box shadow (#15204)
# Objective
UI box shadow support
Adds a new component `BoxShadow`:
```rust
pub struct BoxShadow {
/// The shadow's color
pub color: Color,
/// Horizontal offset
pub x_offset: Val,
/// Vertical offset
pub y_offset: Val,
/// Horizontal difference in size from the occluding uninode
pub spread_radius: Val,
/// Blurriness of the shadow
pub blur_radius: Val,
}
```
To use `BoxShadow`, add the component to any Bevy UI node and a shadow
will be drawn beneath that node.
Also adds a resource `BoxShadowSamples` that can be used to adjust the
shadow quality.
#### Notes
* I'm not super happy with the field names. Maybe we need a `struct Size
{ width: Val, height: Val }` type or something.
* The shader isn't very optimised but I don't see that it's too
important for now as the number of shadows being rendered is not going
to be massive most of the time. I think it's more important to get the
API and geometry correct with this PR.
* I didn't implement an inset property, it's not essential and can
easily be added in a follow up.
* Shadows are only rendered for uinodes, not for images or text.
* Batching isn't supported, it would need out-of-the-scope-of-this-pr
changes to the way the UI handles z-ordering for it to be effective.
# Showcase
```cargo run --example box_shadow -- --samples 4```
<img width="391" alt="br" src="https://github.com/user-attachments/assets/4e8add96-dc93-46e0-9e35-d995eb0943ad">
```cargo run --example box_shadow -- --samples 10```
<img width="391" alt="s10"
src="https://github.com/user-attachments/assets/ecb384c9-4012-4cd6-9dea-5180904bf28e">
2024-10-08 16:26:17 +00:00
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//! This example shows how to create a node with a shadow
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use argh::FromArgs;
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2024-12-01 21:30:08 +00:00
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use bevy::color::palettes::css::BLUE;
|
box shadow (#15204)
# Objective
UI box shadow support
Adds a new component `BoxShadow`:
```rust
pub struct BoxShadow {
/// The shadow's color
pub color: Color,
/// Horizontal offset
pub x_offset: Val,
/// Vertical offset
pub y_offset: Val,
/// Horizontal difference in size from the occluding uninode
pub spread_radius: Val,
/// Blurriness of the shadow
pub blur_radius: Val,
}
```
To use `BoxShadow`, add the component to any Bevy UI node and a shadow
will be drawn beneath that node.
Also adds a resource `BoxShadowSamples` that can be used to adjust the
shadow quality.
#### Notes
* I'm not super happy with the field names. Maybe we need a `struct Size
{ width: Val, height: Val }` type or something.
* The shader isn't very optimised but I don't see that it's too
important for now as the number of shadows being rendered is not going
to be massive most of the time. I think it's more important to get the
API and geometry correct with this PR.
* I didn't implement an inset property, it's not essential and can
easily be added in a follow up.
* Shadows are only rendered for uinodes, not for images or text.
* Batching isn't supported, it would need out-of-the-scope-of-this-pr
changes to the way the UI handles z-ordering for it to be effective.
# Showcase
```cargo run --example box_shadow -- --samples 4```
<img width="391" alt="br" src="https://github.com/user-attachments/assets/4e8add96-dc93-46e0-9e35-d995eb0943ad">
```cargo run --example box_shadow -- --samples 10```
<img width="391" alt="s10"
src="https://github.com/user-attachments/assets/ecb384c9-4012-4cd6-9dea-5180904bf28e">
2024-10-08 16:26:17 +00:00
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use bevy::color::palettes::css::DEEP_SKY_BLUE;
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2024-12-01 21:30:08 +00:00
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use bevy::color::palettes::css::GREEN;
|
box shadow (#15204)
# Objective
UI box shadow support
Adds a new component `BoxShadow`:
```rust
pub struct BoxShadow {
/// The shadow's color
pub color: Color,
/// Horizontal offset
pub x_offset: Val,
/// Vertical offset
pub y_offset: Val,
/// Horizontal difference in size from the occluding uninode
pub spread_radius: Val,
/// Blurriness of the shadow
pub blur_radius: Val,
}
```
To use `BoxShadow`, add the component to any Bevy UI node and a shadow
will be drawn beneath that node.
Also adds a resource `BoxShadowSamples` that can be used to adjust the
shadow quality.
#### Notes
* I'm not super happy with the field names. Maybe we need a `struct Size
{ width: Val, height: Val }` type or something.
* The shader isn't very optimised but I don't see that it's too
important for now as the number of shadows being rendered is not going
to be massive most of the time. I think it's more important to get the
API and geometry correct with this PR.
* I didn't implement an inset property, it's not essential and can
easily be added in a follow up.
* Shadows are only rendered for uinodes, not for images or text.
* Batching isn't supported, it would need out-of-the-scope-of-this-pr
changes to the way the UI handles z-ordering for it to be effective.
