2022-09-24 13:21:01 +00:00
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//! Shows a visualization of gamepad buttons, sticks, and triggers
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use std::f32::consts::PI;
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use bevy::{
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2024-04-01 19:59:08 +00:00
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input::gamepad::{GamepadAxisChangedEvent, GamepadButtonChangedEvent, GamepadSettings},
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2022-09-24 13:21:01 +00:00
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prelude::*,
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Remove VerticalAlign from TextAlignment (#6807)
# Objective
Remove the `VerticalAlign` enum.
Text's alignment field should only affect the text's internal text alignment, not its position. The only way to control a `TextBundle`'s position and bounds should be through the manipulation of the constraints in the `Style` components of the nodes in the Bevy UI's layout tree.
`Text2dBundle` should have a separate `Anchor` component that sets its position relative to its transform.
Related issues: #676, #1490, #5502, #5513, #5834, #6717, #6724, #6741, #6748
## Changelog
* Changed `TextAlignment` into an enum with `Left`, `Center`, and `Right` variants.
* Removed the `HorizontalAlign` and `VerticalAlign` types.
* Added an `Anchor` component to `Text2dBundle`
* Added `Component` derive to `Anchor`
* Use `f32::INFINITY` instead of `f32::MAX` to represent unbounded text in Text2dBounds
## Migration Guide
The `alignment` field of `Text` now only affects the text's internal alignment.
### Change `TextAlignment` to TextAlignment` which is now an enum. Replace:
* `TextAlignment::TOP_LEFT`, `TextAlignment::CENTER_LEFT`, `TextAlignment::BOTTOM_LEFT` with `TextAlignment::Left`
* `TextAlignment::TOP_CENTER`, `TextAlignment::CENTER_LEFT`, `TextAlignment::BOTTOM_CENTER` with `TextAlignment::Center`
* `TextAlignment::TOP_RIGHT`, `TextAlignment::CENTER_RIGHT`, `TextAlignment::BOTTOM_RIGHT` with `TextAlignment::Right`
### Changes for `Text2dBundle`
`Text2dBundle` has a new field 'text_anchor' that takes an `Anchor` component that controls its position relative to its transform.
2023-01-18 02:19:17 +00:00
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sprite::{Anchor, MaterialMesh2dBundle, Mesh2dHandle},
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2022-09-24 13:21:01 +00:00
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};
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const BUTTON_RADIUS: f32 = 25.;
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const BUTTON_CLUSTER_RADIUS: f32 = 50.;
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const START_SIZE: Vec2 = Vec2::new(30., 15.);
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const TRIGGER_SIZE: Vec2 = Vec2::new(70., 20.);
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const STICK_BOUNDS_SIZE: f32 = 100.;
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const BUTTONS_X: f32 = 150.;
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const BUTTONS_Y: f32 = 80.;
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const STICKS_X: f32 = 150.;
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const STICKS_Y: f32 = -135.;
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Migrate from `LegacyColor` to `bevy_color::Color` (#12163)
# Objective
- As part of the migration process we need to a) see the end effect of
the migration on user ergonomics b) check for serious perf regressions
c) actually migrate the code
- To accomplish this, I'm going to attempt to migrate all of the
remaining user-facing usages of `LegacyColor` in one PR, being careful
to keep a clean commit history.
- Fixes #12056.
## Solution
I've chosen to use the polymorphic `Color` type as our standard
user-facing API.
- [x] Migrate `bevy_gizmos`.
- [x] Take `impl Into<Color>` in all `bevy_gizmos` APIs
- [x] Migrate sprites
- [x] Migrate UI
- [x] Migrate `ColorMaterial`
- [x] Migrate `MaterialMesh2D`
- [x] Migrate fog
- [x] Migrate lights
- [x] Migrate StandardMaterial
- [x] Migrate wireframes
- [x] Migrate clear color
- [x] Migrate text
- [x] Migrate gltf loader
- [x] Register color types for reflection
- [x] Remove `LegacyColor`
- [x] Make sure CI passes
Incidental improvements to ease migration:
- added `Color::srgba_u8`, `Color::srgba_from_array` and friends
- added `set_alpha`, `is_fully_transparent` and `is_fully_opaque` to the
`Alpha` trait
- add and immediately deprecate (lol) `Color::rgb` and friends in favor
of more explicit and consistent `Color::srgb`
- standardized on white and black for most example text colors
- added vector field traits to `LinearRgba`: ~~`Add`, `Sub`,
`AddAssign`, `SubAssign`,~~ `Mul<f32>` and `Div<f32>`. Multiplications
and divisions do not scale alpha. `Add` and `Sub` have been cut from
this PR.
- added `LinearRgba` and `Srgba` `RED/GREEN/BLUE`
- added `LinearRgba_to_f32_array` and `LinearRgba::to_u32`
## Migration Guide
Bevy's color types have changed! Wherever you used a
`bevy::render::Color`, a `bevy::color::Color` is used instead.
These are quite similar! Both are enums storing a color in a specific
color space (or to be more precise, using a specific color model).
However, each of the different color models now has its own type.
