Usage / Character Creation with UI Widgets

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This example illustrates how to manage data input from select widgets in the ui_widgets crate.

When a UI widget is interacted with by an application user, various events may be triggered that that the user presumably wants to be recognized by the application. State may be directly changed on the widgets themselves depending on the widget. It is up to the application to handle and interpret these events and changes, which usually means updating its own internal state and refreshing its user interface so that the user sees the most recent data.

The example will implement a traditional Model View Controller (MVC) design using the various ui widgets to power a character creation screen.

To read more about state management, consult the [bevy::ui_widgets] crate level documentation.

use bevy::{
    color::palettes,
    ecs::schedule::IntoScheduleConfigs,
    input_focus::tab_navigation::TabIndex,
    prelude::*,
    text::{EditableText, TextCursorStyle},
    ui::Checked,
    ui_widgets::{
        Checkbox, RadioButton, RadioGroup, Slider, SliderOrientation, SliderPrecision, SliderRange,
        SliderThumb, SliderValue, TextInput, TrackClick, ValueChange,
    },
    window::{CursorIcon, PrimaryWindow, SystemCursorIcon},
};

fn main() {
    App::new()
        .add_plugins(DefaultPlugins)
        .init_resource::<Character>()
        .add_systems(Startup, setup)
        .add_systems(
            Update,
            (
                // Updates the Model if the user changed the name via text input.
                // This is a Controller system, and is not an Observer because of
                // the way the text input widget is designed.
                on_changed_editable_text,
                // Updates the View after any Model changes
                refresh_character.run_if(resource_exists_and::<Character>(|character| {
                    !character.changed_fields.is_empty()
                })),
            )
                .chain(),
        )
        .run();
}

fn setup(mut commands: Commands, character: Res<Character>) {
    commands.spawn_scene_list(bsn_list! {
        Camera2d
        --
        // This scene will serve as one half of our "View"
        // and most of the "Controller" in our MVC design.
        // The user interacts with UI widgets, which are processed by the "Controller"
        // via observers and systems. The observers and systems update the
        // state and also update the look of the UI widgets
        // (i.e. changing text color of a selected option, inserting an X).
        @ui(&character)
        --
        // This scene will serve as the other half of our "View" in our MVC design.
        // The user will see the character they are creating.
        @character_view(&character)
    });
}

/// This resource serves as the "Model" in our MVC Design.
/// It serves as our source of truth for the character being created.
#[derive(Resource)]
struct Character {
    name: String,
    age: u32,
    hat_type: HatType,
    tint_yellow: bool,
    // This is used by the app to more efficiently queue refreshes
    // of the character view by only refreshing the necessary entities.
    changed_fields: Vec<ChangedField>,
}

impl Default for Character {
    fn default() -> Self {
        Character {
            name: "Bevy".into(),
            age: 5,
            hat_type: HatType::default(),
            tint_yellow: false,
            changed_fields: vec![],
        }
    }
}

/// Hat options for the character to have.
/// This derives `Component` so each enum value can be placed on individual radio buttons
/// for ease of identifying which radio button was selected.
#[derive(Component, Clone, Copy, Debug, Default, PartialEq)]
enum HatType {
    #[default]
    None,
    TopHat,
    DunceCap,
}

#[derive(Clone, Copy, Debug, PartialEq)]
enum ChangedField {
    Name,
    Age,
    HatType,
    TintYellow,
}

const HAT_TYPES: [HatType; 3] = [HatType::None, HatType::TopHat, HatType::DunceCap];

// --- START MARKER COMPONENTS --- //

#[derive(Component, Clone, Default)]
struct NameInput;

#[derive(Component, Clone, Default)]
struct AgeSlider;

#[derive(Component, Clone, Default)]
struct AgeSliderThumb;

#[derive(Component, Clone, Default)]
struct AgeSliderText;

#[derive(Component, Clone, Default)]
struct HatTypeRadioGroup;

#[derive(Component, Clone, Default)]
struct TintYellowCheckbox;

#[derive(Component, Clone, Default)]
struct CharacterView;

#[derive(Component, Clone, Default)]
struct CharacterSprite;

#[derive(Component, Clone, Default)]
struct CharacterHat;

#[derive(Component, Clone, Default)]
struct CharacterNameAndAge;

