mirror of
https://github.com/bevyengine/bevy
synced 2024-11-10 07:04:33 +00:00
e8ae0d6c49
# Objective Fixes https://github.com/bevyengine/bevy/issues/11157. ## Solution Stop using `BackgroundColor` as a color tint for `UiImage`. Add a `UiImage::color` field for color tint instead. Allow a UI node to simultaneously include a solid-color background and an image, with the image rendered on top of the background (this is already how it works for e.g. text). ![2024-02-29_1709239666_563x520](https://github.com/bevyengine/bevy/assets/12173779/ec50c9ef-4c7f-4ab8-a457-d086ce5b3425) --- ## Changelog - The `BackgroundColor` component now renders a solid-color background behind `UiImage` instead of tinting its color. - Removed `BackgroundColor` from `ImageBundle`, `AtlasImageBundle`, and `ButtonBundle`. - Added `UiImage::color`. - Expanded `RenderUiSystem` variants. - Renamed `bevy_ui::extract_text_uinodes` to `extract_uinodes_text` for consistency. ## Migration Guide - `BackgroundColor` no longer tints the color of UI images. Use `UiImage::color` for that instead. - For solid color buttons, replace `ButtonBundle { background_color: my_color.into(), ... }` with `ButtonBundle { image: UiImage::default().with_color(my_color), ... }`, and update button interaction systems to use `UiImage::color` instead of `BackgroundColor` as well. - `bevy_ui::RenderUiSystem::ExtractNode` has been split into `ExtractBackgrounds`, `ExtractImages`, `ExtractBorders`, and `ExtractText`. - `bevy_ui::extract_uinodes` has been split into `bevy_ui::extract_uinode_background_colors` and `bevy_ui::extract_uinode_images`. - `bevy_ui::extract_text_uinodes` has been renamed to `extract_uinode_text`.
176 lines
5.8 KiB
Rust
176 lines
5.8 KiB
Rust
//! This example illustrates how to use [`States`] for high-level app control flow.
|
|
//! States are a powerful but intuitive tool for controlling which logic runs when.
|
|
//! You can have multiple independent states, and the [`OnEnter`] and [`OnExit`] schedules
|
|
//! can be used to great effect to ensure that you handle setup and teardown appropriately.
|
|
//!
|
|
//! In this case, we're transitioning from a `Menu` state to an `InGame` state.
|
|
|
|
use bevy::prelude::*;
|
|
|
|
fn main() {
|
|
App::new()
|
|
.add_plugins(DefaultPlugins)
|
|
.init_state::<AppState>() // Alternatively we could use .insert_state(AppState::Menu)
|
|
.add_systems(Startup, setup)
|
|
// This system runs when we enter `AppState::Menu`, during the `StateTransition` schedule.
|
|
// All systems from the exit schedule of the state we're leaving are run first,
|
|
// and then all systems from the enter schedule of the state we're entering are run second.
|
|
.add_systems(OnEnter(AppState::Menu), setup_menu)
|
|
// By contrast, update systems are stored in the `Update` schedule. They simply
|
|
// check the value of the `State<T>` resource to see if they should run each frame.
