()
.to_element_builder(i as u32 + 1, ctx)
.with_visuals(vis)
.with_hover_visuals(hover_vis)
.with_tooltip(
graphics::Text::new(format!(
"Click to look at the Scene created in the file {}.",
contents[i].to_lowercase()
))
.set_scale(24.)
.set_wrap(true)
.set_bounds(glam::Vec2::new(240., 500.))
.to_owned()
.to_element_builder(0, ctx)
.with_visuals(hover_vis)
.build(),
)
.build(),
i % 3,
i / 3,
)?;
}
// Add quit button
grid.add(
graphics::Text::new("Quit")
.set_scale(32.)
.to_owned()
.to_element_builder(6, ctx)
.with_visuals(vis)
.with_hover_visuals(hover_vis)
.build(),
2,
1,
)?;
Ok(Self {
gui: grid.to_element_builder(0, ctx).build(),
})
}
More examples
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pub fn new(ctx: &Context) -> Result<Self, GameError> {
// Reusing the visuals from E.
let vis = ui::Visuals::new(
Color::from_rgb(180, 120, 60),
Color::from_rgb(18, 12, 6),
1.,
0.,
);
let hover_vis = ui::Visuals::new(
Color::from_rgb(160, 100, 40),
Color::from_rgb(18, 12, 6),
3.,
0.,
);
let cont_vis = ui::Visuals::new(
Color::from_rgb(60, 120, 180),
Color::from_rgb(180, 180, 190),
1.,
0.,
);
// A sprite can be loaded by specifying a path, just like an Image.
// Additionaly, you need to inform the sprite of the grid size of its sheet and the duration each frame is displayed.
let ui_sprite = sprite::Sprite::from_path(
"/moo-sheet_16_16.png",
ctx,
16,
24,
Duration::from_secs_f32(0.25),
)?
// Just like any UI element, a sprite can have visuals, tooltip, ect.
.to_element_builder(1, ctx)
.scaled(5., 5.)
.with_visuals(vis)
.with_hover_visuals(hover_vis)
.with_tooltip(
graphics::Text::new("This is a sprite! Click it to end the scene.")
.set_scale(28.)
.set_font("Bahnschrift")
.to_owned()
.to_element_builder(0, ctx)
.with_visuals(cont_vis)
.build(),
)
.as_shrink()
.build();
// Sprites can also be initiated from a sprite pool, to make repeated file system access unneccessary
// and streamline loading of multiple sprites. This requires sprites in the folder to be formatted appropriately.
let sprite_pool = sprite::SpritePool::new()
// with_folder loads all .png/.bmp/.jpg/.jpeg files from the passed folder and optionally its subfolders
.with_folder(ctx, "/", true);
// We can now init a sprite from the pool. Sprites are saved in the pool with a key corresponding to their relative path
// (from the resource folder) with the format information and file ending removed.
let non_ui_sprite = sprite_pool.init_sprite("/mage-sheet", Duration::from_secs_f32(0.2))?;
// you can also initialize a sprite pool without any folder at all
let mut sprite_pool2 = sprite::SpritePool::new();
// in this case, you can use lazy initialisation of sprites to fill the sprite pool only with those sprites currently needed.
// Lazy initilisation draws from the pool if possible, from the file system if needed (and loads into the pool in this case) and panics if it can't find anything in the fs.
// Requires a mutable sprite pool!
// For testing purposes, we are loading a sprite we have already loaded - this should be drawn from the pool.
let lazy_sprite =
sprite_pool2.init_sprite_lazy(ctx, "/mage-sheet", Duration::from_secs_f32(0.5))?;
// now load the correct sprite
let lazy_sprite =
sprite_pool2.init_sprite_lazy(ctx, "/moo-sheet", lazy_sprite.get_frame_time())?;
Ok(Self {
gui: ui_sprite,
sprite: non_ui_sprite,
sprite2: lazy_sprite,
pos: Vec2::new(50., 200.),
v: Vec2::new(4., 4.),
})
}
sourcepub fn with_message_handler(
self,
handler: impl Fn(&HashSet<UiMessage<T>>, Layout, &mut VecDeque<Transition<T>>) + 'static
) -> Self
pub fn with_message_handler( self, handler: impl Fn(&HashSet<UiMessage<T>>, Layout, &mut VecDeque<Transition<T>>) + 'static ) -> Self
Sets the elements message handler. The message handler lambda receives each frame a hash set consisting of all internal and external messages received by this element. It also receives a function pointer. Calling this pointer with a transition pushes that transition to this elements transition queue. Lastly, it receives the current layout of the element. This allows any transitions to re-use that layout and only change the variables the transition wants to change.
Examples found in repository?
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pub fn new(ctx: &Context) -> GameResult<Self> {
// This title will change based on transitions whenever certain buttons are clicked.
let title = Text::new("Move this element with the buttons.\nYou have not yet clicked a button.")
// First, we style the title.
.set_font("Bahnschrift")
.set_scale(28.)
.to_owned()
.to_element_builder(0, ctx)
// Then, we add a message handler to the element.
.with_message_handler(
// The message handle receives a set of messages and a mutable transition vector.
|messages,_,transitions| {
let ids = [11,12,13,21,22,23,];
// We check if any of the buttons that interest us were clicked in the last frame.
for id in ids{
for message in messages{
if *message == ui::UiMessage::<()>::Clicked(id){
// If yes, we add a new transition to the vector.
transitions.push_back(
// Transitions are initalized with the duration they should take to complete and augmented via the builder pattern.
ui::Transition::new(Duration::ZERO)
// Here, we add a new content that will replace the old text once the transition completes.
.with_new_content(Text::new(format!(
"Move this element with the buttons.\nYou clicked a button with id {}.",
id
))
.set_font("Bahnschrift")
.set_scale(24.)
.to_owned())
)
}
}
}
})
.build();
// Define a general visual style to use for all buttons.
let vis = ui::Visuals::new(
Color::from_rgb(77, 109, 191),
Color::from_rgb(55, 67, 87),
2.,
4.,
);
// Create a grid box to hold all buttons.
let mut grid_box = ui::containers::GridBox::new(2, 3);
// Now, we create 6 buttons to move the element to all possible vertical and horizontal alignments and add them to the grid.
let vert_up = Text::new(" ^ ")
.set_font("Bahnschrift")
.to_owned()
.to_element_builder(11, ctx)
.with_visuals(vis)
// We can also set a sound to be played on click/key press
.with_trigger_sound(ggez::audio::Source::new(ctx, "/blipSelect.wav").ok())
.build();
grid_box
.add(vert_up, 0, 0)?;
let vert_ce = Text::new(" . ")
.set_font("Bahnschrift")
.to_owned()
.to_element_builder(12, ctx)
.with_visuals(vis)
.build();
grid_box
.add(vert_ce, 0, 1)?;
let vert_do = Text::new(" v ")
.set_font("Bahnschrift")
.to_owned().to_element_builder(13, ctx)
.with_visuals(vis)
.build();
grid_box
.add(vert_do, 0, 2)?;
let hor_up = Text::new(" < ")
.set_font("Bahnschrift")
.to_owned().to_element_builder(21, ctx)
.with_visuals(vis)
.build();
grid_box
.add(hor_up, 1, 0)?;
let hor_ce = Text::new(" . ")
.set_font("Bahnschrift")
.to_owned().to_element_builder(22, ctx)
.with_visuals(vis)
.build();
grid_box
.add(hor_ce, 1, 1)?;
let hor_do = Text::new(" > ")
.set_font("Bahnschrift")
.to_owned().to_element_builder(23, ctx)
.with_visuals(vis)
.build();
grid_box
.add(hor_do, 1, 2)?;
// The well-known back button will take us back to scene select.
let back = Text::new("Back")
.set_font("Bahnschrift")
.to_owned()
.to_element_builder(1, ctx)
.with_visuals(vis)
.as_fill()
.build();
// We create a general VBox to contain our UI
// We can create Vertical and Horizontal Boxes with the 'spaced' constructor to set its spacing value.
let gui_box = ui::containers::VerticalBox::new_spaced(6.)
.to_element_builder(0, ctx)
// We put the title, grid and back button together in a box.
.with_child(title)
.with_child(grid_box.to_element(30, ctx))
.with_child(back)
.with_size(ui::Size::Shrink(128., f32::INFINITY), ui::Size::Shrink(0., f32::INFINITY))
.with_visuals(ui::Visuals::new(
Color::from_rgb(120, 170, 200),
Color::from_rgb(55, 67, 87),
2.,
0.,
))
// Another message handler. Along with the messages and transition vector as discussed above, we also receive a layout struct
// that represents the layout struct of the element in the moment the transition was initialized. This allows us to only change
// the relevant parts of the layout without having to recreate it from scratch.
.with_message_handler(|messages, layout, transitions| {
// This guards prevent spam clicking a button from locking up the element with 1.5-second transitions.
if !transitions.is_empty() {
return;
}
let vert_map = HashMap::from([
(11, ui::Alignment::Min),
(12, ui::Alignment::Center),
(13, ui::Alignment::Max),
]);
let hor_map = HashMap::from([
(21, ui::Alignment::Min),
(22, ui::Alignment::Center),
(23, ui::Alignment::Max),
]);
// Check if any vertical buttons were clicked.
for (key, val) in vert_map {
if messages.contains(&ui::UiMessage::Triggered(key)) {
transitions.push_back(
// If yes, add a transition.
ui::Transition::new(Duration::from_secs_f32(1.5))
// This time, we don't change the content, but the layout.