// --- END MARKER COMPONENTS --- //

// --- WIDGET VIEW & CONTROLLER --- //

/// Spawns the ui widgets that will serve as half of our "View",
/// with "Controller" logic as important observers in our MVC design.
fn ui(character: &Character) -> impl Scene {
    bsn! {
        // UI will take up the left half of the screen.
        Node {
            flex_direction: FlexDirection::Column,
            justify_content: JustifyContent::Center,
            align_items: AlignItems::Center,
            height: percent(100)
            width: percent(50),
        }
        Children [
            // The character creation pane
            Node {
                flex_direction: FlexDirection::Column,
                justify_content: JustifyContent::SpaceEvenly,
                align_items: AlignItems::Center,
                margin: percent(5),
                width: percent(90),
                padding: UiRect::vertical(px(10)),
                border_radius: BorderRadius::all(px(5)),
                row_gap: px(10),
            }
            BackgroundColor(palettes::basic::GRAY)
            Children [
                // Pane header
                Node
                Children[
                    Text("Character Creator")
                ]
                --
                @name_text_input_row(character)
                --
                @age_slider_row(character)
                --
                @hat_type_radio_group_row(character)
                --
                @tint_yellow_checkbox_row(character)
            ]
        ]
    }
}

// --- START TEXT INPUT -- //

/// Creates the text input row that allows the user to input a name for the character.
fn name_text_input_row(character: &Character) -> impl Scene {
    bsn! {
        Node {
            flex_direction: FlexDirection::Row,
            align_items: AlignItems::Center,
            justify_content: JustifyContent::SpaceBetween,
        }
        Children [
            Node
            Children [
                Text::new("Name: ")
            ]
            --
            @name_text_input(character)
        ]
    }
}

fn name_text_input(character: &Character) -> impl Scene {
    let name = character.name.clone();
    bsn! {
        Node {
            width: px(200),
            border: px(5),
            border_radius: BorderRadius::all(px(10)),
            padding: UiRect::axes(px(5), px(2)),
        }
        NameInput
        TextInput
        EditableText::new(name)
        // TabIndex Component is necessary for the text input to receive focus for typing.
        TabIndex(0)
        // This is necessary so that the text cursor pops up when the input has focus.
        TextCursorStyle::default()
        BackgroundColor(Color::BLACK)
        on(on_pointer_over_text_cursor)
        on(on_pointer_out_default_cursor)
    }
}

/// A system that implements Controller logic to update the Name Input.
/// This particular system updates the Model upon any change in value to the text input's `EditableText`.
/// The text input widget does not regularly emit any events on value change. Instead, the
/// `EditableText`'s value can be polled under app-specific conditions to update the Model when appropriate.
fn on_changed_editable_text(
    name_input_q: Query<&EditableText, With<NameInput>>,
    mut character: ResMut<Character>,
) {
    let Ok(editable_text) = name_input_q.single_inner() else {
        return;
    };
    let new_name = editable_text.value().to_string();
    if character.name != new_name {
        character.name = new_name;
        character.changed_fields.push(ChangedField::Name);
    }

    // We do not need to update the ui widget view in our app because `EditableText`
    // manages its own state internally; it updates the text the user sees automatically.

    // Because character has been modified, refresh_character will run and update the other half of the "View".
}

// --- END TEXT INPUT -- //

// --- START SLIDER -- //

/// Creates the age slider that allows the user to input the age of the character.
fn age_slider_row(character: &Character) -> impl Scene {
    let age = character.age;
    bsn! {
        Node {
            flex_direction: FlexDirection::Row,
            align_items: AlignItems::Center,
            justify_content: JustifyContent::SpaceBetween,
            column_gap: px(10),
        }
        Children [
            Node
            Children [
                Text::new("Age:")
            ]
            --
            @age_slider(character)
            --
            Node {
                width: px(30),
            }
            Children [
                AgeSliderText
                Text(format!("{}", age))
            ]
        ]
    }
}

