bevy/crates/bevy_ui/src/geometry.rs
targrub 8316166622
Fix uses of "it's" vs "its". (#13033)
Grammar changes only.
2024-04-19 18:17:31 +00:00

747 lines
22 KiB
Rust

use bevy_math::Vec2;
use bevy_reflect::std_traits::ReflectDefault;
use bevy_reflect::Reflect;
use std::ops::Neg;
use std::ops::{Div, DivAssign, Mul, MulAssign};
use thiserror::Error;
#[cfg(feature = "serialize")]
use bevy_reflect::{ReflectDeserialize, ReflectSerialize};
/// Represents the possible value types for layout properties.
///
/// This enum allows specifying values for various [`Style`](crate::Style) properties in different units,
/// such as logical pixels, percentages, or automatically determined values.
#[derive(Copy, Clone, Debug, Reflect)]
#[reflect(Default, PartialEq)]
#[cfg_attr(
feature = "serialize",
derive(serde::Serialize, serde::Deserialize),
reflect(Serialize, Deserialize)
)]
pub enum Val {
/// Automatically determine the value based on the context and other [`Style`](crate::Style) properties.
Auto,
/// Set this value in logical pixels.
Px(f32),
/// Set the value as a percentage of its parent node's length along a specific axis.
///
/// If the UI node has no parent, the percentage is calculated based on the window's length
/// along the corresponding axis.
///
/// The chosen axis depends on the [`Style`](crate::Style) field set:
/// * For `flex_basis`, the percentage is relative to the main-axis length determined by the `flex_direction`.
/// * For `gap`, `min_size`, `size`, and `max_size`:
/// - `width` is relative to the parent's width.
/// - `height` is relative to the parent's height.
/// * For `margin`, `padding`, and `border` values: the percentage is relative to the parent node's width.
/// * For positions, `left` and `right` are relative to the parent's width, while `bottom` and `top` are relative to the parent's height.
Percent(f32),
/// Set this value in percent of the viewport width
Vw(f32),
/// Set this value in percent of the viewport height
Vh(f32),
/// Set this value in percent of the viewport's smaller dimension.
VMin(f32),
/// Set this value in percent of the viewport's larger dimension.
VMax(f32),
}
impl PartialEq for Val {
fn eq(&self, other: &Self) -> bool {
let same_unit = matches!(
(self, other),
(Self::Auto, Self::Auto)
| (Self::Px(_), Self::Px(_))
| (Self::Percent(_), Self::Percent(_))
| (Self::Vw(_), Self::Vw(_))
| (Self::Vh(_), Self::Vh(_))
| (Self::VMin(_), Self::VMin(_))
| (Self::VMax(_), Self::VMax(_))
);
let left = match self {
Self::Auto => None,
Self::Px(v)
| Self::Percent(v)
| Self::Vw(v)
| Self::Vh(v)
| Self::VMin(v)
| Self::VMax(v) => Some(v),
};
let right = match other {
Self::Auto => None,
Self::Px(v)
| Self::Percent(v)
| Self::Vw(v)
| Self::Vh(v)
| Self::VMin(v)
| Self::VMax(v) => Some(v),
};
match (same_unit, left, right) {
(true, a, b) => a == b,
// All zero-value variants are considered equal.
