bevy/examples/ui/ui_texture_atlas_slice.rs

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//! This example illustrates how to create buttons with their texture atlases sliced
//! and kept in proportion instead of being stretched by the button dimensions
use bevy::{
color::palettes::css::{GOLD, ORANGE},
prelude::*,
Improved `UiImage` and `Sprite` scaling and slicing APIs (#16088) # Objective 1. UI texture slicing chops and scales an image to fit the size of a node and isn't meant to place any constraints on the size of the node itself, but because the required components changes required `ImageSize` and `ContentSize` for nodes with `UiImage`, texture sliced nodes are laid out using an `ImageMeasure`. 2. In 0.14 users could spawn a `(UiImage, NodeBundle)` which would display an image stretched to fill the UI node's bounds ignoring the image's instrinsic size. Now that `UiImage` requires `ContentSize`, there's no option to display an image without its size placing constrains on the UI layout (unless you force the `Node` to a fixed size, but that's not a solution). 3. It's desirable that the `Sprite` and `UiImage` share similar APIs. Fixes #16109 ## Solution * Remove the `Component` impl from `ImageScaleMode`. * Add a `Stretch` variant to `ImageScaleMode`. * Add a field `scale_mode: ImageScaleMode` to `Sprite`. * Add a field `mode: UiImageMode` to `UiImage`. * Add an enum `UiImageMode` similar to `ImageScaleMode` but with additional UI specific variants. * Remove the queries for `ImageScaleMode` from Sprite and UI extraction, and refer to the new fields instead. * Change `ui_layout_system` to update measure funcs on any change to `ContentSize`s to enable manual clearing without removing the component. * Don't add a measure unless `UiImageMode::Auto` is set in `update_image_content_size_system`. Mutably deref the `Mut<ContentSize>` if the `UiImage` is changed to force removal of any existing measure func. ## Testing Remove all the constraints from the ui_texture_slice example: ```rust //! This example illustrates how to create buttons with their textures sliced //! and kept in proportion instead of being stretched by the button dimensions use bevy::{ color::palettes::css::{GOLD, ORANGE}, prelude::*, winit::WinitSettings, }; fn main() { App::new() .add_plugins(DefaultPlugins) // Only run the app when there is user input. This will significantly reduce CPU/GPU use. .insert_resource(WinitSettings::desktop_app()) .add_systems(Startup, setup) .add_systems(Update, button_system) .run(); } fn button_system( mut interaction_query: Query< (&Interaction, &Children, &mut UiImage), (Changed<Interaction>, With<Button>), >, mut text_query: Query<&mut Text>, ) { for (interaction, children, mut image) in &mut interaction_query { let mut text = text_query.get_mut(children[0]).unwrap(); match *interaction { Interaction::Pressed => { **text = "Press".to_string(); image.color = GOLD.into(); } Interaction::Hovered => { **text = "Hover".to_string(); image.color = ORANGE.into(); } Interaction::None => { **text = "Button".to_string(); image.color = Color::WHITE; } } } } fn setup(mut commands: Commands, asset_server: Res<AssetServer>) { let image = asset_server.load("textures/fantasy_ui_borders/panel-border-010.png"); let slicer = TextureSlicer { border: BorderRect::square(22.0), center_scale_mode: SliceScaleMode::Stretch, sides_scale_mode: SliceScaleMode::Stretch, max_corner_scale: 1.0, }; // ui camera commands.spawn(Camera2d); commands .spawn(Node { width: Val::Percent(100.0), height: Val::Percent(100.0), align_items: AlignItems::Center, justify_content: JustifyContent::Center, ..default() }) .with_children(|parent| { for [w, h] in [[150.0, 150.0], [300.0, 150.0], [150.0, 300.0]] { parent .spawn(( Button, Node { // width: Val::Px(w), // height: Val::Px(h), // horizontally center child text justify_content: JustifyContent::Center, // vertically center child text align_items: AlignItems::Center, margin: UiRect::all(Val::Px(20.0)), ..default() }, UiImage::new(image.clone()), ImageScaleMode::Sliced(slicer.clone()), )) .with_children(|parent| { // parent.spawn(( // Text::new("Button"), // TextFont { // font: asset_server.load("fonts/FiraSans-Bold.ttf"), // font_size: 33.0, // ..default() // }, // TextColor(Color::srgb(0.9, 0.9, 0.9)), // )); }); } }); } ``` This should result in a blank window, since without any constraints the texture slice image nodes should be zero-sized. But in main the image nodes are given the size of the underlying unsliced source image `textures/fantasy_ui_borders/panel-border-010.png`: <img width="321" alt="slicing" src="https://github.com/user-attachments/assets/cbd74c9c-14cd-4b4d-93c6-7c0152bb05ee"> For this PR need to change the lines: ``` UiImage::new(image.clone()), ImageScaleMode::Sliced(slicer.clone()), ``` to ``` UiImage::new(image.clone()).with_mode(UiImageMode::Sliced(slicer.clone()), ``` and then nothing should be rendered, as desired. --------- Co-authored-by: Carter Anderson <mcanders1@gmail.com>
2024-11-04 15:14:03 +00:00
ui::widget::NodeImageMode,
winit::WinitSettings,
};
fn main() {
App::new()
.add_plugins(DefaultPlugins)
// Only run the app when there is user input. This will significantly reduce CPU/GPU use.