TODO...
- `Color::rgba`, `Color::rgb`, `Color::rbga_u8`, `Color::rgb_u8`,
`Color::rgb_from_array` are now `Color::srgba`, `Color::srgb`,
`Color::srgba_u8`, `Color::srgb_u8` and `Color::srgb_from_array`.
- `Color::set_a` and `Color::a` is now `Color::set_alpha` and
`Color::alpha`. These are part of the `Alpha` trait in `bevy_color`.
- `Color::is_fully_transparent` is now part of the `Alpha` trait in
`bevy_color`
- `Color::r`, `Color::set_r`, `Color::with_r` and the equivalents for
`g`, `b` `h`, `s` and `l` have been removed due to causing silent
relatively expensive conversions. Convert your `Color` into the desired
color space, perform your operations there, and then convert it back
into a polymorphic `Color` enum.
- `Color::hex` is now `Srgba::hex`. Call `.into` or construct a
`Color::Srgba` variant manually to convert it.
- `WireframeMaterial`, `ExtractedUiNode`, `ExtractedDirectionalLight`,
`ExtractedPointLight`, `ExtractedSpotLight` and `ExtractedSprite` now
store a `LinearRgba`, rather than a polymorphic `Color`
- `Color::rgb_linear` and `Color::rgba_linear` are now
`Color::linear_rgb` and `Color::linear_rgba`
- The various CSS color constants are no longer stored directly on
`Color`. Instead, they're defined in the `Srgba` color space, and
accessed via `bevy::color::palettes::css`. Call `.into()` on them to
convert them into a `Color` for quick debugging use, and consider using
the much prettier `tailwind` palette for prototyping.
- The `LIME_GREEN` color has been renamed to `LIMEGREEN` to comply with
the standard naming.
- Vector field arithmetic operations on `Color` (add, subtract, multiply
and divide by a f32) have been removed. Instead, convert your colors
into `LinearRgba` space, and perform your operations explicitly there.
This is particularly relevant when working with emissive or HDR colors,
whose color channel values are routinely outside of the ordinary 0 to 1
range.
- `Color::as_linear_rgba_f32` has been removed. Call
`LinearRgba::to_f32_array` instead, converting if needed.
- `Color::as_linear_rgba_u32` has been removed. Call
`LinearRgba::to_u32` instead, converting if needed.
- Several other color conversion methods to transform LCH or HSL colors
into float arrays or `Vec` types have been removed. Please reimplement
these externally or open a PR to re-add them if you found them
particularly useful.
- Various methods on `Color` such as `rgb` or `hsl` to convert the color
into a specific color space have been removed. Convert into
`LinearRgba`, then to the color space of your choice.
- Various implicitly-converting color value methods on `Color` such as
`r`, `g`, `b` or `h` have been removed. Please convert it into the color
space of your choice, then check these properties.
- `Color` no longer implements `AsBindGroup`. Store a `LinearRgba`
internally instead to avoid conversion costs.
---------
Co-authored-by: Alice Cecile <alice.i.cecil@gmail.com>
Co-authored-by: Afonso Lage <lage.afonso@gmail.com>
Co-authored-by: Rob Parrett <robparrett@gmail.com>
Co-authored-by: Zachary Harrold <zac@harrold.com.au>
2024-02-29 19:35:12 +00:00
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const NORMAL_BUTTON_COLOR: Color = Color::srgb(0.3, 0.3, 0.3);
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const ACTIVE_BUTTON_COLOR: Color = Color::srgb(0.5, 0., 0.5);
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const LIVE_COLOR: Color = Color::srgb(0.4, 0.4, 0.4);
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const DEAD_COLOR: Color = Color::srgb(0.13, 0.13, 0.13);
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2022-09-24 13:21:01 +00:00
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#[derive(Component, Deref)]
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struct ReactTo(GamepadButtonType);
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#[derive(Component)]
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struct MoveWithAxes {
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x_axis: GamepadAxisType,
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y_axis: GamepadAxisType,
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scale: f32,
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}
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#[derive(Component)]
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struct TextWithAxes {
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x_axis: GamepadAxisType,
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y_axis: GamepadAxisType,
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}
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#[derive(Component, Deref)]
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struct TextWithButtonValue(GamepadButtonType);
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#[derive(Component)]
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struct ConnectedGamepadsText;
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#[derive(Resource)]
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struct ButtonMaterials {
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normal: Handle<ColorMaterial>,
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active: Handle<ColorMaterial>,
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}
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impl FromWorld for ButtonMaterials {
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fn from_world(world: &mut World) -> Self {
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Self {
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2024-02-27 00:28:26 +00:00
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normal: world.add_asset(NORMAL_BUTTON_COLOR),
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active: world.add_asset(ACTIVE_BUTTON_COLOR),
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}
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}
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}
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#[derive(Resource)]
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struct ButtonMeshes {
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circle: Mesh2dHandle,
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triangle: Mesh2dHandle,
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start_pause: Mesh2dHandle,
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trigger: Mesh2dHandle,
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}
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impl FromWorld for ButtonMeshes {
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fn from_world(world: &mut World) -> Self {
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Self {
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circle: world.add_asset(Circle::new(BUTTON_RADIUS)).into(),
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triangle: world
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.add_asset(RegularPolygon::new(BUTTON_RADIUS, 3))
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.into(),
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start_pause: world.add_asset(Rectangle::from_size(START_SIZE)).into(),
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trigger: world.add_asset(Rectangle::from_size(TRIGGER_SIZE)).into(),
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2022-09-24 13:21:01 +00:00
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}
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}
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}
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2022-10-06 13:33:29 +00:00
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#[derive(Bundle)]
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struct GamepadButtonBundle {
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mesh_bundle: MaterialMesh2dBundle<ColorMaterial>,
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react_to: ReactTo,
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}
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impl GamepadButtonBundle {