// Layout, visuals and hover_visuals are not changed on completion like content, but instead applied gradually.
.with_new_layout(ui::Layout{
y_alignment: val,
..layout
}),
);
}
}
// Repeat for horizontal keys.
for (key, val) in hor_map {
if messages.contains(&ui::UiMessage::Triggered(key)) {
transitions.push_back(
ui::Transition::new(Duration::from_secs_f32(1.5)).with_new_layout(ui::Layout{
x_alignment: val,
..layout
}),
);
}
}
})
.build();
// Finally, we wrap our gui_box into a space-filling stack pane so we have a place to later add further elements
Ok(Self {
gui: ui::containers::StackBox::new()
.to_element_builder(100, ctx)
.as_fill()
.with_child(gui_box)
.build()
})
}
sourcepub fn with_layout(self, layout: Layout) -> Self
pub fn with_layout(self, layout: Layout) -> Self
Sets the elements entire layout.
sourcepub fn with_offset(
self,
x_offset: impl Into<Option<f32>>,
y_offset: impl Into<Option<f32>>
) -> Self
pub fn with_offset( self, x_offset: impl Into<Option<f32>>, y_offset: impl Into<Option<f32>> ) -> Self
Sets only the offset values of the elements layout. Pass None in any argument to leave that offset as-is.
Examples found in repository?
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fn update(&mut self, ctx: &mut Context) -> Result<scene_manager::SceneSwitch, GameError> {
// Nothing much to do here, except implement the back button functionality.
let messages = self.gui.manage_messages(ctx, None);
if messages.contains(&ui::UiMessage::Triggered(1)){
// If it is, we end the current scene (and return to the previous one) by popping it off the stack.
return Ok(scene_manager::SceneSwitch::pop(1));
}
if messages.contains(&ui::UiMessage::Triggered(13)){
// If a certain button is pressed, add a small text element to the gui.
self.gui.add_element(100,
// using a duration box as a wrapper will remove the element after a set amount of time
ui::containers::DurationBox::new(
Duration::from_secs_f32(1.5),
graphics::Text::new("Just a small reminder that you pressed button 13.")
.set_font("Bahnschrift")
.set_wrap(true)
.set_bounds(glam::Vec2::new(200., 500.))
.set_scale(28.)
.to_owned()
.to_element_builder(0, ctx)
.with_visuals(ui::Visuals::new(
Color::from_rgb(77, 109, 191),
Color::from_rgb(55, 67, 87),
2.,
4.,
))
.build()
).to_element_builder(0, ctx)
.with_alignment(ui::Alignment::Center, ui::Alignment::Min)
.with_offset(0., 25.)
.build()
);
}
Ok(scene_manager::SceneSwitch::None)
}
More examples
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pub fn new(ctx: &Context) -> Self{
// The scene constructor is usually the place where we create the state of our UI.
// In this case, we will only create a single element.
let text_element =
// First, we create anything implementing UiContent. ggez Image and Text do that, so we'll use a Text.
// You can format that text as you can in ggez, so let's use our custom font and set a larger size.
graphics::Text::new("Take me back!")
.set_font("Bahnschrift")
.set_scale(32.)
// Then we'll convert that content to an UiElementBuilder. We have to give it an ID.
// ID 0 is reserved for elements not sending messages, but since we want to use the Text as a button, we'll use 1.
.to_owned()
.to_element_builder(1, ctx)
// We can now use the functions of UiElementBuilder to style and position our element.
// First, we'll set the visuals using a Visuals struct.
.with_visuals(ui::Visuals::new(
Color::from_rgb(49, 53, 69),
Color::from_rgb(250, 246, 230),
4.,8.
))
// Additionally, you can add keycodes that make your element respond to key presses as it would respond to clicks
.with_trigger_key(winit::event::VirtualKeyCode::A)
// We can also set the alignment within the window...
.with_alignment(ui::Alignment::Min, ui::Alignment::Center)
// ... offset the element (note that we can pass None into most of these functions to leave the presets for one dimension untouched) ...
.with_offset(25., None)
// ... or set its padding ...
.with_padding((5., 10., 5., 10.))
// ... and size. Here, we use a special method 'shrink' that sets the size of both dimension to shrink without changing their boundaries.
// Using the function .with_size would require us to also pass in boundaries.
.as_shrink()
// Finally, we build the element.
.build();
Self{gui: text_element}
}
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pub fn new(ctx: &Context) -> Result<Self, GameError> {
// Predefine some visuals so we don't have to do it for every element.
let vis = ui::Visuals::new(
Color::from_rgb(180, 120, 60),
Color::from_rgb(18, 12, 6),
1.,
0.,
);
// You can also create 'custom' visuals that allow you to set the thickness of each border & radius of each corner separately.
let vis2 = ui::Visuals::new_custom(
Color::from_rgb(180, 120, 60),
Color::from_rgb(18, 12, 6),
[4., 1., 4., 1.],
[2., 2., 2., 2.],
);
let hover_vis = ui::Visuals::new(
Color::from_rgb(160, 100, 40),
Color::from_rgb(18, 12, 6),
3.,
0.,
);
let cont_vis = ui::Visuals::new_custom(
Color::from_rgb(60, 120, 180),
Color::from_rgb(180, 180, 190),
[16., 8., 8., 8.],
[12., 2., 2., 12.],
);
// Note that the constructor now returns a Result.
// This is neccessary as the 'add' function used to add UI elements to grid containers can fail, thus failing the constructor.
// The first container we use is a vertical box simply laying out elements from top to bottom.
let mut ver_box = ui::containers::VerticalBox::new();
// We can manually change the spacing between elements in the box
ver_box.spacing = 10.;
// first, we need to add all the children to this vertical box.
// We'll just use TextElement for now, but these can also be images, sprites, placeholders or more containers.
for i in 0..8 {
// Create an element.
let element = graphics::Text::new(format!("{}", i))
.set_font("Bahnschrift")
.set_scale(28.)
.to_owned()
.to_element_builder(0, ctx)
.with_visuals(vis2)
.build();
// Add the element to the box. This cannot fail for non-grid containers, if ver_box were not an actual container
// or a container that requires a special method for adding, like e.g. GridBox, it would simply consume the element and do nothing.
ver_box.add(element);
}
// After adding all children, we can convert to a UiElement and style the box like we would style an other element. The usual pattern here is to shadow the variable to avoid use-after-move.
let ver_box = ver_box
.to_element_builder(0, ctx)
.with_visuals(cont_vis)
// Using larger padding to accomodate our thick borders.
.with_padding((24., 16., 16., 16.))
.build();
// Another container we can use is GridBox. A GridBox needs to be initialized with a set height and width and cannot be extended.
let mut grid = ui::containers::GridBox::new(4, 4);
// The contents of a grid box are initialized as empty elements. We'll add buttons to the diagonal of the grid.
for i in 0..4 {
// Create an element.
let element = graphics::Text::new(format!("{}", i))
.set_font("Bahnschrift")
.set_scale(28.)
.to_owned()
.to_element_builder(0, ctx)
.with_visuals(vis)
// Elements can be given alignment and will align within their respecitive cell in the grid.
.with_alignment(ui::Alignment::Max, None)
.build();
// Add the element to the box. This can fail, if ver_box were not an actual container
// or a container that requires a special method for adding, like e.g. GridBox.
grid.add(element, i, i)?;
}
// We'll also create our usual back button and put it into the top right of the grid.
let back = graphics::Text::new("Back!")
.set_font("Bahnschrift")
.set_scale(28.)
.to_owned()
.to_element_builder(1, ctx)
.with_visuals(vis)
.with_hover_visuals(hover_vis)
.build();
// This time, we'll enhance our back button a bit by using an icon that is displayed over the top left corner.
// To achieve this, we'll use a StackBox.
let mut stack = ui::containers::StackBox::new();
stack.add(back);
// The add_top function adds something to the top of a stack box. Creating and adding an element can be done inline.
stack.add_top(
graphics::Image::from_path(ctx, "/moo.png")?
.to_element_builder(0, ctx)
// We'll align the icon to the top right
.with_alignment(ui::Alignment::Min, ui::Alignment::Min)
// and offset it slightly
.with_offset(-10., -10.)
.build(),
)?;
// to_element is a shorthand for to_element_builder().build() if we want to simply take the default builder and not change anything.
let stack = stack.to_element(0, ctx);
// Now, we add the stack to the grid.
grid.add(stack, 3, 0)?;
// And finally build the grid.
let grid = grid
.to_element_builder(0, ctx)
.with_visuals(cont_vis)
.with_padding((24., 16., 16., 16.))
.build();
// The horizontal box is exactly the same as the vertical box except for orientation.
// We will use a horizontal box to contain the boxes created so far.
// if you don't want to create multiple variables, adding of children can be done inline for non-grid
// containers by using .with_child.
Ok(Self {
gui: ui::containers::HorizontalBox::new()
.to_element_builder(0, ctx)
.with_child(ver_box)
.with_child(grid)
.build(),
})
}
sourcepub fn with_alignment(
self,
x_alignment: impl Into<Option<Alignment>>,
y_alignment: impl Into<Option<Alignment>>
) -> Self
pub fn with_alignment( self, x_alignment: impl Into<Option<Alignment>>, y_alignment: impl Into<Option<Alignment>> ) -> Self
Sets only the alingment of the elements layout. Pass None in any argument to leave that alignment as-is.
