mirror of
https://github.com/bevyengine/bevy
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de004da8d5
# 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>
90 lines
3.4 KiB
Rust
90 lines
3.4 KiB
Rust
//! This example illustrates how to create a button that has its image sliced
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//! and kept in proportion instead of being stretched by the button dimensions
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use bevy::{prelude::*, winit::WinitSettings};
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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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.add_systems(Update, button_system)
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.run();
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}
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fn button_system(
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interaction_query: Query<(&Interaction, &Children), (Changed<Interaction>, With<Button>)>,
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mut text_query: Query<&mut Text>,
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) {
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for (interaction, children) in &interaction_query {
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let mut text = text_query.get_mut(children[0]).unwrap();
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match *interaction {
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Interaction::Pressed => {
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text.sections[0].value = "Press".to_string();
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}
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Interaction::Hovered => {
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text.sections[0].value = "Hover".to_string();
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}
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Interaction::None => {
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text.sections[0].value = "Button".to_string();
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}
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}
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}
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}
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fn setup(mut commands: Commands, asset_server: Res<AssetServer>) {
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let image = asset_server.load("textures/fantasy_ui_borders/panel-border-010.png");
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let slicer = TextureSlicer {
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border: BorderRect::square(22.0),
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center_scale_mode: SliceScaleMode::Stretch,
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sides_scale_mode: SliceScaleMode::Stretch,
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max_corner_scale: 1.0,
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};
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// ui camera
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commands.spawn(Camera2dBundle::default());
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commands
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.spawn(NodeBundle {
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style: Style {
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width: Val::Percent(100.0),
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height: Val::Percent(100.0),
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align_items: AlignItems::Center,
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justify_content: JustifyContent::Center,
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..default()
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},
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..default()
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})
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.with_children(|parent| {
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for [w, h] in [[150.0, 150.0], [300.0, 150.0], [150.0, 300.0]] {
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parent
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.spawn((
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ButtonBundle {
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style: Style {
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width: Val::Px(w),
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height: Val::Px(h),
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// horizontally center child text
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justify_content: JustifyContent::Center,
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// vertically center child text
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align_items: AlignItems::Center,
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margin: UiRect::all(Val::Px(20.0)),
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..default()
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},
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image: image.clone().into(),
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..default()
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},
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ImageScaleMode::Sliced(slicer.clone()),
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))
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.with_children(|parent| {
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parent.spawn(TextBundle::from_section(
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"Button",
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TextStyle {
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font: asset_server.load("fonts/FiraSans-Bold.ttf"),
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font_size: 40.0,
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color: LegacyColor::rgb(0.9, 0.9, 0.9),
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},
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));
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});
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}
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});
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}
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