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pub fn new(
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button_type: GamepadButtonType,
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mesh: Mesh2dHandle,
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material: Handle<ColorMaterial>,
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x: f32,
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y: f32,
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) -> Self {
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Self {
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mesh_bundle: MaterialMesh2dBundle {
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mesh,
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material,
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transform: Transform::from_xyz(x, y, 0.),
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..default()
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},
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react_to: ReactTo(button_type),
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}
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}
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pub fn with_rotation(mut self, angle: f32) -> Self {
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self.mesh_bundle.transform.rotation = Quat::from_rotation_z(angle);
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self
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}
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}
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2022-09-24 13:21:01 +00:00
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fn main() {
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App::new()
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.add_plugins(DefaultPlugins)
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.init_resource::<ButtonMaterials>()
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.init_resource::<ButtonMeshes>()
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2023-03-18 01:45:34 +00:00
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.add_systems(
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Startup,
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(setup, setup_sticks, setup_triggers, setup_connected),
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)
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.add_systems(
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Update,
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(
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update_buttons,
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update_button_values,
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update_axes,
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update_connected,
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),
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)
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.run();
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}
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fn setup(mut commands: Commands, meshes: Res<ButtonMeshes>, materials: Res<ButtonMaterials>) {
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commands.spawn(Camera2dBundle::default());
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// Buttons
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commands
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.spawn(SpatialBundle {
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transform: Transform::from_xyz(BUTTONS_X, BUTTONS_Y, 0.),
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..default()
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})
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.with_children(|parent| {
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2022-10-06 13:33:29 +00:00
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parent.spawn(GamepadButtonBundle::new(
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GamepadButtonType::North,
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meshes.circle.clone(),
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materials.normal.clone(),
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0.,
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BUTTON_CLUSTER_RADIUS,
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));
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2022-10-06 13:33:29 +00:00
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parent.spawn(GamepadButtonBundle::new(
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GamepadButtonType::South,
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meshes.circle.clone(),
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materials.normal.clone(),
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0.,
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-BUTTON_CLUSTER_RADIUS,
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2022-09-24 13:21:01 +00:00
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));
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2022-10-06 13:33:29 +00:00
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parent.spawn(GamepadButtonBundle::new(
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GamepadButtonType::West,
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meshes.circle.clone(),
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materials.normal.clone(),
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-BUTTON_CLUSTER_RADIUS,
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0.,
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2022-09-24 13:21:01 +00:00
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));
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2022-10-06 13:33:29 +00:00
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parent.spawn(GamepadButtonBundle::new(
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GamepadButtonType::East,
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meshes.circle.clone(),
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materials.normal.clone(),
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BUTTON_CLUSTER_RADIUS,
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0.,
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2022-09-24 13:21:01 +00:00
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));
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});
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// Start and Pause
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2022-10-06 13:33:29 +00:00
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commands.spawn(GamepadButtonBundle::new(
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GamepadButtonType::Select,
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meshes.start_pause.clone(),
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materials.normal.clone(),
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-30.,
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BUTTONS_Y,
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2022-09-24 13:21:01 +00:00
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));
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2022-10-06 13:33:29 +00:00
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commands.spawn(GamepadButtonBundle::new(
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GamepadButtonType::Start,
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meshes.start_pause.clone(),
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materials.normal.clone(),
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30.,
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BUTTONS_Y,
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2022-09-24 13:21:01 +00:00
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));
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// D-Pad
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commands
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.spawn(SpatialBundle {
