bevy/examples/ui/transparency_ui.rs

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//! Demonstrates how to use transparency with UI.
//! Shows two colored buttons with transparent text.
use bevy::prelude::*;
fn main() {
App::new()
.insert_resource(ClearColor(Color::BLACK))
.add_plugins(DefaultPlugins)
.add_systems(Startup, setup)
.run();
}
fn setup(mut commands: Commands, asset_server: Res<AssetServer>) {
Spawn now takes a Bundle (#6054) # Objective Now that we can consolidate Bundles and Components under a single insert (thanks to #2975 and #6039), almost 100% of world spawns now look like `world.spawn().insert((Some, Tuple, Here))`. Spawning an entity without any components is an extremely uncommon pattern, so it makes sense to give spawn the "first class" ergonomic api. This consolidated api should be made consistent across all spawn apis (such as World and Commands). ## Solution All `spawn` apis (`World::spawn`, `Commands:;spawn`, `ChildBuilder::spawn`, and `WorldChildBuilder::spawn`) now accept a bundle as input: ```rust // before: commands .spawn() .insert((A, B, C)); world .spawn() .insert((A, B, C); // after commands.spawn((A, B, C)); world.spawn((A, B, C)); ``` All existing instances of `spawn_bundle` have been deprecated in favor of the new `spawn` api. A new `spawn_empty` has been added, replacing the old `spawn` api. By allowing `world.spawn(some_bundle)` to replace `world.spawn().insert(some_bundle)`, this opened the door to removing the initial entity allocation in the "empty" archetype / table done in `spawn()` (and subsequent move to the actual archetype in `.insert(some_bundle)`). This improves spawn performance by over 10%: ![image](https://user-images.githubusercontent.com/2694663/191627587-4ab2f949-4ccd-4231-80eb-80dd4d9ad6b9.png) To take this measurement, I added a new `world_spawn` benchmark. Unfortunately, optimizing `Commands::spawn` is slightly less trivial, as Commands expose the Entity id of spawned entities prior to actually spawning. Doing the optimization would (naively) require assurances that the `spawn(some_bundle)` command is applied before all other commands involving the entity (which would not necessarily be true, if memory serves). Optimizing `Commands::spawn` this way does feel possible, but it will require careful thought (and maybe some additional checks), which deserves its own PR. For now, it has the same performance characteristics of the current `Commands::spawn_bundle` on main. **Note that 99% of this PR is simple renames and refactors. The only code that needs careful scrutiny is the new `World::spawn()` impl, which is relatively straightforward, but it has some new unsafe code (which re-uses battle tested BundlerSpawner code path).** --- ## Changelog - All `spawn` apis (`World::spawn`, `Commands:;spawn`, `ChildBuilder::spawn`, and `WorldChildBuilder::spawn`) now accept a bundle as input - All instances of `spawn_bundle` have been deprecated in favor of the new `spawn` api - World and Commands now have `spawn_empty()`, which is equivalent to the old `spawn()` behavior. ## Migration Guide ```rust // Old (0.8): commands .spawn() .insert_bundle((A, B, C)); // New (0.9) commands.spawn((A, B, C)); // Old (0.8): commands.spawn_bundle((A, B, C)); // New (0.9) commands.spawn((A, B, C)); // Old (0.8): let entity = commands.spawn().id(); // New (0.9) let entity = commands.spawn_empty().id(); // Old (0.8) let entity = world.spawn().id(); // New (0.9) let entity = world.spawn_empty(); ```
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commands.spawn(Camera2dBundle::default());
let font_handle = asset_server.load("fonts/FiraSans-Bold.ttf");
commands
.spawn(NodeBundle {
style: Style {
width: Val::Percent(100.0),
Have a separate implicit viewport node per root node + make viewport node `Display::Grid` (#9637) # Objective Make `bevy_ui` "root" nodes more intuitive to use/style by: - Removing the implicit flexbox styling (such as stretch alignment) that is applied to them, and replacing it with more intuitive CSS Grid styling (notably with stretch alignment disabled in both axes). - Making root nodes layout independently of each other. Instead of there being a single implicit "viewport" node that all root nodes are children of, there is now an implicit "viewport" node *per root node*. And layout of each tree is computed separately. ## Solution - Remove the global implicit viewport node, and instead create an implicit viewport node for each user-specified root node. - Keep track of both the user-specified root nodes and the implicit viewport nodes in a separate `Vec`. - Use the window's size as the `available_space` parameter to `Taffy.compute_layout` rather than setting it on the implicit viewport node (and set the viewport to `height: 100%; width: 100%` to make this "just work"). --- ## Changelog - Bevy UI now lays out root nodes independently of each other in separate layout contexts. - The implicit viewport node (which contains each user-specified root node) is now `Display::Grid` with `align_items` and `justify_items` both set to `Start`. ## Migration Guide - Bevy UI now lays out root nodes independently of each other in separate layout contexts. If you were relying on your root nodes being able to affect each other's layouts, then you may need to wrap them in a single root node. - The implicit viewport node (which contains each user-specified root node) is now `Display::Grid` with `align_items` and `justify_items` both set to `Start`. You may need to add `height: Val::Percent(100.)` to your root nodes if you were previously relying on being implicitly set.
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height: Val::Percent(100.0),
align_items: AlignItems::Center,
justify_content: JustifyContent::SpaceAround,
..default()
},
..default()
})
.with_children(|parent| {
parent
.spawn(ButtonBundle {
style: Style {
width: Val::Px(150.0),
height: Val::Px(65.0),
justify_content: JustifyContent::Center,
align_items: AlignItems::Center,
..default()
},
background_color: Color::rgb(0.1, 0.5, 0.1).into(),
..default()
})
.with_children(|parent| {
parent.spawn(TextBundle::from_section(
"Button 1",
TextStyle {
font: font_handle.clone(),
font_size: 40.0,
// Alpha channel of the color controls transparency.
color: Color::rgba(1.0, 1.0, 1.0, 0.2),
},
));
});
// Button with a different color,
// to demonstrate the text looks different due to its transparency.
parent
.spawn(ButtonBundle {
style: Style {
width: Val::Px(150.0),
height: Val::Px(65.0),
justify_content: JustifyContent::Center,
align_items: AlignItems::Center,
..default()
},
background_color: Color::rgb(0.5, 0.1, 0.5).into(),
..default()
})
.with_children(|parent| {
parent.spawn(TextBundle::from_section(
"Button 2",
TextStyle {
font: font_handle.clone(),
font_size: 40.0,
// Alpha channel of the color controls transparency.
color: Color::rgba(1.0, 1.0, 1.0, 0.2),
},
));
});
});
}