mirror of
https://github.com/bevyengine/bevy
synced 2024-11-22 12:43:34 +00:00
225 lines
6.7 KiB
Rust
225 lines
6.7 KiB
Rust
|
//! This example shows how to create a node with a shadow
|
||
|
|
||
|
use argh::FromArgs;
|
||
|
use bevy::color::palettes::css::DEEP_SKY_BLUE;
|
||
|
use bevy::color::palettes::css::LIGHT_SKY_BLUE;
|
||
|
use bevy::prelude::*;
|
||
|
use bevy::winit::WinitSettings;
|
||
|
|
||
|
#[derive(FromArgs, Resource)]
|
||
|
/// `box_shadow` example
|
||
|
struct Args {
|
||
|
/// number of samples
|
||
|
#[argh(option, default = "4")]
|
||
|
samples: u32,
|
||
|
}
|
||
|
|
||
|
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)
|
||
|
.run();
|
||
|
}
|
||
|
|
||
|
fn setup(mut commands: Commands) {
|
||
|
// `from_env` panics on the web
|
||
|
#[cfg(not(target_arch = "wasm32"))]
|
||
|
let args: Args = argh::from_env();
|
||
|
#[cfg(target_arch = "wasm32")]
|
||
|
let args = Args::from_args(&[], &[]).unwrap();
|
||
|
|
||
|
// ui camera
|
||
|
commands.spawn((Camera2d, UiBoxShadowSamples(args.samples)));
|
||
|
|
||
|
commands
|
||
|
.spawn(NodeBundle {
|
||
|
style: Style {
|
||
|
width: Val::Percent(100.0),
|
||
|
height: Val::Percent(100.0),
|
||
|
padding: UiRect::all(Val::Px(30.)),
|
||
|
column_gap: Val::Px(30.),
|
||
|
flex_wrap: FlexWrap::Wrap,
|
||
|
..default()
|
||
|
},
|
||
|
background_color: BackgroundColor(DEEP_SKY_BLUE.into()),
|
||
|
..Default::default()
|
||
|
})
|
||
|
.with_children(|commands| {
|
||
|
let example_nodes = [
|
||
|
(
|
||
|
Vec2::splat(50.),
|
||
|
Vec2::ZERO,
|
||
|
10.,
|
||
|
0.,
|
||
|
BorderRadius::bottom_right(Val::Px(10.)),
|
||
|
),
|
||
|
(Vec2::new(50., 25.), Vec2::ZERO, 10., 0., BorderRadius::ZERO),
|
||
|
(Vec2::splat(50.), Vec2::ZERO, 10., 0., BorderRadius::MAX),
|
||
|
(Vec2::new(100., 25.), Vec2::ZERO, 10., 0., BorderRadius::MAX),
|
||
|
(
|
||
|
Vec2::splat(50.),
|
||
|
Vec2::ZERO,
|
||
|
10.,
|
||
|
0.,
|
||
|
BorderRadius::bottom_right(Val::Px(10.)),
|
||
|
),
|
||
|
(Vec2::new(50., 25.), Vec2::ZERO, 0., 10., BorderRadius::ZERO),
|
||
|
(
|
||
|
Vec2::splat(50.),
|
||
|
Vec2::ZERO,
|
||
|
0.,
|
||
|
10.,
|
||
|
BorderRadius::bottom_right(Val::Px(10.)),
|
||
|
),
|
||
|
(Vec2::new(100., 25.), Vec2::ZERO, 0., 10., BorderRadius::MAX),
|
||
|
(
|
||
|
Vec2::splat(50.),
|
||
|
Vec2::splat(25.),
|
||
|
0.,
|
||
|
0.,
|
||
|
BorderRadius::ZERO,
|
||
|
),
|
||
|
(
|
||
|
Vec2::new(50., 25.),
|
||
|
Vec2::splat(25.),
|
||
|
0.,
|
||
|
0.,
|
||
|
BorderRadius::ZERO,
|
||
|
),
|
||
|
(
|
||
|
Vec2::splat(50.),
|
||
|
Vec2::splat(10.),
|
||
|
0.,
|
||
|
0.,
|
||
|
BorderRadius::bottom_right(Val::Px(10.)),
