feat: add support to trigger refresh through external events.
- Allow users to trigger a dispatch by using `Res<ExternalEventDispatcher>`.
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@@ -0,0 +1,136 @@
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use std::time::Duration;
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use bevy::{color::palettes::basic::*, prelude::*, window::WindowResolution, winit::WinitPlugin};
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use bevy_wayland::{prelude::*, ExternalEventDispatcher};
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const NORMAL_BUTTON: Color = Color::srgb(0.15, 0.15, 0.15);
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const HOVERED_BUTTON: Color = Color::srgb(0.25, 0.25, 0.25);
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const PRESSED_BUTTON: Color = Color::srgb(0.35, 0.75, 0.35);
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fn main() {
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App::new()
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.add_plugins((
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DefaultPlugins
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.build()
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.disable::<WinitPlugin>()
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.set(WindowPlugin {
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primary_window: Some(Window {
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resolution: WindowResolution::new(400.0, 400.0),
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present_mode: bevy::window::PresentMode::AutoVsync,
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..Default::default()
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}),
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..Default::default()
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}),
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WaylandPlugin,
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))
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.add_systems(Startup, (setup, external_tick_sender))
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.add_systems(Update, (button_system, exit_on_esc))
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.run();
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}
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fn external_tick_sender(external_event_dispatcher: Res<ExternalEventDispatcher>) {
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let displatcher = external_event_dispatcher.clone();
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let mut count = 5;
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std::thread::spawn(move || loop {
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println!("Spawned Thread");
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std::thread::sleep(Duration::from_secs(1));
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displatcher.dispatch().unwrap();
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count -= 1;
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if count < 0 {
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return;
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}
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});
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}
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#[allow(clippy::type_complexity)]
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fn button_system(
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mut interaction_query: Query<
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(
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&Interaction,
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&mut BackgroundColor,
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&mut BorderColor,
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&Children,
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),
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(Changed<Interaction>, With<Button>),
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>,
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mut text_query: Query<&mut Text>,
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) {
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//info!("Button system was called!!");
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for (interaction, mut color, mut border_color, children) in &mut interaction_query {
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let mut text = text_query.get_mut(children[0]).unwrap();
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match *interaction {
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Interaction::Pressed => {
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**text = "Press".to_string();
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*color = PRESSED_BUTTON.into();
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border_color.0 = RED.into();
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}
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Interaction::Hovered => {
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**text = "Hover".to_string();
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*color = HOVERED_BUTTON.into();
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border_color.0 = Color::WHITE;
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}
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Interaction::None => {
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**text = "Button".to_string();
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*color = NORMAL_BUTTON.into();
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border_color.0 = Color::BLACK;
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}
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}
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}
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}
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fn setup(mut commands: Commands, assets: Res<AssetServer>, windows: Query<Entity, With<Window>>) {
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for entity in &windows {
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commands.entity(entity).insert((LayerShellSettings {
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anchor: Anchor::TOP | Anchor::LEFT,
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layer: Layer::Bottom,
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..Default::default()
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},));
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}
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// ui camera
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commands.spawn(Camera2d);
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commands.spawn(button(&assets));
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}
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fn exit_on_esc(keys: Res<ButtonInput<KeyCode>>) {
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if keys.just_pressed(KeyCode::Escape) {
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std::process::exit(0);
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}
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}
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fn button(asset_server: &AssetServer) -> impl Bundle + use<> {
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(
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Node {
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width: Val::Percent(100.0),
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height: Val::Percent(100.0),
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align_items: AlignItems::Center,
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justify_content: JustifyContent::Center,
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..default()
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},
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children![(
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Button,
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Node {
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width: Val::Px(150.0),
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height: Val::Px(65.0),
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border: UiRect::all(Val::Px(5.0)),
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// horizontally center child text
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justify_content: JustifyContent::Center,
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// vertically center child text
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align_items: AlignItems::Center,
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..default()
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},
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BorderColor(Color::BLACK),
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BorderRadius::MAX,
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BackgroundColor(NORMAL_BUTTON),
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children![(
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Text::new("Button"),
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TextFont {
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font: asset_server.load("fonts/FiraSans-Bold.ttf"),
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font_size: 33.0,
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..default()
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},
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TextColor(Color::srgb(0.9, 0.9, 0.9)),
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TextShadow::default(),
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)]
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)],
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)
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}
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