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transform: Transform::from_xyz(-BUTTONS_X, BUTTONS_Y, 0.),
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..default()
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})
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.with_children(|parent| {
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2022-10-06 13:33:29 +00:00
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parent.spawn(GamepadButtonBundle::new(
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GamepadButtonType::DPadUp,
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meshes.triangle.clone(),
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materials.normal.clone(),
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0.,
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BUTTON_CLUSTER_RADIUS,
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2022-09-24 13:21:01 +00:00
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));
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2022-10-06 13:33:29 +00:00
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parent.spawn(
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GamepadButtonBundle::new(
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GamepadButtonType::DPadDown,
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meshes.triangle.clone(),
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materials.normal.clone(),
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0.,
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-BUTTON_CLUSTER_RADIUS,
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)
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.with_rotation(PI),
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);
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parent.spawn(
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GamepadButtonBundle::new(
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GamepadButtonType::DPadLeft,
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meshes.triangle.clone(),
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materials.normal.clone(),
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-BUTTON_CLUSTER_RADIUS,
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0.,
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)
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.with_rotation(PI / 2.),
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);
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parent.spawn(
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GamepadButtonBundle::new(
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GamepadButtonType::DPadRight,
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meshes.triangle.clone(),
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materials.normal.clone(),
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BUTTON_CLUSTER_RADIUS,
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0.,
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)
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.with_rotation(-PI / 2.),
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);
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2022-09-24 13:21:01 +00:00
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});
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// Triggers
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2022-10-06 13:33:29 +00:00
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commands.spawn(GamepadButtonBundle::new(
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GamepadButtonType::LeftTrigger,
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meshes.trigger.clone(),
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materials.normal.clone(),
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-BUTTONS_X,
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BUTTONS_Y + 115.,
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2022-09-24 13:21:01 +00:00
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));
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2022-10-06 13:33:29 +00:00
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commands.spawn(GamepadButtonBundle::new(
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GamepadButtonType::RightTrigger,
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meshes.trigger.clone(),
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materials.normal.clone(),
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BUTTONS_X,
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BUTTONS_Y + 115.,
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2022-09-24 13:21:01 +00:00
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));
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}
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fn setup_sticks(
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mut commands: Commands,
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meshes: Res<ButtonMeshes>,
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materials: Res<ButtonMaterials>,
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gamepad_settings: Res<GamepadSettings>,
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) {
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2022-10-17 14:38:55 +00:00
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let dead_upper =
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STICK_BOUNDS_SIZE * gamepad_settings.default_axis_settings.deadzone_upperbound();
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let dead_lower =
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|
|
STICK_BOUNDS_SIZE * gamepad_settings.default_axis_settings.deadzone_lowerbound();
|
2022-09-24 13:21:01 +00:00
|
|
|
let dead_size = dead_lower.abs() + dead_upper.abs();
|
|
|
|
let dead_mid = (dead_lower + dead_upper) / 2.0;
|
|
|
|
|
2022-10-17 14:38:55 +00:00
|
|
|
let live_upper =
|
|
|
|
STICK_BOUNDS_SIZE * gamepad_settings.default_axis_settings.livezone_upperbound();
|
|
|
|
let live_lower =
|
|
|
|
STICK_BOUNDS_SIZE * gamepad_settings.default_axis_settings.livezone_lowerbound();
|
2022-09-24 13:21:01 +00:00
|
|
|
let live_size = live_lower.abs() + live_upper.abs();
|
|
|
|
let live_mid = (live_lower + live_upper) / 2.0;
|
|
|
|
|
|
|
|
let mut spawn_stick = |x_pos, y_pos, x_axis, y_axis, button| {
|
|
|
|
commands
|
|
|
|
.spawn(SpatialBundle {
|
|
|
|
transform: Transform::from_xyz(x_pos, y_pos, 0.),
|
|
|
|
..default()
|
|
|
|
})
|
|
|
|
.with_children(|parent| {
|
|
|
|
// full extent
|
|
|
|
parent.spawn(SpriteBundle {
|
|
|
|
sprite: Sprite {
|
|
|
|
custom_size: Some(Vec2::splat(STICK_BOUNDS_SIZE * 2.)),
|
2024-01-23 06:27:43 +00:00
|
|
|
color: DEAD_COLOR,
|
2022-09-24 13:21:01 +00:00
|
|
|
..default()
|
|
|
|
},
|
|
|
|
..default()
|
|
|
|
});
|
|
|
|
// live zone
|
|
|
|
parent.spawn(SpriteBundle {
|
|
|
|
transform: Transform::from_xyz(live_mid, live_mid, 2.),
|
|
|
|
sprite: Sprite {
|
|
|
|
custom_size: Some(Vec2::new(live_size, live_size)),
|
|
|
|
color: LIVE_COLOR,
|
|
|
|
..default()
|
|
|
|
},
|
|
|
|
..default()
|
|
|
|
});
|
|
|
|
// dead zone
|
|
|
|
parent.spawn(SpriteBundle {
|
|
|
|
transform: Transform::from_xyz(dead_mid, dead_mid, 3.),
|
|
|
|
sprite: Sprite {
|
|
|
|
custom_size: Some(Vec2::new(dead_size, dead_size)),
|
|
|
|
color: DEAD_COLOR,
|
|
|
|
..default()
|
|
|
|
},
|
|
|
|
..default()
|
|
|
|
});
|
|
|
|
// text
|
|
|
|
let style = TextStyle {
|
|
|
|
font_size: 16.,
|
2023-04-21 22:30:18 +00:00
|
|
|
..default()
|
2022-09-24 13:21:01 +00:00
|
|
|
};
|
|
|
|
parent.spawn((
|
|
|
|
Text2dBundle {
|
|
|
|
transform: Transform::from_xyz(0., STICK_BOUNDS_SIZE + 2., 4.),
|
|
|
|
text: Text::from_sections([
|
|
|
|
TextSection {
|
|
|
|
value: format!("{:.3}", 0.),
|
|
|
|
style: style.clone(),
|
|
|
|
},
|
|
|
|
TextSection {
|
|
|
|
value: ", ".to_string(),
|
|
|
|
style: style.clone(),
|
|
|
|
},
|
|
|
|
TextSection {
|
|
|
|
value: format!("{:.3}", 0.),
|
|
|
|
style,
|
|
|
|
},
|
Remove VerticalAlign from TextAlignment (#6807)
# Objective
Remove the `VerticalAlign` enum.
