2024-06-04 14:23:24 +00:00
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//! This example illustrates how to register custom state transition behavior.
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//!
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//! In this case we are trying to add `OnReenter` and `OnReexit`
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//! which will work much like `OnEnter` and `OnExit`,
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//! but additionally trigger if the state changed into itself.
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//!
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//! While identity transitions exist internally in [`StateTransitionEvent`]s,
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//! the default schedules intentionally ignore them, as this behavior is not commonly needed or expected.
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//!
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//! While this example displays identity transitions for a single state,
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//! identity transitions are propagated through the entire state graph,
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//! meaning any change to parent state will be propagated to [`ComputedStates`] and [`SubStates`].
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use std::marker::PhantomData;
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2024-06-10 13:13:58 +00:00
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use bevy::{dev_tools::states::*, ecs::schedule::ScheduleLabel, prelude::*};
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2024-06-04 14:23:24 +00:00
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use custom_transitions::*;
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#[derive(Debug, Clone, Copy, Default, Eq, PartialEq, Hash, States)]
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enum AppState {
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#[default]
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Menu,
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InGame,
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}
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fn main() {
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App::new()
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2024-06-20 00:57:40 +00:00
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// We insert the custom transitions plugin for `AppState`.
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.add_plugins((
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DefaultPlugins,
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IdentityTransitionsPlugin::<AppState>::default(),
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))
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2024-06-04 14:23:24 +00:00
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.init_state::<AppState>()
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.add_systems(Startup, setup)
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.add_systems(OnEnter(AppState::Menu), setup_menu)
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.add_systems(Update, menu.run_if(in_state(AppState::Menu)))
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.add_systems(OnExit(AppState::Menu), cleanup_menu)
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// We will restart the game progress every time we re-enter into it.
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.add_systems(OnReenter(AppState::InGame), setup_game)
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.add_systems(OnReexit(AppState::InGame), teardown_game)
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// Doing it this way allows us to restart the game without any additional in-between states.
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.add_systems(
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Update,
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((movement, change_color, trigger_game_restart).run_if(in_state(AppState::InGame)),),
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)
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.add_systems(Update, log_transitions::<AppState>)
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.run();
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}
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/// This module provides the custom `OnReenter` and `OnReexit` transitions for easy installation.
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mod custom_transitions {
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use crate::*;
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/// The plugin registers the transitions for one specific state.
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/// If you use this for multiple states consider:
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/// - installing the plugin multiple times,
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/// - create an [`App`] extension method that inserts
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/// those transitions during state installation.
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#[derive(Default)]
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pub struct IdentityTransitionsPlugin<S: States>(PhantomData<S>);
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impl<S: States> Plugin for IdentityTransitionsPlugin<S> {
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fn build(&self, app: &mut App) {
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app.add_systems(
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StateTransition,
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// The internals can generate at most one transition event of specific type per frame.
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// We take the latest one and clear the queue.
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last_transition::<S>
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// We insert the optional event into our schedule runner.
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.pipe(run_reenter::<S>)
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// State transitions are handled in three ordered steps, exposed as system sets.
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// We can add our systems to them, which will run the corresponding schedules when they're evaluated.
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// These are:
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2024-06-10 13:13:58 +00:00
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// - [`ExitSchedules`] - Ran from leaf-states to root-states,
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// - [`TransitionSchedules`] - Ran in arbitrary order,
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// - [`EnterSchedules`] - Ran from root-states to leaf-states.
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.in_set(EnterSchedules::<S>::default()),
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2024-06-04 14:23:24 +00:00
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)
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.add_systems(
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StateTransition,
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last_transition::<S>
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.pipe(run_reexit::<S>)
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.in_set(ExitSchedules::<S>::default()),
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2024-06-04 14:23:24 +00:00
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);
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}
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}
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/// Custom schedule that will behave like [`OnEnter`], but run on identity transitions.