# Showcase
```cargo run --example box_shadow -- --samples 4```
<img width="391" alt="br" src="https://github.com/user-attachments/assets/4e8add96-dc93-46e0-9e35-d995eb0943ad">
```cargo run --example box_shadow -- --samples 10```
<img width="391" alt="s10"
src="https://github.com/user-attachments/assets/ecb384c9-4012-4cd6-9dea-5180904bf28e">
2024-10-08 16:26:17 +00:00
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use bevy::color::palettes::css::LIGHT_SKY_BLUE;
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2024-12-01 21:30:08 +00:00
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use bevy::color::palettes::css::RED;
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use bevy::color::palettes::css::YELLOW;
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box shadow (#15204)
# Objective
UI box shadow support
Adds a new component `BoxShadow`:
```rust
pub struct BoxShadow {
/// The shadow's color
pub color: Color,
/// Horizontal offset
pub x_offset: Val,
/// Vertical offset
pub y_offset: Val,
/// Horizontal difference in size from the occluding uninode
pub spread_radius: Val,
/// Blurriness of the shadow
pub blur_radius: Val,
}
```
To use `BoxShadow`, add the component to any Bevy UI node and a shadow
will be drawn beneath that node.
Also adds a resource `BoxShadowSamples` that can be used to adjust the
shadow quality.
#### Notes
* I'm not super happy with the field names. Maybe we need a `struct Size
{ width: Val, height: Val }` type or something.
* The shader isn't very optimised but I don't see that it's too
important for now as the number of shadows being rendered is not going
to be massive most of the time. I think it's more important to get the
API and geometry correct with this PR.
* I didn't implement an inset property, it's not essential and can
easily be added in a follow up.
* Shadows are only rendered for uinodes, not for images or text.
* Batching isn't supported, it would need out-of-the-scope-of-this-pr
changes to the way the UI handles z-ordering for it to be effective.
# Showcase
```cargo run --example box_shadow -- --samples 4```
<img width="391" alt="br" src="https://github.com/user-attachments/assets/4e8add96-dc93-46e0-9e35-d995eb0943ad">
```cargo run --example box_shadow -- --samples 10```
<img width="391" alt="s10"
src="https://github.com/user-attachments/assets/ecb384c9-4012-4cd6-9dea-5180904bf28e">
2024-10-08 16:26:17 +00:00
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use bevy::prelude::*;
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use bevy::winit::WinitSettings;
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#[derive(FromArgs, Resource)]
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/// `box_shadow` example
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struct Args {
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/// number of samples
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#[argh(option, default = "4")]
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samples: u32,
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}
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fn main() {
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App::new()
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.add_plugins(DefaultPlugins)
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// Only run the app when there is user input. This will significantly reduce CPU/GPU use.
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.insert_resource(WinitSettings::desktop_app())
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.add_systems(Startup, setup)
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.run();
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}
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fn setup(mut commands: Commands) {
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// `from_env` panics on the web
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#[cfg(not(target_arch = "wasm32"))]
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let args: Args = argh::from_env();
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#[cfg(target_arch = "wasm32")]
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let args = Args::from_args(&[], &[]).unwrap();
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// ui camera
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commands.spawn((Camera2d, UiBoxShadowSamples(args.samples)));
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commands
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Migrate UI bundles to required components (#15898)
# Objective
- Migrate UI bundles to required components, fixes #15889
## Solution
- deprecate `NodeBundle` in favor of `Node`
- deprecate `ImageBundle` in favor of `UiImage`
- deprecate `ButtonBundle` in favor of `Button`
## Testing
CI.
## Migration Guide
- Replace all uses of `NodeBundle` with `Node`. e.g.
```diff
commands
- .spawn(NodeBundle {
- style: Style {
+ .spawn((
+ Node::default(),
+ Style {
width: Val::Percent(100.),
align_items: AlignItems::Center,
justify_content: JustifyContent::Center,
..default()
},
- ..default()
- })
+ ))
```
- Replace all uses of `ButtonBundle` with `Button`. e.g.
```diff
.spawn((
- ButtonBundle {
- style: Style {
- width: Val::Px(w),
- height: Val::Px(h),
- // horizontally center child text
- justify_content: JustifyContent::Center,
- // vertically center child text
- align_items: AlignItems::Center,
- margin: UiRect::all(Val::Px(20.0)),
- ..default()
- },
- image: image.clone().into(),
+ Button,
+ Style {
+ width: Val::Px(w),
+ height: Val::Px(h),
+ // horizontally center child text
+ justify_content: JustifyContent::Center,
+ // vertically center child text
+ align_items: AlignItems::Center,
+ margin: UiRect::all(Val::Px(20.0)),
..default()
},
+ UiImage::from(image.clone()),
ImageScaleMode::Sliced(slicer.clone()),
))
```
- Replace all uses of `ImageBundle` with `UiImage`. e.g.
