Divide by `UiScale` when converting UI coordinates from physical to logical (#8720)
# Objective
After the UI layout is computed when the coordinates are converted back
from physical coordinates to logical coordinates the `UiScale` is
ignored. This results in a confusing situation where we have two
different systems of logical coordinates.
Example:
```rust
use bevy::prelude::*;
fn main() {
App::new()
.add_plugins(DefaultPlugins)
.add_systems(Startup, setup)
.add_systems(Update, update)
.run();
}
fn setup(mut commands: Commands, mut ui_scale: ResMut<UiScale>) {
ui_scale.scale = 4.;
commands.spawn(Camera2dBundle::default());
commands.spawn(NodeBundle {
style: Style {
align_items: AlignItems::Center,
justify_content: JustifyContent::Center,
width: Val::Percent(100.),
..Default::default()
},
..Default::default()
})
.with_children(|builder| {
builder.spawn(NodeBundle {
style: Style {
width: Val::Px(100.),
height: Val::Px(100.),
..Default::default()
},
background_color: Color::MAROON.into(),
..Default::default()
}).with_children(|builder| {
builder.spawn(TextBundle::from_section("", TextStyle::default());
});
});
}
fn update(
mut text_query: Query<(&mut Text, &Parent)>,
node_query: Query<Ref<Node>>,
) {
for (mut text, parent) in text_query.iter_mut() {
let node = node_query.get(parent.get()).unwrap();
if node.is_changed() {
text.sections[0].value = format!("size: {}", node.size());
}
}
}
```
result:
![Bevy App 30_05_2023
16_54_32](https://github.com/bevyengine/bevy/assets/27962798/a5ecbf31-0a12-4669-87df-b0c32f058732)
We asked for a 100x100 UI node but the Node's size is multiplied by the
value of `UiScale` to give a logical size of 400x400.
## Solution
Divide the output physical coordinates by `UiScale` in
`ui_layout_system` and multiply the logical viewport size by `UiScale`
when creating the projection matrix for the UI's `ExtractedView` in
`extract_default_ui_camera_view`.
---
## Changelog
* The UI layout's physical coordinates are divided by both the window
scale factor and `UiScale` when converting them back to logical
coordinates. The logical size of Ui nodes now matches the values given
to their size constraints.
* Multiply the logical viewport size by `UiScale` before creating the
projection matrix for the UI's `ExtractedView` in
`extract_default_ui_camera_view`.
* In `ui_focus_system` the cursor position returned from `Window` is
divided by `UiScale`.
* Added a scale factor parameter to `Node::physical_size` and
`Node::physical_rect`.
* The example `viewport_debug` now uses a `UiScale` of 2. to ensure that
viewport coordinates are working correctly with a non-unit `UiScale`.
## Migration Guide
Physical UI coordinates are now divided by both the `UiScale` and the
window's scale factor to compute the logical sizes and positions of UI
nodes.
This ensures that UI Node size and position values, held by the `Node`
and `GlobalTransform` components, conform to the same logical coordinate
system as the style constraints from which they are derived,
irrespective of the current `scale_factor` and `UiScale`.
---------
Co-authored-by: Carter Anderson <mcanders1@gmail.com>
2023-07-06 20:27:54 +00:00
//! A simple example for debugging viewport coordinates
//!
//! This example creates two uinode trees, one using viewport coordinates and one using pixel coordinates,
//! and then switches between them once per second using the `Display` style property.
//! If there are no problems both layouts should be identical, except for the color of the margin changing which is used to signal that the displayed uinode tree has changed
//! (red for viewport, yellow for pixel).
Migrate from `LegacyColor` to `bevy_color::Color` (#12163)
# Objective
- As part of the migration process we need to a) see the end effect of
the migration on user ergonomics b) check for serious perf regressions
c) actually migrate the code
- To accomplish this, I'm going to attempt to migrate all of the
remaining user-facing usages of `LegacyColor` in one PR, being careful
to keep a clean commit history.
- Fixes #12056.
## Solution
I've chosen to use the polymorphic `Color` type as our standard
user-facing API.
- [x] Migrate `bevy_gizmos`.
- [x] Take `impl Into<Color>` in all `bevy_gizmos` APIs
- [x] Migrate sprites
- [x] Migrate UI
- [x] Migrate `ColorMaterial`
- [x] Migrate `MaterialMesh2D`
- [x] Migrate fog
- [x] Migrate lights
- [x] Migrate StandardMaterial
- [x] Migrate wireframes
- [x] Migrate clear color
- [x] Migrate text
- [x] Migrate gltf loader
- [x] Register color types for reflection
- [x] Remove `LegacyColor`
- [x] Make sure CI passes
Incidental improvements to ease migration:
- added `Color::srgba_u8`, `Color::srgba_from_array` and friends
- added `set_alpha`, `is_fully_transparent` and `is_fully_opaque` to the
`Alpha` trait
- add and immediately deprecate (lol) `Color::rgb` and friends in favor
of more explicit and consistent `Color::srgb`
- standardized on white and black for most example text colors
- added vector field traits to `LinearRgba`: ~~`Add`, `Sub`,
`AddAssign`, `SubAssign`,~~ `Mul<f32>` and `Div<f32>`. Multiplications
and divisions do not scale alpha. `Add` and `Sub` have been cut from
this PR.
- added `LinearRgba` and `Srgba` `RED/GREEN/BLUE`
- added `LinearRgba_to_f32_array` and `LinearRgba::to_u32`
## Migration Guide
Bevy's color types have changed! Wherever you used a
`bevy::render::Color`, a `bevy::color::Color` is used instead.
These are quite similar! Both are enums storing a color in a specific
color space (or to be more precise, using a specific color model).
However, each of the different color models now has its own type.
TODO...
- `Color::rgba`, `Color::rgb`, `Color::rbga_u8`, `Color::rgb_u8`,
`Color::rgb_from_array` are now `Color::srgba`, `Color::srgb`,
`Color::srgba_u8`, `Color::srgb_u8` and `Color::srgb_from_array`.
- `Color::set_a` and `Color::a` is now `Color::set_alpha` and
`Color::alpha`. These are part of the `Alpha` trait in `bevy_color`.
- `Color::is_fully_transparent` is now part of the `Alpha` trait in
`bevy_color`
- `Color::r`, `Color::set_r`, `Color::with_r` and the equivalents for
`g`, `b` `h`, `s` and `l` have been removed due to causing silent
relatively expensive conversions. Convert your `Color` into the desired
color space, perform your operations there, and then convert it back
into a polymorphic `Color` enum.
- `Color::hex` is now `Srgba::hex`. Call `.into` or construct a
`Color::Srgba` variant manually to convert it.
- `WireframeMaterial`, `ExtractedUiNode`, `ExtractedDirectionalLight`,
`ExtractedPointLight`, `ExtractedSpotLight` and `ExtractedSprite` now
store a `LinearRgba`, rather than a polymorphic `Color`
- `Color::rgb_linear` and `Color::rgba_linear` are now
`Color::linear_rgb` and `Color::linear_rgba`
- The various CSS color constants are no longer stored directly on
`Color`. Instead, they're defined in the `Srgba` color space, and
accessed via `bevy::color::palettes::css`. Call `.into()` on them to
convert them into a `Color` for quick debugging use, and consider using
the much prettier `tailwind` palette for prototyping.
- The `LIME_GREEN` color has been renamed to `LIMEGREEN` to comply with
the standard naming.
- Vector field arithmetic operations on `Color` (add, subtract, multiply
and divide by a f32) have been removed. Instead, convert your colors
into `LinearRgba` space, and perform your operations explicitly there.