Examples found in repository?
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fn update(&mut self, ctx: &mut Context) -> Result<scene_manager::SceneSwitch, GameError> {
// Nothing much to do here, except implement the back button functionality.
let messages = self.gui.manage_messages(ctx, None);
if messages.contains(&ui::UiMessage::Triggered(1)){
// If it is, we end the current scene (and return to the previous one) by popping it off the stack.
return Ok(scene_manager::SceneSwitch::pop(1));
}
if messages.contains(&ui::UiMessage::Triggered(13)){
// If a certain button is pressed, add a small text element to the gui.
self.gui.add_element(100,
// using a duration box as a wrapper will remove the element after a set amount of time
ui::containers::DurationBox::new(
Duration::from_secs_f32(1.5),
graphics::Text::new("Just a small reminder that you pressed button 13.")
.set_font("Bahnschrift")
.set_wrap(true)
.set_bounds(glam::Vec2::new(200., 500.))
.set_scale(28.)
.to_owned()
.to_element_builder(0, ctx)
.with_visuals(ui::Visuals::new(
Color::from_rgb(77, 109, 191),
Color::from_rgb(55, 67, 87),
2.,
4.,
))
.build()
).to_element_builder(0, ctx)
.with_alignment(ui::Alignment::Center, ui::Alignment::Min)
.with_offset(0., 25.)
.build()
);
}
Ok(scene_manager::SceneSwitch::None)
}
More examples
21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50 51 52 53 54 55 56 57
pub fn new(ctx: &Context) -> Self{
// The scene constructor is usually the place where we create the state of our UI.
// In this case, we will only create a single element.
let text_element =
// First, we create anything implementing UiContent. ggez Image and Text do that, so we'll use a Text.
// You can format that text as you can in ggez, so let's use our custom font and set a larger size.
graphics::Text::new("Take me back!")
.set_font("Bahnschrift")
.set_scale(32.)
// Then we'll convert that content to an UiElementBuilder. We have to give it an ID.
// ID 0 is reserved for elements not sending messages, but since we want to use the Text as a button, we'll use 1.
.to_owned()
.to_element_builder(1, ctx)
// We can now use the functions of UiElementBuilder to style and position our element.
// First, we'll set the visuals using a Visuals struct.
.with_visuals(ui::Visuals::new(
Color::from_rgb(49, 53, 69),
Color::from_rgb(250, 246, 230),
4.,8.
))
// Additionally, you can add keycodes that make your element respond to key presses as it would respond to clicks
.with_trigger_key(winit::event::VirtualKeyCode::A)
// We can also set the alignment within the window...
.with_alignment(ui::Alignment::Min, ui::Alignment::Center)
// ... offset the element (note that we can pass None into most of these functions to leave the presets for one dimension untouched) ...
.with_offset(25., None)
// ... or set its padding ...
.with_padding((5., 10., 5., 10.))
// ... and size. Here, we use a special method 'shrink' that sets the size of both dimension to shrink without changing their boundaries.
// Using the function .with_size would require us to also pass in boundaries.
.as_shrink()
// Finally, we build the element.
.build();
Self{gui: text_element}
}
19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50 51 52 53 54 55 56 57 58 59 60 61 62 63 64 65 66 67 68 69 70 71 72 73 74 75 76 77 78 79 80 81 82 83 84 85 86 87 88 89 90 91 92 93 94 95 96 97 98 99 100 101 102 103 104 105 106 107 108 109 110 111 112 113 114 115 116 117 118 119 120 121 122 123 124 125 126 127 128 129 130 131 132 133 134 135 136 137 138 139 140 141 142 143 144 145 146 147 148 149 150
pub fn new(ctx: &Context) -> Result<Self, GameError> {
// Predefine some visuals so we don't have to do it for every element.
let vis = ui::Visuals::new(
Color::from_rgb(180, 120, 60),
Color::from_rgb(18, 12, 6),
1.,
0.,
);
// You can also create 'custom' visuals that allow you to set the thickness of each border & radius of each corner separately.
let vis2 = ui::Visuals::new_custom(
Color::from_rgb(180, 120, 60),
Color::from_rgb(18, 12, 6),
[4., 1., 4., 1.],
[2., 2., 2., 2.],
);
let hover_vis = ui::Visuals::new(
Color::from_rgb(160, 100, 40),
Color::from_rgb(18, 12, 6),
3.,
0.,
);
let cont_vis = ui::Visuals::new_custom(
Color::from_rgb(60, 120, 180),
Color::from_rgb(180, 180, 190),
[16., 8., 8., 8.],
[12., 2., 2., 12.],
);
// Note that the constructor now returns a Result.
// This is neccessary as the 'add' function used to add UI elements to grid containers can fail, thus failing the constructor.
// The first container we use is a vertical box simply laying out elements from top to bottom.
let mut ver_box = ui::containers::VerticalBox::new();
// We can manually change the spacing between elements in the box
ver_box.spacing = 10.;
// first, we need to add all the children to this vertical box.
// We'll just use TextElement for now, but these can also be images, sprites, placeholders or more containers.
for i in 0..8 {
// Create an element.
let element = graphics::Text::new(format!("{}", i))
.set_font("Bahnschrift")
.set_scale(28.)
.to_owned()
.to_element_builder(0, ctx)
.with_visuals(vis2)
.build();
// Add the element to the box. This cannot fail for non-grid containers, if ver_box were not an actual container
// or a container that requires a special method for adding, like e.g. GridBox, it would simply consume the element and do nothing.
ver_box.add(element);
}
// After adding all children, we can convert to a UiElement and style the box like we would style an other element. The usual pattern here is to shadow the variable to avoid use-after-move.
let ver_box = ver_box
.to_element_builder(0, ctx)
.with_visuals(cont_vis)
// Using larger padding to accomodate our thick borders.
.with_padding((24., 16., 16., 16.))
.build();
// Another container we can use is GridBox. A GridBox needs to be initialized with a set height and width and cannot be extended.
let mut grid = ui::containers::GridBox::new(4, 4);
// The contents of a grid box are initialized as empty elements. We'll add buttons to the diagonal of the grid.
for i in 0..4 {
// Create an element.
let element = graphics::Text::new(format!("{}", i))
.set_font("Bahnschrift")
.set_scale(28.)
.to_owned()
.to_element_builder(0, ctx)
.with_visuals(vis)
// Elements can be given alignment and will align within their respecitive cell in the grid.
.with_alignment(ui::Alignment::Max, None)
.build();
// Add the element to the box. This can fail, if ver_box were not an actual container
// or a container that requires a special method for adding, like e.g. GridBox.
grid.add(element, i, i)?;
}
// We'll also create our usual back button and put it into the top right of the grid.
let back = graphics::Text::new("Back!")
.set_font("Bahnschrift")
.set_scale(28.)
.to_owned()
.to_element_builder(1, ctx)
.with_visuals(vis)
.with_hover_visuals(hover_vis)
.build();
// This time, we'll enhance our back button a bit by using an icon that is displayed over the top left corner.
// To achieve this, we'll use a StackBox.
let mut stack = ui::containers::StackBox::new();
stack.add(back);
// The add_top function adds something to the top of a stack box. Creating and adding an element can be done inline.
stack.add_top(
graphics::Image::from_path(ctx, "/moo.png")?
.to_element_builder(0, ctx)
// We'll align the icon to the top right
.with_alignment(ui::Alignment::Min, ui::Alignment::Min)
// and offset it slightly
.with_offset(-10., -10.)
.build(),
)?;
// to_element is a shorthand for to_element_builder().build() if we want to simply take the default builder and not change anything.
let stack = stack.to_element(0, ctx);
// Now, we add the stack to the grid.
grid.add(stack, 3, 0)?;
// And finally build the grid.
let grid = grid
.to_element_builder(0, ctx)
.with_visuals(cont_vis)
.with_padding((24., 16., 16., 16.))
.build();
// The horizontal box is exactly the same as the vertical box except for orientation.
// We will use a horizontal box to contain the boxes created so far.
// if you don't want to create multiple variables, adding of children can be done inline for non-grid
// containers by using .with_child.
Ok(Self {
gui: ui::containers::HorizontalBox::new()
.to_element_builder(0, ctx)
.with_child(ver_box)
.with_child(grid)
.build(),
})
}
sourcepub fn with_trigger_key(self, key: VirtualKeyCode) -> Self
pub fn with_trigger_key(self, key: VirtualKeyCode) -> Self
Attaches a key code to this element. Pressing this key will send the same trigger event as clicking the element.
Examples found in repository?
21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50 51 52 53 54 55 56 57
pub fn new(ctx: &Context) -> Self{
// The scene constructor is usually the place where we create the state of our UI.
// In this case, we will only create a single element.
let text_element =
// First, we create anything implementing UiContent. ggez Image and Text do that, so we'll use a Text.
// You can format that text as you can in ggez, so let's use our custom font and set a larger size.
graphics::Text::new("Take me back!")
.set_font("Bahnschrift")
.set_scale(32.)
// Then we'll convert that content to an UiElementBuilder. We have to give it an ID.