```diff
- commands.spawn(ImageBundle {
- image: UiImage {
+ commands.spawn((
+ UiImage {
texture: metering_mask,
..default()
},
- style: Style {
+ Style {
width: Val::Percent(100.0),
height: Val::Percent(100.0),
..default()
},
- ..default()
- });
+ ));
```
---------
Co-authored-by: Carter Anderson <mcanders1@gmail.com>
2024-10-17 21:11:02 +00:00
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.spawn((
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Merge Style properties into Node. Use ComputedNode for computed properties. (#15975)
# Objective
Continue improving the user experience of our UI Node API in the
direction specified by [Bevy's Next Generation Scene / UI
System](https://github.com/bevyengine/bevy/discussions/14437)
## Solution
As specified in the document above, merge `Style` fields into `Node`,
and move "computed Node fields" into `ComputedNode` (I chose this name
over something like `ComputedNodeLayout` because it currently contains
more than just layout info. If we want to break this up / rename these
concepts, lets do that in a separate PR). `Style` has been removed.
This accomplishes a number of goals:
## Ergonomics wins
Specifying both `Node` and `Style` is now no longer required for
non-default styles
Before:
```rust
commands.spawn((
Node::default(),
Style {
width: Val::Px(100.),
..default()
},
));
```
After:
```rust
commands.spawn(Node {
width: Val::Px(100.),
..default()
});
```
## Conceptual clarity
`Style` was never a comprehensive "style sheet". It only defined "core"
style properties that all `Nodes` shared. Any "styled property" that
couldn't fit that mold had to be in a separate component. A "real" style
system would style properties _across_ components (`Node`, `Button`,
etc). We have plans to build a true style system (see the doc linked
above).
By moving the `Style` fields to `Node`, we fully embrace `Node` as the
driving concept and remove the "style system" confusion.
## Next Steps
* Consider identifying and splitting out "style properties that aren't
core to Node". This should not happen for Bevy 0.15.
---
## Migration Guide
Move any fields set on `Style` into `Node` and replace all `Style`
component usage with `Node`.
Before:
```rust
commands.spawn((
Node::default(),
Style {
width: Val::Px(100.),
..default()
},
));
```
After:
```rust
commands.spawn(Node {
width: Val::Px(100.),
..default()
});
```
For any usage of the "computed node properties" that used to live on
`Node`, use `ComputedNode` instead:
Before:
```rust
fn system(nodes: Query<&Node>) {
for node in &nodes {
let computed_size = node.size();
}
}
```
After:
```rust
fn system(computed_nodes: Query<&ComputedNode>) {
for computed_node in &computed_nodes {
let computed_size = computed_node.size();
}
}
```
2024-10-18 22:25:33 +00:00
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Node {
|
box shadow (#15204)
# Objective
UI box shadow support
Adds a new component `BoxShadow`:
```rust
pub struct BoxShadow {
/// The shadow's color
pub color: Color,
/// Horizontal offset
pub x_offset: Val,
/// Vertical offset
pub y_offset: Val,
/// Horizontal difference in size from the occluding uninode
pub spread_radius: Val,
/// Blurriness of the shadow
pub blur_radius: Val,
}
```
To use `BoxShadow`, add the component to any Bevy UI node and a shadow
will be drawn beneath that node.
Also adds a resource `BoxShadowSamples` that can be used to adjust the
shadow quality.
#### Notes
* I'm not super happy with the field names. Maybe we need a `struct Size
{ width: Val, height: Val }` type or something.
* The shader isn't very optimised but I don't see that it's too
important for now as the number of shadows being rendered is not going
to be massive most of the time. I think it's more important to get the
API and geometry correct with this PR.
* I didn't implement an inset property, it's not essential and can
easily be added in a follow up.
* Shadows are only rendered for uinodes, not for images or text.
* Batching isn't supported, it would need out-of-the-scope-of-this-pr
changes to the way the UI handles z-ordering for it to be effective.
# Showcase
```cargo run --example box_shadow -- --samples 4```
<img width="391" alt="br" src="https://github.com/user-attachments/assets/4e8add96-dc93-46e0-9e35-d995eb0943ad">
```cargo run --example box_shadow -- --samples 10```
<img width="391" alt="s10"
src="https://github.com/user-attachments/assets/ecb384c9-4012-4cd6-9dea-5180904bf28e">
2024-10-08 16:26:17 +00:00
|
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|
width: Val::Percent(100.0),
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height: Val::Percent(100.0),
|
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padding: UiRect::all(Val::Px(30.)),
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column_gap: Val::Px(30.),
|
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flex_wrap: FlexWrap::Wrap,
|
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..default()
|
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},
|
Migrate UI bundles to required components (#15898)
# Objective
- Migrate UI bundles to required components, fixes #15889
## Solution
- deprecate `NodeBundle` in favor of `Node`
- deprecate `ImageBundle` in favor of `UiImage`
- deprecate `ButtonBundle` in favor of `Button`
## Testing
CI.