This is particularly relevant when working with emissive or HDR colors,
whose color channel values are routinely outside of the ordinary 0 to 1
range.
- `Color::as_linear_rgba_f32` has been removed. Call
`LinearRgba::to_f32_array` instead, converting if needed.
- `Color::as_linear_rgba_u32` has been removed. Call
`LinearRgba::to_u32` instead, converting if needed.
- Several other color conversion methods to transform LCH or HSL colors
into float arrays or `Vec` types have been removed. Please reimplement
these externally or open a PR to re-add them if you found them
particularly useful.
- Various methods on `Color` such as `rgb` or `hsl` to convert the color
into a specific color space have been removed. Convert into
`LinearRgba`, then to the color space of your choice.
- Various implicitly-converting color value methods on `Color` such as
`r`, `g`, `b` or `h` have been removed. Please convert it into the color
space of your choice, then check these properties.
- `Color` no longer implements `AsBindGroup`. Store a `LinearRgba`
internally instead to avoid conversion costs.
---------
Co-authored-by: Alice Cecile <alice.i.cecil@gmail.com>
Co-authored-by: Afonso Lage <lage.afonso@gmail.com>
Co-authored-by: Rob Parrett <robparrett@gmail.com>
Co-authored-by: Zachary Harrold <zac@harrold.com.au>
2024-02-29 19:35:12 +00:00
use bevy ::{ color ::palettes ::css ::* , prelude ::* } ;
2023-06-14 22:43:38 +00:00
Migrate from `LegacyColor` to `bevy_color::Color` (#12163)
# Objective
- As part of the migration process we need to a) see the end effect of
the migration on user ergonomics b) check for serious perf regressions
c) actually migrate the code
- To accomplish this, I'm going to attempt to migrate all of the
remaining user-facing usages of `LegacyColor` in one PR, being careful
to keep a clean commit history.
- Fixes #12056.
## Solution
I've chosen to use the polymorphic `Color` type as our standard
user-facing API.
- [x] Migrate `bevy_gizmos`.
- [x] Take `impl Into<Color>` in all `bevy_gizmos` APIs
- [x] Migrate sprites
- [x] Migrate UI
- [x] Migrate `ColorMaterial`
- [x] Migrate `MaterialMesh2D`
- [x] Migrate fog
- [x] Migrate lights
- [x] Migrate StandardMaterial
- [x] Migrate wireframes
- [x] Migrate clear color
- [x] Migrate text
- [x] Migrate gltf loader
- [x] Register color types for reflection
- [x] Remove `LegacyColor`
- [x] Make sure CI passes
Incidental improvements to ease migration:
- added `Color::srgba_u8`, `Color::srgba_from_array` and friends
- added `set_alpha`, `is_fully_transparent` and `is_fully_opaque` to the
`Alpha` trait
- add and immediately deprecate (lol) `Color::rgb` and friends in favor
of more explicit and consistent `Color::srgb`
- standardized on white and black for most example text colors
- added vector field traits to `LinearRgba`: ~~`Add`, `Sub`,
`AddAssign`, `SubAssign`,~~ `Mul<f32>` and `Div<f32>`. Multiplications
and divisions do not scale alpha. `Add` and `Sub` have been cut from
this PR.
- added `LinearRgba` and `Srgba` `RED/GREEN/BLUE`
- added `LinearRgba_to_f32_array` and `LinearRgba::to_u32`
## Migration Guide
Bevy's color types have changed! Wherever you used a
`bevy::render::Color`, a `bevy::color::Color` is used instead.
These are quite similar! Both are enums storing a color in a specific
color space (or to be more precise, using a specific color model).
However, each of the different color models now has its own type.
TODO...
- `Color::rgba`, `Color::rgb`, `Color::rbga_u8`, `Color::rgb_u8`,
`Color::rgb_from_array` are now `Color::srgba`, `Color::srgb`,
`Color::srgba_u8`, `Color::srgb_u8` and `Color::srgb_from_array`.
- `Color::set_a` and `Color::a` is now `Color::set_alpha` and
`Color::alpha`. These are part of the `Alpha` trait in `bevy_color`.
- `Color::is_fully_transparent` is now part of the `Alpha` trait in
`bevy_color`
- `Color::r`, `Color::set_r`, `Color::with_r` and the equivalents for
`g`, `b` `h`, `s` and `l` have been removed due to causing silent
relatively expensive conversions. Convert your `Color` into the desired
color space, perform your operations there, and then convert it back
into a polymorphic `Color` enum.
- `Color::hex` is now `Srgba::hex`. Call `.into` or construct a
`Color::Srgba` variant manually to convert it.
- `WireframeMaterial`, `ExtractedUiNode`, `ExtractedDirectionalLight`,
`ExtractedPointLight`, `ExtractedSpotLight` and `ExtractedSprite` now
store a `LinearRgba`, rather than a polymorphic `Color`
- `Color::rgb_linear` and `Color::rgba_linear` are now
`Color::linear_rgb` and `Color::linear_rgba`
- The various CSS color constants are no longer stored directly on
`Color`. Instead, they're defined in the `Srgba` color space, and
accessed via `bevy::color::palettes::css`. Call `.into()` on them to
convert them into a `Color` for quick debugging use, and consider using
the much prettier `tailwind` palette for prototyping.
- The `LIME_GREEN` color has been renamed to `LIMEGREEN` to comply with
the standard naming.
- Vector field arithmetic operations on `Color` (add, subtract, multiply
and divide by a f32) have been removed. Instead, convert your colors
into `LinearRgba` space, and perform your operations explicitly there.
This is particularly relevant when working with emissive or HDR colors,
whose color channel values are routinely outside of the ordinary 0 to 1
range.
- `Color::as_linear_rgba_f32` has been removed. Call
`LinearRgba::to_f32_array` instead, converting if needed.
- `Color::as_linear_rgba_u32` has been removed. Call
`LinearRgba::to_u32` instead, converting if needed.
- Several other color conversion methods to transform LCH or HSL colors
into float arrays or `Vec` types have been removed. Please reimplement
these externally or open a PR to re-add them if you found them
particularly useful.
- Various methods on `Color` such as `rgb` or `hsl` to convert the color
into a specific color space have been removed. Convert into
`LinearRgba`, then to the color space of your choice.
- Various implicitly-converting color value methods on `Color` such as
`r`, `g`, `b` or `h` have been removed. Please convert it into the color
space of your choice, then check these properties.
- `Color` no longer implements `AsBindGroup`. Store a `LinearRgba`
internally instead to avoid conversion costs.
---------
Co-authored-by: Alice Cecile <alice.i.cecil@gmail.com>
Co-authored-by: Afonso Lage <lage.afonso@gmail.com>
Co-authored-by: Rob Parrett <robparrett@gmail.com>
Co-authored-by: Zachary Harrold <zac@harrold.com.au>
2024-02-29 19:35:12 +00:00
const PALETTE : [ Srgba ; 10 ] = [
2024-03-05 23:42:03 +00:00
RED , YELLOW , WHITE , BEIGE , AQUA , CRIMSON , NAVY , AZURE , LIME , BLACK ,
2023-06-14 22:43:38 +00:00
] ;
Divide by `UiScale` when converting UI coordinates from physical to logical (#8720)
# Objective
After the UI layout is computed when the coordinates are converted back
from physical coordinates to logical coordinates the `UiScale` is
ignored. This results in a confusing situation where we have two
different systems of logical coordinates.