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#[derive(ScheduleLabel, Clone, Debug, PartialEq, Eq, Hash)]
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pub struct OnReenter<S: States>(pub S);
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/// Schedule runner which checks conditions and if they're right
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/// runs out custom schedule.
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fn run_reenter<S: States>(transition: In<Option<StateTransitionEvent<S>>>, world: &mut World) {
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// We return early if no transition event happened.
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let Some(transition) = transition.0 else {
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return;
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};
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// If we wanted to ignore identity transitions,
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// we'd compare `exited` and `entered` here,
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// and return if they were the same.
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// We check if we actually entered a state.
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// A [`None`] would indicate that the state was removed from the world.
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// This only happens in the case of [`SubStates`] and [`ComputedStates`].
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let Some(entered) = transition.entered else {
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return;
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};
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// If all conditions are valid, we run our custom schedule.
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let _ = world.try_run_schedule(OnReenter(entered));
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// If you want to overwrite the default `OnEnter` behavior to act like re-enter,
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// you can do so by running the `OnEnter` schedule here. Note that you don't want
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// to run `OnEnter` when the default behavior does so.
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// ```
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// if transition.entered != transition.exited {
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// return;
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// }
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// let _ = world.try_run_schedule(OnReenter(entered));
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// ```
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}
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/// Custom schedule that will behave like [`OnExit`], but run on identity transitions.
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#[derive(ScheduleLabel, Clone, Debug, PartialEq, Eq, Hash)]
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pub struct OnReexit<S: States>(pub S);
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fn run_reexit<S: States>(transition: In<Option<StateTransitionEvent<S>>>, world: &mut World) {
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let Some(transition) = transition.0 else {
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return;
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};
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let Some(exited) = transition.exited else {
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return;
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};
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let _ = world.try_run_schedule(OnReexit(exited));
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}
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}
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fn menu(
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mut next_state: ResMut<NextState<AppState>>,
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mut interaction_query: Query<
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2024-07-03 01:13:55 +00:00
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(&Interaction, &mut BackgroundColor),
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(Changed<Interaction>, With<Button>),
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>,
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) {
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for (interaction, mut color) in &mut interaction_query {
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2024-06-04 14:23:24 +00:00
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match *interaction {
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Interaction::Pressed => {
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2024-07-03 01:13:55 +00:00
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*color = PRESSED_BUTTON.into();
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2024-06-04 14:23:24 +00:00
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next_state.set(AppState::InGame);
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}
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Interaction::Hovered => {
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2024-07-03 01:13:55 +00:00
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*color = HOVERED_BUTTON.into();
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}
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Interaction::None => {
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*color = NORMAL_BUTTON.into();
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2024-06-04 14:23:24 +00:00
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}
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}
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}
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}
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fn cleanup_menu(mut commands: Commands, menu_data: Res<MenuData>) {
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commands.entity(menu_data.button_entity).despawn_recursive();
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}
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const SPEED: f32 = 100.0;
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fn movement(
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time: Res<Time>,
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input: Res<ButtonInput<KeyCode>>,
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mut query: Query<&mut Transform, With<Sprite>>,
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) {
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for mut transform in &mut query {
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let mut direction = Vec3::ZERO;
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if input.pressed(KeyCode::ArrowLeft) {
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direction.x -= 1.0;
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}
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if input.pressed(KeyCode::ArrowRight) {
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direction.x += 1.0;
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}
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if input.pressed(KeyCode::ArrowUp) {
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direction.y += 1.0;
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}
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if input.pressed(KeyCode::ArrowDown) {
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direction.y -= 1.0;
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}
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if direction != Vec3::ZERO {
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transform.translation += direction.normalize() * SPEED * time.delta_seconds();
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}
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}
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}
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fn change_color(time: Res<Time>, mut query: Query<&mut Sprite>) {
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for mut sprite in &mut query {
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let new_color = LinearRgba {
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2024-09-16 23:28:12 +00:00
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blue: ops::sin(time.elapsed_seconds() * 0.5) + 2.0,
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..LinearRgba::from(sprite.color)
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};
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sprite.color = new_color.into();
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}
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}
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// We can restart the game by pressing "R".