## Migration Guide
- Replace all uses of `NodeBundle` with `Node`. e.g.
```diff
commands
- .spawn(NodeBundle {
- style: Style {
+ .spawn((
+ Node::default(),
+ Style {
width: Val::Percent(100.),
align_items: AlignItems::Center,
justify_content: JustifyContent::Center,
..default()
},
- ..default()
- })
+ ))
```
- Replace all uses of `ButtonBundle` with `Button`. e.g.
```diff
.spawn((
- ButtonBundle {
- style: Style {
- width: Val::Px(w),
- height: Val::Px(h),
- // horizontally center child text
- justify_content: JustifyContent::Center,
- // vertically center child text
- align_items: AlignItems::Center,
- margin: UiRect::all(Val::Px(20.0)),
- ..default()
- },
- image: image.clone().into(),
+ Button,
+ Style {
+ width: Val::Px(w),
+ height: Val::Px(h),
+ // horizontally center child text
+ justify_content: JustifyContent::Center,
+ // vertically center child text
+ align_items: AlignItems::Center,
+ margin: UiRect::all(Val::Px(20.0)),
..default()
},
+ UiImage::from(image.clone()),
ImageScaleMode::Sliced(slicer.clone()),
))
```
- Replace all uses of `ImageBundle` with `UiImage`. e.g.
```diff
- commands.spawn(ImageBundle {
- image: UiImage {
+ commands.spawn((
+ UiImage {
texture: metering_mask,
..default()
},
- style: Style {
+ Style {
width: Val::Percent(100.0),
height: Val::Percent(100.0),
..default()
},
- ..default()
- });
+ ));
```
---------
Co-authored-by: Carter Anderson <mcanders1@gmail.com>
2024-10-17 21:11:02 +00:00
|
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|
BackgroundColor(DEEP_SKY_BLUE.into()),
|
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|
))
|
box shadow (#15204)
# Objective
UI box shadow support
Adds a new component `BoxShadow`:
```rust
pub struct BoxShadow {
/// The shadow's color
pub color: Color,
/// Horizontal offset
pub x_offset: Val,
/// Vertical offset
pub y_offset: Val,
/// Horizontal difference in size from the occluding uninode
pub spread_radius: Val,
/// Blurriness of the shadow
pub blur_radius: Val,
}
```
To use `BoxShadow`, add the component to any Bevy UI node and a shadow
will be drawn beneath that node.
Also adds a resource `BoxShadowSamples` that can be used to adjust the
shadow quality.
#### Notes
* I'm not super happy with the field names. Maybe we need a `struct Size
{ width: Val, height: Val }` type or something.
* The shader isn't very optimised but I don't see that it's too
important for now as the number of shadows being rendered is not going
to be massive most of the time. I think it's more important to get the
API and geometry correct with this PR.
* I didn't implement an inset property, it's not essential and can
easily be added in a follow up.
* Shadows are only rendered for uinodes, not for images or text.
* Batching isn't supported, it would need out-of-the-scope-of-this-pr
changes to the way the UI handles z-ordering for it to be effective.
# Showcase
```cargo run --example box_shadow -- --samples 4```
<img width="391" alt="br" src="https://github.com/user-attachments/assets/4e8add96-dc93-46e0-9e35-d995eb0943ad">
```cargo run --example box_shadow -- --samples 10```
<img width="391" alt="s10"
src="https://github.com/user-attachments/assets/ecb384c9-4012-4cd6-9dea-5180904bf28e">
2024-10-08 16:26:17 +00:00
|
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.with_children(|commands| {
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let example_nodes = [
|
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(