// ID 0 is reserved for elements not sending messages, but since we want to use the Text as a button, we'll use 1.
.to_owned()
.to_element_builder(1, ctx)
// We can now use the functions of UiElementBuilder to style and position our element.
// First, we'll set the visuals using a Visuals struct.
.with_visuals(ui::Visuals::new(
Color::from_rgb(49, 53, 69),
Color::from_rgb(250, 246, 230),
4.,8.
))
// Additionally, you can add keycodes that make your element respond to key presses as it would respond to clicks
.with_trigger_key(winit::event::VirtualKeyCode::A)
// We can also set the alignment within the window...
.with_alignment(ui::Alignment::Min, ui::Alignment::Center)
// ... offset the element (note that we can pass None into most of these functions to leave the presets for one dimension untouched) ...
.with_offset(25., None)
// ... or set its padding ...
.with_padding((5., 10., 5., 10.))
// ... and size. Here, we use a special method 'shrink' that sets the size of both dimension to shrink without changing their boundaries.
// Using the function .with_size would require us to also pass in boundaries.
.as_shrink()
// Finally, we build the element.
.build();
Self{gui: text_element}
}
sourcepub fn with_padding(self, padding: (f32, f32, f32, f32)) -> Self
pub fn with_padding(self, padding: (f32, f32, f32, f32)) -> Self
Sets only the padding of the elements layout.
Examples found in repository?
21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50 51 52 53 54 55 56 57
pub fn new(ctx: &Context) -> Self{
// The scene constructor is usually the place where we create the state of our UI.
// In this case, we will only create a single element.
let text_element =
// First, we create anything implementing UiContent. ggez Image and Text do that, so we'll use a Text.
// You can format that text as you can in ggez, so let's use our custom font and set a larger size.
graphics::Text::new("Take me back!")
.set_font("Bahnschrift")
.set_scale(32.)
// Then we'll convert that content to an UiElementBuilder. We have to give it an ID.
// ID 0 is reserved for elements not sending messages, but since we want to use the Text as a button, we'll use 1.
.to_owned()
.to_element_builder(1, ctx)
// We can now use the functions of UiElementBuilder to style and position our element.
// First, we'll set the visuals using a Visuals struct.
.with_visuals(ui::Visuals::new(
Color::from_rgb(49, 53, 69),
Color::from_rgb(250, 246, 230),
4.,8.
))
// Additionally, you can add keycodes that make your element respond to key presses as it would respond to clicks
.with_trigger_key(winit::event::VirtualKeyCode::A)
// We can also set the alignment within the window...
.with_alignment(ui::Alignment::Min, ui::Alignment::Center)
// ... offset the element (note that we can pass None into most of these functions to leave the presets for one dimension untouched) ...
.with_offset(25., None)
// ... or set its padding ...
.with_padding((5., 10., 5., 10.))
// ... and size. Here, we use a special method 'shrink' that sets the size of both dimension to shrink without changing their boundaries.
// Using the function .with_size would require us to also pass in boundaries.
.as_shrink()
// Finally, we build the element.
.build();
Self{gui: text_element}
}
More examples
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pub fn new(ctx: &Context) -> Result<Self, GameError> {
// Predefine some visuals so we don't have to do it for every element.
let vis = ui::Visuals::new(
Color::from_rgb(180, 120, 60),
Color::from_rgb(18, 12, 6),
1.,
0.,
);
// You can also create 'custom' visuals that allow you to set the thickness of each border & radius of each corner separately.
let vis2 = ui::Visuals::new_custom(
Color::from_rgb(180, 120, 60),
Color::from_rgb(18, 12, 6),
[4., 1., 4., 1.],
[2., 2., 2., 2.],
);
let hover_vis = ui::Visuals::new(
Color::from_rgb(160, 100, 40),
Color::from_rgb(18, 12, 6),
3.,
0.,
);
let cont_vis = ui::Visuals::new_custom(
Color::from_rgb(60, 120, 180),
Color::from_rgb(180, 180, 190),
[16., 8., 8., 8.],
[12., 2., 2., 12.],
);
// Note that the constructor now returns a Result.
// This is neccessary as the 'add' function used to add UI elements to grid containers can fail, thus failing the constructor.
// The first container we use is a vertical box simply laying out elements from top to bottom.
let mut ver_box = ui::containers::VerticalBox::new();
// We can manually change the spacing between elements in the box
ver_box.spacing = 10.;
// first, we need to add all the children to this vertical box.
// We'll just use TextElement for now, but these can also be images, sprites, placeholders or more containers.
for i in 0..8 {
// Create an element.
let element = graphics::Text::new(format!("{}", i))
.set_font("Bahnschrift")
.set_scale(28.)
.to_owned()
.to_element_builder(0, ctx)
.with_visuals(vis2)
.build();
// Add the element to the box. This cannot fail for non-grid containers, if ver_box were not an actual container
// or a container that requires a special method for adding, like e.g. GridBox, it would simply consume the element and do nothing.
ver_box.add(element);
}
// After adding all children, we can convert to a UiElement and style the box like we would style an other element. The usual pattern here is to shadow the variable to avoid use-after-move.
let ver_box = ver_box
.to_element_builder(0, ctx)
.with_visuals(cont_vis)
// Using larger padding to accomodate our thick borders.
.with_padding((24., 16., 16., 16.))
.build();
// Another container we can use is GridBox. A GridBox needs to be initialized with a set height and width and cannot be extended.
let mut grid = ui::containers::GridBox::new(4, 4);
// The contents of a grid box are initialized as empty elements. We'll add buttons to the diagonal of the grid.
for i in 0..4 {
// Create an element.
let element = graphics::Text::new(format!("{}", i))
.set_font("Bahnschrift")
.set_scale(28.)
.to_owned()
.to_element_builder(0, ctx)
.with_visuals(vis)
// Elements can be given alignment and will align within their respecitive cell in the grid.
.with_alignment(ui::Alignment::Max, None)
.build();
// Add the element to the box. This can fail, if ver_box were not an actual container
// or a container that requires a special method for adding, like e.g. GridBox.
grid.add(element, i, i)?;
}
// We'll also create our usual back button and put it into the top right of the grid.
let back = graphics::Text::new("Back!")
.set_font("Bahnschrift")
.set_scale(28.)
.to_owned()
.to_element_builder(1, ctx)
.with_visuals(vis)
.with_hover_visuals(hover_vis)
.build();
// This time, we'll enhance our back button a bit by using an icon that is displayed over the top left corner.
// To achieve this, we'll use a StackBox.
let mut stack = ui::containers::StackBox::new();
stack.add(back);
// The add_top function adds something to the top of a stack box. Creating and adding an element can be done inline.
stack.add_top(
graphics::Image::from_path(ctx, "/moo.png")?
.to_element_builder(0, ctx)
// We'll align the icon to the top right
.with_alignment(ui::Alignment::Min, ui::Alignment::Min)
// and offset it slightly
.with_offset(-10., -10.)
.build(),
)?;
// to_element is a shorthand for to_element_builder().build() if we want to simply take the default builder and not change anything.
let stack = stack.to_element(0, ctx);
// Now, we add the stack to the grid.
grid.add(stack, 3, 0)?;
// And finally build the grid.
let grid = grid
.to_element_builder(0, ctx)
.with_visuals(cont_vis)
.with_padding((24., 16., 16., 16.))
.build();
// The horizontal box is exactly the same as the vertical box except for orientation.
// We will use a horizontal box to contain the boxes created so far.
// if you don't want to create multiple variables, adding of children can be done inline for non-grid
// containers by using .with_child.
Ok(Self {
gui: ui::containers::HorizontalBox::new()
.to_element_builder(0, ctx)
.with_child(ver_box)
.with_child(grid)
.build(),
})
}
sourcepub fn with_preserve_ratio(self, preserve_ratio: bool) -> Self
pub fn with_preserve_ratio(self, preserve_ratio: bool) -> Self
Sets only the presever_ratio parameter of the elements layout.
sourcepub fn with_size(
self,
x_size: impl Into<Option<Size>>,
y_size: impl Into<Option<Size>>
) -> Self
pub fn with_size( self, x_size: impl Into<Option<Size>>, y_size: impl Into<Option<Size>> ) -> Self
Sets only the size of the elements layout. Pass None in any argument to leave that size as-is.
Examples found in repository?
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pub fn new(ctx: &Context) -> GameResult<Self> {
// This title will change based on transitions whenever certain buttons are clicked.
let title = Text::new("Move this element with the buttons.\nYou have not yet clicked a button.")
// First, we style the title.
.set_font("Bahnschrift")
.set_scale(28.)
.to_owned()
.to_element_builder(0, ctx)
// Then, we add a message handler to the element.
.with_message_handler(
// The message handle receives a set of messages and a mutable transition vector.
|messages,_,transitions| {
let ids = [11,12,13,21,22,23,];
// We check if any of the buttons that interest us were clicked in the last frame.
for id in ids{
for message in messages{
if *message == ui::UiMessage::<()>::Clicked(id){
// If yes, we add a new transition to the vector.
transitions.push_back(
// Transitions are initalized with the duration they should take to complete and augmented via the builder pattern.
ui::Transition::new(Duration::ZERO)
// Here, we add a new content that will replace the old text once the transition completes.
.with_new_content(Text::new(format!(
"Move this element with the buttons.\nYou clicked a button with id {}.",
id
))
.set_font("Bahnschrift")
.set_scale(24.)