Text's alignment field should only affect the text's internal text alignment, not its position. The only way to control a `TextBundle`'s position and bounds should be through the manipulation of the constraints in the `Style` components of the nodes in the Bevy UI's layout tree.
`Text2dBundle` should have a separate `Anchor` component that sets its position relative to its transform.
Related issues: #676, #1490, #5502, #5513, #5834, #6717, #6724, #6741, #6748
## Changelog
* Changed `TextAlignment` into an enum with `Left`, `Center`, and `Right` variants.
* Removed the `HorizontalAlign` and `VerticalAlign` types.
* Added an `Anchor` component to `Text2dBundle`
* Added `Component` derive to `Anchor`
* Use `f32::INFINITY` instead of `f32::MAX` to represent unbounded text in Text2dBounds
## Migration Guide
The `alignment` field of `Text` now only affects the text's internal alignment.
### Change `TextAlignment` to TextAlignment` which is now an enum. Replace:
* `TextAlignment::TOP_LEFT`, `TextAlignment::CENTER_LEFT`, `TextAlignment::BOTTOM_LEFT` with `TextAlignment::Left`
* `TextAlignment::TOP_CENTER`, `TextAlignment::CENTER_LEFT`, `TextAlignment::BOTTOM_CENTER` with `TextAlignment::Center`
* `TextAlignment::TOP_RIGHT`, `TextAlignment::CENTER_RIGHT`, `TextAlignment::BOTTOM_RIGHT` with `TextAlignment::Right`
### Changes for `Text2dBundle`
`Text2dBundle` has a new field 'text_anchor' that takes an `Anchor` component that controls its position relative to its transform.
2023-01-18 02:19:17 +00:00
|
|
|
]),
|
|
|
|
text_anchor: Anchor::BottomCenter,
|
2022-09-24 13:21:01 +00:00
|
|
|
..default()
|
|
|
|
},
|
|
|
|
TextWithAxes { x_axis, y_axis },
|
|
|
|
));
|
|
|
|
// cursor
|
|
|
|
parent.spawn((
|
|
|
|
MaterialMesh2dBundle {
|
|
|
|
mesh: meshes.circle.clone(),
|
|
|
|
material: materials.normal.clone(),
|
|
|
|
transform: Transform::from_xyz(0., 0., 5.)
|
2024-01-23 06:27:43 +00:00
|
|
|
.with_scale(Vec2::splat(0.15).extend(1.)),
|
2022-09-24 13:21:01 +00:00
|
|
|
..default()
|
|
|
|
},
|
|
|
|
MoveWithAxes {
|
|
|
|
x_axis,
|
|
|
|
y_axis,
|
|
|
|
scale: STICK_BOUNDS_SIZE,
|
|
|
|
},
|
|
|
|
ReactTo(button),
|
|
|
|
));
|
|
|
|
});
|
|
|
|
};
|
|
|
|
|
|
|
|
spawn_stick(
|
|
|
|
-STICKS_X,
|
|
|
|
STICKS_Y,
|
|
|
|
GamepadAxisType::LeftStickX,
|
|
|
|
GamepadAxisType::LeftStickY,
|
|
|
|
GamepadButtonType::LeftThumb,
|
|
|
|
);
|
|
|
|
spawn_stick(
|
|
|
|
STICKS_X,
|
|
|
|
STICKS_Y,
|
|
|
|
GamepadAxisType::RightStickX,
|
|
|
|
GamepadAxisType::RightStickY,
|
|
|
|
GamepadButtonType::RightThumb,
|
|
|
|
);
|
|
|
|
}
|
|
|
|
|
|
|
|
fn setup_triggers(
|
|
|
|
mut commands: Commands,
|
|
|
|
meshes: Res<ButtonMeshes>,
|
|
|
|
materials: Res<ButtonMaterials>,
|
|
|
|
) {
|
|
|
|
let mut spawn_trigger = |x, y, button_type| {
|
|
|
|
commands
|
2022-10-06 13:33:29 +00:00
|
|
|
.spawn(GamepadButtonBundle::new(
|
|
|
|
button_type,
|
|
|
|
meshes.trigger.clone(),
|
|
|
|
materials.normal.clone(),
|
|
|
|
x,
|
|
|
|
y,
|
2022-09-24 13:21:01 +00:00
|
|
|
))
|
|
|
|
.with_children(|parent| {
|
|
|
|
parent.spawn((
|
|
|
|
Text2dBundle {
|
|
|
|
transform: Transform::from_xyz(0., 0., 1.),
|
|
|
|
text: Text::from_section(
|
|
|
|
format!("{:.3}", 0.),
|
|
|
|
TextStyle {
|
|
|
|
font_size: 16.,
|
2023-04-21 22:30:18 +00:00
|
|
|
..default()
|
2022-09-24 13:21:01 +00:00
|
|
|
},
|
Remove VerticalAlign from TextAlignment (#6807)
# Objective
Remove the `VerticalAlign` enum.