fn age_slider(character: &Character) -> impl Scene {
    bsn! {
        Node {
            width: px(220),
            border: px(5),
            padding: UiRect::axes(px(5), px(2)),
        }
        AgeSlider
        Slider {
            track_click: TrackClick::Snap,
            orientation: SliderOrientation::Horizontal,
        }
        SliderValue({character.age as f32})
        // Move every whole number.
        SliderPrecision(0)
        SliderRange::new(1., 100.)
        BackgroundColor(Color::BLACK)
        // This observer is part of the Controller -- it reacts to the user's input!
        on(on_value_change_age_slider)
        on(on_pointer_over_pointer_cursor)
        on(on_pointer_drag_start_grabbing_cursor)
        on(on_pointer_drag_end_grab_cursor)
        on(on_pointer_out_default_cursor)
        Children [
            // Visible Slider Track
            // It is 220px in width via its parent.
            Node {
                height: px(5),
                border_radius: BorderRadius::all(px(3)),
            }
            BackgroundColor(Color::BLACK)
            --
            // Invisible shorter track (does not have background color) that the
            // SliderThumb glides on. This is so that the thumb
            // does not go past the left and right sides of the visible slider track.
            Node {
                display: Display::Flex,
                position_type: PositionType::Absolute,
                left: px(0)
                // Shortened by the slider thumb's width on the right side.
                // This means that it is 200px in width.
                right: px(20),
                top: px(0),
                bottom: px(0),
            }
            Children [
                AgeSliderThumb
                SliderThumb
                Node {
                    display: Display::Flex,
                    width: px(20),
                    height: px(10),
                    position_type: PositionType::Absolute,
                    // Where the thumb is along the track will be updated by `on_value_change_age_slider`
                    left: percent((character.age as f32 - 1.) / (100. - 1.) * 100.),
                }
                BackgroundColor(Color::WHITE)
                on(on_pointer_over_grab_cursor)
                on(on_pointer_out_default_cursor)
                on(on_pointer_drag_start_grabbing_cursor)
                on(on_pointer_drag_end_grab_cursor)
            ]
        ]
    }
}

/// A system that implements Controller logic to update the Age.
/// This particular system updates the Model upon any change in value to the Age Slider.
/// Sliders emit a `ValueChange<f32>` event when the user drags the slider.
/// The value of the event is the new value of the slider.
/// The source of the event is the `Slider` parent entity.
fn on_value_change_age_slider(
    event: On<ValueChange<f32>>,
    age_slider_q: Query<(Entity, &SliderRange), With<AgeSlider>>,
    mut age_slider_text_q: Query<&mut Text, With<AgeSliderText>>,
    mut age_slider_thumb_q: Query<&mut Node, With<AgeSliderThumb>>,
    mut character: ResMut<Character>,
    mut commands: Commands,
) {
    let Ok((entity, slider_range)) = age_slider_q.single_inner() else {
        return;
    };
    if event.source != entity {
        return;
    }

    // Update the Model
    // `SliderPrecision` ensures that this value is a whole number.
    character.age = event.value as u32;
    character.changed_fields.push(ChangedField::Age);

    // Update the Widget portion of the View
    commands
        .entity(event.source)
        .insert(SliderValue(character.age as f32));
    for mut node in age_slider_thumb_q.iter_mut() {
        node.left = percent(slider_range.thumb_position(character.age as f32) * 100.0);
    }
    for mut text in age_slider_text_q.iter_mut() {
        *text = Text::new(format!("{}", character.age));
    }

    // Because character has been modified, refresh_character will run and update the other half of the "View".
}

// --- END SLIDER -- //

// --- START RADIO GROUP -- //

/// Creates the radio group row that allows the user to select a hat for the character.
fn hat_type_radio_group_row(character: &Character) -> impl Scene {
    bsn! {
        Node {
            flex_direction: FlexDirection::Row,
            align_items: AlignItems::Center,
            justify_content: JustifyContent::SpaceBetween,
        }
        RadioGroup
        HatTypeRadioGroup
        // This observer is part of the Controller -- it reacts to the user's input!
        on(on_value_change_hat_type)
        Children [
            Node
            Children [
                Text("Hat: ")
            ]
            --
            {
                HAT_TYPES.iter()
                    .map(|hat_type| hat_type_radio_button(*hat_type, character))
                    .collect::<Vec<_>>()
            }
        ]
    }
}

fn hat_type_radio_button(hat_type: HatType, character: &Character) -> Box<dyn Scene> {
    let base_radio_button = || {
        bsn! {
            Node {
                border: px(5),
                border_radius: BorderRadius::all(px(10)),
                padding: UiRect::axes(px(5), px(2)),
            }
            RadioButton
            hat_type
            BackgroundColor(Color::BLACK)
            on(on_pointer_over_pointer_cursor)
            on(on_pointer_out_default_cursor)
        }
    };
    if character.hat_type == hat_type {
        Box::new(bsn! {
            @base_radio_button()
            // The selected hat_type must have the `Checked` component.
            Checked
            Children [
                Text::new(format!("{hat_type:?}"))
                // The selected hat_type's text is green as opposed to white.
                TextColor(palettes::basic::GREEN)
            ]
        })
    } else {
        Box::new(bsn! {
            @base_radio_button()
            Children [
                Text(format!("{hat_type:?}"))
                TextColor(palettes::basic::WHITE)
            ]
        })
    }
}

