bevy/crates/bevy_ui/src/node_bundles.rs
Félix Lescaudey de Maneville ab16f5ed6a
UI Texture 9 slice (#11600)
> Follow up to #10588 
> Closes #11749 (Supersedes #11756)

Enable Texture slicing for the following UI nodes:
- `ImageBundle`
- `ButtonBundle`

<img width="739" alt="Screenshot 2024-01-29 at 13 57 43"
src="https://github.com/bevyengine/bevy/assets/26703856/37675681-74eb-4689-ab42-024310cf3134">

I also added a collection of `fantazy-ui-borders` from
[Kenney's](www.kenney.nl) assets, with the appropriate license (CC).
If it's a problem I can use the same textures as the `sprite_slice`
example

# Work done

Added the `ImageScaleMode` component to the targetted bundles, most of
the logic is directly reused from `bevy_sprite`.
The only additional internal component is the UI specific
`ComputedSlices`, which does the same thing as its spritee equivalent
but adapted to UI code.

Again the slicing is not compatible with `TextureAtlas`, it's something
I need to tackle more deeply in the future

# Fixes

* [x] I noticed that `TextureSlicer::compute_slices` could infinitely
loop if the border was larger that the image half extents, now an error
is triggered and the texture will fallback to being stretched
* [x] I noticed that when using small textures with very small *tiling*
options we could generate hundred of thousands of slices. Now I set a
minimum size of 1 pixel per slice, which is already ridiculously small,
and a warning will be sent at runtime when slice count goes above 1000
* [x] Sprite slicing with `flip_x` or `flip_y` would give incorrect
results, correct flipping is now supported to both sprites and ui image
nodes thanks to @odecay observation

# GPU Alternative

I create a separate branch attempting to implementing 9 slicing and
tiling directly through the `ui.wgsl` fragment shader. It works but
requires sending more data to the GPU:
- slice border
- tiling factors

And more importantly, the actual quad *scale* which is hard to put in
the shader with the current code, so that would be for a later iteration
2024-02-07 20:07:53 +00:00