.insert_resource(WinitSettings::desktop_app())
.add_systems(Startup, setup)
.add_systems(Update, button_system)
.run();
}
fn button_system(
mut interaction_query: Query<
(&Interaction, &Children, &mut UiImage),
(Changed<Interaction>, With<Button>),
>,
mut text_query: Query<&mut Text>,
) {
for (interaction, children, mut image) in &mut interaction_query {
let mut text = text_query.get_mut(children[0]).unwrap();
match *interaction {
Interaction::Pressed => {
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
**text = "Press".to_string();
if let Some(atlas) = &mut image.texture_atlas {
atlas.index = (atlas.index + 1) % 30;
}
image.color = GOLD.into();
}
Interaction::Hovered => {
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
**text = "Hover".to_string();
image.color = ORANGE.into();
}
Interaction::None => {
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
**text = "Button".to_string();
image.color = Color::WHITE;
}
}
}
}
fn setup(
mut commands: Commands,
asset_server: Res<AssetServer>,
mut texture_atlases: ResMut<Assets<TextureAtlasLayout>>,
) {
let texture_handle = asset_server.load("textures/fantasy_ui_borders/border_sheet.png");
let atlas_layout =
TextureAtlasLayout::from_grid(UVec2::new(50, 50), 6, 6, Some(UVec2::splat(2)), None);
let atlas_layout_handle = texture_atlases.add(atlas_layout);
let slicer = TextureSlicer {
border: BorderRect::square(24.0),
center_scale_mode: SliceScaleMode::Stretch,
sides_scale_mode: SliceScaleMode::Stretch,
max_corner_scale: 1.0,
};
// ui camera
commands.spawn(Camera2d);
commands
Merge Style properties into Node. Use ComputedNode for computed properties. (#15975) # Objective Continue improving the user experience of our UI Node API in the direction specified by [Bevy's Next Generation Scene / UI System](https://github.com/bevyengine/bevy/discussions/14437) ## Solution As specified in the document above, merge `Style` fields into `Node`, and move "computed Node fields" into `ComputedNode` (I chose this name over something like `ComputedNodeLayout` because it currently contains more than just layout info. If we want to break this up / rename these concepts, lets do that in a separate PR). `Style` has been removed. This accomplishes a number of goals: ## Ergonomics wins Specifying both `Node` and `Style` is now no longer required for non-default styles Before: ```rust commands.spawn(( Node::default(), Style { width: Val::Px(100.), ..default() }, )); ``` After: ```rust commands.spawn(Node { width: Val::Px(100.), ..default() }); ``` ## Conceptual clarity `Style` was never a comprehensive "style sheet". It only defined "core" style properties that all `Nodes` shared. Any "styled property" that couldn't fit that mold had to be in a separate component. A "real" style system would style properties _across_ components (`Node`, `Button`, etc). We have plans to build a true style system (see the doc linked above). By moving the `Style` fields to `Node`, we fully embrace `Node` as the driving concept and remove the "style system" confusion. ## Next Steps * Consider identifying and splitting out "style properties that aren't core to Node". This should not happen for Bevy 0.15. --- ## Migration Guide Move any fields set on `Style` into `Node` and replace all `Style` component usage with `Node`. Before: ```rust commands.spawn(( Node::default(), Style { width: Val::Px(100.), ..default() }, )); ``` After: ```rust commands.spawn(Node { width: Val::Px(100.), ..default() }); ``` For any usage of the "computed node properties" that used to live on `Node`, use `ComputedNode` instead: Before: ```rust fn system(nodes: Query<&Node>) { for node in &nodes { let computed_size = node.size(); } } ``` After: ```rust fn system(computed_nodes: Query<&ComputedNode>) { for computed_node in &computed_nodes { let computed_size = computed_node.size(); } } ```