/// This observer is part of the Controller logic.
/// This observer will update the `Character` Resource based on a change to the Hat Type Radio Group.
/// Radio groups emit a `ValueChange<Entity>` event when the user clicks on a radio button.
/// The value of the event is of the clicked radio button.
/// The source of the event is the parent radio group.
fn on_value_change_hat_type(
    event: On<ValueChange<Entity>>,
    hat_type_value_q: Query<(Entity, &HatType, Has<Checked>, &Children), With<RadioButton>>,
    hat_type_radio_group_q: Single<Entity, With<HatTypeRadioGroup>>,
    mut character: ResMut<Character>,
    mut commands: Commands,
) {
    // Ensure this value change event is for the Hat Type Radio Group
    // Although unnecessary in this example, apps with multiple radio groups need to distinguish
    // what the value change is for.
    if event.source != hat_type_radio_group_q.entity() {
        return;
    }

    let Ok((_, new_hat_type, has_checked, _)) = hat_type_value_q.get(event.value) else {
        return;
    };

    if has_checked {
        // The hat type has actually not changed, so we do not need to do anything.
        return;
    }

    // Update the Model
    character.hat_type = *new_hat_type;
    character.changed_fields.push(ChangedField::HatType);

    // Update the Widget portion of the View
    for (button_entity, hat_type, has_checked, children) in hat_type_value_q.iter() {
        if character.hat_type == *hat_type {
            commands.entity(button_entity).insert(Checked);
            // The radio button only has one child for the text and color of the button
            commands
                .entity(children[0])
                .insert(TextColor(palettes::basic::GREEN.into()));
        } else if has_checked {
            commands.entity(button_entity).remove::<Checked>();
            commands.entity(children[0]).insert(TextColor(Color::WHITE));
        }
    }
    // Because character has been modified, refresh_character will run and update the other half of the "View".
}

// --- END RADIO GROUP -- //

// --- START CHECK BOX -- //

/// Creates the checkbox row that allows the user to toggle a yellow tint of the character.
fn tint_yellow_checkbox_row(character: &Character) -> impl Scene {
    bsn! {
        Node {
            flex_direction: FlexDirection::Row,
            align_items: AlignItems::Center,
            justify_content: JustifyContent::SpaceBetween,
        }
        Children [
            Node
            Children [
                Text("Tint Yellow: ")
            ]
            --
            @tint_yellow_checkbox(character)
        ]
    }
}

fn tint_yellow_checkbox(character: &Character) -> Box<dyn Scene> {
    let base_checkbox = || {
        bsn! {
            Node {
                padding: UiRect::horizontal(px(5)),
            }
            Checkbox
            TintYellowCheckbox
            BackgroundColor(Color::WHITE)
            on(on_pointer_over_pointer_cursor)
            on(on_pointer_out_default_cursor)
            // This observer is part of the controller -- it reacts to the user's input!
            on(on_value_change_tint_yellow)
        }
    };

    if character.tint_yellow {
        Box::new(bsn! {
            @base_checkbox()
            Checked
            Children [
                Text("X")
                TextColor(palettes::basic::GREEN)
            ]
        })
    } else {
        Box::new(bsn! {
            @base_checkbox()
            Children [
                Text(" ")
                TextColor(palettes::basic::GREEN)
            ]
        })
    }
}

/// This observer is part of the Controller logic.
/// This observer will update the `Character` Resource based on a change to the Tint Yellow Checkbox.
/// Checkboxes emit a `ValueChange<bool>` event when the user clicks on a checkbox.
/// The value of the event is the value of the toggle.
/// The source of the event is the checkbox.
fn on_value_change_tint_yellow(
    event: On<ValueChange<bool>>,
    tint_yellow_checkbox_q: Query<(Entity, &Children), With<TintYellowCheckbox>>,
    mut character: ResMut<Character>,
    mut commands: Commands,
) {
    let Ok((checkbox_entity, children)) = tint_yellow_checkbox_q.single_inner() else {
        return;
    };

