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//! This example illustrates how to how to flip and tile images with 9-slicing in the UI.
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use bevy ::{
prelude ::* ,
render ::texture ::{ ImageLoaderSettings , ImageSampler } ,
winit ::WinitSettings ,
} ;
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fn main ( ) {
App ::new ( )
. add_plugins ( DefaultPlugins )
. insert_resource ( UiScale ( 2. ) )
// Only run the app when there is user input. This will significantly reduce CPU/GPU use for UI-only apps.
. insert_resource ( WinitSettings ::desktop_app ( ) )
. add_systems ( Startup , setup )
. run ( ) ;
}
fn setup ( mut commands : Commands , asset_server : Res < AssetServer > ) {
let image = asset_server . load_with_settings (
" textures/fantasy_ui_borders/numbered_slices.png " ,
| settings : & mut ImageLoaderSettings | {
// Need to use nearest filtering to avoid bleeding between the slices with tiling
settings . sampler = ImageSampler ::nearest ( ) ;
} ,
) ;
let slicer = TextureSlicer {
// `numbered_slices.png` is 48 pixels square. `BorderRect::square(16.)` insets the slicing line from each edge by 16 pixels, resulting in nine slices that are each 16 pixels square.
border : BorderRect ::square ( 16. ) ,
// With `SliceScaleMode::Tile` the side and center slices are tiled to to fill the side and center sections of the target.
// And with a `stretch_value` of `1.` the tiles will have the same size as the corresponding slices in the source image.
center_scale_mode : SliceScaleMode ::Tile { stretch_value : 1. } ,
sides_scale_mode : SliceScaleMode ::Tile { stretch_value : 1. } ,
.. default ( )
} ;
// ui camera
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commands . spawn ( Camera2d ) ;
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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. ) ,
height : Val ::Percent ( 100. ) ,
justify_content : JustifyContent ::Center ,
align_content : AlignContent ::Center ,
flex_wrap : FlexWrap ::Wrap ,
column_gap : Val ::Px ( 10. ) ,
row_gap : Val ::Px ( 10. ) ,
.. default ( )
} )
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. with_children ( | parent | {
for ( [ width , height ] , flip_x , flip_y ) in [
( [ 160. , 160. ] , false , false ) ,
( [ 320. , 160. ] , false , true ) ,
( [ 320. , 160. ] , true , false ) ,
( [ 160. , 160. ] , true , true ) ,
] {
parent . spawn ( (
UiImage {
texture : image . clone ( ) ,
flip_x ,
flip_y ,
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
.. default ( )
} ,
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 ( width ) ,
height : Val ::Px ( height ) ,
.. default ( )
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} ,
ImageScaleMode ::Sliced ( slicer . clone ( ) ) ,
) ) ;
}
} ) ;
}