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Vec2::splat(50.),
|
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|
|
Vec2::ZERO,
|
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|
|
10.,
|
|
|
|
0.,
|
|
|
|
BorderRadius::bottom_right(Val::Px(10.)),
|
|
|
|
),
|
|
|
|
(Vec2::new(50., 25.), Vec2::ZERO, 10., 0., BorderRadius::ZERO),
|
|
|
|
(Vec2::splat(50.), Vec2::ZERO, 10., 0., BorderRadius::MAX),
|
|
|
|
(Vec2::new(100., 25.), Vec2::ZERO, 10., 0., BorderRadius::MAX),
|
|
|
|
(
|
|
|
|
Vec2::splat(50.),
|
|
|
|
Vec2::ZERO,
|
|
|
|
10.,
|
|
|
|
0.,
|
|
|
|
BorderRadius::bottom_right(Val::Px(10.)),
|
|
|
|
),
|
|
|
|
(Vec2::new(50., 25.), Vec2::ZERO, 0., 10., BorderRadius::ZERO),
|
|
|
|
(
|
|
|
|
Vec2::splat(50.),
|
|
|
|
Vec2::ZERO,
|
|
|
|
0.,
|
|
|
|
10.,
|
|
|
|
BorderRadius::bottom_right(Val::Px(10.)),
|
|
|
|
),
|
|
|
|
(Vec2::new(100., 25.), Vec2::ZERO, 0., 10., BorderRadius::MAX),
|
|
|
|
(
|
|
|
|
Vec2::splat(50.),
|
|
|
|
Vec2::splat(25.),
|
|
|
|
0.,
|
|
|
|
0.,
|
|
|
|
BorderRadius::ZERO,
|
|
|
|
),
|
|
|
|
(
|
|
|
|
Vec2::new(50., 25.),
|
|
|
|
Vec2::splat(25.),
|
|
|
|
0.,
|
|
|
|
0.,
|
|
|
|
BorderRadius::ZERO,
|
|
|
|
),
|
|
|
|
(
|
|
|
|
Vec2::splat(50.),
|
|
|
|
Vec2::splat(10.),
|
|
|
|
0.,
|
|
|
|
0.,
|
|
|
|
BorderRadius::bottom_right(Val::Px(10.)),
|
|
|
|
),
|
|
|
|
(
|
|
|
|
Vec2::splat(50.),
|
|
|
|
Vec2::splat(25.),
|
|
|
|
0.,
|
|
|
|
10.,
|
|
|
|
BorderRadius::ZERO,
|
|
|
|
),
|
|
|
|
(
|
|
|
|
Vec2::new(50., 25.),
|
|
|
|
Vec2::splat(25.),
|
|
|
|
0.,
|
|
|
|
10.,
|
|
|
|
BorderRadius::ZERO,
|
|
|
|
),
|
|
|
|
(
|
|
|
|
Vec2::splat(50.),
|
|
|
|
Vec2::splat(10.),
|
|
|
|
0.,
|
|
|
|
10.,
|
|
|
|
BorderRadius::bottom_right(Val::Px(10.)),
|
|
|
|
),
|
|
|
|
(
|
|
|
|
Vec2::splat(50.),
|
|
|
|
Vec2::splat(10.),
|
|
|
|
0.,
|
|
|
|
3.,
|
|
|
|
BorderRadius::ZERO,
|
|
|
|
),
|
|
|
|
(
|
|
|
|
Vec2::new(50., 25.),
|
|
|
|
Vec2::splat(10.),
|
|
|
|
0.,
|
|
|
|
3.,
|
|
|
|
BorderRadius::ZERO,
|
|
|
|
),
|
|
|
|
(
|
|
|
|
Vec2::splat(50.),
|
|
|
|
Vec2::splat(10.),
|
|
|
|
0.,
|
|
|
|
3.,
|
|
|
|
BorderRadius::bottom_right(Val::Px(10.)),
|
|
|
|
),
|
|
|
|
(
|
|
|
|
Vec2::splat(50.),
|
|
|
|
Vec2::splat(10.),
|
|
|
|
0.,
|
|
|
|
3.,
|
|
|
|
BorderRadius::all(Val::Px(20.)),
|
|
|
|
),
|
|
|
|
(
|
|
|
|
Vec2::new(50., 25.),
|
|
|
|
Vec2::splat(10.),
|
|
|
|
0.,
|
|
|
|
3.,
|
|
|
|
BorderRadius::all(Val::Px(20.)),
|
|
|
|
),
|
|
|
|
(
|
|
|
|
Vec2::new(25., 50.),
|
|
|
|
Vec2::splat(10.),
|
|
|
|
0.,
|
|
|
|
3.,
|
|
|
|
BorderRadius::MAX,
|
|
|
|
),
|
|
|
|
(
|
|
|
|
Vec2::splat(50.),
|
|
|
|
Vec2::splat(10.),
|
|
|
|
0.,
|
|
|
|
10.,
|
|
|
|
BorderRadius::all(Val::Px(20.)),
|
|
|
|
),
|
|
|
|
(
|
|
|
|
Vec2::new(50., 25.),
|
|
|
|
Vec2::splat(10.),
|
|
|
|
0.,
|
|
|
|
10.,
|
|
|
|
BorderRadius::all(Val::Px(20.)),
|
|
|
|
),
|
|
|
|
(
|
|
|
|
Vec2::new(25., 50.),
|
|
|
|
Vec2::splat(10.),
|
|
|
|
0.,
|
|
|
|
10.,
|
|
|
|
BorderRadius::MAX,
|
|
|
|
),
|
|
|
|
];
|
|
|
|
|
|
|
|
for (size, offset, spread, blur, border_radius) in example_nodes {
|
|
|
|
commands.spawn(box_shadow_node_bundle(
|
|
|
|
size,
|
|
|
|
offset,
|
|
|
|
spread,
|
|
|
|
blur,
|
|
|
|
border_radius,
|
|
|
|
));
|
|
|
|
}
|
2024-12-01 21:30:08 +00:00
|
|
|
|
|
|
|
// Demonstrate multiple shadows on one node
|
|
|
|
commands.spawn((
|
|
|
|
Node {
|
|
|
|
width: Val::Px(40.),
|
|
|
|
height: Val::Px(40.),
|
|
|
|
border: UiRect::all(Val::Px(4.)),
|
|
|
|
..default()
|
|
|
|
},
|
|
|
|
BorderColor(LIGHT_SKY_BLUE.into()),
|
|
|
|
