bevy/examples/state/custom_transitions.rs

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//! This example illustrates how to register custom state transition behavior.
//!
//! In this case we are trying to add `OnReenter` and `OnReexit`
//! which will work much like `OnEnter` and `OnExit`,
//! but additionally trigger if the state changed into itself.
//!
//! While identity transitions exist internally in [`StateTransitionEvent`]s,
//! the default schedules intentionally ignore them, as this behavior is not commonly needed or expected.
//!
//! While this example displays identity transitions for a single state,
//! identity transitions are propagated through the entire state graph,
//! meaning any change to parent state will be propagated to [`ComputedStates`] and [`SubStates`].
use std::marker::PhantomData;
use bevy::{dev_tools::states::*, ecs::schedule::ScheduleLabel, prelude::*};
use custom_transitions::*;
#[derive(Debug, Clone, Copy, Default, Eq, PartialEq, Hash, States)]
enum AppState {
#[default]
Menu,
InGame,
}
fn main() {
App::new()
// We insert the custom transitions plugin for `AppState`.
.add_plugins((
DefaultPlugins,
IdentityTransitionsPlugin::<AppState>::default(),
))
.init_state::<AppState>()
.add_systems(Startup, setup)
.add_systems(OnEnter(AppState::Menu), setup_menu)
.add_systems(Update, menu.run_if(in_state(AppState::Menu)))
.add_systems(OnExit(AppState::Menu), cleanup_menu)
// We will restart the game progress every time we re-enter into it.
.add_systems(OnReenter(AppState::InGame), setup_game)
.add_systems(OnReexit(AppState::InGame), teardown_game)
// Doing it this way allows us to restart the game without any additional in-between states.
.add_systems(
Update,
((movement, change_color, trigger_game_restart).run_if(in_state(AppState::InGame)),),
)
.add_systems(Update, log_transitions::<AppState>)
.run();
}
/// This module provides the custom `OnReenter` and `OnReexit` transitions for easy installation.
mod custom_transitions {
use crate::*;
/// The plugin registers the transitions for one specific state.
/// If you use this for multiple states consider:
/// - installing the plugin multiple times,
/// - create an [`App`] extension method that inserts
/// those transitions during state installation.
#[derive(Default)]
pub struct IdentityTransitionsPlugin<S: States>(PhantomData<S>);
impl<S: States> Plugin for IdentityTransitionsPlugin<S> {
fn build(&self, app: &mut App) {
app.add_systems(
StateTransition,
// The internals can generate at most one transition event of specific type per frame.
// We take the latest one and clear the queue.
last_transition::<S>
// We insert the optional event into our schedule runner.
.pipe(run_reenter::<S>)
// State transitions are handled in three ordered steps, exposed as system sets.
// We can add our systems to them, which will run the corresponding schedules when they're evaluated.
// These are:
// - [`ExitSchedules`] - Ran from leaf-states to root-states,
// - [`TransitionSchedules`] - Ran in arbitrary order,
// - [`EnterSchedules`] - Ran from root-states to leaf-states.
.in_set(EnterSchedules::<S>::default()),
)
.add_systems(
StateTransition,
last_transition::<S>
.pipe(run_reexit::<S>)
.in_set(ExitSchedules::<S>::default()),
);
}
}
/// Custom schedule that will behave like [`OnEnter`], but run on identity transitions.
#[derive(ScheduleLabel, Clone, Debug, PartialEq, Eq, Hash)]
pub struct OnReenter<S: States>(pub S);
/// Schedule runner which checks conditions and if they're right
/// runs out custom schedule.
fn run_reenter<S: States>(transition: In<Option<StateTransitionEvent<S>>>, world: &mut World) {
// We return early if no transition event happened.
let Some(transition) = transition.0 else {
return;
};
// If we wanted to ignore identity transitions,
// we'd compare `exited` and `entered` here,
// and return if they were the same.
// We check if we actually entered a state.
// A [`None`] would indicate that the state was removed from the world.
// This only happens in the case of [`SubStates`] and [`ComputedStates`].
let Some(entered) = transition.entered else {
return;
};
// If all conditions are valid, we run our custom schedule.
let _ = world.try_run_schedule(OnReenter(entered));
// If you want to overwrite the default `OnEnter` behavior to act like re-enter,
// you can do so by running the `OnEnter` schedule here. Note that you don't want
// to run `OnEnter` when the default behavior does so.
// ```
// if transition.entered != transition.exited {
// return;
// }
// let _ = world.try_run_schedule(OnReenter(entered));
// ```
}
/// Custom schedule that will behave like [`OnExit`], but run on identity transitions.