Text's alignment field should only affect the text's internal text alignment, not its position. The only way to control a `TextBundle`'s position and bounds should be through the manipulation of the constraints in the `Style` components of the nodes in the Bevy UI's layout tree.
`Text2dBundle` should have a separate `Anchor` component that sets its position relative to its transform.
Related issues: #676, #1490, #5502, #5513, #5834, #6717, #6724, #6741, #6748
## Changelog
* Changed `TextAlignment` into an enum with `Left`, `Center`, and `Right` variants.
* Removed the `HorizontalAlign` and `VerticalAlign` types.
* Added an `Anchor` component to `Text2dBundle`
* Added `Component` derive to `Anchor`
* Use `f32::INFINITY` instead of `f32::MAX` to represent unbounded text in Text2dBounds
## Migration Guide
The `alignment` field of `Text` now only affects the text's internal alignment.
### Change `TextAlignment` to TextAlignment` which is now an enum. Replace:
* `TextAlignment::TOP_LEFT`, `TextAlignment::CENTER_LEFT`, `TextAlignment::BOTTOM_LEFT` with `TextAlignment::Left`
* `TextAlignment::TOP_CENTER`, `TextAlignment::CENTER_LEFT`, `TextAlignment::BOTTOM_CENTER` with `TextAlignment::Center`
* `TextAlignment::TOP_RIGHT`, `TextAlignment::CENTER_RIGHT`, `TextAlignment::BOTTOM_RIGHT` with `TextAlignment::Right`
### Changes for `Text2dBundle`
`Text2dBundle` has a new field 'text_anchor' that takes an `Anchor` component that controls its position relative to its transform.
2023-01-18 02:19:17 +00:00
|
|
|
),
|
2022-09-24 13:21:01 +00:00
|
|
|
..default()
|
|
|
|
},
|
|
|
|
TextWithButtonValue(button_type),
|
|
|
|
));
|
|
|
|
});
|
|
|
|
};
|
|
|
|
|
|
|
|
spawn_trigger(
|
|
|
|
-BUTTONS_X,
|
|
|
|
BUTTONS_Y + 145.,
|
|
|
|
GamepadButtonType::LeftTrigger2,
|
|
|
|
);
|
|
|
|
spawn_trigger(
|
|
|
|
BUTTONS_X,
|
|
|
|
BUTTONS_Y + 145.,
|
|
|
|
GamepadButtonType::RightTrigger2,
|
|
|
|
);
|
|
|
|
}
|
|
|
|
|
2023-04-21 22:30:18 +00:00
|
|
|
fn setup_connected(mut commands: Commands) {
|
2024-05-31 16:41:27 +00:00
|
|
|
let text_style = TextStyle::default();
|
|
|
|
|
2022-09-24 13:21:01 +00:00
|
|
|
commands.spawn((
|
2024-01-23 06:27:43 +00:00
|
|
|
TextBundle {
|
|
|
|
text: Text::from_sections([
|
|
|
|
TextSection {
|
|
|
|
value: "Connected Gamepads:\n".to_string(),
|
|
|
|
style: text_style.clone(),
|
|
|
|
},
|
|
|
|
TextSection {
|
|
|
|
value: "None".to_string(),
|
|
|
|
style: text_style,
|
|
|
|
},
|
|
|
|
]),
|
|
|
|
style: Style {
|
|
|
|
position_type: PositionType::Absolute,
|
|
|
|
top: Val::Px(12.),
|
|
|
|
left: Val::Px(12.),
|
|
|
|
..default()
|
2022-09-24 13:21:01 +00:00
|
|
|
},
|
2024-01-23 06:27:43 +00:00
|
|
|
..default()
|
|
|
|
},
|
2022-09-24 13:21:01 +00:00
|
|
|
ConnectedGamepadsText,
|
|
|
|
));
|
|
|
|
}
|
|
|
|
|
|
|
|
fn update_buttons(
|
|
|
|
gamepads: Res<Gamepads>,
|
2023-12-06 20:32:34 +00:00
|
|
|
button_inputs: Res<ButtonInput<GamepadButton>>,
|
2022-09-24 13:21:01 +00:00
|
|
|
materials: Res<ButtonMaterials>,
|
|
|
|
mut query: Query<(&mut Handle<ColorMaterial>, &ReactTo)>,
|
|
|
|
) {
|
|
|
|
for gamepad in gamepads.iter() {
|
|
|
|
for (mut handle, react_to) in query.iter_mut() {
|
|
|
|
if button_inputs.just_pressed(GamepadButton::new(gamepad, **react_to)) {
|
|
|
|
*handle = materials.active.clone();
|
|
|
|
}
|
|
|
|
if button_inputs.just_released(GamepadButton::new(gamepad, **react_to)) {
|
|
|
|
*handle = materials.normal.clone();
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
fn update_button_values(
|
Gamepad events refactor (#6965)
# Objective
- Remove redundant gamepad events
- Simplify consuming gamepad events.