Example:
```rust
use bevy::prelude::*;
fn main() {
App::new()
.add_plugins(DefaultPlugins)
.add_systems(Startup, setup)
.add_systems(Update, update)
.run();
}
fn setup(mut commands: Commands, mut ui_scale: ResMut<UiScale>) {
ui_scale.scale = 4.;
commands.spawn(Camera2dBundle::default());
commands.spawn(NodeBundle {
style: Style {
align_items: AlignItems::Center,
justify_content: JustifyContent::Center,
width: Val::Percent(100.),
..Default::default()
},
..Default::default()
})
.with_children(|builder| {
builder.spawn(NodeBundle {
style: Style {
width: Val::Px(100.),
height: Val::Px(100.),
..Default::default()
},
background_color: Color::MAROON.into(),
..Default::default()
}).with_children(|builder| {
builder.spawn(TextBundle::from_section("", TextStyle::default());
});
});
}
fn update(
mut text_query: Query<(&mut Text, &Parent)>,
node_query: Query<Ref<Node>>,
) {
for (mut text, parent) in text_query.iter_mut() {
let node = node_query.get(parent.get()).unwrap();
if node.is_changed() {
text.sections[0].value = format!("size: {}", node.size());
}
}
}
```
result:
![Bevy App 30_05_2023
16_54_32](https://github.com/bevyengine/bevy/assets/27962798/a5ecbf31-0a12-4669-87df-b0c32f058732)
We asked for a 100x100 UI node but the Node's size is multiplied by the
value of `UiScale` to give a logical size of 400x400.
## Solution
Divide the output physical coordinates by `UiScale` in
`ui_layout_system` and multiply the logical viewport size by `UiScale`
when creating the projection matrix for the UI's `ExtractedView` in
`extract_default_ui_camera_view`.
---
## Changelog
* The UI layout's physical coordinates are divided by both the window
scale factor and `UiScale` when converting them back to logical
coordinates. The logical size of Ui nodes now matches the values given
to their size constraints.
* Multiply the logical viewport size by `UiScale` before creating the
projection matrix for the UI's `ExtractedView` in
`extract_default_ui_camera_view`.
* In `ui_focus_system` the cursor position returned from `Window` is
divided by `UiScale`.
* Added a scale factor parameter to `Node::physical_size` and
`Node::physical_rect`.
* The example `viewport_debug` now uses a `UiScale` of 2. to ensure that
viewport coordinates are working correctly with a non-unit `UiScale`.
## Migration Guide
Physical UI coordinates are now divided by both the `UiScale` and the
window's scale factor to compute the logical sizes and positions of UI
nodes.
This ensures that UI Node size and position values, held by the `Node`
and `GlobalTransform` components, conform to the same logical coordinate
system as the style constraints from which they are derived,
irrespective of the current `scale_factor` and `UiScale`.
---------
Co-authored-by: Carter Anderson <mcanders1@gmail.com>
2023-07-06 20:27:54 +00:00
#[ derive(Component, Default, PartialEq) ]
2023-06-14 22:43:38 +00:00
enum Coords {
#[ default ]
Viewport ,
Pixel ,
}
fn main ( ) {
App ::new ( )
2023-08-16 18:18:50 +00:00
. insert_resource ( UiScale ( 2.0 ) )
2023-06-14 22:43:38 +00:00
. add_plugins ( DefaultPlugins . set ( WindowPlugin {
primary_window : Some ( Window {
title : " Viewport Coordinates Debug " . to_string ( ) ,
2023-09-02 18:43:56 +00:00
// This example relies on these specific viewport dimensions, so let's explicitly
// define them.
resolution : [ 1280. , 720. ] . into ( ) ,
2023-06-14 22:43:38 +00:00
resizable : false ,
.. Default ::default ( )
} ) ,
.. Default ::default ( )
} ) )
. add_systems ( Startup , setup )
. add_systems ( Update , update )
. run ( ) ;
}
fn update (
mut timer : Local < f32 > ,
Divide by `UiScale` when converting UI coordinates from physical to logical (#8720)
# Objective
After the UI layout is computed when the coordinates are converted back
from physical coordinates to logical coordinates the `UiScale` is
ignored. This results in a confusing situation where we have two
different systems of logical coordinates.
Example:
```rust
use bevy::prelude::*;
fn main() {
App::new()
.add_plugins(DefaultPlugins)
.add_systems(Startup, setup)
.add_systems(Update, update)
.run();
}
fn setup(mut commands: Commands, mut ui_scale: ResMut<UiScale>) {
ui_scale.scale = 4.;
commands.spawn(Camera2dBundle::default());
commands.spawn(NodeBundle {
style: Style {
align_items: AlignItems::Center,
justify_content: JustifyContent::Center,
width: Val::Percent(100.),
..Default::default()
},
..Default::default()
})
.with_children(|builder| {
builder.spawn(NodeBundle {
style: Style {
width: Val::Px(100.),
height: Val::Px(100.),
..Default::default()
},
background_color: Color::MAROON.into(),
..Default::default()
}).with_children(|builder| {
builder.spawn(TextBundle::from_section("", TextStyle::default());
});
});
}
fn update(
mut text_query: Query<(&mut Text, &Parent)>,
node_query: Query<Ref<Node>>,
) {
for (mut text, parent) in text_query.iter_mut() {
let node = node_query.get(parent.get()).unwrap();
if node.is_changed() {
text.sections[0].value = format!("size: {}", node.size());
}
}
}
```
result:
![Bevy App 30_05_2023
16_54_32](https://github.com/bevyengine/bevy/assets/27962798/a5ecbf31-0a12-4669-87df-b0c32f058732)
We asked for a 100x100 UI node but the Node's size is multiplied by the
value of `UiScale` to give a logical size of 400x400.
## Solution
Divide the output physical coordinates by `UiScale` in
`ui_layout_system` and multiply the logical viewport size by `UiScale`
when creating the projection matrix for the UI's `ExtractedView` in
`extract_default_ui_camera_view`.
---
## Changelog
* The UI layout's physical coordinates are divided by both the window
scale factor and `UiScale` when converting them back to logical
coordinates. The logical size of Ui nodes now matches the values given
to their size constraints.
* Multiply the logical viewport size by `UiScale` before creating the
projection matrix for the UI's `ExtractedView` in
`extract_default_ui_camera_view`.
* In `ui_focus_system` the cursor position returned from `Window` is
divided by `UiScale`.
* Added a scale factor parameter to `Node::physical_size` and
`Node::physical_rect`.
* The example `viewport_debug` now uses a `UiScale` of 2. to ensure that
viewport coordinates are working correctly with a non-unit `UiScale`.
## Migration Guide
Physical UI coordinates are now divided by both the `UiScale` and the
window's scale factor to compute the logical sizes and positions of UI
nodes.
This ensures that UI Node size and position values, held by the `Node`
and `GlobalTransform` components, conform to the same logical coordinate
system as the style constraints from which they are derived,
irrespective of the current `scale_factor` and `UiScale`.
---------
Co-authored-by: Carter Anderson <mcanders1@gmail.com>
2023-07-06 20:27:54 +00:00
mut visible_tree : Local < Coords > ,
2023-06-14 22:43:38 +00:00
time : Res < Time > ,
Divide by `UiScale` when converting UI coordinates from physical to logical (#8720)
# Objective
After the UI layout is computed when the coordinates are converted back
from physical coordinates to logical coordinates the `UiScale` is
ignored. This results in a confusing situation where we have two
different systems of logical coordinates.