BorderRadius::all(Val::Px(20.)),
|
|
|
|
BackgroundColor(DEEP_SKY_BLUE.into()),
|
|
|
|
BoxShadow(vec![
|
|
|
|
ShadowStyle {
|
|
|
|
color: RED.with_alpha(0.7).into(),
|
|
|
|
x_offset: Val::Px(-20.),
|
|
|
|
y_offset: Val::Px(-5.),
|
|
|
|
spread_radius: Val::Percent(10.),
|
|
|
|
blur_radius: Val::Px(3.),
|
|
|
|
},
|
|
|
|
ShadowStyle {
|
|
|
|
color: BLUE.with_alpha(0.7).into(),
|
|
|
|
x_offset: Val::Px(-5.),
|
|
|
|
y_offset: Val::Px(-20.),
|
|
|
|
spread_radius: Val::Percent(10.),
|
|
|
|
blur_radius: Val::Px(3.),
|
|
|
|
},
|
|
|
|
ShadowStyle {
|
|
|
|
color: YELLOW.with_alpha(0.7).into(),
|
|
|
|
x_offset: Val::Px(20.),
|
|
|
|
y_offset: Val::Px(5.),
|
|
|
|
spread_radius: Val::Percent(10.),
|
|
|
|
blur_radius: Val::Px(3.),
|
|
|
|
},
|
|
|
|
ShadowStyle {
|
|
|
|
color: GREEN.with_alpha(0.7).into(),
|
|
|
|
x_offset: Val::Px(5.),
|
|
|
|
y_offset: Val::Px(20.),
|
|
|
|
spread_radius: Val::Percent(10.),
|
|
|
|
blur_radius: Val::Px(3.),
|
|
|
|
},
|
|
|
|
]),
|
|
|
|
));
|
box shadow (#15204)
# Objective
UI box shadow support
Adds a new component `BoxShadow`:
```rust
pub struct BoxShadow {
/// The shadow's color
pub color: Color,
/// Horizontal offset
pub x_offset: Val,
/// Vertical offset
pub y_offset: Val,
/// Horizontal difference in size from the occluding uninode
pub spread_radius: Val,
/// Blurriness of the shadow
pub blur_radius: Val,
}
```
To use `BoxShadow`, add the component to any Bevy UI node and a shadow
will be drawn beneath that node.
Also adds a resource `BoxShadowSamples` that can be used to adjust the
shadow quality.
#### Notes
* I'm not super happy with the field names. Maybe we need a `struct Size
{ width: Val, height: Val }` type or something.
* The shader isn't very optimised but I don't see that it's too
important for now as the number of shadows being rendered is not going
to be massive most of the time. I think it's more important to get the
API and geometry correct with this PR.
* I didn't implement an inset property, it's not essential and can
easily be added in a follow up.
* Shadows are only rendered for uinodes, not for images or text.
* Batching isn't supported, it would need out-of-the-scope-of-this-pr
changes to the way the UI handles z-ordering for it to be effective.
# Showcase
```cargo run --example box_shadow -- --samples 4```
<img width="391" alt="br" src="https://github.com/user-attachments/assets/4e8add96-dc93-46e0-9e35-d995eb0943ad">
```cargo run --example box_shadow -- --samples 10```
<img width="391" alt="s10"
src="https://github.com/user-attachments/assets/ecb384c9-4012-4cd6-9dea-5180904bf28e">
2024-10-08 16:26:17 +00:00
|
|
|
});
|
|
|
|
}
|
|
|
|
|
|
|
|
fn box_shadow_node_bundle(
|
|
|
|
size: Vec2,
|
|
|
|
offset: Vec2,
|
|
|
|
spread: f32,
|
|
|
|
blur: f32,
|
|
|
|
border_radius: BorderRadius,
|
|
|
|
) -> impl Bundle {
|
|
|
|
(
|
Merge Style properties into Node. Use ComputedNode for computed properties. (#15975)
# Objective
Continue improving the user experience of our UI Node API in the
direction specified by [Bevy's Next Generation Scene / UI
System](https://github.com/bevyengine/bevy/discussions/14437)
## Solution
As specified in the document above, merge `Style` fields into `Node`,
and move "computed Node fields" into `ComputedNode` (I chose this name
over something like `ComputedNodeLayout` because it currently contains
more than just layout info. If we want to break this up / rename these
concepts, lets do that in a separate PR). `Style` has been removed.
