bevy/crates/bevy_ui/src/entity.rs

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use super::Node;
use crate::{
render::UI_PIPELINE_HANDLE,
widget::{Button, Text},
Click, FocusPolicy, Hover, Style, CalculatedSize,
};
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use bevy_asset::Handle;
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use bevy_ecs::Bundle;
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use bevy_render::{
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camera::{Camera, OrthographicProjection, VisibleEntities, WindowOrigin},
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draw::Draw,
mesh::Mesh,
pipeline::{DynamicBinding, PipelineSpecialization, RenderPipeline, RenderPipelines},
};
use bevy_sprite::{ColorMaterial, QUAD_HANDLE};
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use bevy_transform::{
components::LocalTransform,
prelude::{Rotation, Scale, Transform, Translation},
};
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#[derive(Bundle)]
pub struct NodeComponents {
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pub node: Node,
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pub style: Style,
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pub mesh: Handle<Mesh>, // TODO: maybe abstract this out
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pub material: Handle<ColorMaterial>,
pub draw: Draw,
pub render_pipelines: RenderPipelines,
pub transform: Transform,
pub local_transform: LocalTransform,
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}
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impl Default for NodeComponents {
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fn default() -> Self {
NodeComponents {
mesh: QUAD_HANDLE,
render_pipelines: RenderPipelines::from_pipelines(vec![RenderPipeline::specialized(
UI_PIPELINE_HANDLE,
PipelineSpecialization {
dynamic_bindings: vec![
// Transform
DynamicBinding {
bind_group: 1,
binding: 0,
},
// Node_size
DynamicBinding {
bind_group: 1,
binding: 1,
},
],
..Default::default()
},
)]),
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node: Default::default(),
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style: Default::default(),
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material: Default::default(),
draw: Default::default(),
transform: Default::default(),
local_transform: Default::default(),
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}
}
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}
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#[derive(Bundle)]
pub struct TextComponents {
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pub node: Node,
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pub style: Style,
pub draw: Draw,
pub text: Text,
pub calculated_size: CalculatedSize,
pub focus_policy: FocusPolicy,
pub transform: Transform,
pub local_transform: LocalTransform,
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}
impl Default for TextComponents {
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fn default() -> Self {
TextComponents {
focus_policy: FocusPolicy::Pass,
draw: Draw {
is_transparent: true,
..Default::default()
},
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text: Default::default(),
node: Default::default(),
calculated_size: Default::default(),
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style: Default::default(),
transform: Default::default(),
local_transform: Default::default(),
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}
}
}
#[derive(Bundle)]
pub struct ButtonComponents {
pub node: Node,
pub button: Button,
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pub style: Style,
pub click: Click,
pub hover: Hover,
pub focus_policy: FocusPolicy,
pub mesh: Handle<Mesh>, // TODO: maybe abstract this out
pub material: Handle<ColorMaterial>,
pub draw: Draw,
pub render_pipelines: RenderPipelines,
pub transform: Transform,
pub local_transform: LocalTransform,
}
impl Default for ButtonComponents {
fn default() -> Self {
ButtonComponents {
button: Button,
mesh: QUAD_HANDLE,
render_pipelines: RenderPipelines::from_pipelines(vec![RenderPipeline::specialized(
UI_PIPELINE_HANDLE,
PipelineSpecialization {
dynamic_bindings: vec![
// Transform
DynamicBinding {
bind_group: 1,
binding: 0,
},
// Node_size
DynamicBinding {
bind_group: 1,
binding: 1,
},
],
..Default::default()
},
)]),
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click: Default::default(),
hover: Default::default(),
focus_policy: Default::default(),
node: Default::default(),
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style: Default::default(),
material: Default::default(),
draw: Default::default(),
transform: Default::default(),
local_transform: Default::default(),
}
}
}
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#[derive(Bundle)]
pub struct UiCameraComponents {
pub camera: Camera,
pub orthographic_projection: OrthographicProjection,
pub visible_entities: VisibleEntities,
pub transform: Transform,
pub translation: Translation,
pub rotation: Rotation,
pub scale: Scale,
}
impl Default for UiCameraComponents {
fn default() -> Self {
// we want 0 to be "closest" and +far to be "farthest" in 2d, so we offset
// the camera's translation by far and use a right handed coordinate system
let far = 1000.0;
UiCameraComponents {
camera: Camera {
name: Some(crate::camera::UI_CAMERA.to_string()),
..Default::default()
},
orthographic_projection: OrthographicProjection {
far,
window_origin: WindowOrigin::BottomLeft,
..Default::default()
},
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translation: Translation::new(0.0, 0.0, far - 0.1),
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visible_entities: Default::default(),
transform: Default::default(),
rotation: Default::default(),
scale: Default::default(),
}
}
}