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// This will trigger an [`AppState::InGame`] -> [`AppState::InGame`]
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// transition, which will run our custom schedules.
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fn trigger_game_restart(
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input: Res<ButtonInput<KeyCode>>,
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mut next_state: ResMut<NextState<AppState>>,
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) {
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if input.just_pressed(KeyCode::KeyR) {
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// Although we are already in this state setting it again will generate an identity transition.
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// While default schedules ignore those kinds of transitions, our custom schedules will react to them.
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next_state.set(AppState::InGame);
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}
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}
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fn setup(mut commands: Commands) {
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2024-10-05 01:59:52 +00:00
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commands.spawn(Camera2d);
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2024-06-04 14:23:24 +00:00
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}
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fn setup_game(mut commands: Commands, asset_server: Res<AssetServer>) {
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2024-10-09 16:17:26 +00:00
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commands.spawn(Sprite::from_image(asset_server.load("branding/icon.png")));
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2024-06-20 00:57:40 +00:00
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info!("Setup game");
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2024-06-04 14:23:24 +00:00
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}
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fn teardown_game(mut commands: Commands, player: Query<Entity, With<Sprite>>) {
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commands.entity(player.single()).despawn();
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2024-06-20 00:57:40 +00:00
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info!("Teardown game");
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2024-06-04 14:23:24 +00:00
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}
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#[derive(Resource)]
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struct MenuData {
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pub button_entity: Entity,
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}
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const NORMAL_BUTTON: Color = Color::srgb(0.15, 0.15, 0.15);
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const HOVERED_BUTTON: Color = Color::srgb(0.25, 0.25, 0.25);
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const PRESSED_BUTTON: Color = Color::srgb(0.35, 0.75, 0.35);
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fn setup_menu(mut commands: Commands) {
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let button_entity = commands
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.spawn(NodeBundle {
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style: Style {
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// center button
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width: Val::Percent(100.),
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height: Val::Percent(100.),
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justify_content: JustifyContent::Center,
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align_items: AlignItems::Center,
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..default()
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},
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..default()
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})
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.with_children(|parent| {
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parent
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.spawn(ButtonBundle {
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style: Style {
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width: Val::Px(150.),
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height: Val::Px(65.),
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// horizontally center child text
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justify_content: JustifyContent::Center,
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// vertically center child text
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align_items: AlignItems::Center,
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..default()
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},
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Make default behavior for `BackgroundColor` and `BorderColor` more intuitive (#14017)
# Objective
In Bevy 0.13, `BackgroundColor` simply tinted the image of any
`UiImage`. This was confusing: in every other case (e.g. Text), this
added a solid square behind the element. #11165 changed this, but
removed `BackgroundColor` from `ImageBundle` to avoid confusion, since
the semantic meaning had changed.
However, this resulted in a serious UX downgrade / inconsistency, as
this behavior was no longer part of the bundle (unlike for `TextBundle`
or `NodeBundle`), leaving users with a relatively frustrating upgrade
path.
Additionally, adding both `BackgroundColor` and `UiImage` resulted in a
bizarre effect, where the background color was seemingly ignored as it
was covered by a solid white placeholder image.
Fixes #13969.
## Solution
Per @viridia's design:
> - if you don't specify a background color, it's transparent.
> - if you don't specify an image color, it's white (because it's a
multiplier).
> - if you don't specify an image, no image is drawn.
> - if you specify both a background color and an image color, they are
independent.
> - the background color is drawn behind the image (in whatever pixels
are transparent)
As laid out by @benfrankel, this involves:
1. Changing the default `UiImage` to use a transparent texture but a
pure white tint.
2. Adding `UiImage::solid_color` to quickly set placeholder images.
3. Changing the default `BorderColor` and `BackgroundColor` to
transparent.
