bevy/examples/ui/viewport_debug.rs
Joona Aalto 25bfa80e60
Migrate cameras to required components (#15641)
# Objective

Yet another PR for migrating stuff to required components. This time,
cameras!

## Solution

As per the [selected
proposal](https://hackmd.io/tsYID4CGRiWxzsgawzxG_g#Combined-Proposal-1-Selected),
deprecate `Camera2dBundle` and `Camera3dBundle` in favor of `Camera2d`
and `Camera3d`.

Adding a `Camera` without `Camera2d` or `Camera3d` now logs a warning,
as suggested by Cart [on
Discord](https://discord.com/channels/691052431525675048/1264881140007702558/1291506402832945273).
I would personally like cameras to work a bit differently and be split
into a few more components, to avoid some footguns and confusing
semantics, but that is more controversial, and shouldn't block this core
migration.

## Testing

I ran a few 2D and 3D examples, and tried cameras with and without
render graphs.

---

## Migration Guide

`Camera2dBundle` and `Camera3dBundle` have been deprecated in favor of
`Camera2d` and `Camera3d`. Inserting them will now also insert the other
components required by them automatically.
2024-10-05 01:59:52 +00:00

240 lines
7.6 KiB
Rust

//! A simple example for debugging viewport coordinates
//!
//! This example creates two uinode trees, one using viewport coordinates and one using pixel coordinates,
//! and then switches between them once per second using the `Display` style property.
//! If there are no problems both layouts should be identical, except for the color of the margin changing which is used to signal that the displayed uinode tree has changed
//! (red for viewport, yellow for pixel).
use bevy::{color::palettes::css::*, prelude::*};
const PALETTE: [Srgba; 10] = [
RED, YELLOW, WHITE, BEIGE, AQUA, CRIMSON, NAVY, AZURE, LIME, BLACK,
];
#[derive(Component, Default, PartialEq)]
enum Coords {
#[default]
Viewport,
Pixel,
}
fn main() {
App::new()
.insert_resource(UiScale(2.0))
.add_plugins(DefaultPlugins.set(WindowPlugin {
primary_window: Some(Window {
title: "Viewport Coordinates Debug".to_string(),
// This example relies on these specific viewport dimensions, so let's explicitly
// define them.
resolution: [1280., 720.].into(),
resizable: false,
..Default::default()
}),
..Default::default()
}))
.add_systems(Startup, setup)
.add_systems(Update, update)
.run();
}
fn update(
mut timer: Local<f32>,
mut visible_tree: Local<Coords>,
time: Res<Time>,
mut coords_style_query: Query<(&Coords, &mut Style)>,
) {
*timer -= time.delta_seconds();
if *timer <= 0. {
*timer = 1.;
*visible_tree = match *visible_tree {
Coords::Viewport => Coords::Pixel,
Coords::Pixel => Coords::Viewport,
};
for (coords, mut style) in coords_style_query.iter_mut() {
style.display = if *coords == *visible_tree {
Display::Flex
} else {
Display::None
};
}
}
}
fn setup(mut commands: Commands) {
commands.spawn(Camera2d);
spawn_with_viewport_coords(&mut commands);
spawn_with_pixel_coords(&mut commands);
}
fn spawn_with_viewport_coords(commands: &mut Commands) {
commands
.spawn((
NodeBundle {
style: Style {
width: Val::Vw(100.),
height: Val::Vh(100.),
border: UiRect::axes(Val::Vw(5.), Val::Vh(5.)),
flex_wrap: FlexWrap::Wrap,
..default()
},
border_color: PALETTE[0].into(),
..default()
},
Coords::Viewport,
))
.with_children(|builder| {
builder.spawn(NodeBundle {
style: Style {
width: Val::Vw(30.),
height: Val::Vh(30.),
border: UiRect::all(Val::VMin(5.)),
..default()
},
background_color: PALETTE[2].into(),
border_color: PALETTE[9].into(),
..default()
});
builder.spawn(NodeBundle {
style: Style {
width: Val::Vw(60.),
height: Val::Vh(30.),
..default()
},
background_color: PALETTE[3].into(),
..default()
});
builder.spawn(NodeBundle {
style: Style {
width: Val::Vw(45.),
height: Val::Vh(30.),
border: UiRect::left(Val::VMax(45. / 2.)),
..default()
},
background_color: PALETTE[4].into(),
border_color: PALETTE[8].into(),
..default()
});
builder.spawn(NodeBundle {
style: Style {
width: Val::Vw(45.),
height: Val::Vh(30.),
border: UiRect::right(Val::VMax(45. / 2.)),
..default()
},
background_color: PALETTE[5].into(),
border_color: PALETTE[8].into(),
..default()
});
builder.spawn(NodeBundle {
style: Style {
width: Val::Vw(60.),
height: Val::Vh(30.),
..default()
},
background_color: PALETTE[6].into(),
..default()
});
builder.spawn(NodeBundle {
style: Style {
width: Val::Vw(30.),
height: Val::Vh(30.),
border: UiRect::all(Val::VMin(5.)),
..default()
},
background_color: PALETTE[7].into(),
border_color: PALETTE[9].into(),
..default()
});
});
}
fn spawn_with_pixel_coords(commands: &mut Commands) {
commands
.spawn((
NodeBundle {
style: Style {
width: Val::Px(640.),
height: Val::Px(360.),
border: UiRect::axes(Val::Px(32.), Val::Px(18.)),
flex_wrap: FlexWrap::Wrap,
..default()
},
border_color: PALETTE[1].into(),
..default()
},
Coords::Pixel,
))
.with_children(|builder| {
builder.spawn(NodeBundle {
style: Style {
width: Val::Px(192.),
height: Val::Px(108.),
border: UiRect::axes(Val::Px(18.), Val::Px(18.)),
..default()
},
background_color: PALETTE[2].into(),
border_color: PALETTE[9].into(),
..default()
});
builder.spawn(NodeBundle {
style: Style {
width: Val::Px(384.),
height: Val::Px(108.),
..default()
},
background_color: PALETTE[3].into(),
..default()
});
builder.spawn(NodeBundle {
style: Style {
width: Val::Px(288.),
height: Val::Px(108.),
border: UiRect::left(Val::Px(144.)),
..default()
},
background_color: PALETTE[4].into(),
border_color: PALETTE[8].into(),
..default()
});
builder.spawn(NodeBundle {
style: Style {
width: Val::Px(288.),
height: Val::Px(108.),
border: UiRect::right(Val::Px(144.)),
..default()
},
background_color: PALETTE[5].into(),
border_color: PALETTE[8].into(),
..default()
});
builder.spawn(NodeBundle {
style: Style {
width: Val::Px(384.),
height: Val::Px(108.),
..default()
},
background_color: PALETTE[6].into(),
..default()
});
builder.spawn(NodeBundle {
style: Style {
width: Val::Px(192.),
height: Val::Px(108.),
border: UiRect::axes(Val::Px(18.), Val::Px(18.)),
..default()
},
background_color: PALETTE[7].into(),
border_color: PALETTE[9].into(),
..default()
});
});
}