This accomplishes a number of goals:
## Ergonomics wins
Specifying both `Node` and `Style` is now no longer required for
non-default styles
Before:
```rust
commands.spawn((
Node::default(),
Style {
width: Val::Px(100.),
..default()
},
));
```
After:
```rust
commands.spawn(Node {
width: Val::Px(100.),
..default()
});
```
## Conceptual clarity
`Style` was never a comprehensive "style sheet". It only defined "core"
style properties that all `Nodes` shared. Any "styled property" that
couldn't fit that mold had to be in a separate component. A "real" style
system would style properties _across_ components (`Node`, `Button`,
etc). We have plans to build a true style system (see the doc linked
above).
By moving the `Style` fields to `Node`, we fully embrace `Node` as the
driving concept and remove the "style system" confusion.
## Next Steps
* Consider identifying and splitting out "style properties that aren't
core to Node". This should not happen for Bevy 0.15.
---
## Migration Guide
Move any fields set on `Style` into `Node` and replace all `Style`
component usage with `Node`.
Before:
```rust
commands.spawn((
Node::default(),
Style {
width: Val::Px(100.),
..default()
},
));
```
After:
```rust
commands.spawn(Node {
width: Val::Px(100.),
..default()
});
```
For any usage of the "computed node properties" that used to live on
`Node`, use `ComputedNode` instead:
Before:
```rust
fn system(nodes: Query<&Node>) {
for node in &nodes {
let computed_size = node.size();
}
}
```
After:
```rust
fn system(computed_nodes: Query<&ComputedNode>) {
for computed_node in &computed_nodes {
let computed_size = computed_node.size();
}
}
```
2024-10-18 22:25:33 +00:00
|
|
|
Node {
|
Migrate UI bundles to required components (#15898)
# Objective
- Migrate UI bundles to required components, fixes #15889
## Solution
- deprecate `NodeBundle` in favor of `Node`
- deprecate `ImageBundle` in favor of `UiImage`
- deprecate `ButtonBundle` in favor of `Button`
## Testing
CI.
## Migration Guide
- Replace all uses of `NodeBundle` with `Node`. e.g.
```diff
commands
- .spawn(NodeBundle {
- style: Style {
+ .spawn((
+ Node::default(),
+ Style {
width: Val::Percent(100.),
align_items: AlignItems::Center,
justify_content: JustifyContent::Center,
..default()
},
- ..default()
- })
+ ))
```
- Replace all uses of `ButtonBundle` with `Button`. e.g.
```diff
.spawn((
- ButtonBundle {
- style: Style {
- width: Val::Px(w),
- height: Val::Px(h),
- // horizontally center child text
- justify_content: JustifyContent::Center,
- // vertically center child text
- align_items: AlignItems::Center,
- margin: UiRect::all(Val::Px(20.0)),
- ..default()
- },
- image: image.clone().into(),
+ Button,
+ Style {
+ width: Val::Px(w),
+ height: Val::Px(h),
+ // horizontally center child text
+ justify_content: JustifyContent::Center,
+ // vertically center child text
+ align_items: AlignItems::Center,
+ margin: UiRect::all(Val::Px(20.0)),
..default()
},
+ UiImage::from(image.clone()),
ImageScaleMode::Sliced(slicer.clone()),
))
```
- Replace all uses of `ImageBundle` with `UiImage`. e.g.
```diff
- commands.spawn(ImageBundle {
- image: UiImage {
+ commands.spawn((
+ UiImage {
texture: metering_mask,
..default()
},
- style: Style {
+ Style {
width: Val::Percent(100.0),
height: Val::Percent(100.0),
..default()
},
- ..default()
- });
+ ));
```
---------
Co-authored-by: Carter Anderson <mcanders1@gmail.com>
2024-10-17 21:11:02 +00:00
|
|
|
width: Val::Px(size.x),
|
|
|
|
height: Val::Px(size.y),
|
|
|
|
border: UiRect::all(Val::Px(4.)),
|
|
|
|
..default()
|
box shadow (#15204)
# Objective
UI box shadow support
Adds a new component `BoxShadow`:
```rust
pub struct BoxShadow {
/// The shadow's color
pub color: Color,
/// Horizontal offset
pub x_offset: Val,
/// Vertical offset
pub y_offset: Val,
/// Horizontal difference in size from the occluding uninode
pub spread_radius: Val,
/// Blurriness of the shadow
pub blur_radius: Val,
}
```
To use `BoxShadow`, add the component to any Bevy UI node and a shadow
will be drawn beneath that node.
Also adds a resource `BoxShadowSamples` that can be used to adjust the
shadow quality.
#### Notes
* I'm not super happy with the field names. Maybe we need a `struct Size
{ width: Val, height: Val }` type or something.
* The shader isn't very optimised but I don't see that it's too
important for now as the number of shadows being rendered is not going
to be massive most of the time. I think it's more important to get the
API and geometry correct with this PR.
* I didn't implement an inset property, it's not essential and can
easily be added in a follow up.
* Shadows are only rendered for uinodes, not for images or text.