.to_owned())
)
}
}
}
})
.build();
// Define a general visual style to use for all buttons.
let vis = ui::Visuals::new(
Color::from_rgb(77, 109, 191),
Color::from_rgb(55, 67, 87),
2.,
4.,
);
// Create a grid box to hold all buttons.
let mut grid_box = ui::containers::GridBox::new(2, 3);
// Now, we create 6 buttons to move the element to all possible vertical and horizontal alignments and add them to the grid.
let vert_up = Text::new(" ^ ")
.set_font("Bahnschrift")
.to_owned()
.to_element_builder(11, ctx)
.with_visuals(vis)
// We can also set a sound to be played on click/key press
.with_trigger_sound(ggez::audio::Source::new(ctx, "/blipSelect.wav").ok())
.build();
grid_box
.add(vert_up, 0, 0)?;
let vert_ce = Text::new(" . ")
.set_font("Bahnschrift")
.to_owned()
.to_element_builder(12, ctx)
.with_visuals(vis)
.build();
grid_box
.add(vert_ce, 0, 1)?;
let vert_do = Text::new(" v ")
.set_font("Bahnschrift")
.to_owned().to_element_builder(13, ctx)
.with_visuals(vis)
.build();
grid_box
.add(vert_do, 0, 2)?;
let hor_up = Text::new(" < ")
.set_font("Bahnschrift")
.to_owned().to_element_builder(21, ctx)
.with_visuals(vis)
.build();
grid_box
.add(hor_up, 1, 0)?;
let hor_ce = Text::new(" . ")
.set_font("Bahnschrift")
.to_owned().to_element_builder(22, ctx)
.with_visuals(vis)
.build();
grid_box
.add(hor_ce, 1, 1)?;
let hor_do = Text::new(" > ")
.set_font("Bahnschrift")
.to_owned().to_element_builder(23, ctx)
.with_visuals(vis)
.build();
grid_box
.add(hor_do, 1, 2)?;
// The well-known back button will take us back to scene select.
let back = Text::new("Back")
.set_font("Bahnschrift")
.to_owned()
.to_element_builder(1, ctx)
.with_visuals(vis)
.as_fill()
.build();
// We create a general VBox to contain our UI
// We can create Vertical and Horizontal Boxes with the 'spaced' constructor to set its spacing value.
let gui_box = ui::containers::VerticalBox::new_spaced(6.)
.to_element_builder(0, ctx)
// We put the title, grid and back button together in a box.
.with_child(title)
.with_child(grid_box.to_element(30, ctx))
.with_child(back)
.with_size(ui::Size::Shrink(128., f32::INFINITY), ui::Size::Shrink(0., f32::INFINITY))
.with_visuals(ui::Visuals::new(
Color::from_rgb(120, 170, 200),
Color::from_rgb(55, 67, 87),
2.,
0.,
))
// Another message handler. Along with the messages and transition vector as discussed above, we also receive a layout struct
// that represents the layout struct of the element in the moment the transition was initialized. This allows us to only change
// the relevant parts of the layout without having to recreate it from scratch.
.with_message_handler(|messages, layout, transitions| {
// This guards prevent spam clicking a button from locking up the element with 1.5-second transitions.
if !transitions.is_empty() {
return;
}
let vert_map = HashMap::from([
(11, ui::Alignment::Min),
(12, ui::Alignment::Center),
(13, ui::Alignment::Max),
]);
let hor_map = HashMap::from([
(21, ui::Alignment::Min),
(22, ui::Alignment::Center),
(23, ui::Alignment::Max),
]);
// Check if any vertical buttons were clicked.
for (key, val) in vert_map {
if messages.contains(&ui::UiMessage::Triggered(key)) {
transitions.push_back(
// If yes, add a transition.
ui::Transition::new(Duration::from_secs_f32(1.5))
// This time, we don't change the content, but the layout.
// Layout, visuals and hover_visuals are not changed on completion like content, but instead applied gradually.
.with_new_layout(ui::Layout{
y_alignment: val,
..layout
}),
);
}
}
// Repeat for horizontal keys.
for (key, val) in hor_map {
if messages.contains(&ui::UiMessage::Triggered(key)) {
transitions.push_back(
ui::Transition::new(Duration::from_secs_f32(1.5)).with_new_layout(ui::Layout{
x_alignment: val,
..layout
}),
);
}
}
})
.build();
// Finally, we wrap our gui_box into a space-filling stack pane so we have a place to later add further elements
Ok(Self {
gui: ui::containers::StackBox::new()
.to_element_builder(100, ctx)
.as_fill()
.with_child(gui_box)
.build()
})
}
sourcepub fn as_shrink(self) -> Self
pub fn as_shrink(self) -> Self
Changes both sizes of the element to SHRINK, taking any boundaries from previous size.
Examples found in repository?
21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50 51 52 53 54 55 56 57
pub fn new(ctx: &Context) -> Self{
// The scene constructor is usually the place where we create the state of our UI.
// In this case, we will only create a single element.
let text_element =
// First, we create anything implementing UiContent. ggez Image and Text do that, so we'll use a Text.
// You can format that text as you can in ggez, so let's use our custom font and set a larger size.
graphics::Text::new("Take me back!")
.set_font("Bahnschrift")
.set_scale(32.)
// Then we'll convert that content to an UiElementBuilder. We have to give it an ID.
// ID 0 is reserved for elements not sending messages, but since we want to use the Text as a button, we'll use 1.
.to_owned()
.to_element_builder(1, ctx)
// We can now use the functions of UiElementBuilder to style and position our element.
// First, we'll set the visuals using a Visuals struct.
.with_visuals(ui::Visuals::new(
Color::from_rgb(49, 53, 69),
Color::from_rgb(250, 246, 230),
4.,8.
))
// Additionally, you can add keycodes that make your element respond to key presses as it would respond to clicks
.with_trigger_key(winit::event::VirtualKeyCode::A)
// We can also set the alignment within the window...
.with_alignment(ui::Alignment::Min, ui::Alignment::Center)
// ... offset the element (note that we can pass None into most of these functions to leave the presets for one dimension untouched) ...
.with_offset(25., None)
// ... or set its padding ...
.with_padding((5., 10., 5., 10.))
// ... and size. Here, we use a special method 'shrink' that sets the size of both dimension to shrink without changing their boundaries.
// Using the function .with_size would require us to also pass in boundaries.
.as_shrink()
// Finally, we build the element.
.build();
Self{gui: text_element}
}
More examples
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pub fn new(ctx: &Context) -> Result<Self, GameError> {
// Reusing the visuals from E.
let vis = ui::Visuals::new(
Color::from_rgb(180, 120, 60),
Color::from_rgb(18, 12, 6),
1.,
0.,
);
let hover_vis = ui::Visuals::new(
Color::from_rgb(160, 100, 40),
Color::from_rgb(18, 12, 6),
3.,
0.,
);
let cont_vis = ui::Visuals::new(
Color::from_rgb(60, 120, 180),
Color::from_rgb(180, 180, 190),
1.,
0.,
);
// A sprite can be loaded by specifying a path, just like an Image.
// Additionaly, you need to inform the sprite of the grid size of its sheet and the duration each frame is displayed.
let ui_sprite = sprite::Sprite::from_path(
"/moo-sheet_16_16.png",
ctx,
16,
24,
Duration::from_secs_f32(0.25),
)?
// Just like any UI element, a sprite can have visuals, tooltip, ect.
.to_element_builder(1, ctx)
.scaled(5., 5.)
.with_visuals(vis)
.with_hover_visuals(hover_vis)
.with_tooltip(
graphics::Text::new("This is a sprite! Click it to end the scene.")
.set_scale(28.)
.set_font("Bahnschrift")
.to_owned()
.to_element_builder(0, ctx)
.with_visuals(cont_vis)
.build(),
)
.as_shrink()
.build();
// Sprites can also be initiated from a sprite pool, to make repeated file system access unneccessary
// and streamline loading of multiple sprites. This requires sprites in the folder to be formatted appropriately.
let sprite_pool = sprite::SpritePool::new()
// with_folder loads all .png/.bmp/.jpg/.jpeg files from the passed folder and optionally its subfolders
.with_folder(ctx, "/", true);
// We can now init a sprite from the pool. Sprites are saved in the pool with a key corresponding to their relative path
// (from the resource folder) with the format information and file ending removed.
let non_ui_sprite = sprite_pool.init_sprite("/mage-sheet", Duration::from_secs_f32(0.2))?;
// you can also initialize a sprite pool without any folder at all
let mut sprite_pool2 = sprite::SpritePool::new();
// in this case, you can use lazy initialisation of sprites to fill the sprite pool only with those sprites currently needed.
// Lazy initilisation draws from the pool if possible, from the file system if needed (and loads into the pool in this case) and panics if it can't find anything in the fs.
// Requires a mutable sprite pool!
// For testing purposes, we are loading a sprite we have already loaded - this should be drawn from the pool.
let lazy_sprite =
sprite_pool2.init_sprite_lazy(ctx, "/mage-sheet", Duration::from_secs_f32(0.5))?;
// now load the correct sprite
let lazy_sprite =
sprite_pool2.init_sprite_lazy(ctx, "/moo-sheet", lazy_sprite.get_frame_time())?;
Ok(Self {
gui: ui_sprite,
sprite: non_ui_sprite,
sprite2: lazy_sprite,
pos: Vec2::new(50., 200.),
v: Vec2::new(4., 4.),
})
}
sourcepub fn as_fill(self) -> Self
pub fn as_fill(self) -> Self
Changes both sizes of the element to FILL, taking any boundaries from previous size.
