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https://github.com/bevyengine/bevy
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# Objective Add support for multiple box shadows on a single `Node`. ## Solution * Rename `BoxShadow` to `ShadowStyle` and remove its `Component` derive. * Create a new `BoxShadow` component that newtypes a `Vec<ShadowStyle>`. * Add a `new` constructor method to `BoxShadow` for single shadows. * Change `extract_shadows` to iterate through a list of shadows per node. Render order is determined implicitly from the order of the shadows stored in the `BoxShadow` component, back-to-front. Might be more efficient to use a `SmallVec<[ShadowStyle; 1]>` for the list of shadows but not sure if the extra friction is worth it. ## Testing Added a node with four differently coloured shadows to the `box_shadow` example. --- ## Showcase ``` cargo run --example box_shadow ``` <img width="460" alt="four-shadow" src="https://github.com/user-attachments/assets/2f728c47-33b4-42e1-96ba-28a774b94b24"> ## Migration Guide Bevy UI now supports multiple shadows per node. A new struct `ShadowStyle` is used to set the style for each shadow. And the `BoxShadow` component is changed to a tuple struct wrapping a vector containing a list of `ShadowStyle`s. To spawn a node with a single shadow you can use the `new` constructor function: ```rust commands.spawn(( Node::default(), BoxShadow::new( Color::BLACK.with_alpha(0.8), Val::Percent(offset.x), Val::Percent(offset.y), Val::Percent(spread), Val::Px(blur), ) )); ``` --------- Co-authored-by: Alice Cecile <alice.i.cecile@gmail.com>
267 lines
8.4 KiB
Rust
267 lines
8.4 KiB
Rust
//! This example shows how to create a node with a shadow
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use argh::FromArgs;
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use bevy::color::palettes::css::BLUE;
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use bevy::color::palettes::css::DEEP_SKY_BLUE;
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use bevy::color::palettes::css::GREEN;
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use bevy::color::palettes::css::LIGHT_SKY_BLUE;
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use bevy::color::palettes::css::RED;
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use bevy::color::palettes::css::YELLOW;
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use bevy::prelude::*;
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use bevy::winit::WinitSettings;
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#[derive(FromArgs, Resource)]
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/// `box_shadow` example
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struct Args {
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/// number of samples
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#[argh(option, default = "4")]
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samples: u32,
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}
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fn main() {
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App::new()
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.add_plugins(DefaultPlugins)
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// Only run the app when there is user input. This will significantly reduce CPU/GPU use.
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.insert_resource(WinitSettings::desktop_app())
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.add_systems(Startup, setup)
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.run();
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}
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fn setup(mut commands: Commands) {
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// `from_env` panics on the web
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#[cfg(not(target_arch = "wasm32"))]
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let args: Args = argh::from_env();
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#[cfg(target_arch = "wasm32")]
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let args = Args::from_args(&[], &[]).unwrap();
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// ui camera
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commands.spawn((Camera2d, UiBoxShadowSamples(args.samples)));
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commands
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.spawn((
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Node {
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width: Val::Percent(100.0),
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height: Val::Percent(100.0),
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padding: UiRect::all(Val::Px(30.)),
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column_gap: Val::Px(30.),
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flex_wrap: FlexWrap::Wrap,
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..default()
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},
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BackgroundColor(DEEP_SKY_BLUE.into()),
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))
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.with_children(|commands| {
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let example_nodes = [
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(
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Vec2::splat(50.),
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Vec2::ZERO,
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10.,
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0.,
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BorderRadius::bottom_right(Val::Px(10.)),
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),
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(Vec2::new(50., 25.), Vec2::ZERO, 10., 0., BorderRadius::ZERO),
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(Vec2::splat(50.), Vec2::ZERO, 10., 0., BorderRadius::MAX),
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(Vec2::new(100., 25.), Vec2::ZERO, 10., 0., BorderRadius::MAX),
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(
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Vec2::splat(50.),
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Vec2::ZERO,
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10.,
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0.,
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BorderRadius::bottom_right(Val::Px(10.)),
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),
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(Vec2::new(50., 25.), Vec2::ZERO, 0., 10., BorderRadius::ZERO),
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(
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Vec2::splat(50.),
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Vec2::ZERO,
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0.,
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10.,
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BorderRadius::bottom_right(Val::Px(10.)),
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),
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(Vec2::new(100., 25.), Vec2::ZERO, 0., 10., BorderRadius::MAX),
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(
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Vec2::splat(50.),
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Vec2::splat(25.),
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0.,
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0.,
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BorderRadius::ZERO,
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),
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(
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Vec2::new(50., 25.),
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Vec2::splat(25.),
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0.,
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0.,
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BorderRadius::ZERO,
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),
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(
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Vec2::splat(50.),
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Vec2::splat(10.),
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0.,
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0.,
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BorderRadius::bottom_right(Val::Px(10.)),
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),
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(
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Vec2::splat(50.),
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Vec2::splat(25.),
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0.,
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10.,
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BorderRadius::ZERO,
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),
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(
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Vec2::new(50., 25.),
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Vec2::splat(25.),
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0.,
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10.,
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BorderRadius::ZERO,
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),
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(
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Vec2::splat(50.),
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Vec2::splat(10.),
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0.,
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10.,
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BorderRadius::bottom_right(Val::Px(10.)),