|
||
|
),
|
||
|
(
|
||
|
Vec2::splat(50.),
|
||
|
Vec2::splat(25.),
|
||
|
0.,
|
||
|
10.,
|
||
|
BorderRadius::ZERO,
|
||
|
),
|
||
|
(
|
||
|
Vec2::new(50., 25.),
|
||
|
Vec2::splat(25.),
|
||
|
0.,
|
||
|
10.,
|
||
|
BorderRadius::ZERO,
|
||
|
),
|
||
|
(
|
||
|
Vec2::splat(50.),
|
||
|
Vec2::splat(10.),
|
||
|
0.,
|
||
|
10.,
|
||
|
BorderRadius::bottom_right(Val::Px(10.)),
|
||
|
),
|
||
|
(
|
||
|
Vec2::splat(50.),
|
||
|
Vec2::splat(10.),
|
||
|
0.,
|
||
|
3.,
|
||
|
BorderRadius::ZERO,
|
||
|
),
|
||
|
(
|
||
|
Vec2::new(50., 25.),
|
||
|
Vec2::splat(10.),
|
||
|
0.,
|
||
|
3.,
|
||
|
BorderRadius::ZERO,
|
||
|
),
|
||
|
(
|
||
|
Vec2::splat(50.),
|
||
|
Vec2::splat(10.),
|
||
|
0.,
|
||
|
3.,
|
||
|
BorderRadius::bottom_right(Val::Px(10.)),
|
||
|
),
|
||
|
(
|
||
|
Vec2::splat(50.),
|
||
|
Vec2::splat(10.),
|
||
|
0.,
|
||
|
3.,
|
||
|
BorderRadius::all(Val::Px(20.)),
|
||
|
),
|
||
|
(
|
||
|
Vec2::new(50., 25.),
|
||
|
Vec2::splat(10.),
|
||
|
0.,
|
||
|
3.,
|
||
|
BorderRadius::all(Val::Px(20.)),
|
||
|
),
|
||
|
(
|
||
|
Vec2::new(25., 50.),
|
||
|
Vec2::splat(10.),
|
||
|
0.,
|
||
|
3.,
|
||
|
BorderRadius::MAX,
|
||
|
),
|
||
|
(
|
||
|
Vec2::splat(50.),
|
||
|
Vec2::splat(10.),
|
||
|
0.,
|
||
|
10.,
|
||
|
BorderRadius::all(Val::Px(20.)),
|
||
|
),
|
||
|
(
|
||
|
Vec2::new(50., 25.),
|
||
|
Vec2::splat(10.),
|
||
|
0.,
|
||
|
10.,
|
||
|
BorderRadius::all(Val::Px(20.)),
|
||
|
),
|
||
|
(
|
||
|
Vec2::new(25., 50.),
|
||
|
Vec2::splat(10.),
|
||
|
0.,
|
||
|
10.,
|
||
|
BorderRadius::MAX,
|
||
|
),
|
||
|
];
|
||
|
|
||
|
for (size, offset, spread, blur, border_radius) in example_nodes {
|
||
|
commands.spawn(box_shadow_node_bundle(
|
||
|
size,
|
||
|
offset,
|
||
|
spread,
|
||
|
blur,
|
||
|
border_radius,
|
||
|
));
|
||
|
}
|
||
|
});
|
||
|
}
|
||
|
|
||
|
fn box_shadow_node_bundle(
|
||
|
size: Vec2,
|
||
|
offset: Vec2,
|
||
|
spread: f32,
|
||
|
blur: f32,
|
||
|
border_radius: BorderRadius,
|
||
|
) -> impl Bundle {
|
||
|
(
|
||
|
NodeBundle {
|
||
|
style: Style {
|
||
|
width: Val::Px(size.x),
|
||
|
height: Val::Px(size.y),
|
||
|
border: UiRect::all(Val::Px(4.)),
|
||
|
..default()
|
||
|
},
|
||
|
border_color: BorderColor(LIGHT_SKY_BLUE.into()),
|
||
|
border_radius,
|
||
|
background_color: BackgroundColor(DEEP_SKY_BLUE.into()),
|
||
|
..Default::default()
|
||
|
},
|
||
|
BoxShadow {
|
||
|
color: Color::BLACK.with_alpha(0.8),
|
||
|
x_offset: Val::Percent(offset.x),
|
||
|
y_offset: Val::Percent(offset.y),
|
||
|
spread_radius: Val::Percent(spread),
|
||
|
blur_radius: Val::Px(blur),
|
||
|
},
|
||
|
)
|
||
|
}
|