Example:
```rust
use bevy::prelude::*;
fn main() {
App::new()
.add_plugins(DefaultPlugins)
.add_systems(Startup, setup)
.add_systems(Update, update)
.run();
}
fn setup(mut commands: Commands, mut ui_scale: ResMut<UiScale>) {
ui_scale.scale = 4.;
commands.spawn(Camera2dBundle::default());
commands.spawn(NodeBundle {
style: Style {
align_items: AlignItems::Center,
justify_content: JustifyContent::Center,
width: Val::Percent(100.),
..Default::default()
},
..Default::default()
})
.with_children(|builder| {
builder.spawn(NodeBundle {
style: Style {
width: Val::Px(100.),
height: Val::Px(100.),
..Default::default()
},
background_color: Color::MAROON.into(),
..Default::default()
}).with_children(|builder| {
builder.spawn(TextBundle::from_section("", TextStyle::default());
});
});
}
fn update(
mut text_query: Query<(&mut Text, &Parent)>,
node_query: Query<Ref<Node>>,
) {
for (mut text, parent) in text_query.iter_mut() {
let node = node_query.get(parent.get()).unwrap();
if node.is_changed() {
text.sections[0].value = format!("size: {}", node.size());
}
}
}
```
result:
![Bevy App 30_05_2023
16_54_32](https://github.com/bevyengine/bevy/assets/27962798/a5ecbf31-0a12-4669-87df-b0c32f058732)
We asked for a 100x100 UI node but the Node's size is multiplied by the
value of `UiScale` to give a logical size of 400x400.
## Solution
Divide the output physical coordinates by `UiScale` in
`ui_layout_system` and multiply the logical viewport size by `UiScale`
when creating the projection matrix for the UI's `ExtractedView` in
`extract_default_ui_camera_view`.
---
## Changelog
* The UI layout's physical coordinates are divided by both the window
scale factor and `UiScale` when converting them back to logical
coordinates. The logical size of Ui nodes now matches the values given
to their size constraints.
* Multiply the logical viewport size by `UiScale` before creating the
projection matrix for the UI's `ExtractedView` in
`extract_default_ui_camera_view`.
* In `ui_focus_system` the cursor position returned from `Window` is
divided by `UiScale`.
* Added a scale factor parameter to `Node::physical_size` and
`Node::physical_rect`.
* The example `viewport_debug` now uses a `UiScale` of 2. to ensure that
viewport coordinates are working correctly with a non-unit `UiScale`.
## Migration Guide
Physical UI coordinates are now divided by both the `UiScale` and the
window's scale factor to compute the logical sizes and positions of UI
nodes.
This ensures that UI Node size and position values, held by the `Node`
and `GlobalTransform` components, conform to the same logical coordinate
system as the style constraints from which they are derived,
irrespective of the current `scale_factor` and `UiScale`.
---------
Co-authored-by: Carter Anderson <mcanders1@gmail.com>
2023-07-06 20:27:54 +00:00
mut coords_style_query : Query < ( & Coords , & mut Style ) > ,
2023-06-14 22:43:38 +00:00
) {
Divide by `UiScale` when converting UI coordinates from physical to logical (#8720)
# Objective
After the UI layout is computed when the coordinates are converted back
from physical coordinates to logical coordinates the `UiScale` is
ignored. This results in a confusing situation where we have two
different systems of logical coordinates.
Example:
```rust
use bevy::prelude::*;
fn main() {
App::new()
.add_plugins(DefaultPlugins)
.add_systems(Startup, setup)
.add_systems(Update, update)
.run();
}
fn setup(mut commands: Commands, mut ui_scale: ResMut<UiScale>) {
ui_scale.scale = 4.;
commands.spawn(Camera2dBundle::default());
commands.spawn(NodeBundle {
style: Style {
align_items: AlignItems::Center,
justify_content: JustifyContent::Center,
width: Val::Percent(100.),
..Default::default()
},
..Default::default()
})
.with_children(|builder| {
builder.spawn(NodeBundle {
style: Style {
width: Val::Px(100.),
height: Val::Px(100.),
..Default::default()
},
background_color: Color::MAROON.into(),
..Default::default()
}).with_children(|builder| {
builder.spawn(TextBundle::from_section("", TextStyle::default());
});
});
}
fn update(
mut text_query: Query<(&mut Text, &Parent)>,
node_query: Query<Ref<Node>>,
) {
for (mut text, parent) in text_query.iter_mut() {
let node = node_query.get(parent.get()).unwrap();
if node.is_changed() {
text.sections[0].value = format!("size: {}", node.size());
}
}
}
```
result:
![Bevy App 30_05_2023
16_54_32](https://github.com/bevyengine/bevy/assets/27962798/a5ecbf31-0a12-4669-87df-b0c32f058732)
We asked for a 100x100 UI node but the Node's size is multiplied by the
value of `UiScale` to give a logical size of 400x400.
## Solution
Divide the output physical coordinates by `UiScale` in
`ui_layout_system` and multiply the logical viewport size by `UiScale`
when creating the projection matrix for the UI's `ExtractedView` in
`extract_default_ui_camera_view`.
---
## Changelog
* The UI layout's physical coordinates are divided by both the window
scale factor and `UiScale` when converting them back to logical
coordinates. The logical size of Ui nodes now matches the values given
to their size constraints.
* Multiply the logical viewport size by `UiScale` before creating the
projection matrix for the UI's `ExtractedView` in
`extract_default_ui_camera_view`.
* In `ui_focus_system` the cursor position returned from `Window` is
divided by `UiScale`.
* Added a scale factor parameter to `Node::physical_size` and
`Node::physical_rect`.
* The example `viewport_debug` now uses a `UiScale` of 2. to ensure that
viewport coordinates are working correctly with a non-unit `UiScale`.
## Migration Guide
Physical UI coordinates are now divided by both the `UiScale` and the
window's scale factor to compute the logical sizes and positions of UI
nodes.
This ensures that UI Node size and position values, held by the `Node`
and `GlobalTransform` components, conform to the same logical coordinate
system as the style constraints from which they are derived,
irrespective of the current `scale_factor` and `UiScale`.
---------
Co-authored-by: Carter Anderson <mcanders1@gmail.com>
2023-07-06 20:27:54 +00:00
* timer - = time . delta_seconds ( ) ;
if * timer < = 0. {
* timer = 1. ;
* visible_tree = match * visible_tree {
Coords ::Viewport = > Coords ::Pixel ,
Coords ::Pixel = > Coords ::Viewport ,
} ;
for ( coords , mut style ) in coords_style_query . iter_mut ( ) {
style . display = if * coords = = * visible_tree {
Display ::Flex
} else {
Display ::None
} ;
}
2023-06-14 22:43:38 +00:00
}
}
fn setup ( mut commands : Commands ) {
commands . spawn ( Camera2dBundle ::default ( ) ) ;
Divide by `UiScale` when converting UI coordinates from physical to logical (#8720)
# Objective
After the UI layout is computed when the coordinates are converted back
from physical coordinates to logical coordinates the `UiScale` is
ignored. This results in a confusing situation where we have two
different systems of logical coordinates.
Example:
```rust
use bevy::prelude::*;
fn main() {
App::new()
.add_plugins(DefaultPlugins)
.add_systems(Startup, setup)
.add_systems(Update, update)
.run();
}
fn setup(mut commands: Commands, mut ui_scale: ResMut<UiScale>) {
ui_scale.scale = 4.;
commands.spawn(Camera2dBundle::default());
commands.spawn(NodeBundle {
style: Style {
align_items: AlignItems::Center,
justify_content: JustifyContent::Center,
width: Val::Percent(100.),
..Default::default()
},
..Default::default()
})
.with_children(|builder| {
builder.spawn(NodeBundle {
style: Style {
width: Val::Px(100.),
height: Val::Px(100.),
..Default::default()
},
background_color: Color::MAROON.into(),
..Default::default()
}).with_children(|builder| {
builder.spawn(TextBundle::from_section("", TextStyle::default());
});
});
}
fn update(
mut text_query: Query<(&mut Text, &Parent)>,
node_query: Query<Ref<Node>>,
) {
for (mut text, parent) in text_query.iter_mut() {
let node = node_query.get(parent.get()).unwrap();
if node.is_changed() {
text.sections[0].value = format!("size: {}", node.size());
}
}
}
```
result:
![Bevy App 30_05_2023
16_54_32](https://github.com/bevyengine/bevy/assets/27962798/a5ecbf31-0a12-4669-87df-b0c32f058732)
We asked for a 100x100 UI node but the Node's size is multiplied by the
value of `UiScale` to give a logical size of 400x400.