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.spawn(Node {
width: Val::Percent(100.0),
height: Val::Percent(100.0),
align_items: AlignItems::Center,
justify_content: JustifyContent::Center,
..default()
})
.with_children(|parent| {
for (idx, [w, h]) in [
(0, [150.0, 150.0]),
(7, [300.0, 150.0]),
(13, [150.0, 300.0]),
] {
parent
.spawn((
Migrate UI bundles to required components (#15898) # Objective - Migrate UI bundles to required components, fixes #15889 ## Solution - deprecate `NodeBundle` in favor of `Node` - deprecate `ImageBundle` in favor of `UiImage` - deprecate `ButtonBundle` in favor of `Button` ## Testing CI. ## Migration Guide - Replace all uses of `NodeBundle` with `Node`. e.g. ```diff commands - .spawn(NodeBundle { - style: Style { + .spawn(( + Node::default(), + Style { width: Val::Percent(100.), align_items: AlignItems::Center, justify_content: JustifyContent::Center, ..default() }, - ..default() - }) + )) ``` - Replace all uses of `ButtonBundle` with `Button`. e.g. ```diff .spawn(( - ButtonBundle { - style: Style { - width: Val::Px(w), - height: Val::Px(h), - // horizontally center child text - justify_content: JustifyContent::Center, - // vertically center child text - align_items: AlignItems::Center, - margin: UiRect::all(Val::Px(20.0)), - ..default() - }, - image: image.clone().into(), + Button, + Style { + width: Val::Px(w), + height: Val::Px(h), + // horizontally center child text + justify_content: JustifyContent::Center, + // vertically center child text + align_items: AlignItems::Center, + margin: UiRect::all(Val::Px(20.0)), ..default() }, + UiImage::from(image.clone()), ImageScaleMode::Sliced(slicer.clone()), )) ``` - Replace all uses of `ImageBundle` with `UiImage`. e.g. ```diff - commands.spawn(ImageBundle { - image: UiImage { + commands.spawn(( + UiImage { texture: metering_mask, ..default() }, - style: Style { + Style { width: Val::Percent(100.0), height: Val::Percent(100.0), ..default() }, - ..default() - }); + )); ``` --------- Co-authored-by: Carter Anderson <mcanders1@gmail.com>
2024-10-17 21:11:02 +00:00
Button,
UiImage::from_atlas_image(
texture_handle.clone(),
TextureAtlas {
index: idx,
layout: atlas_layout_handle.clone(),
},
Improved `UiImage` and `Sprite` scaling and slicing APIs (#16088) # Objective 1. UI texture slicing chops and scales an image to fit the size of a node and isn't meant to place any constraints on the size of the node itself, but because the required components changes required `ImageSize` and `ContentSize` for nodes with `UiImage`, texture sliced nodes are laid out using an `ImageMeasure`. 2. In 0.14 users could spawn a `(UiImage, NodeBundle)` which would display an image stretched to fill the UI node's bounds ignoring the image's instrinsic size. Now that `UiImage` requires `ContentSize`, there's no option to display an image without its size placing constrains on the UI layout (unless you force the `Node` to a fixed size, but that's not a solution). 3. It's desirable that the `Sprite` and `UiImage` share similar APIs. Fixes #16109 ## Solution * Remove the `Component` impl from `ImageScaleMode`. * Add a `Stretch` variant to `ImageScaleMode`. * Add a field `scale_mode: ImageScaleMode` to `Sprite`. * Add a field `mode: UiImageMode` to `UiImage`. * Add an enum `UiImageMode` similar to `ImageScaleMode` but with additional UI specific variants. * Remove the queries for `ImageScaleMode` from Sprite and UI extraction, and refer to the new fields instead. * Change `ui_layout_system` to update measure funcs on any change to `ContentSize`s to enable manual clearing without removing the component. * Don't add a measure unless `UiImageMode::Auto` is set in `update_image_content_size_system`. Mutably deref the `Mut<ContentSize>` if the `UiImage` is changed to force removal of any existing measure func. ## Testing Remove all the