Examples found in repository?
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pub fn new(ctx: &Context) -> GameResult<Self> {
// This title will change based on transitions whenever certain buttons are clicked.
let title = Text::new("Move this element with the buttons.\nYou have not yet clicked a button.")
// First, we style the title.
.set_font("Bahnschrift")
.set_scale(28.)
.to_owned()
.to_element_builder(0, ctx)
// Then, we add a message handler to the element.
.with_message_handler(
// The message handle receives a set of messages and a mutable transition vector.
|messages,_,transitions| {
let ids = [11,12,13,21,22,23,];
// We check if any of the buttons that interest us were clicked in the last frame.
for id in ids{
for message in messages{
if *message == ui::UiMessage::<()>::Clicked(id){
// If yes, we add a new transition to the vector.
transitions.push_back(
// Transitions are initalized with the duration they should take to complete and augmented via the builder pattern.
ui::Transition::new(Duration::ZERO)
// Here, we add a new content that will replace the old text once the transition completes.
.with_new_content(Text::new(format!(
"Move this element with the buttons.\nYou clicked a button with id {}.",
id
))
.set_font("Bahnschrift")
.set_scale(24.)
.to_owned())
)
}
}
}
})
.build();
// Define a general visual style to use for all buttons.
let vis = ui::Visuals::new(
Color::from_rgb(77, 109, 191),
Color::from_rgb(55, 67, 87),
2.,
4.,
);
// Create a grid box to hold all buttons.
let mut grid_box = ui::containers::GridBox::new(2, 3);
// Now, we create 6 buttons to move the element to all possible vertical and horizontal alignments and add them to the grid.
let vert_up = Text::new(" ^ ")
.set_font("Bahnschrift")
.to_owned()
.to_element_builder(11, ctx)
.with_visuals(vis)
// We can also set a sound to be played on click/key press
.with_trigger_sound(ggez::audio::Source::new(ctx, "/blipSelect.wav").ok())
.build();
grid_box
.add(vert_up, 0, 0)?;
let vert_ce = Text::new(" . ")
.set_font("Bahnschrift")
.to_owned()
.to_element_builder(12, ctx)
.with_visuals(vis)
.build();
grid_box
.add(vert_ce, 0, 1)?;
let vert_do = Text::new(" v ")
.set_font("Bahnschrift")
.to_owned().to_element_builder(13, ctx)
.with_visuals(vis)
.build();
grid_box
.add(vert_do, 0, 2)?;
let hor_up = Text::new(" < ")
.set_font("Bahnschrift")
.to_owned().to_element_builder(21, ctx)
.with_visuals(vis)
.build();
grid_box
.add(hor_up, 1, 0)?;
let hor_ce = Text::new(" . ")
.set_font("Bahnschrift")
.to_owned().to_element_builder(22, ctx)
.with_visuals(vis)
.build();
grid_box
.add(hor_ce, 1, 1)?;
let hor_do = Text::new(" > ")
.set_font("Bahnschrift")
.to_owned().to_element_builder(23, ctx)
.with_visuals(vis)
.build();
grid_box
.add(hor_do, 1, 2)?;
// The well-known back button will take us back to scene select.
let back = Text::new("Back")
.set_font("Bahnschrift")
.to_owned()
.to_element_builder(1, ctx)
.with_visuals(vis)
.as_fill()
.build();
// We create a general VBox to contain our UI
// We can create Vertical and Horizontal Boxes with the 'spaced' constructor to set its spacing value.
let gui_box = ui::containers::VerticalBox::new_spaced(6.)
.to_element_builder(0, ctx)
// We put the title, grid and back button together in a box.
.with_child(title)
.with_child(grid_box.to_element(30, ctx))
.with_child(back)
.with_size(ui::Size::Shrink(128., f32::INFINITY), ui::Size::Shrink(0., f32::INFINITY))
.with_visuals(ui::Visuals::new(
Color::from_rgb(120, 170, 200),
Color::from_rgb(55, 67, 87),
2.,
0.,
))
// Another message handler. Along with the messages and transition vector as discussed above, we also receive a layout struct
// that represents the layout struct of the element in the moment the transition was initialized. This allows us to only change
// the relevant parts of the layout without having to recreate it from scratch.
.with_message_handler(|messages, layout, transitions| {
// This guards prevent spam clicking a button from locking up the element with 1.5-second transitions.
if !transitions.is_empty() {
return;
}
let vert_map = HashMap::from([
(11, ui::Alignment::Min),
(12, ui::Alignment::Center),
(13, ui::Alignment::Max),
]);
let hor_map = HashMap::from([
(21, ui::Alignment::Min),
(22, ui::Alignment::Center),
(23, ui::Alignment::Max),
]);
// Check if any vertical buttons were clicked.
for (key, val) in vert_map {
if messages.contains(&ui::UiMessage::Triggered(key)) {
transitions.push_back(
// If yes, add a transition.
ui::Transition::new(Duration::from_secs_f32(1.5))
// This time, we don't change the content, but the layout.
// Layout, visuals and hover_visuals are not changed on completion like content, but instead applied gradually.
.with_new_layout(ui::Layout{
y_alignment: val,
..layout
}),
);
}
}
// Repeat for horizontal keys.
for (key, val) in hor_map {
if messages.contains(&ui::UiMessage::Triggered(key)) {
transitions.push_back(
ui::Transition::new(Duration::from_secs_f32(1.5)).with_new_layout(ui::Layout{
x_alignment: val,
..layout
}),
);
}
}
})
.build();
// Finally, we wrap our gui_box into a space-filling stack pane so we have a place to later add further elements
Ok(Self {
gui: ui::containers::StackBox::new()
.to_element_builder(100, ctx)
.as_fill()
.with_child(gui_box)
.build()
})
}
sourcepub fn scaled(
self,
x_scale: impl Into<Option<f32>>,
y_scale: impl Into<Option<f32>>
) -> Self
pub fn scaled( self, x_scale: impl Into<Option<f32>>, y_scale: impl Into<Option<f32>> ) -> Self
Scales any boundaries of the sizes of this element by the respective factor. Pass in None or 1. to not scale any dimension.
Examples found in repository?
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pub fn new(ctx: &Context) -> Result<Self, GameError> {
// Reusing the visuals from E.
let vis = ui::Visuals::new(
Color::from_rgb(180, 120, 60),
Color::from_rgb(18, 12, 6),
1.,
0.,
);
let hover_vis = ui::Visuals::new(
Color::from_rgb(160, 100, 40),
Color::from_rgb(18, 12, 6),
3.,
0.,
);
let cont_vis = ui::Visuals::new(
Color::from_rgb(60, 120, 180),
Color::from_rgb(180, 180, 190),
1.,
0.,
);
// A sprite can be loaded by specifying a path, just like an Image.
// Additionaly, you need to inform the sprite of the grid size of its sheet and the duration each frame is displayed.
let ui_sprite = sprite::Sprite::from_path(
"/moo-sheet_16_16.png",
ctx,
16,
24,
Duration::from_secs_f32(0.25),
)?
// Just like any UI element, a sprite can have visuals, tooltip, ect.
.to_element_builder(1, ctx)
.scaled(5., 5.)
.with_visuals(vis)
.with_hover_visuals(hover_vis)
.with_tooltip(
graphics::Text::new("This is a sprite! Click it to end the scene.")
.set_scale(28.)
.set_font("Bahnschrift")
.to_owned()
.to_element_builder(0, ctx)
.with_visuals(cont_vis)
.build(),
)
.as_shrink()
.build();
// Sprites can also be initiated from a sprite pool, to make repeated file system access unneccessary
// and streamline loading of multiple sprites. This requires sprites in the folder to be formatted appropriately.
let sprite_pool = sprite::SpritePool::new()
// with_folder loads all .png/.bmp/.jpg/.jpeg files from the passed folder and optionally its subfolders
.with_folder(ctx, "/", true);
// We can now init a sprite from the pool. Sprites are saved in the pool with a key corresponding to their relative path
// (from the resource folder) with the format information and file ending removed.
let non_ui_sprite = sprite_pool.init_sprite("/mage-sheet", Duration::from_secs_f32(0.2))?;
// you can also initialize a sprite pool without any folder at all
let mut sprite_pool2 = sprite::SpritePool::new();
// in this case, you can use lazy initialisation of sprites to fill the sprite pool only with those sprites currently needed.
// Lazy initilisation draws from the pool if possible, from the file system if needed (and loads into the pool in this case) and panics if it can't find anything in the fs.
// Requires a mutable sprite pool!