## Solution
Divide the output physical coordinates by `UiScale` in
`ui_layout_system` and multiply the logical viewport size by `UiScale`
when creating the projection matrix for the UI's `ExtractedView` in
`extract_default_ui_camera_view`.
---
## Changelog
* The UI layout's physical coordinates are divided by both the window
scale factor and `UiScale` when converting them back to logical
coordinates. The logical size of Ui nodes now matches the values given
to their size constraints.
* Multiply the logical viewport size by `UiScale` before creating the
projection matrix for the UI's `ExtractedView` in
`extract_default_ui_camera_view`.
* In `ui_focus_system` the cursor position returned from `Window` is
divided by `UiScale`.
* Added a scale factor parameter to `Node::physical_size` and
`Node::physical_rect`.
* The example `viewport_debug` now uses a `UiScale` of 2. to ensure that
viewport coordinates are working correctly with a non-unit `UiScale`.
## Migration Guide
Physical UI coordinates are now divided by both the `UiScale` and the
window's scale factor to compute the logical sizes and positions of UI
nodes.
This ensures that UI Node size and position values, held by the `Node`
and `GlobalTransform` components, conform to the same logical coordinate
system as the style constraints from which they are derived,
irrespective of the current `scale_factor` and `UiScale`.
---------
Co-authored-by: Carter Anderson <mcanders1@gmail.com>
2023-07-06 20:27:54 +00:00
spawn_with_viewport_coords ( & mut commands ) ;
spawn_with_pixel_coords ( & mut commands ) ;
2023-06-14 22:43:38 +00:00
}
Divide by `UiScale` when converting UI coordinates from physical to logical (#8720)
# Objective
After the UI layout is computed when the coordinates are converted back
from physical coordinates to logical coordinates the `UiScale` is
ignored. This results in a confusing situation where we have two
different systems of logical coordinates.
Example:
```rust
use bevy::prelude::*;
fn main() {
App::new()
.add_plugins(DefaultPlugins)
.add_systems(Startup, setup)
.add_systems(Update, update)
.run();
}
fn setup(mut commands: Commands, mut ui_scale: ResMut<UiScale>) {
ui_scale.scale = 4.;
commands.spawn(Camera2dBundle::default());
commands.spawn(NodeBundle {
style: Style {
align_items: AlignItems::Center,
justify_content: JustifyContent::Center,
width: Val::Percent(100.),
..Default::default()
},
..Default::default()
})
.with_children(|builder| {
builder.spawn(NodeBundle {
style: Style {
width: Val::Px(100.),
height: Val::Px(100.),
..Default::default()
},
background_color: Color::MAROON.into(),
..Default::default()
}).with_children(|builder| {
builder.spawn(TextBundle::from_section("", TextStyle::default());
});
});
}
fn update(
mut text_query: Query<(&mut Text, &Parent)>,
node_query: Query<Ref<Node>>,
) {
for (mut text, parent) in text_query.iter_mut() {
let node = node_query.get(parent.get()).unwrap();
if node.is_changed() {
text.sections[0].value = format!("size: {}", node.size());
}
}
}
```
result:
![Bevy App 30_05_2023
16_54_32](https://github.com/bevyengine/bevy/assets/27962798/a5ecbf31-0a12-4669-87df-b0c32f058732)
We asked for a 100x100 UI node but the Node's size is multiplied by the
value of `UiScale` to give a logical size of 400x400.
## Solution
Divide the output physical coordinates by `UiScale` in
`ui_layout_system` and multiply the logical viewport size by `UiScale`
when creating the projection matrix for the UI's `ExtractedView` in
`extract_default_ui_camera_view`.
---
## Changelog
* The UI layout's physical coordinates are divided by both the window
scale factor and `UiScale` when converting them back to logical
coordinates. The logical size of Ui nodes now matches the values given
to their size constraints.
* Multiply the logical viewport size by `UiScale` before creating the
projection matrix for the UI's `ExtractedView` in
`extract_default_ui_camera_view`.
* In `ui_focus_system` the cursor position returned from `Window` is
divided by `UiScale`.
* Added a scale factor parameter to `Node::physical_size` and
`Node::physical_rect`.
* The example `viewport_debug` now uses a `UiScale` of 2. to ensure that
viewport coordinates are working correctly with a non-unit `UiScale`.
## Migration Guide
Physical UI coordinates are now divided by both the `UiScale` and the
window's scale factor to compute the logical sizes and positions of UI
nodes.
This ensures that UI Node size and position values, held by the `Node`
and `GlobalTransform` components, conform to the same logical coordinate
system as the style constraints from which they are derived,
irrespective of the current `scale_factor` and `UiScale`.
---------
Co-authored-by: Carter Anderson <mcanders1@gmail.com>
2023-07-06 20:27:54 +00:00
fn spawn_with_viewport_coords ( commands : & mut Commands ) {
2023-06-14 22:43:38 +00:00
commands
Divide by `UiScale` when converting UI coordinates from physical to logical (#8720)
# Objective
After the UI layout is computed when the coordinates are converted back
from physical coordinates to logical coordinates the `UiScale` is
ignored. This results in a confusing situation where we have two
different systems of logical coordinates.
Example:
```rust
use bevy::prelude::*;
fn main() {
App::new()
.add_plugins(DefaultPlugins)
.add_systems(Startup, setup)
.add_systems(Update, update)
.run();
}
fn setup(mut commands: Commands, mut ui_scale: ResMut<UiScale>) {
ui_scale.scale = 4.;
commands.spawn(Camera2dBundle::default());
commands.spawn(NodeBundle {
style: Style {
align_items: AlignItems::Center,
justify_content: JustifyContent::Center,
width: Val::Percent(100.),
..Default::default()
},
..Default::default()
})
.with_children(|builder| {
builder.spawn(NodeBundle {
style: Style {
width: Val::Px(100.),
height: Val::Px(100.),
..Default::default()
},
background_color: Color::MAROON.into(),
..Default::default()
}).with_children(|builder| {
builder.spawn(TextBundle::from_section("", TextStyle::default());
});
});
}
fn update(
mut text_query: Query<(&mut Text, &Parent)>,
node_query: Query<Ref<Node>>,
) {
for (mut text, parent) in text_query.iter_mut() {
let node = node_query.get(parent.get()).unwrap();
if node.is_changed() {
text.sections[0].value = format!("size: {}", node.size());
}
}
}
```
result:
![Bevy App 30_05_2023
16_54_32](https://github.com/bevyengine/bevy/assets/27962798/a5ecbf31-0a12-4669-87df-b0c32f058732)
We asked for a 100x100 UI node but the Node's size is multiplied by the
value of `UiScale` to give a logical size of 400x400.
## Solution
Divide the output physical coordinates by `UiScale` in
`ui_layout_system` and multiply the logical viewport size by `UiScale`
when creating the projection matrix for the UI's `ExtractedView` in
`extract_default_ui_camera_view`.
---
## Changelog
* The UI layout's physical coordinates are divided by both the window
scale factor and `UiScale` when converting them back to logical
coordinates. The logical size of Ui nodes now matches the values given
to their size constraints.
