bevy/examples/ui/ui_texture_slice.rs
Alice Cecile de004da8d5
Rename bevy_render::Color to LegacyColor (#12069)
# Objective

The migration process for `bevy_color` (#12013) will be fairly involved:
there will be hundreds of affected files, and a large number of APIs.

## Solution

To allow us to proceed granularly, we're going to keep both
`bevy_color::Color` (new) and `bevy_render::Color` (old) around until
the migration is complete.

However, simply doing this directly is confusing! They're both called
`Color`, making it very hard to tell when a portion of the code has been
ported.

As discussed in #12056, by renaming the old `Color` type, we can make it
easier to gradually migrate over, one API at a time.

## Migration Guide

THIS MIGRATION GUIDE INTENTIONALLY LEFT BLANK.

This change should not be shipped to end users: delete this section in
the final migration guide!

---------

Co-authored-by: Alice Cecile <alice.i.cecil@gmail.com>
2024-02-24 21:35:32 +00:00

90 lines
3.4 KiB
Rust

//! This example illustrates how to create a button that has its image sliced
//! and kept in proportion instead of being stretched by the button dimensions
use bevy::{prelude::*, winit::WinitSettings};
fn main() {
App::new()
.add_plugins(DefaultPlugins)
// Only run the app when there is user input. This will significantly reduce CPU/GPU use.
.insert_resource(WinitSettings::desktop_app())
.add_systems(Startup, setup)
.add_systems(Update, button_system)
.run();
}
fn button_system(
interaction_query: Query<(&Interaction, &Children), (Changed<Interaction>, With<Button>)>,
mut text_query: Query<&mut Text>,
) {
for (interaction, children) in &interaction_query {
let mut text = text_query.get_mut(children[0]).unwrap();
match *interaction {
Interaction::Pressed => {
text.sections[0].value = "Press".to_string();
}
Interaction::Hovered => {
text.sections[0].value = "Hover".to_string();
}
Interaction::None => {
text.sections[0].value = "Button".to_string();
}
}
}
}
fn setup(mut commands: Commands, asset_server: Res<AssetServer>) {
let image = asset_server.load("textures/fantasy_ui_borders/panel-border-010.png");
let slicer = TextureSlicer {
border: BorderRect::square(22.0),
center_scale_mode: SliceScaleMode::Stretch,
sides_scale_mode: SliceScaleMode::Stretch,
max_corner_scale: 1.0,
};
// ui camera
commands.spawn(Camera2dBundle::default());
commands
.spawn(NodeBundle {
style: Style {
width: Val::Percent(100.0),
height: Val::Percent(100.0),
align_items: AlignItems::Center,
justify_content: JustifyContent::Center,
..default()
},
..default()
})
.with_children(|parent| {
for [w, h] in [[150.0, 150.0], [300.0, 150.0], [150.0, 300.0]] {
parent
.spawn((
ButtonBundle {
style: Style {
width: Val::Px(w),
height: Val::Px(h),
// horizontally center child text
justify_content: JustifyContent::Center,
// vertically center child text
align_items: AlignItems::Center,
margin: UiRect::all(Val::Px(20.0)),
..default()
},
image: image.clone().into(),
..default()
},
ImageScaleMode::Sliced(slicer.clone()),
))
.with_children(|parent| {
parent.spawn(TextBundle::from_section(
"Button",
TextStyle {
font: asset_server.load("fonts/FiraSans-Bold.ttf"),
font_size: 40.0,
color: LegacyColor::rgb(0.9, 0.9, 0.9),
},
));
});
}
});
}