// For testing purposes, we are loading a sprite we have already loaded - this should be drawn from the pool.
let lazy_sprite =
sprite_pool2.init_sprite_lazy(ctx, "/mage-sheet", Duration::from_secs_f32(0.5))?;
// now load the correct sprite
let lazy_sprite =
sprite_pool2.init_sprite_lazy(ctx, "/moo-sheet", lazy_sprite.get_frame_time())?;
Ok(Self {
gui: ui_sprite,
sprite: non_ui_sprite,
sprite2: lazy_sprite,
pos: Vec2::new(50., 200.),
v: Vec2::new(4., 4.),
})
}
sourcepub fn with_wrapper_layout(self, wrapped_layout: Layout) -> Self
pub fn with_wrapper_layout(self, wrapped_layout: Layout) -> Self
Takes in a layout and sets the elements layout to be as you would want for a container wrapping the passed layout. Sets size to fill, taking boundaries from the passed layout + padding, and own padding to 0.
sourcepub fn build(self) -> UiElement<T>
pub fn build(self) -> UiElement<T>
Returns the underlying built element.
Examples found in repository?
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pub fn new(ctx: &Context) -> Self{
// The scene constructor is usually the place where we create the state of our UI.
// In this case, we will only create a single element.
let text_element =
// First, we create anything implementing UiContent. ggez Image and Text do that, so we'll use a Text.
// You can format that text as you can in ggez, so let's use our custom font and set a larger size.
graphics::Text::new("Take me back!")
.set_font("Bahnschrift")
.set_scale(32.)
// Then we'll convert that content to an UiElementBuilder. We have to give it an ID.
// ID 0 is reserved for elements not sending messages, but since we want to use the Text as a button, we'll use 1.
.to_owned()
.to_element_builder(1, ctx)
// We can now use the functions of UiElementBuilder to style and position our element.
// First, we'll set the visuals using a Visuals struct.
.with_visuals(ui::Visuals::new(
Color::from_rgb(49, 53, 69),
Color::from_rgb(250, 246, 230),
4.,8.
))
// Additionally, you can add keycodes that make your element respond to key presses as it would respond to clicks
.with_trigger_key(winit::event::VirtualKeyCode::A)
// We can also set the alignment within the window...
.with_alignment(ui::Alignment::Min, ui::Alignment::Center)
// ... offset the element (note that we can pass None into most of these functions to leave the presets for one dimension untouched) ...
.with_offset(25., None)
// ... or set its padding ...
.with_padding((5., 10., 5., 10.))
// ... and size. Here, we use a special method 'shrink' that sets the size of both dimension to shrink without changing their boundaries.
// Using the function .with_size would require us to also pass in boundaries.
.as_shrink()
// Finally, we build the element.
.build();
Self{gui: text_element}
}
More examples
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pub fn new(ctx: &Context) -> Result<Self, GameError> {
// Defining visuals
let vis = ui::Visuals::new(
Color::from_rgb(180, 120, 60),
Color::from_rgb(18, 12, 6),
1.,
0.,
);
let hover_vis = ui::Visuals::new(
Color::from_rgb(160, 100, 40),
Color::from_rgb(18, 12, 6),
3.,
0.,
);
// Creating main grid
let mut grid = ui::containers::GridBox::new(3, 2);
let contents = ["Scene", "UiElement", "Container", "Messages", "Sprites"];
for (i, &cont) in contents.iter().enumerate() {
grid.add(
graphics::Text::new(cont)
.set_scale(32.)
.to_owned()
.to_element_builder(i as u32 + 1, ctx)
.with_visuals(vis)
.with_hover_visuals(hover_vis)
.with_tooltip(
graphics::Text::new(format!(
"Click to look at the Scene created in the file {}.",
contents[i].to_lowercase()
))
.set_scale(24.)
.set_wrap(true)
.set_bounds(glam::Vec2::new(240., 500.))
.to_owned()
.to_element_builder(0, ctx)
.with_visuals(hover_vis)
.build(),
)
.build(),
i % 3,
i / 3,
)?;
}
// Add quit button
grid.add(
graphics::Text::new("Quit")
.set_scale(32.)
.to_owned()
.to_element_builder(6, ctx)
.with_visuals(vis)
.with_hover_visuals(hover_vis)
.build(),
2,
1,
)?;
Ok(Self {
gui: grid.to_element_builder(0, ctx).build(),
})
}
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pub fn new(ctx: &Context) -> Result<Self, GameError> {
// Reusing the visuals from E.
let vis = ui::Visuals::new(
Color::from_rgb(180, 120, 60),
Color::from_rgb(18, 12, 6),
1.,
0.,
);
let hover_vis = ui::Visuals::new(
Color::from_rgb(160, 100, 40),
Color::from_rgb(18, 12, 6),
3.,
0.,
);
let cont_vis = ui::Visuals::new(
Color::from_rgb(60, 120, 180),
Color::from_rgb(180, 180, 190),
1.,
0.,
);
// A sprite can be loaded by specifying a path, just like an Image.
// Additionaly, you need to inform the sprite of the grid size of its sheet and the duration each frame is displayed.
let ui_sprite = sprite::Sprite::from_path(
"/moo-sheet_16_16.png",
ctx,
16,
24,
Duration::from_secs_f32(0.25),
)?
// Just like any UI element, a sprite can have visuals, tooltip, ect.
.to_element_builder(1, ctx)
.scaled(5., 5.)
.with_visuals(vis)
.with_hover_visuals(hover_vis)
.with_tooltip(
graphics::Text::new("This is a sprite! Click it to end the scene.")
.set_scale(28.)
.set_font("Bahnschrift")
.to_owned()
.to_element_builder(0, ctx)
.with_visuals(cont_vis)
.build(),
)
.as_shrink()
.build();
// Sprites can also be initiated from a sprite pool, to make repeated file system access unneccessary
// and streamline loading of multiple sprites. This requires sprites in the folder to be formatted appropriately.
let sprite_pool = sprite::SpritePool::new()
// with_folder loads all .png/.bmp/.jpg/.jpeg files from the passed folder and optionally its subfolders
.with_folder(ctx, "/", true);
// We can now init a sprite from the pool. Sprites are saved in the pool with a key corresponding to their relative path
// (from the resource folder) with the format information and file ending removed.
let non_ui_sprite = sprite_pool.init_sprite("/mage-sheet", Duration::from_secs_f32(0.2))?;
// you can also initialize a sprite pool without any folder at all
let mut sprite_pool2 = sprite::SpritePool::new();
// in this case, you can use lazy initialisation of sprites to fill the sprite pool only with those sprites currently needed.
// Lazy initilisation draws from the pool if possible, from the file system if needed (and loads into the pool in this case) and panics if it can't find anything in the fs.
// Requires a mutable sprite pool!
// For testing purposes, we are loading a sprite we have already loaded - this should be drawn from the pool.
let lazy_sprite =
sprite_pool2.init_sprite_lazy(ctx, "/mage-sheet", Duration::from_secs_f32(0.5))?;
// now load the correct sprite
let lazy_sprite =
sprite_pool2.init_sprite_lazy(ctx, "/moo-sheet", lazy_sprite.get_frame_time())?;
Ok(Self {
gui: ui_sprite,
sprite: non_ui_sprite,
sprite2: lazy_sprite,
pos: Vec2::new(50., 200.),
v: Vec2::new(4., 4.),
})
}
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pub fn new(ctx: &Context) -> Result<Self, GameError> {
// Predefine some visuals so we don't have to do it for every element.
let vis = ui::Visuals::new(
Color::from_rgb(180, 120, 60),
Color::from_rgb(18, 12, 6),
1.,
0.,
);
// You can also create 'custom' visuals that allow you to set the thickness of each border & radius of each corner separately.
let vis2 = ui::Visuals::new_custom(
Color::from_rgb(180, 120, 60),
Color::from_rgb(18, 12, 6),
[4., 1., 4., 1.],
[2., 2., 2., 2.],
);
let hover_vis = ui::Visuals::new(
Color::from_rgb(160, 100, 40),
Color::from_rgb(18, 12, 6),
3.,
0.,
);
let cont_vis = ui::Visuals::new_custom(
Color::from_rgb(60, 120, 180),
Color::from_rgb(180, 180, 190),
[16., 8., 8., 8.],
[12., 2., 2., 12.],
);
// Note that the constructor now returns a Result.
// This is neccessary as the 'add' function used to add UI elements to grid containers can fail, thus failing the constructor.
// The first container we use is a vertical box simply laying out elements from top to bottom.
let mut ver_box = ui::containers::VerticalBox::new();
// We can manually change the spacing between elements in the box
ver_box.spacing = 10.;
// first, we need to add all the children to this vertical box.
// We'll just use TextElement for now, but these can also be images, sprites, placeholders or more containers.
for i in 0..8 {
// Create an element.
let element = graphics::Text::new(format!("{}", i))
.set_font("Bahnschrift")
.set_scale(28.)
.to_owned()
.to_element_builder(0, ctx)
.with_visuals(vis2)
.build();
// Add the element to the box. This cannot fail for non-grid containers, if ver_box were not an actual container
// or a container that requires a special method for adding, like e.g. GridBox, it would simply consume the element and do nothing.
ver_box.add(element);
}
// After adding all children, we can convert to a UiElement and style the box like we would style an other element. The usual pattern here is to shadow the variable to avoid use-after-move.
let ver_box = ver_box
.to_element_builder(0, ctx)
.with_visuals(cont_vis)
// Using larger padding to accomodate our thick borders.
.with_padding((24., 16., 16., 16.))
.build();
// Another container we can use is GridBox. A GridBox needs to be initialized with a set height and width and cannot be extended.
let mut grid = ui::containers::GridBox::new(4, 4);
// The contents of a grid box are initialized as empty elements. We'll add buttons to the diagonal of the grid.
for i in 0..4 {
// Create an element.
let element = graphics::Text::new(format!("{}", i))
.set_font("Bahnschrift")
.set_scale(28.)