constraints from the ui_texture_slice example: ```rust //! This example illustrates how to create buttons with their textures sliced //! and kept in proportion instead of being stretched by the button dimensions use bevy::{ color::palettes::css::{GOLD, ORANGE}, prelude::*, winit::WinitSettings, }; fn main() { App::new() .add_plugins(DefaultPlugins) // Only run the app when there is user input. This will significantly reduce CPU/GPU use. .insert_resource(WinitSettings::desktop_app()) .add_systems(Startup, setup) .add_systems(Update, button_system) .run(); } fn button_system( mut interaction_query: Query< (&Interaction, &Children, &mut UiImage), (Changed<Interaction>, With<Button>), >, mut text_query: Query<&mut Text>, ) { for (interaction, children, mut image) in &mut interaction_query { let mut text = text_query.get_mut(children[0]).unwrap(); match *interaction { Interaction::Pressed => { **text = "Press".to_string(); image.color = GOLD.into(); } Interaction::Hovered => { **text = "Hover".to_string(); image.color = ORANGE.into(); } Interaction::None => { **text = "Button".to_string(); image.color = Color::WHITE; } } } } fn setup(mut commands: Commands, asset_server: Res<AssetServer>) { let image = asset_server.load("textures/fantasy_ui_borders/panel-border-010.png"); let slicer = TextureSlicer { border: BorderRect::square(22.0), center_scale_mode: SliceScaleMode::Stretch, sides_scale_mode: SliceScaleMode::Stretch, max_corner_scale: 1.0, }; // ui camera commands.spawn(Camera2d); commands .spawn(Node { width: Val::Percent(100.0), height: Val::Percent(100.0), align_items: AlignItems::Center, justify_content: JustifyContent::Center, ..default() }) .with_children(|parent| { for [w, h] in [[150.0, 150.0], [300.0, 150.0], [150.0, 300.0]] { parent .spawn(( Button, Node { // width: Val::Px(w), // height: Val::Px(h), // horizontally center child text justify_content: JustifyContent::Center, // vertically center child text align_items: AlignItems::Center, margin: UiRect::all(Val::Px(20.0)), ..default() }, UiImage::new(image.clone()), ImageScaleMode::Sliced(slicer.clone()), )) .with_children(|parent| { // parent.spawn(( // Text::new("Button"), // TextFont { // font: asset_server.load("fonts/FiraSans-Bold.ttf"), // font_size: 33.0, // ..default() // }, // TextColor(Color::srgb(0.9, 0.9, 0.9)), // )); }); } }); } ``` This should result in a blank window, since without any constraints the texture slice image nodes should be zero-sized. But in main the image nodes are given the size of the underlying unsliced source image `textures/fantasy_ui_borders/panel-border-010.png`: <img width="321" alt="slicing" src="https://github.com/user-attachments/assets/cbd74c9c-14cd-4b4d-93c6-7c0152bb05ee"> For this PR need to change the lines: ``` UiImage::new(image.clone()), ImageScaleMode::Sliced(slicer.clone()), ``` to ``` UiImage::new(image.clone()).with_mode(UiImageMode::Sliced(slicer.clone()), ``` and then nothing should be rendered, as desired. --------- Co-authored-by: Carter Anderson <mcanders1@gmail.com>
2024-11-04 15:14:03 +00:00
)
.with_mode(NodeImageMode::Sliced(slicer.clone())),
Merge Style properties into Node. Use ComputedNode for computed properties. (#15975) # Objective Continue improving the user experience of our UI Node API in the direction specified by [Bevy's Next Generation Scene / UI System](https://github.com/bevyengine/bevy/discussions/14437) ## Solution As specified in the document above, merge `Style` fields into `Node`, and move "computed Node fields" into `ComputedNode` (I chose this name over something like `ComputedNodeLayout` because it currently contains more than just layout info. If we want to break this up / rename these concepts, lets do that in a separate PR). `Style` has been removed. This accomplishes a number of goals: ## Ergonomics wins Specifying both `Node` and `Style` is