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use std::{
collections::HashMap,
time::Duration,
};
use mooeye::{ui, ui::UiContent, scene_manager};
use ggez::{
context::Context,
graphics::{Color, Text},
*,
};
/// A once again basic scene containing only a GUI.
pub struct EScene {
/// The root element of EScene's GUI.
gui: ui::UiElement<()>,
}
impl EScene {
/// Creates a new 'default' EScene.
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)
}
fn draw(&mut self, ctx: &mut Context, mouse_listen: bool) -> Result<(), GameError> {
// Once again the basic drawing function.
let mut canvas = graphics::Canvas::from_frame(ctx, None);
canvas.set_sampler(graphics::Sampler::nearest_clamp());
self.gui.draw_to_screen(ctx, &mut canvas, mouse_listen);
canvas.finish(ctx)?;
Ok(())
}
}