(false, Some(&a), Some(&b)) => a == 0. && b == 0.,
_ => false,
}
}
}
impl Val {
pub const DEFAULT: Self = Self::Auto;
pub const ZERO: Self = Self::Px(0.0);
}
impl Default for Val {
fn default() -> Self {
Self::DEFAULT
}
}
impl Mul<f32> for Val {
type Output = Val;
fn mul(self, rhs: f32) -> Self::Output {
match self {
Val::Auto => Val::Auto,
Val::Px(value) => Val::Px(value * rhs),
Val::Percent(value) => Val::Percent(value * rhs),
Val::Vw(value) => Val::Vw(value * rhs),
Val::Vh(value) => Val::Vh(value * rhs),
Val::VMin(value) => Val::VMin(value * rhs),
Val::VMax(value) => Val::VMax(value * rhs),
}
}
}
impl MulAssign<f32> for Val {
fn mul_assign(&mut self, rhs: f32) {
match self {
Val::Auto => {}
Val::Px(value)
| Val::Percent(value)
| Val::Vw(value)
| Val::Vh(value)
| Val::VMin(value)
| Val::VMax(value) => *value *= rhs,
}
}
}
impl Div<f32> for Val {
type Output = Val;
fn div(self, rhs: f32) -> Self::Output {
match self {
Val::Auto => Val::Auto,
Val::Px(value) => Val::Px(value / rhs),
Val::Percent(value) => Val::Percent(value / rhs),
Val::Vw(value) => Val::Vw(value / rhs),
Val::Vh(value) => Val::Vh(value / rhs),
Val::VMin(value) => Val::VMin(value / rhs),
Val::VMax(value) => Val::VMax(value / rhs),
}
}
}
impl DivAssign<f32> for Val {
fn div_assign(&mut self, rhs: f32) {
match self {
Val::Auto => {}
Val::Px(value)
| Val::Percent(value)
| Val::Vw(value)
| Val::Vh(value)
| Val::VMin(value)
| Val::VMax(value) => *value /= rhs,
}
}
}
impl Neg for Val {
type Output = Val;
fn neg(self) -> Self::Output {
match self {
Val::Px(value) => Val::Px(-value),
Val::Percent(value) => Val::Percent(-value),
Val::Vw(value) => Val::Vw(-value),
Val::Vh(value) => Val::Vh(-value),
Val::VMin(value) => Val::VMin(-value),
Val::VMax(value) => Val::VMax(-value),
_ => self,
}
}
}
#[derive(Debug, Eq, PartialEq, Clone, Copy, Error)]
pub enum ValArithmeticError {
#[error("the variants of the Vals don't match")]
NonIdenticalVariants,
#[error("the given variant of Val is not evaluateable (non-numeric)")]
NonEvaluateable,
}
impl Val {
/// Resolves a [`Val`] to its value in logical pixels and returns this as an [`f32`].
/// Returns a [`ValArithmeticError::NonEvaluateable`] if the [`Val`] is impossible to resolve into a concrete value.
///
/// **Note:** If a [`Val::Px`] is resolved, its inner value is returned unchanged.
pub fn resolve(self, parent_size: f32, viewport_size: Vec2) -> Result<f32, ValArithmeticError> {
match self {
Val::Percent(value) => Ok(parent_size * value / 100.0),
Val::Px(value) => Ok(value),
Val::Vw(value) => Ok(viewport_size.x * value / 100.0),
Val::Vh(value) => Ok(viewport_size.y * value / 100.0),
Val::VMin(value) => Ok(viewport_size.min_element() * value / 100.0),
Val::VMax(value) => Ok(viewport_size.max_element() * value / 100.0),
Val::Auto => Err(ValArithmeticError::NonEvaluateable),
}
}
}
/// A type which is commonly used to define margins, paddings and borders.
///
/// # Examples
///
/// ## Margin
///
/// A margin is used to create space around UI elements, outside of any defined borders.
///
/// ```
/// # use bevy_ui::{UiRect, Val};
/// #
/// let margin = UiRect::all(Val::Auto); // Centers the UI element
/// ```
///
/// ## Padding
///
/// A padding is used to create space around UI elements, inside of any defined borders.
///
/// ```
/// # use bevy_ui::{UiRect, Val};
/// #
/// let padding = UiRect {
/// left: Val::Px(10.0),
/// right: Val::Px(20.0),
/// top: Val::Px(30.0),
/// bottom: Val::Px(40.0),
/// };
/// ```
///
/// ## Borders
///
/// A border is used to define the width of the border of a UI element.