405 lines
16 KiB
Rust

//! This module contains basic node bundles used to build UIs
#[cfg(feature = "bevy_text")]
use crate::widget::TextFlags;
use crate::{
widget::{Button, UiImageSize},
BackgroundColor, BorderColor, ContentSize, FocusPolicy, Interaction, Node, Style, UiImage,
UiMaterial, ZIndex,
};
use bevy_asset::Handle;
use bevy_ecs::bundle::Bundle;
use bevy_render::{
prelude::Color,
view::{InheritedVisibility, ViewVisibility, Visibility},
};
use bevy_sprite::{ImageScaleMode, TextureAtlas};
#[cfg(feature = "bevy_text")]
use bevy_text::{BreakLineOn, JustifyText, Text, TextLayoutInfo, TextSection, TextStyle};
use bevy_transform::prelude::{GlobalTransform, Transform};
/// The basic UI node.
///
/// Contains the [`Node`] component and other components required to make a container.
///
/// See [`node_bundles`](crate::node_bundles) for more specialized bundles like [`TextBundle`].
#[derive(Bundle, Clone, Debug)]
pub struct NodeBundle {
/// Describes the logical size of the node
pub node: Node,
/// Styles which control the layout (size and position) of the node and it's children
/// In some cases these styles also affect how the node drawn/painted.
pub style: Style,
/// The background color, which serves as a "fill" for this node
pub background_color: BackgroundColor,
/// The color of the Node's border
pub border_color: BorderColor,
/// Whether this node should block interaction with lower nodes
pub focus_policy: FocusPolicy,
/// The transform of the node
///
/// This component is automatically managed by the UI layout system.
/// To alter the position of the `NodeBundle`, use the properties of the [`Style`] component.
pub transform: Transform,
/// The global transform of the node
///
/// This component is automatically updated by the [`TransformPropagate`](`bevy_transform::TransformSystem::TransformPropagate`) systems.
/// To alter the position of the `NodeBundle`, use the properties of the [`Style`] component.
pub global_transform: GlobalTransform,
/// Describes the visibility properties of the node
pub visibility: Visibility,
/// Inherited visibility of an entity.
pub inherited_visibility: InheritedVisibility,
/// Algorithmically-computed indication of whether an entity is visible and should be extracted for rendering
pub view_visibility: ViewVisibility,
/// Indicates the depth at which the node should appear in the UI
pub z_index: ZIndex,
}
impl Default for NodeBundle {
fn default() -> Self {
NodeBundle {
// Transparent background
background_color: Color::NONE.into(),
border_color: Color::NONE.into(),
node: Default::default(),
style: Default::default(),
focus_policy: Default::default(),
transform: Default::default(),
global_transform: Default::default(),
visibility: Default::default(),
inherited_visibility: Default::default(),
view_visibility: Default::default(),
z_index: Default::default(),
}
}
}
/// A UI node that is an image
#[derive(Bundle, Debug, Default)]
pub struct ImageBundle {
/// Describes the logical size of the node
pub node: Node,
/// Styles which control the layout (size and position) of the node and it's children
/// In some cases these styles also affect how the node drawn/painted.
pub style: Style,
/// The calculated size based on the given image
pub calculated_size: ContentSize,
/// The background color, which serves as a "fill" for this node
///
/// Combines with `UiImage` to tint the provided image.
pub background_color: BackgroundColor,
/// The image of the node
pub image: UiImage,
/// The size of the image in pixels
///
/// This component is set automatically
pub image_size: UiImageSize,
/// Controls how the image is altered when scaled.
pub scale_mode: ImageScaleMode,
/// Whether this node should block interaction with lower nodes
pub focus_policy: FocusPolicy,
/// The transform of the node
///
/// This component is automatically managed by the UI layout system.
/// To alter the position of the `ImageBundle`, use the properties of the [`Style`] component.
pub transform: Transform,
/// The global transform of the node
///
/// This component is automatically updated by the [`TransformPropagate`](`bevy_transform::TransformSystem::TransformPropagate`) systems.
pub global_transform: GlobalTransform,
/// Describes the visibility properties of the node
pub visibility: Visibility,
/// Inherited visibility of an entity.
pub inherited_visibility: InheritedVisibility,
/// Algorithmically-computed indication of whether an entity is visible and should be extracted for rendering
pub view_visibility: ViewVisibility,
/// Indicates the depth at which the node should appear in the UI
pub z_index: ZIndex,
}
/// A UI node that is a texture atlas sprite
///
/// This bundle is identical to [`ImageBundle`] with an additional [`TextureAtlas`] component.
#[derive(Bundle, Debug, Default)]
pub struct AtlasImageBundle {
/// Describes the logical size of the node
pub node: Node,
