mirror of
https://github.com/bevyengine/bevy
synced 2024-11-10 15:14:50 +00:00
Add Visibility component to UI (#3426)
# Objective Fixes #3422 ## Solution Adds the existing `Visibility` component to UI bundles and checks for it in the extract phase of the render app. The `ComputedVisibility` component was not added. I don't think the UI camera needs frustum culling, but having `RenderLayers` work may be desirable. However I think we would need to change `check_visibility()` to differentiate between 2d, 3d and UI entities.
This commit is contained in:
parent
adb3ad399c
commit
76ec709ede
3 changed files with 19 additions and 5 deletions
|
@ -15,7 +15,7 @@ use crate::{
|
|||
};
|
||||
|
||||
/// User indication of whether an entity is visible
|
||||
#[derive(Component, Clone, Reflect)]
|
||||
#[derive(Component, Clone, Reflect, Debug)]
|
||||
#[reflect(Component)]
|
||||
pub struct Visibility {
|
||||
pub is_visible: bool,
|
||||
|
|
|
@ -5,7 +5,7 @@ use crate::{
|
|||
use bevy_ecs::bundle::Bundle;
|
||||
use bevy_render::{
|
||||
camera::{Camera, DepthCalculation, OrthographicProjection, WindowOrigin},
|
||||
view::VisibleEntities,
|
||||
view::{Visibility, VisibleEntities},
|
||||
};
|
||||
use bevy_text::Text;
|
||||
use bevy_transform::prelude::{GlobalTransform, Transform};
|
||||
|
@ -18,6 +18,7 @@ pub struct NodeBundle {
|
|||
pub image: UiImage,
|
||||
pub transform: Transform,
|
||||
pub global_transform: GlobalTransform,
|
||||
pub visibility: Visibility,
|
||||
}
|
||||
|
||||
#[derive(Bundle, Clone, Debug, Default)]
|
||||
|
@ -30,6 +31,7 @@ pub struct ImageBundle {
|
|||
pub image: UiImage,
|
||||
pub transform: Transform,
|
||||
pub global_transform: GlobalTransform,
|
||||
pub visibility: Visibility,
|
||||
}
|
||||
|
||||
#[derive(Bundle, Clone, Debug)]
|
||||
|
@ -41,6 +43,7 @@ pub struct TextBundle {
|
|||
pub focus_policy: FocusPolicy,
|
||||
pub transform: Transform,
|
||||
pub global_transform: GlobalTransform,
|
||||
pub visibility: Visibility,
|
||||
}
|
||||
|
||||
impl Default for TextBundle {
|
||||
|
@ -53,6 +56,7 @@ impl Default for TextBundle {
|
|||
style: Default::default(),
|
||||
transform: Default::default(),
|
||||
global_transform: Default::default(),
|
||||
visibility: Default::default(),
|
||||
}
|
||||
}
|
||||
}
|
||||
|
@ -68,6 +72,7 @@ pub struct ButtonBundle {
|
|||
pub image: UiImage,
|
||||
pub transform: Transform,
|
||||
pub global_transform: GlobalTransform,
|
||||
pub visibility: Visibility,
|
||||
}
|
||||
|
||||
impl Default for ButtonBundle {
|
||||
|
@ -82,6 +87,7 @@ impl Default for ButtonBundle {
|
|||
image: Default::default(),
|
||||
transform: Default::default(),
|
||||
global_transform: Default::default(),
|
||||
visibility: Default::default(),
|
||||
}
|
||||
}
|
||||
}
|
||||
|
|
|
@ -23,7 +23,7 @@ use bevy_render::{
|
|||
render_resource::*,
|
||||
renderer::{RenderDevice, RenderQueue},
|
||||
texture::Image,
|
||||
view::ViewUniforms,
|
||||
view::{ViewUniforms, Visibility},
|
||||
RenderApp, RenderStage, RenderWorld,
|
||||
};
|
||||
use bevy_sprite::{Rect, SpriteAssetEvents, TextureAtlas};
|
||||
|
@ -139,12 +139,16 @@ pub fn extract_uinodes(
|
|||
&GlobalTransform,
|
||||
&UiColor,
|
||||
&UiImage,
|
||||
&Visibility,
|
||||
Option<&CalculatedClip>,
|
||||
)>,
|
||||
) {
|
||||
let mut extracted_uinodes = render_world.get_resource_mut::<ExtractedUiNodes>().unwrap();
|
||||
extracted_uinodes.uinodes.clear();
|
||||
for (uinode, transform, color, image, clip) in uinode_query.iter() {
|
||||
for (uinode, transform, color, image, visibility, clip) in uinode_query.iter() {
|
||||
if !visibility.is_visible {
|
||||
continue;
|
||||
}
|
||||
let image = image.0.clone_weak();
|
||||
// Skip loading images
|
||||
if !images.contains(image.clone_weak()) {
|
||||
|
@ -174,6 +178,7 @@ pub fn extract_text_uinodes(
|
|||
&Node,
|
||||
&GlobalTransform,
|
||||
&Text,
|
||||
&Visibility,
|
||||
Option<&CalculatedClip>,
|
||||
)>,
|
||||
) {
|
||||
|
@ -185,7 +190,10 @@ pub fn extract_text_uinodes(
|
|||
1.
|
||||
};
|
||||
|
||||
for (entity, uinode, transform, text, clip) in uinode_query.iter() {
|
||||
for (entity, uinode, transform, text, visibility, clip) in uinode_query.iter() {
|
||||
if !visibility.is_visible {
|
||||
continue;
|
||||
}
|
||||
// Skip if size is set to zero (e.g. when a parent is set to `Display::None`)
|
||||
if uinode.size == Vec2::ZERO {
|
||||
continue;
|
||||
|
|
Loading…
Reference in a new issue