|
|
.add_systems(Update, menu.run_if(in_state(AppState::Menu)))
|
|
.add_systems(OnExit(AppState::Menu), cleanup_menu)
|
|
.add_systems(OnEnter(AppState::InGame), setup_game)
|
|
.add_systems(
|
|
Update,
|
|
(movement, change_color).run_if(in_state(AppState::InGame)),
|
|
)
|
|
.add_systems(Update, log_transitions)
|
|
.run();
|
|
}
|
|
|
|
#[derive(Debug, Clone, Copy, Default, Eq, PartialEq, Hash, States)]
|
|
enum AppState {
|
|
#[default]
|
|
Menu,
|
|
InGame,
|
|
}
|
|
|
|
#[derive(Resource)]
|
|
struct MenuData {
|
|
button_entity: Entity,
|
|
}
|
|
|
|
const NORMAL_BUTTON: Color = Color::srgb(0.15, 0.15, 0.15);
|
|
const HOVERED_BUTTON: Color = Color::srgb(0.25, 0.25, 0.25);
|
|
const PRESSED_BUTTON: Color = Color::srgb(0.35, 0.75, 0.35);
|
|
|
|
fn setup(mut commands: Commands) {
|
|
commands.spawn(Camera2dBundle::default());
|
|
}
|
|
|
|
fn setup_menu(mut commands: Commands) {
|
|
let button_entity = commands
|
|
.spawn(NodeBundle {
|
|
style: Style {
|
|
// center button
|
|
width: Val::Percent(100.),
|
|
height: Val::Percent(100.),
|
|
justify_content: JustifyContent::Center,
|
|
align_items: AlignItems::Center,
|
|
..default()
|
|
},
|
|
..default()
|
|
})
|
|
.with_children(|parent| {
|
|
parent
|
|
.spawn(ButtonBundle {
|
|
style: Style {
|
|
width: Val::Px(150.),
|
|
height: Val::Px(65.),
|
|
// horizontally center child text
|
|
justify_content: JustifyContent::Center,
|
|
// vertically center child text
|
|
align_items: AlignItems::Center,
|
|
..default()
|
|
},
|
|
image: UiImage::default().with_color(NORMAL_BUTTON),
|
|
..default()
|
|
})
|
|
.with_children(|parent| {
|
|
parent.spawn(TextBundle::from_section(
|
|
"Play",
|
|
TextStyle {
|
|
font_size: 40.0,
|
|
color: Color::srgb(0.9, 0.9, 0.9),
|
|
..default()
|
|
},
|
|
));
|
|
});
|
|
})
|
|
.id();
|
|
commands.insert_resource(MenuData { button_entity });
|
|
}
|
|
|
|
fn menu(
|
|
mut next_state: ResMut<NextState<AppState>>,
|
|
mut interaction_query: Query<
|
|
(&Interaction, &mut UiImage),
|
|
(Changed<Interaction>, With<Button>),
|
|
>,
|
|
) {
|
|
for (interaction, mut image) in &mut interaction_query {
|
|
match *interaction {
|
|
Interaction::Pressed => {
|
|
image.color = PRESSED_BUTTON;
|
|
next_state.set(AppState::InGame);
|
|
}
|
|
Interaction::Hovered => {
|
|
image.color = HOVERED_BUTTON;
|
|
}
|
|
Interaction::None => {
|
|
image.color = NORMAL_BUTTON;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
fn cleanup_menu(mut commands: Commands, menu_data: Res<MenuData>) {
|
|
commands.entity(menu_data.button_entity).despawn_recursive();
|
|
}
|
|
|
|
fn setup_game(mut commands: Commands, asset_server: Res<AssetServer>) {
|
|
commands.spawn(SpriteBundle {
|
|
texture: asset_server.load("branding/icon.png"),
|
|
..default()
|
|
});
|
|
}
|
|
|
|
const SPEED: f32 = 100.0;
|
|
fn movement(
|
|
time: Res<Time>,
|
|
input: Res<ButtonInput<KeyCode>>,
|
|
mut query: Query<&mut Transform, With<Sprite>>,
|
|
) {
|
|
for mut transform in &mut query {
|
|
let mut direction = Vec3::ZERO;
|
|
if input.pressed(KeyCode::ArrowLeft) {
|
|
direction.x -= 1.0;
|
|
}
|
|
if input.pressed(KeyCode::ArrowRight) {
|
|
direction.x += 1.0;
|
|
}
|
|
if input.pressed(KeyCode::ArrowUp) {
|
|
direction.y += 1.0;
|
|
}
|
|
if input.pressed(KeyCode::ArrowDown) {
|
|
direction.y -= 1.0;
|
|
}
|
|
|
|
if direction != Vec3::ZERO {
|
|
transform.translation += direction.normalize() * SPEED * time.delta_seconds();
|
|
}
|
|
}
|
|
}
|
|
|
|
fn change_color(time: Res<Time>, mut query: Query<&mut Sprite>) {
|
|
for mut sprite in &mut query {
|
|
let new_color = LinearRgba {
|
|
blue: (time.elapsed_seconds() * 0.5).sin() + 2.0,
|
|
..LinearRgba::from(sprite.color)
|
|
};
|
|
|
|
sprite.color = new_color.into();
|
|
}
|
|
}
|
|
|
|
/// print when an `AppState` transition happens
|
|
/// also serves as an example of how to use `StateTransitionEvent`
|
|
fn log_transitions(mut transitions: EventReader<StateTransitionEvent<AppState>>) {
|
|
for transition in transitions.read() {
|
|
info!(
|
|
"transition: {:?} => {:?}",
|
|
transition.before, transition.after
|
|
);
|
|
}
|
|
}
|