///
/// ```
/// # use bevy_ui::{UiRect, Val};
/// #
/// let border = UiRect {
/// left: Val::Px(10.0),
/// right: Val::Px(20.0),
/// top: Val::Px(30.0),
/// bottom: Val::Px(40.0),
/// };
/// ```
#[derive(Copy, Clone, PartialEq, Debug, Reflect)]
#[reflect(Default, PartialEq)]
#[cfg_attr(
feature = "serialize",
derive(serde::Serialize, serde::Deserialize),
reflect(Serialize, Deserialize)
)]
pub struct UiRect {
/// The value corresponding to the left side of the UI rect.
pub left: Val,
/// The value corresponding to the right side of the UI rect.
pub right: Val,
/// The value corresponding to the top side of the UI rect.
pub top: Val,
/// The value corresponding to the bottom side of the UI rect.
pub bottom: Val,
}
impl UiRect {
pub const DEFAULT: Self = Self {
left: Val::ZERO,
right: Val::ZERO,
top: Val::ZERO,
bottom: Val::ZERO,
};
pub const ZERO: Self = Self {
left: Val::ZERO,
right: Val::ZERO,
top: Val::ZERO,
bottom: Val::ZERO,
};
/// Creates a new [`UiRect`] from the values specified.
///
/// # Example
///
/// ```
/// # use bevy_ui::{UiRect, Val};
/// #
/// let ui_rect = UiRect::new(
/// Val::Px(10.0),
/// Val::Px(20.0),
/// Val::Px(30.0),
/// Val::Px(40.0),
/// );
///
/// assert_eq!(ui_rect.left, Val::Px(10.0));
/// assert_eq!(ui_rect.right, Val::Px(20.0));
/// assert_eq!(ui_rect.top, Val::Px(30.0));
/// assert_eq!(ui_rect.bottom, Val::Px(40.0));
/// ```
pub const fn new(left: Val, right: Val, top: Val, bottom: Val) -> Self {
UiRect {
left,
right,
top,
bottom,
}
}
/// Creates a new [`UiRect`] where all sides have the same value.
///
/// # Example
///
/// ```
/// # use bevy_ui::{UiRect, Val};
/// #
/// let ui_rect = UiRect::all(Val::Px(10.0));
///
/// assert_eq!(ui_rect.left, Val::Px(10.0));
/// assert_eq!(ui_rect.right, Val::Px(10.0));
/// assert_eq!(ui_rect.top, Val::Px(10.0));
/// assert_eq!(ui_rect.bottom, Val::Px(10.0));
/// ```
pub const fn all(value: Val) -> Self {
UiRect {
left: value,
right: value,
top: value,
bottom: value,
}
}
/// Creates a new [`UiRect`] from the values specified in logical pixels.
///
/// This is a shortcut for [`UiRect::new()`], applying [`Val::Px`] to all arguments.
///
/// # Example
///
/// ```
/// # use bevy_ui::{UiRect, Val};
/// #
/// let ui_rect = UiRect::px(10., 20., 30., 40.);
/// assert_eq!(ui_rect.left, Val::Px(10.));
/// assert_eq!(ui_rect.right, Val::Px(20.));
/// assert_eq!(ui_rect.top, Val::Px(30.));
/// assert_eq!(ui_rect.bottom, Val::Px(40.));
/// ```
pub const fn px(left: f32, right: f32, top: f32, bottom: f32) -> Self {
UiRect {
left: Val::Px(left),
right: Val::Px(right),
top: Val::Px(top),
bottom: Val::Px(bottom),
}
}
/// Creates a new [`UiRect`] from the values specified in percentages.
///
/// This is a shortcut for [`UiRect::new()`], applying [`Val::Percent`] to all arguments.
///
/// # Example
///
/// ```
/// # use bevy_ui::{UiRect, Val};
/// #
/// let ui_rect = UiRect::percent(5., 10., 2., 1.);
/// assert_eq!(ui_rect.left, Val::Percent(5.));
/// assert_eq!(ui_rect.right, Val::Percent(10.));
/// assert_eq!(ui_rect.top, Val::Percent(2.));
/// assert_eq!(ui_rect.bottom, Val::Percent(1.));
/// ```
pub const fn percent(left: f32, right: f32, top: f32, bottom: f32) -> Self {
UiRect {
left: Val::Percent(left),
right: Val::Percent(right),
top: Val::Percent(top),
bottom: Val::Percent(bottom),
}
}
/// Creates a new [`UiRect`] where `left` and `right` take the given value,
/// and `top` and `bottom` set to zero `Val::ZERO`.