    // Ensure this value change event is for the checkbox.
    // Although unnecessary in this example, apps with multiple checkboxes need to distinguish
    // what the value change is for.
    if event.source != checkbox_entity {
        return;
    }

    // Update the Model
    character.tint_yellow = event.value;
    character.changed_fields.push(ChangedField::TintYellow);

    // Update the Widget portion of the View
    if character.tint_yellow {
        commands.entity(event.source).insert(Checked);
        // The checkbox only has one child for the X and its color
        commands.entity(children[0]).insert(Text::new("X"));
    } else {
        commands.entity(event.source).remove::<Checked>();
        commands.entity(children[0]).insert(Text::new(" "));
    }
    // Because character has been modified, refresh_character will run and update the other half of the "View".
}

// --- END CHECK BOX -- //

// --- END WIDGET VIEW & CONTROLLER --- //

// --- START CHARACTER VIEW --- //

/// Returns the "View", powered by data from the `Character` Model.
fn character_view(character: &Character) -> impl Scene {
    bsn! {
        CharacterView
        Transform::from_xyz(320., 0., 0.)
        Visibility::Inherited
        Children [
            @character_sprite(&character)
            --
            @character_hat(&character)
            --
            @character_name_and_age(&character)
        ]
    }
}

/// A system that updates the "View" whenever the underlying `Character` "Model" has changed.
fn refresh_character(
    mut commands: Commands,
    character_view_q: Single<(Entity, &Children), With<CharacterView>>,
    view_type_q: Query<(
        Entity,
        Has<CharacterSprite>,
        Has<CharacterHat>,
        Has<CharacterNameAndAge>,
    )>,
    mut character: ResMut<Character>,
) {
    let (character_view, children) = character_view_q.into_inner();
    let (mut already_updated_name_age, mut already_updated_sprite, mut already_updated_hat) =
        (false, false, false);
    for changed_field in character.changed_fields.iter().copied() {
        // First, find the correct child to despawn
        // Then, add an updated child.
        match changed_field {
            ChangedField::Name | ChangedField::Age if !already_updated_name_age => {
                for (child, _, _, is_name_and_age) in children
                    .iter()
                    .filter_map(|child| view_type_q.get(child).ok())
                {
                    if is_name_and_age {
                        commands.entity(child).try_despawn();
                    }
                }
                let new_child = commands
                    .spawn_scene(character_name_and_age(&character))
                    .id();
                commands.entity(character_view).add_child(new_child);

                already_updated_name_age = true;
            }
            ChangedField::TintYellow if !already_updated_sprite => {
                for (child, is_sprite, _, _) in children
                    .iter()
                    .filter_map(|child| view_type_q.get(child).ok())
                {
                    if is_sprite {
                        commands.entity(child).try_despawn();
                    }
                }
                let new_child = commands.spawn_scene(character_sprite(&character)).id();
                commands.entity(character_view).add_child(new_child);

                already_updated_sprite = true;
            }
            ChangedField::HatType if !already_updated_hat => {
                for (child, _, is_hat, _) in children
                    .iter()
                    .filter_map(|child| view_type_q.get(child).ok())
                {
                    if is_hat {
                        commands.entity(child).try_despawn();
                    }
                }
                let new_child = commands.spawn_scene(character_hat(&character)).id();
                commands.entity(character_view).add_child(new_child);

                already_updated_hat = true;
            }
            _ => {}
        }
    }
    character.changed_fields.clear();
}

fn character_sprite(character: &Character) -> Box<dyn Scene> {
    if character.tint_yellow {
        Box::new(bsn! {
            CharacterSprite
            Sprite {
                image: "branding/icon.png",
                color: palettes::basic::YELLOW
            }
            Transform
        })
    } else {
        Box::new(bsn! {
            CharacterSprite
            Sprite {
                image: "branding/icon.png",
            }
            Transform
        })
    }
}