* Multiply the logical viewport size by `UiScale` before creating the
projection matrix for the UI's `ExtractedView` in
`extract_default_ui_camera_view`.
* In `ui_focus_system` the cursor position returned from `Window` is
divided by `UiScale`.
* Added a scale factor parameter to `Node::physical_size` and
`Node::physical_rect`.
* The example `viewport_debug` now uses a `UiScale` of 2. to ensure that
viewport coordinates are working correctly with a non-unit `UiScale`.
## Migration Guide
Physical UI coordinates are now divided by both the `UiScale` and the
window's scale factor to compute the logical sizes and positions of UI
nodes.
This ensures that UI Node size and position values, held by the `Node`
and `GlobalTransform` components, conform to the same logical coordinate
system as the style constraints from which they are derived,
irrespective of the current `scale_factor` and `UiScale`.
---------
Co-authored-by: Carter Anderson <mcanders1@gmail.com>
2023-07-06 20:27:54 +00:00
. spawn ( (
NodeBundle {
style : Style {
width : Val ::Vw ( 100. ) ,
height : Val ::Vh ( 100. ) ,
border : UiRect ::axes ( Val ::Vw ( 5. ) , Val ::Vh ( 5. ) ) ,
flex_wrap : FlexWrap ::Wrap ,
.. default ( )
} ,
border_color : PALETTE [ 0 ] . into ( ) ,
2023-06-14 22:43:38 +00:00
.. default ( )
} ,
Divide by `UiScale` when converting UI coordinates from physical to logical (#8720)
# Objective
After the UI layout is computed when the coordinates are converted back
from physical coordinates to logical coordinates the `UiScale` is
ignored. This results in a confusing situation where we have two
different systems of logical coordinates.
Example:
```rust
use bevy::prelude::*;
fn main() {
App::new()
.add_plugins(DefaultPlugins)
.add_systems(Startup, setup)
.add_systems(Update, update)
.run();
}
fn setup(mut commands: Commands, mut ui_scale: ResMut<UiScale>) {
ui_scale.scale = 4.;
commands.spawn(Camera2dBundle::default());
commands.spawn(NodeBundle {
style: Style {
align_items: AlignItems::Center,
justify_content: JustifyContent::Center,
width: Val::Percent(100.),
..Default::default()
},
..Default::default()
})
.with_children(|builder| {
builder.spawn(NodeBundle {
style: Style {
width: Val::Px(100.),
height: Val::Px(100.),
..Default::default()
},
background_color: Color::MAROON.into(),
..Default::default()
}).with_children(|builder| {
builder.spawn(TextBundle::from_section("", TextStyle::default());
});
});
}
fn update(
mut text_query: Query<(&mut Text, &Parent)>,
node_query: Query<Ref<Node>>,
) {
for (mut text, parent) in text_query.iter_mut() {
let node = node_query.get(parent.get()).unwrap();
if node.is_changed() {
text.sections[0].value = format!("size: {}", node.size());
}
}
}
```
result:
![Bevy App 30_05_2023
16_54_32](https://github.com/bevyengine/bevy/assets/27962798/a5ecbf31-0a12-4669-87df-b0c32f058732)
We asked for a 100x100 UI node but the Node's size is multiplied by the
value of `UiScale` to give a logical size of 400x400.
## Solution
Divide the output physical coordinates by `UiScale` in
`ui_layout_system` and multiply the logical viewport size by `UiScale`
when creating the projection matrix for the UI's `ExtractedView` in
`extract_default_ui_camera_view`.
---
## Changelog
* The UI layout's physical coordinates are divided by both the window
scale factor and `UiScale` when converting them back to logical
coordinates. The logical size of Ui nodes now matches the values given
to their size constraints.
* Multiply the logical viewport size by `UiScale` before creating the
projection matrix for the UI's `ExtractedView` in
`extract_default_ui_camera_view`.
* In `ui_focus_system` the cursor position returned from `Window` is
divided by `UiScale`.
* Added a scale factor parameter to `Node::physical_size` and
`Node::physical_rect`.
* The example `viewport_debug` now uses a `UiScale` of 2. to ensure that
viewport coordinates are working correctly with a non-unit `UiScale`.
## Migration Guide
Physical UI coordinates are now divided by both the `UiScale` and the
window's scale factor to compute the logical sizes and positions of UI
nodes.
This ensures that UI Node size and position values, held by the `Node`
and `GlobalTransform` components, conform to the same logical coordinate
system as the style constraints from which they are derived,
irrespective of the current `scale_factor` and `UiScale`.
---------
Co-authored-by: Carter Anderson <mcanders1@gmail.com>
2023-07-06 20:27:54 +00:00
Coords ::Viewport ,
) )
2023-06-14 22:43:38 +00:00
. with_children ( | builder | {
builder . spawn ( NodeBundle {
style : Style {
width : Val ::Vw ( 30. ) ,
height : Val ::Vh ( 30. ) ,
border : UiRect ::all ( Val ::VMin ( 5. ) ) ,
.. default ( )
} ,
background_color : PALETTE [ 2 ] . into ( ) ,
border_color : PALETTE [ 9 ] . into ( ) ,
.. default ( )
} ) ;
builder . spawn ( NodeBundle {
style : Style {
width : Val ::Vw ( 60. ) ,
height : Val ::Vh ( 30. ) ,
.. default ( )
} ,
background_color : PALETTE [ 3 ] . into ( ) ,
.. default ( )
} ) ;
builder . spawn ( NodeBundle {
style : Style {
width : Val ::Vw ( 45. ) ,
height : Val ::Vh ( 30. ) ,
border : UiRect ::left ( Val ::VMax ( 45. / 2. ) ) ,
.. default ( )
} ,
background_color : PALETTE [ 4 ] . into ( ) ,
border_color : PALETTE [ 8 ] . into ( ) ,
.. default ( )
} ) ;
builder . spawn ( NodeBundle {
style : Style {
width : Val ::Vw ( 45. ) ,
height : Val ::Vh ( 30. ) ,
border : UiRect ::right ( Val ::VMax ( 45. / 2. ) ) ,
.. default ( )
} ,
background_color : PALETTE [ 5 ] . into ( ) ,
border_color : PALETTE [ 8 ] . into ( ) ,
.. default ( )
} ) ;
builder . spawn ( NodeBundle {
style : Style {
width : Val ::Vw ( 60. ) ,
height : Val ::Vh ( 30. ) ,
.. default ( )
} ,
background_color : PALETTE [ 6 ] . into ( ) ,
.. default ( )
} ) ;
builder . spawn ( NodeBundle {
style : Style {
width : Val ::Vw ( 30. ) ,
height : Val ::Vh ( 30. ) ,
border : UiRect ::all ( Val ::VMin ( 5. ) ) ,
.. default ( )
} ,
background_color : PALETTE [ 7 ] . into ( ) ,
border_color : PALETTE [ 9 ] . into ( ) ,
.. default ( )
} ) ;
} ) ;
}
Divide by `UiScale` when converting UI coordinates from physical to logical (#8720)
# Objective
After the UI layout is computed when the coordinates are converted back
from physical coordinates to logical coordinates the `UiScale` is
ignored. This results in a confusing situation where we have two
different systems of logical coordinates.