- Refactor: Separate handling of gamepad events into multiple systems.
## Solution
- Removed `GamepadEventRaw`, and `GamepadEventType`.
- Added bespoke `GamepadConnectionEvent`, `GamepadAxisChangedEvent`, and `GamepadButtonChangedEvent`.
- Refactored `gamepad_event_system`.
- Added `gamepad_button_event_system`, `gamepad_axis_event_system`, and `gamepad_connection_system`, which update the `Input` and `Axis` resources using their corresponding event type.
Gamepad events are now handled in their own systems and have their own types.
This allows for querying for gamepad events without having to match on `GamepadEventType` and makes creating handlers for specific gamepad event types, like a `GamepadConnectionEvent` or `GamepadButtonChangedEvent` possible.
We remove `GamepadEventRaw` by filtering the gamepad events, using `GamepadSettings`, _at the source_, in `bevy_gilrs`. This way we can create `GamepadEvent`s directly and avoid creating `GamepadEventRaw` which do not pass the user defined filters.
We expose ordered `GamepadEvent`s and we can respond to individual gamepad event types.
## Migration Guide
- Replace `GamepadEvent` and `GamepadEventRaw` types with their specific gamepad event type.
2023-01-09 19:24:52 +00:00
|
|
|
mut events: EventReader<GamepadButtonChangedEvent>,
|
2022-09-24 13:21:01 +00:00
|
|
|
mut query: Query<(&mut Text, &TextWithButtonValue)>,
|
|
|
|
) {
|
2023-08-30 14:20:03 +00:00
|
|
|
for button_event in events.read() {
|
Gamepad events refactor (#6965)
# Objective
- Remove redundant gamepad events
- Simplify consuming gamepad events.
- Refactor: Separate handling of gamepad events into multiple systems.
## Solution
- Removed `GamepadEventRaw`, and `GamepadEventType`.
- Added bespoke `GamepadConnectionEvent`, `GamepadAxisChangedEvent`, and `GamepadButtonChangedEvent`.
- Refactored `gamepad_event_system`.
- Added `gamepad_button_event_system`, `gamepad_axis_event_system`, and `gamepad_connection_system`, which update the `Input` and `Axis` resources using their corresponding event type.
Gamepad events are now handled in their own systems and have their own types.
This allows for querying for gamepad events without having to match on `GamepadEventType` and makes creating handlers for specific gamepad event types, like a `GamepadConnectionEvent` or `GamepadButtonChangedEvent` possible.
We remove `GamepadEventRaw` by filtering the gamepad events, using `GamepadSettings`, _at the source_, in `bevy_gilrs`. This way we can create `GamepadEvent`s directly and avoid creating `GamepadEventRaw` which do not pass the user defined filters.
We expose ordered `GamepadEvent`s and we can respond to individual gamepad event types.
## Migration Guide
- Replace `GamepadEvent` and `GamepadEventRaw` types with their specific gamepad event type.
2023-01-09 19:24:52 +00:00
|
|
|
for (mut text, text_with_button_value) in query.iter_mut() {
|
|
|
|
if button_event.button_type == **text_with_button_value {
|
|
|
|
text.sections[0].value = format!("{:.3}", button_event.value);
|
2022-09-24 13:21:01 +00:00
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
fn update_axes(
|
Gamepad events refactor (#6965)
# Objective
- Remove redundant gamepad events
- Simplify consuming gamepad events.
- Refactor: Separate handling of gamepad events into multiple systems.
## Solution
- Removed `GamepadEventRaw`, and `GamepadEventType`.
- Added bespoke `GamepadConnectionEvent`, `GamepadAxisChangedEvent`, and `GamepadButtonChangedEvent`.
- Refactored `gamepad_event_system`.
- Added `gamepad_button_event_system`, `gamepad_axis_event_system`, and `gamepad_connection_system`, which update the `Input` and `Axis` resources using their corresponding event type.
Gamepad events are now handled in their own systems and have their own types.
This allows for querying for gamepad events without having to match on `GamepadEventType` and makes creating handlers for specific gamepad event types, like a `GamepadConnectionEvent` or `GamepadButtonChangedEvent` possible.
We remove `GamepadEventRaw` by filtering the gamepad events, using `GamepadSettings`, _at the source_, in `bevy_gilrs`. This way we can create `GamepadEvent`s directly and avoid creating `GamepadEventRaw` which do not pass the user defined filters.
We expose ordered `GamepadEvent`s and we can respond to individual gamepad event types.
## Migration Guide
- Replace `GamepadEvent` and `GamepadEventRaw` types with their specific gamepad event type.