///
/// # Example
///
/// ```
/// # use bevy_ui::{UiRect, Val};
/// #
/// let ui_rect = UiRect::horizontal(Val::Px(10.0));
///
/// assert_eq!(ui_rect.left, Val::Px(10.0));
/// assert_eq!(ui_rect.right, Val::Px(10.0));
/// assert_eq!(ui_rect.top, Val::ZERO);
/// assert_eq!(ui_rect.bottom, Val::ZERO);
/// ```
pub fn horizontal(value: Val) -> Self {
UiRect {
left: value,
right: value,
..Default::default()
}
}
/// Creates a new [`UiRect`] where `top` and `bottom` take the given value,
/// and `left` and `right` are set to `Val::ZERO`.
///
/// # Example
///
/// ```
/// # use bevy_ui::{UiRect, Val};
/// #
/// let ui_rect = UiRect::vertical(Val::Px(10.0));
///
/// assert_eq!(ui_rect.left, Val::ZERO);
/// assert_eq!(ui_rect.right, Val::ZERO);
/// assert_eq!(ui_rect.top, Val::Px(10.0));
/// assert_eq!(ui_rect.bottom, Val::Px(10.0));
/// ```
pub fn vertical(value: Val) -> Self {
UiRect {
top: value,
bottom: value,
..Default::default()
}
}
/// Creates a new [`UiRect`] where both `left` and `right` take the value of `horizontal`, and both `top` and `bottom` take the value of `vertical`.
///
/// # Example
///
/// ```
/// # use bevy_ui::{UiRect, Val};
/// #
/// let ui_rect = UiRect::axes(Val::Px(10.0), Val::Percent(15.0));
///
/// assert_eq!(ui_rect.left, Val::Px(10.0));
/// assert_eq!(ui_rect.right, Val::Px(10.0));
/// assert_eq!(ui_rect.top, Val::Percent(15.0));
/// assert_eq!(ui_rect.bottom, Val::Percent(15.0));
/// ```
pub fn axes(horizontal: Val, vertical: Val) -> Self {
UiRect {
left: horizontal,
right: horizontal,
top: vertical,
bottom: vertical,
}
}
/// Creates a new [`UiRect`] where `left` takes the given value, and
/// the other fields are set to `Val::ZERO`.
///
/// # Example
///
/// ```
/// # use bevy_ui::{UiRect, Val};
/// #
/// let ui_rect = UiRect::left(Val::Px(10.0));
///
/// assert_eq!(ui_rect.left, Val::Px(10.0));
/// assert_eq!(ui_rect.right, Val::ZERO);
/// assert_eq!(ui_rect.top, Val::ZERO);
/// assert_eq!(ui_rect.bottom, Val::ZERO);
/// ```
pub fn left(value: Val) -> Self {
UiRect {
left: value,
..Default::default()
}
}
/// Creates a new [`UiRect`] where `right` takes the given value,
/// and the other fields are set to `Val::ZERO`.
///
/// # Example
///
/// ```
/// # use bevy_ui::{UiRect, Val};
/// #
/// let ui_rect = UiRect::right(Val::Px(10.0));
///
/// assert_eq!(ui_rect.left, Val::ZERO);
/// assert_eq!(ui_rect.right, Val::Px(10.0));
/// assert_eq!(ui_rect.top, Val::ZERO);
/// assert_eq!(ui_rect.bottom, Val::ZERO);
/// ```
pub fn right(value: Val) -> Self {
UiRect {
right: value,
..Default::default()
}
}
/// Creates a new [`UiRect`] where `top` takes the given value,
/// and the other fields are set to `Val::ZERO`.