Example:
```rust
use bevy::prelude::*;
fn main() {
App::new()
.add_plugins(DefaultPlugins)
.add_systems(Startup, setup)
.add_systems(Update, update)
.run();
}
fn setup(mut commands: Commands, mut ui_scale: ResMut<UiScale>) {
ui_scale.scale = 4.;
commands.spawn(Camera2dBundle::default());
commands.spawn(NodeBundle {
style: Style {
align_items: AlignItems::Center,
justify_content: JustifyContent::Center,
width: Val::Percent(100.),
..Default::default()
},
..Default::default()
})
.with_children(|builder| {
builder.spawn(NodeBundle {
style: Style {
width: Val::Px(100.),
height: Val::Px(100.),
..Default::default()
},
background_color: Color::MAROON.into(),
..Default::default()
}).with_children(|builder| {
builder.spawn(TextBundle::from_section("", TextStyle::default());
});
});
}
fn update(
mut text_query: Query<(&mut Text, &Parent)>,
node_query: Query<Ref<Node>>,
) {
for (mut text, parent) in text_query.iter_mut() {
let node = node_query.get(parent.get()).unwrap();
if node.is_changed() {
text.sections[0].value = format!("size: {}", node.size());
}
}
}
```
result:
![Bevy App 30_05_2023
16_54_32](https://github.com/bevyengine/bevy/assets/27962798/a5ecbf31-0a12-4669-87df-b0c32f058732)
We asked for a 100x100 UI node but the Node's size is multiplied by the
value of `UiScale` to give a logical size of 400x400.
## Solution
Divide the output physical coordinates by `UiScale` in
`ui_layout_system` and multiply the logical viewport size by `UiScale`
when creating the projection matrix for the UI's `ExtractedView` in
`extract_default_ui_camera_view`.
---
## Changelog
* The UI layout's physical coordinates are divided by both the window
scale factor and `UiScale` when converting them back to logical
coordinates. The logical size of Ui nodes now matches the values given
to their size constraints.
* Multiply the logical viewport size by `UiScale` before creating the
projection matrix for the UI's `ExtractedView` in
`extract_default_ui_camera_view`.
* In `ui_focus_system` the cursor position returned from `Window` is
divided by `UiScale`.
* Added a scale factor parameter to `Node::physical_size` and
`Node::physical_rect`.
* The example `viewport_debug` now uses a `UiScale` of 2. to ensure that
viewport coordinates are working correctly with a non-unit `UiScale`.
## Migration Guide
Physical UI coordinates are now divided by both the `UiScale` and the
window's scale factor to compute the logical sizes and positions of UI
nodes.
This ensures that UI Node size and position values, held by the `Node`
and `GlobalTransform` components, conform to the same logical coordinate
system as the style constraints from which they are derived,
irrespective of the current `scale_factor` and `UiScale`.
---------
Co-authored-by: Carter Anderson <mcanders1@gmail.com>
2023-07-06 20:27:54 +00:00
fn spawn_with_pixel_coords ( commands : & mut Commands ) {
2023-06-14 22:43:38 +00:00
commands
Divide by `UiScale` when converting UI coordinates from physical to logical (#8720)
# Objective
After the UI layout is computed when the coordinates are converted back
from physical coordinates to logical coordinates the `UiScale` is
ignored. This results in a confusing situation where we have two
different systems of logical coordinates.
Example:
```rust
use bevy::prelude::*;
fn main() {
App::new()
.add_plugins(DefaultPlugins)
.add_systems(Startup, setup)
.add_systems(Update, update)
.run();
}
fn setup(mut commands: Commands, mut ui_scale: ResMut<UiScale>) {
ui_scale.scale = 4.;
commands.spawn(Camera2dBundle::default());
commands.spawn(NodeBundle {
style: Style {
align_items: AlignItems::Center,
justify_content: JustifyContent::Center,
width: Val::Percent(100.),
..Default::default()
},
..Default::default()
})
.with_children(|builder| {
builder.spawn(NodeBundle {
style: Style {
width: Val::Px(100.),
height: Val::Px(100.),
..Default::default()
},
background_color: Color::MAROON.into(),
..Default::default()
}).with_children(|builder| {
builder.spawn(TextBundle::from_section("", TextStyle::default());
});
});
}
fn update(
mut text_query: Query<(&mut Text, &Parent)>,
node_query: Query<Ref<Node>>,
) {
for (mut text, parent) in text_query.iter_mut() {
let node = node_query.get(parent.get()).unwrap();
if node.is_changed() {
text.sections[0].value = format!("size: {}", node.size());
}
}
}
```
result:
![Bevy App 30_05_2023
16_54_32](https://github.com/bevyengine/bevy/assets/27962798/a5ecbf31-0a12-4669-87df-b0c32f058732)
We asked for a 100x100 UI node but the Node's size is multiplied by the
value of `UiScale` to give a logical size of 400x400.
## Solution
Divide the output physical coordinates by `UiScale` in
`ui_layout_system` and multiply the logical viewport size by `UiScale`
when creating the projection matrix for the UI's `ExtractedView` in
`extract_default_ui_camera_view`.
---
## Changelog
* The UI layout's physical coordinates are divided by both the window
scale factor and `UiScale` when converting them back to logical
coordinates. The logical size of Ui nodes now matches the values given
to their size constraints.
* Multiply the logical viewport size by `UiScale` before creating the
projection matrix for the UI's `ExtractedView` in
`extract_default_ui_camera_view`.
* In `ui_focus_system` the cursor position returned from `Window` is
divided by `UiScale`.
* Added a scale factor parameter to `Node::physical_size` and
`Node::physical_rect`.
* The example `viewport_debug` now uses a `UiScale` of 2. to ensure that
viewport coordinates are working correctly with a non-unit `UiScale`.
## Migration Guide
Physical UI coordinates are now divided by both the `UiScale` and the
window's scale factor to compute the logical sizes and positions of UI
nodes.
This ensures that UI Node size and position values, held by the `Node`
and `GlobalTransform` components, conform to the same logical coordinate
system as the style constraints from which they are derived,
irrespective of the current `scale_factor` and `UiScale`.
---------
Co-authored-by: Carter Anderson <mcanders1@gmail.com>
2023-07-06 20:27:54 +00:00
. spawn ( (
NodeBundle {
style : Style {
2023-09-02 18:43:56 +00:00
width : Val ::Px ( 640. ) ,
height : Val ::Px ( 360. ) ,
border : UiRect ::axes ( Val ::Px ( 32. ) , Val ::Px ( 18. ) ) ,
Divide by `UiScale` when converting UI coordinates from physical to logical (#8720)
# Objective
After the UI layout is computed when the coordinates are converted back
from physical coordinates to logical coordinates the `UiScale` is
ignored. This results in a confusing situation where we have two
different systems of logical coordinates.
Example:
```rust
use bevy::prelude::*;
fn main() {
App::new()
.add_plugins(DefaultPlugins)
.add_systems(Startup, setup)
.add_systems(Update, update)
.run();
}
fn setup(mut commands: Commands, mut ui_scale: ResMut<UiScale>) {
ui_scale.scale = 4.;
commands.spawn(Camera2dBundle::default());
commands.spawn(NodeBundle {
style: Style {
align_items: AlignItems::Center,
justify_content: JustifyContent::Center,
width: Val::Percent(100.),
..Default::default()
},
..Default::default()
})
.with_children(|builder| {
builder.spawn(NodeBundle {
style: Style {
width: Val::Px(100.),
height: Val::Px(100.),
..Default::default()
},
background_color: Color::MAROON.into(),
..Default::default()
}).with_children(|builder| {
builder.spawn(TextBundle::from_section("", TextStyle::default());
});
});
}
fn update(
mut text_query: Query<(&mut Text, &Parent)>,
node_query: Query<Ref<Node>>,
) {
for (mut text, parent) in text_query.iter_mut() {
let node = node_query.get(parent.get()).unwrap();
if node.is_changed() {
text.sections[0].value = format!("size: {}", node.size());
}
}
}
```
result:
![Bevy App 30_05_2023
16_54_32](https://github.com/bevyengine/bevy/assets/27962798/a5ecbf31-0a12-4669-87df-b0c32f058732)
We asked for a 100x100 UI node but the Node's size is multiplied by the
value of `UiScale` to give a logical size of 400x400.