2023-01-09 19:24:52 +00:00
|
|
|
mut axis_events: EventReader<GamepadAxisChangedEvent>,
|
2022-09-24 13:21:01 +00:00
|
|
|
mut query: Query<(&mut Transform, &MoveWithAxes)>,
|
|
|
|
mut text_query: Query<(&mut Text, &TextWithAxes)>,
|
|
|
|
) {
|
2023-08-30 14:20:03 +00:00
|
|
|
for axis_event in axis_events.read() {
|
Gamepad events refactor (#6965)
# Objective
- Remove redundant gamepad events
- Simplify consuming gamepad events.
- Refactor: Separate handling of gamepad events into multiple systems.
## Solution
- Removed `GamepadEventRaw`, and `GamepadEventType`.
- Added bespoke `GamepadConnectionEvent`, `GamepadAxisChangedEvent`, and `GamepadButtonChangedEvent`.
- Refactored `gamepad_event_system`.
- Added `gamepad_button_event_system`, `gamepad_axis_event_system`, and `gamepad_connection_system`, which update the `Input` and `Axis` resources using their corresponding event type.
Gamepad events are now handled in their own systems and have their own types.
This allows for querying for gamepad events without having to match on `GamepadEventType` and makes creating handlers for specific gamepad event types, like a `GamepadConnectionEvent` or `GamepadButtonChangedEvent` possible.
We remove `GamepadEventRaw` by filtering the gamepad events, using `GamepadSettings`, _at the source_, in `bevy_gilrs`. This way we can create `GamepadEvent`s directly and avoid creating `GamepadEventRaw` which do not pass the user defined filters.
We expose ordered `GamepadEvent`s and we can respond to individual gamepad event types.
## Migration Guide
- Replace `GamepadEvent` and `GamepadEventRaw` types with their specific gamepad event type.
2023-01-09 19:24:52 +00:00
|
|
|
let axis_type = axis_event.axis_type;
|
|
|
|
let value = axis_event.value;
|
|
|
|
for (mut transform, move_with) in query.iter_mut() {
|
|
|
|
if axis_type == move_with.x_axis {
|
|
|
|
transform.translation.x = value * move_with.scale;
|
2022-09-24 13:21:01 +00:00
|
|
|
}
|
Gamepad events refactor (#6965)
# Objective
- Remove redundant gamepad events
- Simplify consuming gamepad events.
- Refactor: Separate handling of gamepad events into multiple systems.
## Solution
- Removed `GamepadEventRaw`, and `GamepadEventType`.
- Added bespoke `GamepadConnectionEvent`, `GamepadAxisChangedEvent`, and `GamepadButtonChangedEvent`.
- Refactored `gamepad_event_system`.
- Added `gamepad_button_event_system`, `gamepad_axis_event_system`, and `gamepad_connection_system`, which update the `Input` and `Axis` resources using their corresponding event type.
Gamepad events are now handled in their own systems and have their own types.
This allows for querying for gamepad events without having to match on `GamepadEventType` and makes creating handlers for specific gamepad event types, like a `GamepadConnectionEvent` or `GamepadButtonChangedEvent` possible.
We remove `GamepadEventRaw` by filtering the gamepad events, using `GamepadSettings`, _at the source_, in `bevy_gilrs`. This way we can create `GamepadEvent`s directly and avoid creating `GamepadEventRaw` which do not pass the user defined filters.
We expose ordered `GamepadEvent`s and we can respond to individual gamepad event types.
## Migration Guide
- Replace `GamepadEvent` and `GamepadEventRaw` types with their specific gamepad event type.
2023-01-09 19:24:52 +00:00
|
|
|
if axis_type == move_with.y_axis {
|
|
|
|
transform.translation.y = value * move_with.scale;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
for (mut text, text_with_axes) in text_query.iter_mut() {
|
|
|
|
if axis_type == text_with_axes.x_axis {
|
|
|
|
text.sections[0].value = format!("{value:.3}");
|
|
|
|
}
|
|
|
|
if axis_type == text_with_axes.y_axis {
|
|
|
|
text.sections[2].value = format!("{value:.3}");
|
2022-09-24 13:21:01 +00:00
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
fn update_connected(
|
|
|
|
gamepads: Res<Gamepads>,
|
|
|
|
mut query: Query<&mut Text, With<ConnectedGamepadsText>>,
|
|
|
|
) {
|
|
|
|
if !gamepads.is_changed() {
|
|
|
|
return;
|
|
|
|
}
|
|
|
|
|
|
|
|
let mut text = query.single_mut();
|
|
|
|
|
|
|
|
let formatted = gamepads
|
|
|
|
.iter()
|
2022-10-24 14:33:50 +00:00
|
|
|
.map(|g| format!("- {}", gamepads.name(g).unwrap()))
|
2022-09-24 13:21:01 +00:00
|
|
|
.collect::<Vec<_>>()
|
|
|
|
.join("\n");
|
|
|
|
|
|
|
|
text.sections[1].value = if !formatted.is_empty() {
|
|
|
|
formatted
|
|
|
|
} else {
|
|
|
|
"None".to_string()
|
|
|
|
}
|
|
|
|
}
|