///
/// # Example
///
/// ```
/// # use bevy_ui::{UiRect, Val};
/// #
/// let ui_rect = UiRect::top(Val::Px(10.0));
///
/// assert_eq!(ui_rect.left, Val::ZERO);
/// assert_eq!(ui_rect.right, Val::ZERO);
/// assert_eq!(ui_rect.top, Val::Px(10.0));
/// assert_eq!(ui_rect.bottom, Val::ZERO);
/// ```
pub fn top(value: Val) -> Self {
UiRect {
top: value,
..Default::default()
}
}
/// Creates a new [`UiRect`] where `bottom` takes the given value,
/// and the other fields are set to `Val::ZERO`.
///
/// # Example
///
/// ```
/// # use bevy_ui::{UiRect, Val};
/// #
/// let ui_rect = UiRect::bottom(Val::Px(10.0));
///
/// assert_eq!(ui_rect.left, Val::ZERO);
/// assert_eq!(ui_rect.right, Val::ZERO);
/// assert_eq!(ui_rect.top, Val::ZERO);
/// assert_eq!(ui_rect.bottom, Val::Px(10.0));
/// ```
pub fn bottom(value: Val) -> Self {
UiRect {
bottom: value,
..Default::default()
}
}
/// Returns the [`UiRect`] with its `left` field set to the given value.
///
/// # Example
///
/// ```
/// # use bevy_ui::{UiRect, Val};
/// #
/// let ui_rect = UiRect::all(Val::Px(20.0)).with_left(Val::Px(10.0));
/// assert_eq!(ui_rect.left, Val::Px(10.0));
/// assert_eq!(ui_rect.right, Val::Px(20.0));
/// assert_eq!(ui_rect.top, Val::Px(20.0));
/// assert_eq!(ui_rect.bottom, Val::Px(20.0));
/// ```
#[inline]
pub fn with_left(mut self, left: Val) -> Self {
self.left = left;
self
}
/// Returns the [`UiRect`] with its `right` field set to the given value.
///
/// # Example
///
/// ```
/// # use bevy_ui::{UiRect, Val};
/// #
/// let ui_rect = UiRect::all(Val::Px(20.0)).with_right(Val::Px(10.0));
/// assert_eq!(ui_rect.left, Val::Px(20.0));
/// assert_eq!(ui_rect.right, Val::Px(10.0));
/// assert_eq!(ui_rect.top, Val::Px(20.0));
/// assert_eq!(ui_rect.bottom, Val::Px(20.0));
/// ```
#[inline]
pub fn with_right(mut self, right: Val) -> Self {
self.right = right;
self
}
/// Returns the [`UiRect`] with its `top` field set to the given value.
///
/// # Example
///
/// ```
/// # use bevy_ui::{UiRect, Val};
/// #
/// let ui_rect = UiRect::all(Val::Px(20.0)).with_top(Val::Px(10.0));
/// assert_eq!(ui_rect.left, Val::Px(20.0));
/// assert_eq!(ui_rect.right, Val::Px(20.0));
/// assert_eq!(ui_rect.top, Val::Px(10.0));
/// assert_eq!(ui_rect.bottom, Val::Px(20.0));
/// ```
#[inline]
pub fn with_top(mut self, top: Val) -> Self {
self.top = top;
self
}
/// Returns the [`UiRect`] with its `bottom` field set to the given value.