/// Styles which control the layout (size and position) of the node and it's children
/// In some cases these styles also affect how the node drawn/painted.
pub style: Style,
/// The calculated size based on the given image
pub calculated_size: ContentSize,
/// The background color, which serves as a "fill" for this node
///
/// Combines with `UiImage` to tint the provided image.
pub background_color: BackgroundColor,
/// The image of the node
pub image: UiImage,
/// A handle to the texture atlas to use for this Ui Node
pub texture_atlas: TextureAtlas,
/// Whether this node should block interaction with lower nodes
pub focus_policy: FocusPolicy,
/// The size of the image in pixels
///
/// This component is set automatically
pub image_size: UiImageSize,
/// The transform of the node
///
/// This component is automatically managed by the UI layout system.
/// To alter the position of the `AtlasImageBundle`, use the properties of the [`Style`] component.
pub transform: Transform,
/// The global transform of the node
///
/// This component is automatically updated by the [`TransformPropagate`](`bevy_transform::TransformSystem::TransformPropagate`) systems.
pub global_transform: GlobalTransform,
/// Describes the visibility properties of the node
pub visibility: Visibility,
/// Inherited visibility of an entity.
pub inherited_visibility: InheritedVisibility,
/// Algorithmically-computed indication of whether an entity is visible and should be extracted for rendering
pub view_visibility: ViewVisibility,
/// Indicates the depth at which the node should appear in the UI
pub z_index: ZIndex,
}
#[cfg(feature = "bevy_text")]
/// A UI node that is text
///
/// The positioning of this node is controlled by the UI layout system. If you need manual control,
/// use [`Text2dBundle`](bevy_text::Text2dBundle).
#[derive(Bundle, Debug)]
pub struct TextBundle {
/// Describes the logical size of the node
pub node: Node,
/// Styles which control the layout (size and position) of the node and it's children
/// In some cases these styles also affect how the node drawn/painted.
pub style: Style,
/// Contains the text of the node
pub text: Text,
/// Text layout information
pub text_layout_info: TextLayoutInfo,
/// Text system flags
pub text_flags: TextFlags,
/// The calculated size based on the given image
pub calculated_size: ContentSize,
/// Whether this node should block interaction with lower nodes
pub focus_policy: FocusPolicy,
/// The transform of the node
///
/// This component is automatically managed by the UI layout system.
/// To alter the position of the `TextBundle`, use the properties of the [`Style`] component.
pub transform: Transform,
/// The global transform of the node
///
/// This component is automatically updated by the [`TransformPropagate`](`bevy_transform::TransformSystem::TransformPropagate`) systems.
pub global_transform: GlobalTransform,
/// Describes the visibility properties of the node
pub visibility: Visibility,
/// Inherited visibility of an entity.
pub inherited_visibility: InheritedVisibility,
/// Algorithmically-computed indication of whether an entity is visible and should be extracted for rendering
pub view_visibility: ViewVisibility,
/// Indicates the depth at which the node should appear in the UI
pub z_index: ZIndex,
/// The background color that will fill the containing node
pub background_color: BackgroundColor,
}
#[cfg(feature = "bevy_text")]
impl Default for TextBundle {
fn default() -> Self {
Self {
text: Default::default(),
text_layout_info: Default::default(),
text_flags: Default::default(),
calculated_size: Default::default(),
node: Default::default(),
style: Default::default(),
focus_policy: Default::default(),
transform: Default::default(),
global_transform: Default::default(),
visibility: Default::default(),
inherited_visibility: Default::default(),
view_visibility: Default::default(),
z_index: Default::default(),
// Transparent background
background_color: BackgroundColor(Color::NONE),
}
}
}
#[cfg(feature = "bevy_text")]
impl TextBundle {
/// Create a [`TextBundle`] from a single section.
///
/// See [`Text::from_section`] for usage.
pub fn from_section(value: impl Into<String>, style: TextStyle) -> Self {
Self {
text: Text::from_section(value, style),
..Default::default()
}
}
/// Create a [`TextBundle`] from a list of sections.
///
/// See [`Text::from_sections`] for usage.
pub fn from_sections(sections: impl IntoIterator<Item = TextSection>) -> Self {
Self {
text: Text::from_sections(sections),
..Default::default()
}
}
/// Returns this [`TextBundle`] with a new [`JustifyText`] on [`Text`].
pub const fn with_text_justify(mut self, justify: JustifyText) -> Self {
self.text.justify = justify;
self
}
/// Returns this [`TextBundle`] with a new [`Style`].
pub fn with_style(mut self, style: Style) -> Self {
self.style = style;
self
}
/// Returns this [`TextBundle`] with a new [`BackgroundColor`].