#[derive(ScheduleLabel, Clone, Debug, PartialEq, Eq, Hash)]
pub struct OnReexit<S: States>(pub S);
fn run_reexit<S: States>(transition: In<Option<StateTransitionEvent<S>>>, world: &mut World) {
let Some(transition) = transition.0 else {
return;
};
let Some(exited) = transition.exited else {
return;
};
let _ = world.try_run_schedule(OnReexit(exited));
}
}
fn menu(
mut next_state: ResMut<NextState<AppState>>,
mut interaction_query: Query<
(&Interaction, &mut BackgroundColor),
(Changed<Interaction>, With<Button>),
>,
) {
for (interaction, mut color) in &mut interaction_query {
match *interaction {
Interaction::Pressed => {
*color = PRESSED_BUTTON.into();
next_state.set(AppState::InGame);
}
Interaction::Hovered => {
*color = HOVERED_BUTTON.into();
}
Interaction::None => {
*color = NORMAL_BUTTON.into();
}
}
}
}
fn cleanup_menu(mut commands: Commands, menu_data: Res<MenuData>) {
commands.entity(menu_data.button_entity).despawn_recursive();
}
const SPEED: f32 = 100.0;
fn movement(
time: Res<Time>,
input: Res<ButtonInput<KeyCode>>,
mut query: Query<&mut Transform, With<Sprite>>,
) {
for mut transform in &mut query {
let mut direction = Vec3::ZERO;
if input.pressed(KeyCode::ArrowLeft) {
direction.x -= 1.0;
}
if input.pressed(KeyCode::ArrowRight) {
direction.x += 1.0;
}
if input.pressed(KeyCode::ArrowUp) {
direction.y += 1.0;
}
if input.pressed(KeyCode::ArrowDown) {
direction.y -= 1.0;
}
if direction != Vec3::ZERO {
transform.translation += direction.normalize() * SPEED * time.delta_seconds();
}
}
}
fn change_color(time: Res<Time>, mut query: Query<&mut Sprite>) {
for mut sprite in &mut query {
let new_color = LinearRgba {
blue: ops::sin(time.elapsed_seconds() * 0.5) + 2.0,
..LinearRgba::from(sprite.color)
};
sprite.color = new_color.into();
}
}
// We can restart the game by pressing "R".
// This will trigger an [`AppState::InGame`] -> [`AppState::InGame`]
// transition, which will run our custom schedules.
fn trigger_game_restart(
input: Res<ButtonInput<KeyCode>>,
mut next_state: ResMut<NextState<AppState>>,
) {
if input.just_pressed(KeyCode::KeyR) {
// Although we are already in this state setting it again will generate an identity transition.
// While default schedules ignore those kinds of transitions, our custom schedules will react to them.
next_state.set(AppState::InGame);
}
}
fn setup(mut commands: Commands) {
commands.spawn(Camera2d);
}
fn setup_game(mut commands: Commands, asset_server: Res<AssetServer>) {
commands.spawn(Sprite::from_image(asset_server.load("branding/icon.png")));
info!("Setup game");
}
fn teardown_game(mut commands: Commands, player: Query<Entity, With<Sprite>>) {
commands.entity(player.single()).despawn();
info!("Teardown game");
}
#[derive(Resource)]
struct MenuData {
pub button_entity: Entity,
}
const NORMAL_BUTTON: Color = Color::srgb(0.15, 0.15, 0.15);
const HOVERED_BUTTON: Color = Color::srgb(0.25, 0.25, 0.25);
const PRESSED_BUTTON: Color = Color::srgb(0.35, 0.75, 0.35);
fn setup_menu(mut commands: Commands) {
let button_entity = commands
.spawn(NodeBundle {
style: Style {
// center button
width: Val::Percent(100.),
height: Val::Percent(100.),
justify_content: JustifyContent::Center,
align_items: AlignItems::Center,
..default()
},
..default()
})
.with_children(|parent| {
parent
.spawn(ButtonBundle {
style: Style {
width: Val::Px(150.),
height: Val::Px(65.),
// horizontally center child text
justify_content: JustifyContent::Center,
// vertically center child text
align_items: AlignItems::Center,
..default()
},
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
background_color: NORMAL_BUTTON.into(),
..default()
})
.with_children(|parent| {
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
parent.spawn((
Text::new("Play"),
TextFont {
font_size: 33.0,
..default()
},
TextColor(Color::srgb(0.9, 0.9, 0.9)),
));
});
})
.id();
commands.insert_resource(MenuData { button_entity });
}