## Solution
Divide the output physical coordinates by `UiScale` in
`ui_layout_system` and multiply the logical viewport size by `UiScale`
when creating the projection matrix for the UI's `ExtractedView` in
`extract_default_ui_camera_view`.
---
## Changelog
* The UI layout's physical coordinates are divided by both the window
scale factor and `UiScale` when converting them back to logical
coordinates. The logical size of Ui nodes now matches the values given
to their size constraints.
* Multiply the logical viewport size by `UiScale` before creating the
projection matrix for the UI's `ExtractedView` in
`extract_default_ui_camera_view`.
* In `ui_focus_system` the cursor position returned from `Window` is
divided by `UiScale`.
* Added a scale factor parameter to `Node::physical_size` and
`Node::physical_rect`.
* The example `viewport_debug` now uses a `UiScale` of 2. to ensure that
viewport coordinates are working correctly with a non-unit `UiScale`.
## Migration Guide
Physical UI coordinates are now divided by both the `UiScale` and the
window's scale factor to compute the logical sizes and positions of UI
nodes.
This ensures that UI Node size and position values, held by the `Node`
and `GlobalTransform` components, conform to the same logical coordinate
system as the style constraints from which they are derived,
irrespective of the current `scale_factor` and `UiScale`.
---------
Co-authored-by: Carter Anderson <mcanders1@gmail.com>
2023-07-06 20:27:54 +00:00
flex_wrap : FlexWrap ::Wrap ,
.. default ( )
} ,
border_color : PALETTE [ 1 ] . into ( ) ,
2023-06-14 22:43:38 +00:00
.. default ( )
} ,
Divide by `UiScale` when converting UI coordinates from physical to logical (#8720)
# Objective
After the UI layout is computed when the coordinates are converted back
from physical coordinates to logical coordinates the `UiScale` is
ignored. This results in a confusing situation where we have two
different systems of logical coordinates.
Example:
```rust
use bevy::prelude::*;
fn main() {
App::new()
.add_plugins(DefaultPlugins)
.add_systems(Startup, setup)
.add_systems(Update, update)
.run();
}
fn setup(mut commands: Commands, mut ui_scale: ResMut<UiScale>) {
ui_scale.scale = 4.;
commands.spawn(Camera2dBundle::default());
commands.spawn(NodeBundle {
style: Style {
align_items: AlignItems::Center,
justify_content: JustifyContent::Center,
width: Val::Percent(100.),
..Default::default()
},
..Default::default()
})
.with_children(|builder| {
builder.spawn(NodeBundle {
style: Style {
width: Val::Px(100.),
height: Val::Px(100.),
..Default::default()
},
background_color: Color::MAROON.into(),
..Default::default()
}).with_children(|builder| {
builder.spawn(TextBundle::from_section("", TextStyle::default());
});
});
}
fn update(
mut text_query: Query<(&mut Text, &Parent)>,
node_query: Query<Ref<Node>>,
) {
for (mut text, parent) in text_query.iter_mut() {
let node = node_query.get(parent.get()).unwrap();
if node.is_changed() {
text.sections[0].value = format!("size: {}", node.size());
}
}
}
```
result:
![Bevy App 30_05_2023
16_54_32](https://github.com/bevyengine/bevy/assets/27962798/a5ecbf31-0a12-4669-87df-b0c32f058732)
We asked for a 100x100 UI node but the Node's size is multiplied by the
value of `UiScale` to give a logical size of 400x400.
## Solution
Divide the output physical coordinates by `UiScale` in
`ui_layout_system` and multiply the logical viewport size by `UiScale`
when creating the projection matrix for the UI's `ExtractedView` in
`extract_default_ui_camera_view`.
---
## Changelog
* The UI layout's physical coordinates are divided by both the window
scale factor and `UiScale` when converting them back to logical
coordinates. The logical size of Ui nodes now matches the values given
to their size constraints.
* Multiply the logical viewport size by `UiScale` before creating the
projection matrix for the UI's `ExtractedView` in
`extract_default_ui_camera_view`.
* In `ui_focus_system` the cursor position returned from `Window` is
divided by `UiScale`.
* Added a scale factor parameter to `Node::physical_size` and
`Node::physical_rect`.
* The example `viewport_debug` now uses a `UiScale` of 2. to ensure that
viewport coordinates are working correctly with a non-unit `UiScale`.
## Migration Guide
Physical UI coordinates are now divided by both the `UiScale` and the
window's scale factor to compute the logical sizes and positions of UI
nodes.
This ensures that UI Node size and position values, held by the `Node`
and `GlobalTransform` components, conform to the same logical coordinate
system as the style constraints from which they are derived,
irrespective of the current `scale_factor` and `UiScale`.
---------
Co-authored-by: Carter Anderson <mcanders1@gmail.com>
2023-07-06 20:27:54 +00:00
Coords ::Pixel ,
) )
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. with_children ( | builder | {
builder . spawn ( NodeBundle {
style : Style {
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width : Val ::Px ( 192. ) ,
height : Val ::Px ( 108. ) ,
border : UiRect ::axes ( Val ::Px ( 18. ) , Val ::Px ( 18. ) ) ,
2023-06-14 22:43:38 +00:00
.. default ( )
} ,
background_color : PALETTE [ 2 ] . into ( ) ,
border_color : PALETTE [ 9 ] . into ( ) ,
.. default ( )
} ) ;
builder . spawn ( NodeBundle {
style : Style {
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width : Val ::Px ( 384. ) ,
height : Val ::Px ( 108. ) ,
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.. default ( )
} ,
background_color : PALETTE [ 3 ] . into ( ) ,
.. default ( )
} ) ;
builder . spawn ( NodeBundle {
style : Style {
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width : Val ::Px ( 288. ) ,
height : Val ::Px ( 108. ) ,
border : UiRect ::left ( Val ::Px ( 144. ) ) ,
2023-06-14 22:43:38 +00:00
.. default ( )
} ,
background_color : PALETTE [ 4 ] . into ( ) ,
border_color : PALETTE [ 8 ] . into ( ) ,
.. default ( )
} ) ;
builder . spawn ( NodeBundle {
style : Style {
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width : Val ::Px ( 288. ) ,
height : Val ::Px ( 108. ) ,
border : UiRect ::right ( Val ::Px ( 144. ) ) ,
2023-06-14 22:43:38 +00:00
.. default ( )
} ,
background_color : PALETTE [ 5 ] . into ( ) ,
border_color : PALETTE [ 8 ] . into ( ) ,
.. default ( )
} ) ;
builder . spawn ( NodeBundle {
style : Style {
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width : Val ::Px ( 384. ) ,
height : Val ::Px ( 108. ) ,
2023-06-14 22:43:38 +00:00
.. default ( )
} ,
background_color : PALETTE [ 6 ] . into ( ) ,
.. default ( )
} ) ;
builder . spawn ( NodeBundle {
style : Style {
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width : Val ::Px ( 192. ) ,
height : Val ::Px ( 108. ) ,
border : UiRect ::axes ( Val ::Px ( 18. ) , Val ::Px ( 18. ) ) ,
2023-06-14 22:43:38 +00:00
.. default ( )
} ,
background_color : PALETTE [ 7 ] . into ( ) ,
border_color : PALETTE [ 9 ] . into ( ) ,
.. default ( )
} ) ;
} ) ;
}