now no longer required for non-default styles Before: ```rust commands.spawn(( Node::default(), Style { width: Val::Px(100.), ..default() }, )); ``` After: ```rust commands.spawn(Node { width: Val::Px(100.), ..default() }); ``` ## Conceptual clarity `Style` was never a comprehensive "style sheet". It only defined "core" style properties that all `Nodes` shared. Any "styled property" that couldn't fit that mold had to be in a separate component. A "real" style system would style properties _across_ components (`Node`, `Button`, etc). We have plans to build a true style system (see the doc linked above). By moving the `Style` fields to `Node`, we fully embrace `Node` as the driving concept and remove the "style system" confusion. ## Next Steps * Consider identifying and splitting out "style properties that aren't core to Node". This should not happen for Bevy 0.15. --- ## Migration Guide Move any fields set on `Style` into `Node` and replace all `Style` component usage with `Node`. Before: ```rust commands.spawn(( Node::default(), Style { width: Val::Px(100.), ..default() }, )); ``` After: ```rust commands.spawn(Node { width: Val::Px(100.), ..default() }); ``` For any usage of the "computed node properties" that used to live on `Node`, use `ComputedNode` instead: Before: ```rust fn system(nodes: Query<&Node>) { for node in &nodes { let computed_size = node.size(); } } ``` After: ```rust fn system(computed_nodes: Query<&ComputedNode>) { for computed_node in &computed_nodes { let computed_size = computed_node.size(); } } ```
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Node {
Migrate UI bundles to required components (#15898) # Objective - Migrate UI bundles to required components, fixes #15889 ## Solution - deprecate `NodeBundle` in favor of `Node` - deprecate `ImageBundle` in favor of `UiImage` - deprecate `ButtonBundle` in favor of `Button` ## Testing CI. ## Migration Guide - Replace all uses of `NodeBundle` with `Node`. e.g. ```diff commands - .spawn(NodeBundle { - style: Style { + .spawn(( + Node::default(), + Style { width: Val::Percent(100.), align_items: AlignItems::Center, justify_content: JustifyContent::Center, ..default() }, - ..default() - }) + )) ``` - Replace all uses of `ButtonBundle` with `Button`. e.g. ```diff .spawn(( - ButtonBundle { - style: Style { - width: Val::Px(w), - height: Val::Px(h), - // horizontally center child text - justify_content: JustifyContent::Center, - // vertically center child text - align_items: AlignItems::Center, - margin: UiRect::all(Val::Px(20.0)), - ..default() - }, - image: image.clone().into(), + Button, + Style { + width: Val::Px(w), + height: Val::Px(h), + // horizontally center child text + justify_content: JustifyContent::Center, + // vertically center child text + align_items: AlignItems::Center, + margin: UiRect::all(Val::Px(20.0)), ..default() }, + UiImage::from(image.clone()), ImageScaleMode::Sliced(slicer.clone()), )) ``` - Replace all uses of `ImageBundle` with `UiImage`. e.g. ```diff - commands.spawn(ImageBundle { - image: UiImage { + commands.spawn(( + UiImage { texture: metering_mask, ..default() }, - style: Style { + Style { width: Val::Percent(100.0), height: Val::Percent(100.0), ..default() }, - ..default() - }); + )); ``` --------- Co-authored-by: Carter Anderson <mcanders1@gmail.com>
2024-10-17 21:11:02 +00:00
width: Val::Px(w),
height: Val::Px(h),
// horizontally center child text
justify_content: JustifyContent::Center,
// vertically center child text
align_items: AlignItems::Center,
margin: UiRect::all(Val::Px(20.0)),
..default()
},
))
.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("Button"),
TextFont {
font: asset_server.load("fonts/FiraSans-Bold.ttf"),
font_size: 33.0,
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
..default()
},
TextColor(Color::srgb(0.9, 0.9, 0.9)),
));
});
}
});
}