4. Removing the default overrides for these values in the other assorted
UI bundles.
5. Adding `BackgroundColor` back to `ImageBundle` and `ButtonBundle`.
6. Adding a 1x1 `Image::transparent`, which can be accessed from
`Assets<Image>` via the `TRANSPARENT_IMAGE_HANDLE` constant.
Huge thanks to everyone who helped out with the design in the linked
issue and [the Discord
thread](https://discord.com/channels/691052431525675048/1255209923890118697/1255209999278280844):
this was very much a joint design.
@cart helped me figure out how to set the UiImage's default texture to a
transparent 1x1 image, which is a much nicer fix.
## Testing
I've checked the examples modified by this PR, and the `ui` example as
well just to be sure.
## Migration Guide
- `BackgroundColor` no longer tints the color of images in `ImageBundle`
or `ButtonBundle`. Set `UiImage::color` to tint images instead.
- The default texture for `UiImage` is now a transparent white square.
Use `UiImage::solid_color` to quickly draw debug images.
- The default value for `BackgroundColor` and `BorderColor` is now
transparent. Set the color to white manually to return to previous
behavior.
2024-06-25 21:50:41 +00:00
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background_color: NORMAL_BUTTON.into(),
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2024-06-04 14:23:24 +00:00
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..default()
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})
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.with_children(|parent| {
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Text rework (#15591)
**Ready for review. Examples migration progress: 100%.**
# Objective
- Implement https://github.com/bevyengine/bevy/discussions/15014
## Solution
This implements [cart's
proposal](https://github.com/bevyengine/bevy/discussions/15014#discussioncomment-10574459)
faithfully except for one change. I separated `TextSpan` from
`TextSpan2d` because `TextSpan` needs to require the `GhostNode`
component, which is a `bevy_ui` component only usable by UI.
Extra changes:
- Added `EntityCommands::commands_mut` that returns a mutable reference.
This is a blocker for extension methods that return something other than
`self`. Note that `sickle_ui`'s `UiBuilder::commands` returns a mutable
reference for this reason.
## Testing
- [x] Text examples all work.
---
## Showcase
TODO: showcase-worthy
## Migration Guide
TODO: very breaking
### Accessing text spans by index
Text sections are now text sections on different entities in a
hierarchy, Use the new `TextReader` and `TextWriter` system parameters
to access spans by index.
Before:
```rust
fn refresh_text(mut query: Query<&mut Text, With<TimeText>>, time: Res<Time>) {
let text = query.single_mut();
text.sections[1].value = format_time(time.elapsed());
}
```
After:
```rust
fn refresh_text(
query: Query<Entity, With<TimeText>>,
mut writer: UiTextWriter,
time: Res<Time>
) {
let entity = query.single();
*writer.text(entity, 1) = format_time(time.elapsed());
}
```
### Iterating text spans
Text spans are now entities in a hierarchy, so the new `UiTextReader`
and `UiTextWriter` system parameters provide ways to iterate that
hierarchy. The `UiTextReader::iter` method will give you a normal
iterator over spans, and `UiTextWriter::for_each` lets you visit each of
the spans.
---------
Co-authored-by: ickshonpe <david.curthoys@googlemail.com>
Co-authored-by: Carter Anderson <mcanders1@gmail.com>
2024-10-09 18:35:36 +00:00
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parent.spawn((
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Text::new("Play"),
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2024-10-13 17:06:22 +00:00
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TextFont {
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2024-09-16 23:14:37 +00:00
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font_size: 33.0,
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2024-06-04 14:23:24 +00:00
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..default()
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},
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2024-10-13 17:06:22 +00:00
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TextColor(Color::srgb(0.9, 0.9, 0.9)),
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2024-06-04 14:23:24 +00:00
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));
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});
|
|
|
|
})
|
|
|
|
.id();
|
|
|
|
commands.insert_resource(MenuData { button_entity });
|
|
|
|
}
|