fn character_hat(character: &Character) -> Box<dyn Scene> {
    match character.hat_type {
        HatType::None => Box::new(bsn! {
            CharacterHat
        }),
        HatType::TopHat => Box::new(bsn! {
            CharacterHat
            // 0.78 radians ~ PI / 4
            Transform::from_rotation(Quat::from_rotation_z(0.78))
            Visibility::Inherited
            Children [
                // bottom wider portion of the top hat.
                Mesh2d(asset_value(Rectangle::new(
                    40., 10.
                )))
                MeshMaterial2d<ColorMaterial>(asset_value(ColorMaterial::from_color(Color::BLACK)))
                Transform::from_xyz(55., 60., 1.)
                --
                // top longer portion of the top hat
                Mesh2d(asset_value(Rectangle::new(
                    20., 50.
                )))
                MeshMaterial2d<ColorMaterial>(asset_value(ColorMaterial::from_color(Color::BLACK)))
                Transform::from_xyz(55., 85., 1.)
            ]
        }),
        HatType::DunceCap => Box::new(bsn! {
            CharacterHat
            Mesh2d(asset_value(Triangle2d::new(
                Vec2::new(0., 100.),
                Vec2::new(-20., 0.),
                Vec2::new(20., 0.)
            )))
            MeshMaterial2d<ColorMaterial>(asset_value(ColorMaterial::from_color(palettes::basic::TEAL)))
            Transform::from_xyz(0., 80., 1.).with_rotation(Quat::from_rotation_z(0.78))
        }),
    }
}

fn character_name_and_age(character: &Character) -> impl Scene {
    let name = character.name.clone();
    let age = character.age;
    let years = if age == 1 { "year" } else { "years" };
    bsn! {
        CharacterNameAndAge
        Text2d(format!("Hi! My name is {name}.\nI am {age} {years} old."))
        Transform::from_xyz(0., -200., 0.)
    }
}

// --- END CHARACTER VIEW --- //

// --- START MISC OBSERVERS (STYLING) --- //

/// An observer that styles the cursor, used primarily for text input.
/// This is not part of the Controller.
fn on_pointer_over_text_cursor(
    mut event: On<PointerOver>,
    mut window_q: Query<Entity, With<PrimaryWindow>>,
    mut commands: Commands,
) {
    for window in window_q.iter_mut() {
        commands
            .entity(window)
            .insert(CursorIcon::System(SystemCursorIcon::Text));
    }

    event.propagate(false);
}

/// An observer that styles the cursor, used primarily for sliders.
/// This is not part of the Controller.
fn on_pointer_over_grab_cursor(
    mut event: On<PointerOver>,
    mut window_q: Query<Entity, With<PrimaryWindow>>,
    mut commands: Commands,
) {
    for window in window_q.iter_mut() {
        commands
            .entity(window)
            .insert(CursorIcon::System(SystemCursorIcon::Grab));
    }
    event.propagate(false);
}

/// An observer that styles the cursor, used primarily for sliders.
/// This is not part of the Controller.
fn on_pointer_drag_start_grabbing_cursor(
    _event: On<PointerDragStart>,
    mut window_q: Query<Entity, With<PrimaryWindow>>,
    mut commands: Commands,
) {
    for window in window_q.iter_mut() {
        commands
            .entity(window)
            .insert(CursorIcon::System(SystemCursorIcon::Grabbing));
    }
    // Note that this event does not stop propagation!
    // This is because the slider widget processes drag events in order to
    // emit value change events.
}

/// An observer that styles the cursor, used primarily for sliders.
/// This is not part of the Controller.
fn on_pointer_drag_end_grab_cursor(
    _event: On<PointerDragEnd>,
    mut window_q: Query<Entity, With<PrimaryWindow>>,
    mut commands: Commands,
) {
    for window in window_q.iter_mut() {
        commands
            .entity(window)
            .insert(CursorIcon::System(SystemCursorIcon::Grab));
    }
    // Note that this event does not stop propagation!
    // This is because the slider widget processes drag events in order to
    // emit value change events.
}

/// An observer that styles the cursor, used primarily for buttons / checkboxes.
/// This is not part of the Controller.
fn on_pointer_over_pointer_cursor(
    mut event: On<PointerOver>,
    mut window_q: Query<Entity, With<PrimaryWindow>>,
    mut commands: Commands,
) {
    for window in window_q.iter_mut() {
        commands
            .entity(window)
            .insert(CursorIcon::System(SystemCursorIcon::Pointer));
    }
    event.propagate(false);
}

/// An observer that styles the cursor, used for all widgets.
/// This is not part of the Controller.
fn on_pointer_out_default_cursor(
    mut event: On<PointerOut>,
    mut window_q: Query<Entity, With<PrimaryWindow>>,
    mut commands: Commands,
) {
    for window in window_q.iter_mut() {
        commands
            .entity(window)
            .insert(CursorIcon::System(SystemCursorIcon::Default));
    }
    event.propagate(false);
}

// --- END MISC OBSERVERS (STYLING) --- //