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),
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(
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Vec2::splat(50.),
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Vec2::splat(10.),
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0.,
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3.,
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BorderRadius::ZERO,
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),
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(
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Vec2::new(50., 25.),
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Vec2::splat(10.),
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0.,
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3.,
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BorderRadius::ZERO,
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),
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(
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Vec2::splat(50.),
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Vec2::splat(10.),
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0.,
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3.,
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BorderRadius::bottom_right(Val::Px(10.)),
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),
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(
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Vec2::splat(50.),
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Vec2::splat(10.),
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0.,
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3.,
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BorderRadius::all(Val::Px(20.)),
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),
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(
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Vec2::new(50., 25.),
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Vec2::splat(10.),
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0.,
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3.,
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BorderRadius::all(Val::Px(20.)),
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),
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(
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Vec2::new(25., 50.),
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Vec2::splat(10.),
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0.,
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3.,
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BorderRadius::MAX,
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),
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(
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Vec2::splat(50.),
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Vec2::splat(10.),
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0.,
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10.,
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BorderRadius::all(Val::Px(20.)),
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),
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(
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Vec2::new(50., 25.),
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Vec2::splat(10.),
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0.,
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10.,
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BorderRadius::all(Val::Px(20.)),
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),
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(
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Vec2::new(25., 50.),
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Vec2::splat(10.),
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0.,
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10.,
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BorderRadius::MAX,
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),
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];
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for (size, offset, spread, blur, border_radius) in example_nodes {
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commands.spawn(box_shadow_node_bundle(
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size,
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offset,
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spread,
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blur,
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border_radius,
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));
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}
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// Demonstrate multiple shadows on one node
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commands.spawn((
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Node {
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width: Val::Px(40.),
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height: Val::Px(40.),
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border: UiRect::all(Val::Px(4.)),
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..default()
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},
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BorderColor(LIGHT_SKY_BLUE.into()),
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BorderRadius::all(Val::Px(20.)),
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BackgroundColor(DEEP_SKY_BLUE.into()),
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BoxShadow(vec![
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ShadowStyle {
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color: RED.with_alpha(0.7).into(),
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x_offset: Val::Px(-20.),
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y_offset: Val::Px(-5.),
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spread_radius: Val::Percent(10.),
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blur_radius: Val::Px(3.),
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},
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ShadowStyle {
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color: BLUE.with_alpha(0.7).into(),
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x_offset: Val::Px(-5.),
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y_offset: Val::Px(-20.),
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spread_radius: Val::Percent(10.),
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blur_radius: Val::Px(3.),
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},
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ShadowStyle {
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color: YELLOW.with_alpha(0.7).into(),
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x_offset: Val::Px(20.),
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y_offset: Val::Px(5.),
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spread_radius: Val::Percent(10.),
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blur_radius: Val::Px(3.),
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},
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ShadowStyle {
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color: GREEN.with_alpha(0.7).into(),
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x_offset: Val::Px(5.),
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y_offset: Val::Px(20.),
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spread_radius: Val::Percent(10.),
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blur_radius: Val::Px(3.),
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},
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]),
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));
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});
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}
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fn box_shadow_node_bundle(
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size: Vec2,
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offset: Vec2,
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spread: f32,
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blur: f32,
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border_radius: BorderRadius,
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) -> impl Bundle {
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(
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Node {
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width: Val::Px(size.x),
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height: Val::Px(size.y),
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border: UiRect::all(Val::Px(4.)),
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..default()
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},
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BorderColor(LIGHT_SKY_BLUE.into()),
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border_radius,
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BackgroundColor(DEEP_SKY_BLUE.into()),
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BoxShadow::new(
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Color::BLACK.with_alpha(0.8),
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Val::Percent(offset.x),
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Val::Percent(offset.y),
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Val::Percent(spread),
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Val::Px(blur),
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),
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)
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}
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