* Batching isn't supported, it would need out-of-the-scope-of-this-pr
changes to the way the UI handles z-ordering for it to be effective.
# Showcase
```cargo run --example box_shadow -- --samples 4```
<img width="391" alt="br" src="https://github.com/user-attachments/assets/4e8add96-dc93-46e0-9e35-d995eb0943ad">
```cargo run --example box_shadow -- --samples 10```
<img width="391" alt="s10"
src="https://github.com/user-attachments/assets/ecb384c9-4012-4cd6-9dea-5180904bf28e">
2024-10-08 16:26:17 +00:00
|
|
|
},
|
Migrate UI bundles to required components (#15898)
# Objective
- Migrate UI bundles to required components, fixes #15889
## Solution
- deprecate `NodeBundle` in favor of `Node`
- deprecate `ImageBundle` in favor of `UiImage`
- deprecate `ButtonBundle` in favor of `Button`
## Testing
CI.
## Migration Guide
- Replace all uses of `NodeBundle` with `Node`. e.g.
```diff
commands
- .spawn(NodeBundle {
- style: Style {
+ .spawn((
+ Node::default(),
+ Style {
width: Val::Percent(100.),
align_items: AlignItems::Center,
justify_content: JustifyContent::Center,
..default()
},
- ..default()
- })
+ ))
```
- Replace all uses of `ButtonBundle` with `Button`. e.g.
```diff
.spawn((
- ButtonBundle {
- style: Style {
- width: Val::Px(w),
- height: Val::Px(h),
- // horizontally center child text
- justify_content: JustifyContent::Center,
- // vertically center child text
- align_items: AlignItems::Center,
- margin: UiRect::all(Val::Px(20.0)),
- ..default()
- },
- image: image.clone().into(),
+ Button,
+ Style {
+ width: Val::Px(w),
+ height: Val::Px(h),
+ // horizontally center child text
+ justify_content: JustifyContent::Center,
+ // vertically center child text
+ align_items: AlignItems::Center,
+ margin: UiRect::all(Val::Px(20.0)),
..default()
},
+ UiImage::from(image.clone()),
ImageScaleMode::Sliced(slicer.clone()),
))
```
- Replace all uses of `ImageBundle` with `UiImage`. e.g.
```diff
- commands.spawn(ImageBundle {
- image: UiImage {
+ commands.spawn((
+ UiImage {
texture: metering_mask,
..default()
},
- style: Style {
+ Style {
width: Val::Percent(100.0),
height: Val::Percent(100.0),
..default()
},
- ..default()
- });
+ ));
```
---------
Co-authored-by: Carter Anderson <mcanders1@gmail.com>
2024-10-17 21:11:02 +00:00
|
|
|
BorderColor(LIGHT_SKY_BLUE.into()),
|
|
|
|
border_radius,
|
|
|
|
BackgroundColor(DEEP_SKY_BLUE.into()),
|
2024-12-01 21:30:08 +00:00
|
|
|
BoxShadow::new(
|
|
|
|
Color::BLACK.with_alpha(0.8),
|
|
|
|
Val::Percent(offset.x),
|
|
|
|
Val::Percent(offset.y),
|
|
|
|
Val::Percent(spread),
|
|
|
|
Val::Px(blur),
|
|
|
|
),
|
box shadow (#15204)
# Objective
UI box shadow support
Adds a new component `BoxShadow`:
```rust
pub struct BoxShadow {
/// The shadow's color
pub color: Color,
/// Horizontal offset
pub x_offset: Val,
/// Vertical offset
pub y_offset: Val,
/// Horizontal difference in size from the occluding uninode
pub spread_radius: Val,
/// Blurriness of the shadow
pub blur_radius: Val,
}
```
To use `BoxShadow`, add the component to any Bevy UI node and a shadow
will be drawn beneath that node.
Also adds a resource `BoxShadowSamples` that can be used to adjust the
shadow quality.
#### Notes
* I'm not super happy with the field names. Maybe we need a `struct Size
{ width: Val, height: Val }` type or something.
* The shader isn't very optimised but I don't see that it's too
important for now as the number of shadows being rendered is not going
to be massive most of the time. I think it's more important to get the
API and geometry correct with this PR.
* I didn't implement an inset property, it's not essential and can
easily be added in a follow up.
* Shadows are only rendered for uinodes, not for images or text.
* Batching isn't supported, it would need out-of-the-scope-of-this-pr
changes to the way the UI handles z-ordering for it to be effective.
# Showcase
```cargo run --example box_shadow -- --samples 4```
<img width="391" alt="br" src="https://github.com/user-attachments/assets/4e8add96-dc93-46e0-9e35-d995eb0943ad">
```cargo run --example box_shadow -- --samples 10```
<img width="391" alt="s10"
src="https://github.com/user-attachments/assets/ecb384c9-4012-4cd6-9dea-5180904bf28e">
2024-10-08 16:26:17 +00:00
|
|
|
)
|
|
|
|
}
|