///
/// # Example
///
/// ```
/// # use bevy_ui::{UiRect, Val};
/// #
/// let ui_rect = UiRect::all(Val::Px(20.0)).with_bottom(Val::Px(10.0));
/// assert_eq!(ui_rect.left, Val::Px(20.0));
/// assert_eq!(ui_rect.right, Val::Px(20.0));
/// assert_eq!(ui_rect.top, Val::Px(20.0));
/// assert_eq!(ui_rect.bottom, Val::Px(10.0));
/// ```
#[inline]
pub fn with_bottom(mut self, bottom: Val) -> Self {
self.bottom = bottom;
self
}
}
impl Default for UiRect {
fn default() -> Self {
Self::DEFAULT
}
}
#[cfg(test)]
mod tests {
use crate::geometry::*;
use bevy_math::vec2;
#[test]
fn val_evaluate() {
let size = 250.;
let viewport_size = vec2(1000., 500.);
let result = Val::Percent(80.).resolve(size, viewport_size).unwrap();
assert_eq!(result, size * 0.8);
}
#[test]
fn val_resolve_px() {
let size = 250.;
let viewport_size = vec2(1000., 500.);
let result = Val::Px(10.).resolve(size, viewport_size).unwrap();
assert_eq!(result, 10.);
}
#[test]
fn val_resolve_viewport_coords() {
let size = 250.;
let viewport_size = vec2(500., 500.);
for value in (-10..10).map(|value| value as f32) {
// for a square viewport there should be no difference between `Vw` and `Vh` and between `Vmin` and `Vmax`.
assert_eq!(
Val::Vw(value).resolve(size, viewport_size),
Val::Vh(value).resolve(size, viewport_size)
);
assert_eq!(
Val::VMin(value).resolve(size, viewport_size),
Val::VMax(value).resolve(size, viewport_size)
);
assert_eq!(
Val::VMin(value).resolve(size, viewport_size),
Val::Vw(value).resolve(size, viewport_size)
);
}
let viewport_size = vec2(1000., 500.);
assert_eq!(Val::Vw(100.).resolve(size, viewport_size).unwrap(), 1000.);
assert_eq!(Val::Vh(100.).resolve(size, viewport_size).unwrap(), 500.);
assert_eq!(Val::Vw(60.).resolve(size, viewport_size).unwrap(), 600.);
assert_eq!(Val::Vh(40.).resolve(size, viewport_size).unwrap(), 200.);
assert_eq!(Val::VMin(50.).resolve(size, viewport_size).unwrap(), 250.);
assert_eq!(Val::VMax(75.).resolve(size, viewport_size).unwrap(), 750.);
}
#[test]
fn val_auto_is_non_resolveable() {
let size = 250.;
let viewport_size = vec2(1000., 500.);
let resolve_auto = Val::Auto.resolve(size, viewport_size);
assert_eq!(resolve_auto, Err(ValArithmeticError::NonEvaluateable));
}
#[test]
fn val_arithmetic_error_messages() {
assert_eq!(
format!("{}", ValArithmeticError::NonIdenticalVariants),
"the variants of the Vals don't match"
);
assert_eq!(
format!("{}", ValArithmeticError::NonEvaluateable),
"the given variant of Val is not evaluateable (non-numeric)"
);
}
#[test]
fn default_val_equals_const_default_val() {
assert_eq!(Val::default(), Val::DEFAULT);
}
#[test]
fn uirect_default_equals_const_default() {
assert_eq!(
UiRect::default(),
UiRect {
left: Val::ZERO,
right: Val::ZERO,
top: Val::ZERO,
bottom: Val::ZERO
}
);
assert_eq!(UiRect::default(), UiRect::DEFAULT);
}
#[test]
fn test_uirect_axes() {
let x = Val::Px(1.);
let y = Val::Vw(4.);
let r = UiRect::axes(x, y);
let h = UiRect::horizontal(x);
let v = UiRect::vertical(y);
assert_eq!(r.top, v.top);
assert_eq!(r.bottom, v.bottom);
assert_eq!(r.left, h.left);
assert_eq!(r.right, h.right);
}
#[test]
fn uirect_px() {
let r = UiRect::px(3., 5., 20., 999.);
assert_eq!(r.left, Val::Px(3.));
assert_eq!(r.right, Val::Px(5.));
assert_eq!(r.top, Val::Px(20.));
assert_eq!(r.bottom, Val::Px(999.));
}
#[test]
fn uirect_percent() {
let r = UiRect::percent(3., 5., 20., 99.);
assert_eq!(r.left, Val::Percent(3.));
assert_eq!(r.right, Val::Percent(5.));
assert_eq!(r.top, Val::Percent(20.));
assert_eq!(r.bottom, Val::Percent(99.));
}
}