pub const fn with_background_color(mut self, color: Color) -> Self {
self.background_color = BackgroundColor(color);
self
}
/// Returns this [`TextBundle`] with soft wrapping disabled.
/// Hard wrapping, where text contains an explicit linebreak such as the escape sequence `\n`, will still occur.
pub const fn with_no_wrap(mut self) -> Self {
self.text.linebreak_behavior = BreakLineOn::NoWrap;
self
}
}
#[cfg(feature = "bevy_text")]
impl<I> From<I> for TextBundle
where
I: Into<TextSection>,
{
fn from(value: I) -> Self {
Self::from_sections(vec![value.into()])
}
}
/// A UI node that is a button
#[derive(Bundle, Clone, Debug)]
pub struct ButtonBundle {
/// Describes the logical size of the node
pub node: Node,
/// Marker component that signals this node is a button
pub button: Button,
/// Styles which control the layout (size and position) of the node and it's children
/// In some cases these styles also affect how the node drawn/painted.
pub style: Style,
/// Describes whether and how the button has been interacted with by the input
pub interaction: Interaction,
/// Whether this node should block interaction with lower nodes
pub focus_policy: FocusPolicy,
/// The background color, which serves as a "fill" for this node
///
/// When combined with `UiImage`, tints the provided image.
pub background_color: BackgroundColor,
/// The color of the Node's border
pub border_color: BorderColor,
/// The image of the node
pub image: UiImage,
/// Controls how the image is altered when scaled.
pub scale_mode: ImageScaleMode,
/// The transform of the node
///
/// This component is automatically managed by the UI layout system.
/// To alter the position of the `ButtonBundle`, use the properties of the [`Style`] component.
pub transform: Transform,
/// The global transform of the node
///
/// This component is automatically updated by the [`TransformPropagate`](`bevy_transform::TransformSystem::TransformPropagate`) systems.
pub global_transform: GlobalTransform,
/// Describes the visibility properties of the node
pub visibility: Visibility,
/// Inherited visibility of an entity.
pub inherited_visibility: InheritedVisibility,
/// Algorithmically-computed indication of whether an entity is visible and should be extracted for rendering
pub view_visibility: ViewVisibility,
/// Indicates the depth at which the node should appear in the UI
pub z_index: ZIndex,
}
impl Default for ButtonBundle {
fn default() -> Self {
Self {
focus_policy: FocusPolicy::Block,
node: Default::default(),
button: Default::default(),
style: Default::default(),
border_color: BorderColor(Color::NONE),
interaction: Default::default(),
background_color: Default::default(),
image: Default::default(),
transform: Default::default(),
global_transform: Default::default(),
visibility: Default::default(),
inherited_visibility: Default::default(),
view_visibility: Default::default(),
z_index: Default::default(),
scale_mode: ImageScaleMode::default(),
}
}
}
/// A UI node that is rendered using a [`UiMaterial`]
///
/// Adding a `BackgroundColor` component to an entity with this bundle will ignore the custom
/// material and use the background color instead.
#[derive(Bundle, Clone, Debug)]
pub struct MaterialNodeBundle<M: UiMaterial> {
/// Describes the logical size of the node
pub node: Node,
/// Styles which control the layout (size and position) of the node and it's children
/// In some cases these styles also affect how the node drawn/painted.
pub style: Style,
/// The [`UiMaterial`] used to render the node.
pub material: Handle<M>,
/// Whether this node should block interaction with lower nodes
pub focus_policy: FocusPolicy,
/// The transform of the node
///
/// This field is automatically managed by the UI layout system.
/// To alter the position of the `NodeBundle`, use the properties of the [`Style`] component.
pub transform: Transform,
/// The global transform of the node
///
/// This field is automatically managed by the UI layout system.
/// To alter the position of the `NodeBundle`, use the properties of the [`Style`] component.
pub global_transform: GlobalTransform,
/// Describes the visibility properties of the node
pub visibility: Visibility,
/// Inherited visibility of an entity.
pub inherited_visibility: InheritedVisibility,
/// Algorithmically-computed indication of whether an entity is visible and should be extracted for rendering
pub view_visibility: ViewVisibility,
/// Indicates the depth at which the node should appear in the UI
pub z_index: ZIndex,
}
impl<M: UiMaterial> Default for MaterialNodeBundle<M> {
fn default() -> Self {
Self {
node: Default::default(),
style: Default::default(),
material: Default::default(),
focus_policy: Default::default(),
transform: Default::default(),
global_transform: Default::default(),
visibility: Default::default(),
inherited_visibility: Default::default(),
view_visibility: Default::default(),
z_index: Default::default(),
}
}
}