bevy/examples/ui.rs

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use bevy::prelude::*;
fn main() {
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AppBuilder::new().add_defaults().setup_world(setup).run();
}
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fn setup(world: &mut World, resources: &mut Resources) {
let mut mesh_storage = resources.get_mut::<AssetStorage<Mesh>>().unwrap();
let cube_handle = mesh_storage.add(Mesh::load(MeshType::Cube));
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world
.build()
// cube
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.add_entity(MeshEntity {
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mesh: cube_handle,
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material: StandardMaterial {
albedo: math::vec4(0.5, 0.3, 0.3, 1.0).into(),
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},
translation: Translation::new(0.0, 0.0, 1.0),
..Default::default()
})
// light
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.add_entity(LightEntity {
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translation: Translation::new(4.0, -4.0, 5.0),
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..Default::default()
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})
// 3d camera
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.add_entity(CameraEntity {
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camera: Camera::new(CameraType::Projection {
fov: std::f32::consts::PI / 4.0,
near: 1.0,
far: 1000.0,
aspect_ratio: 1.0,
}),
active_camera: ActiveCamera,
local_to_world: LocalToWorld(Mat4::look_at_rh(
Vec3::new(3.0, 8.0, 5.0),
Vec3::new(0.0, 0.0, 0.0),
Vec3::new(0.0, 0.0, 1.0),
)),
})
// 2d camera
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.add_entity(Camera2dEntity {
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camera: Camera::new(CameraType::Orthographic {
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left: 0.0,
right: 0.0,
bottom: 0.0,
top: 0.0,
near: 0.0,
far: 1.0,
}),
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active_camera_2d: ActiveCamera2d,
})
// bottom left anchor with vertical fill
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.add_entity(UiEntity {
node: Node::new(
math::vec2(0.0, 0.0),
Anchors::new(0.0, 0.0, 0.0, 1.0),
Margins::new(10.0, 200.0, 10.0, 10.0),
math::vec4(0.1, 0.1, 0.1, 1.0),
),
})
// top right anchor with vertical fill
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.add_entity(UiEntity {
node: Node::new(
math::vec2(0.0, 0.0),
Anchors::new(1.0, 1.0, 0.0, 1.0),
Margins::new(10.0, 100.0, 50.0, 100.0),
math::vec4(0.1, 0.1, 0.1, 1.0),
),
})
// render order test: reddest in the back, whitest in the front
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.add_entity(UiEntity {
node: Node::new(
math::vec2(75.0, 75.0),
Anchors::new(0.5, 0.5, 0.5, 0.5),
Margins::new(0.0, 100.0, 0.0, 100.0),
math::vec4(1.0, 0.1, 0.1, 1.0),
),
})
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.add_entity(UiEntity {
node: Node::new(
math::vec2(50.0, 50.0),
Anchors::new(0.5, 0.5, 0.5, 0.5),
Margins::new(0.0, 100.0, 0.0, 100.0),
math::vec4(1.0, 0.3, 0.3, 1.0),
),
})
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.add_entity(UiEntity {
node: Node::new(
math::vec2(100.0, 100.0),
Anchors::new(0.5, 0.5, 0.5, 0.5),
Margins::new(0.0, 100.0, 0.0, 100.0),
math::vec4(1.0, 0.5, 0.5, 1.0),
),
})
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.add_entity(UiEntity {
node: Node::new(
math::vec2(150.0, 150.0),
Anchors::new(0.5, 0.5, 0.5, 0.5),
Margins::new(0.0, 100.0, 0.0, 100.0),
math::vec4(1.0, 0.7, 0.7, 1.0),
),
})
// parenting
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.add_entity(UiEntity {
node: Node::new(
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math::vec2(300.0, 300.0),
Anchors::new(0.0, 0.0, 0.0, 0.0),
Margins::new(0.0, 200.0, 0.0, 200.0),
math::vec4(0.1, 0.1, 1.0, 1.0),
),
})
.add_children(|child_builder| {
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child_builder.add_entity(UiEntity {
node: Node::new(
math::vec2(0.0, 0.0),
Anchors::new(0.0, 1.0, 0.0, 1.0),
Margins::new(20.0, 20.0, 20.0, 20.0),
math::vec4(0.6, 0.6, 1.0, 1.0),
),
})
})
// alpha test
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.add_entity(UiEntity {
node: Node::new(
math::vec2(200.0, 200.0),
Anchors::new(0.5, 0.5, 0.5, 0.5),
Margins::new(0.0, 100.0, 0.0, 100.0),
math::vec4(1.0, 0.9, 0.9, 0.4),
),
})
.build();
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}