.to_owned()
.to_element_builder(0, ctx)
.with_visuals(vis)
// Elements can be given alignment and will align within their respecitive cell in the grid.
.with_alignment(ui::Alignment::Max, None)
.build();
// Add the element to the box. This can fail, if ver_box were not an actual container
// or a container that requires a special method for adding, like e.g. GridBox.
grid.add(element, i, i)?;
}
// We'll also create our usual back button and put it into the top right of the grid.
let back = graphics::Text::new("Back!")
.set_font("Bahnschrift")
.set_scale(28.)
.to_owned()
.to_element_builder(1, ctx)
.with_visuals(vis)
.with_hover_visuals(hover_vis)
.build();
// This time, we'll enhance our back button a bit by using an icon that is displayed over the top left corner.
// To achieve this, we'll use a StackBox.
let mut stack = ui::containers::StackBox::new();
stack.add(back);
// The add_top function adds something to the top of a stack box. Creating and adding an element can be done inline.
stack.add_top(
graphics::Image::from_path(ctx, "/moo.png")?
.to_element_builder(0, ctx)
// We'll align the icon to the top right
.with_alignment(ui::Alignment::Min, ui::Alignment::Min)
// and offset it slightly
.with_offset(-10., -10.)
.build(),
)?;
// to_element is a shorthand for to_element_builder().build() if we want to simply take the default builder and not change anything.
let stack = stack.to_element(0, ctx);
// Now, we add the stack to the grid.
grid.add(stack, 3, 0)?;
// And finally build the grid.
let grid = grid
.to_element_builder(0, ctx)
.with_visuals(cont_vis)
.with_padding((24., 16., 16., 16.))
.build();
// The horizontal box is exactly the same as the vertical box except for orientation.
// We will use a horizontal box to contain the boxes created so far.
// if you don't want to create multiple variables, adding of children can be done inline for non-grid
// containers by using .with_child.
Ok(Self {
gui: ui::containers::HorizontalBox::new()
.to_element_builder(0, ctx)
.with_child(ver_box)
.with_child(grid)
.build(),
})
}
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pub fn new(ctx: &Context) -> GameResult<Self> {
// This title will change based on transitions whenever certain buttons are clicked.
let title = Text::new("Move this element with the buttons.\nYou have not yet clicked a button.")
// First, we style the title.
.set_font("Bahnschrift")
.set_scale(28.)
.to_owned()
.to_element_builder(0, ctx)
// Then, we add a message handler to the element.
.with_message_handler(
// The message handle receives a set of messages and a mutable transition vector.
|messages,_,transitions| {
let ids = [11,12,13,21,22,23,];
// We check if any of the buttons that interest us were clicked in the last frame.
for id in ids{
for message in messages{
if *message == ui::UiMessage::<()>::Clicked(id){
// If yes, we add a new transition to the vector.
transitions.push_back(
// Transitions are initalized with the duration they should take to complete and augmented via the builder pattern.
ui::Transition::new(Duration::ZERO)
// Here, we add a new content that will replace the old text once the transition completes.
.with_new_content(Text::new(format!(
"Move this element with the buttons.\nYou clicked a button with id {}.",
id
))
.set_font("Bahnschrift")
.set_scale(24.)
.to_owned())
)
}
}
}
})
.build();
// Define a general visual style to use for all buttons.
let vis = ui::Visuals::new(
Color::from_rgb(77, 109, 191),
Color::from_rgb(55, 67, 87),
2.,
4.,
);
// Create a grid box to hold all buttons.
let mut grid_box = ui::containers::GridBox::new(2, 3);
// Now, we create 6 buttons to move the element to all possible vertical and horizontal alignments and add them to the grid.
let vert_up = Text::new(" ^ ")
.set_font("Bahnschrift")
.to_owned()
.to_element_builder(11, ctx)
.with_visuals(vis)
// We can also set a sound to be played on click/key press
.with_trigger_sound(ggez::audio::Source::new(ctx, "/blipSelect.wav").ok())
.build();
grid_box
.add(vert_up, 0, 0)?;
let vert_ce = Text::new(" . ")
.set_font("Bahnschrift")
.to_owned()
.to_element_builder(12, ctx)
.with_visuals(vis)
.build();
grid_box
.add(vert_ce, 0, 1)?;
let vert_do = Text::new(" v ")
.set_font("Bahnschrift")
.to_owned().to_element_builder(13, ctx)
.with_visuals(vis)
.build();
grid_box
.add(vert_do, 0, 2)?;
let hor_up = Text::new(" < ")
.set_font("Bahnschrift")
.to_owned().to_element_builder(21, ctx)
.with_visuals(vis)
.build();
grid_box
.add(hor_up, 1, 0)?;
let hor_ce = Text::new(" . ")
.set_font("Bahnschrift")
.to_owned().to_element_builder(22, ctx)
.with_visuals(vis)
.build();
grid_box
.add(hor_ce, 1, 1)?;
let hor_do = Text::new(" > ")
.set_font("Bahnschrift")
.to_owned().to_element_builder(23, ctx)
.with_visuals(vis)
.build();
grid_box
.add(hor_do, 1, 2)?;
// The well-known back button will take us back to scene select.
let back = Text::new("Back")
.set_font("Bahnschrift")
.to_owned()
.to_element_builder(1, ctx)
.with_visuals(vis)
.as_fill()
.build();
// We create a general VBox to contain our UI
// We can create Vertical and Horizontal Boxes with the 'spaced' constructor to set its spacing value.
let gui_box = ui::containers::VerticalBox::new_spaced(6.)
.to_element_builder(0, ctx)
// We put the title, grid and back button together in a box.
.with_child(title)
.with_child(grid_box.to_element(30, ctx))
.with_child(back)
.with_size(ui::Size::Shrink(128., f32::INFINITY), ui::Size::Shrink(0., f32::INFINITY))
.with_visuals(ui::Visuals::new(
Color::from_rgb(120, 170, 200),
Color::from_rgb(55, 67, 87),
2.,
0.,
))
// Another message handler. Along with the messages and transition vector as discussed above, we also receive a layout struct
// that represents the layout struct of the element in the moment the transition was initialized. This allows us to only change
// the relevant parts of the layout without having to recreate it from scratch.
.with_message_handler(|messages, layout, transitions| {
// This guards prevent spam clicking a button from locking up the element with 1.5-second transitions.
if !transitions.is_empty() {
return;
}
let vert_map = HashMap::from([
(11, ui::Alignment::Min),
(12, ui::Alignment::Center),
(13, ui::Alignment::Max),
]);
let hor_map = HashMap::from([
(21, ui::Alignment::Min),
(22, ui::Alignment::Center),
(23, ui::Alignment::Max),
]);
// Check if any vertical buttons were clicked.
for (key, val) in vert_map {
if messages.contains(&ui::UiMessage::Triggered(key)) {
transitions.push_back(
// If yes, add a transition.
ui::Transition::new(Duration::from_secs_f32(1.5))
// This time, we don't change the content, but the layout.
// Layout, visuals and hover_visuals are not changed on completion like content, but instead applied gradually.
.with_new_layout(ui::Layout{
y_alignment: val,
..layout
}),
);
}
}
// Repeat for horizontal keys.
for (key, val) in hor_map {
if messages.contains(&ui::UiMessage::Triggered(key)) {
transitions.push_back(
ui::Transition::new(Duration::from_secs_f32(1.5)).with_new_layout(ui::Layout{
x_alignment: val,
..layout
}),
);
}
}
})
.build();
// Finally, we wrap our gui_box into a space-filling stack pane so we have a place to later add further elements
Ok(Self {
gui: ui::containers::StackBox::new()
.to_element_builder(100, ctx)
.as_fill()
.with_child(gui_box)
.build()
})
}
}
impl scene_manager::Scene for EScene {
fn update(&mut self, ctx: &mut Context) -> Result<scene_manager::SceneSwitch, GameError> {
// Nothing much to do here, except implement the back button functionality.
let messages = self.gui.manage_messages(ctx, None);
if messages.contains(&ui::UiMessage::Triggered(1)){
// If it is, we end the current scene (and return to the previous one) by popping it off the stack.
return Ok(scene_manager::SceneSwitch::pop(1));
}
if messages.contains(&ui::UiMessage::Triggered(13)){
// If a certain button is pressed, add a small text element to the gui.
self.gui.add_element(100,
// using a duration box as a wrapper will remove the element after a set amount of time
ui::containers::DurationBox::new(
Duration::from_secs_f32(1.5),
graphics::Text::new("Just a small reminder that you pressed button 13.")
.set_font("Bahnschrift")
.set_wrap(true)
.set_bounds(glam::Vec2::new(200., 500.))
.set_scale(28.)
.to_owned()
.to_element_builder(0, ctx)
.with_visuals(ui::Visuals::new(
Color::from_rgb(77, 109, 191),
Color::from_rgb(55, 67, 87),
2.,
4.,
))
.build()
).to_element_builder(0, ctx)
.with_alignment(ui::Alignment::Center, ui::Alignment::Min)
.with_offset(0., 25.)
.build()
);
}
Ok(scene_manager::SceneSwitch::None)
}