mirror of
https://github.com/bevyengine/bevy
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989fb8a78d
# Objective - Closes #335. - Related #4285. - Part of the splitting process of #3503. ## Solution - Move `Rect` to `bevy_ui` and rename it to `UiRect`. ## Reasons - `Rect` is only used in `bevy_ui` and therefore calling it `UiRect` makes the intent clearer. - We have two types that are called `Rect` currently and it's missleading (see `bevy_sprite::Rect` and #335). - Discussion in #3503. ## Changelog ### Changed - The `Rect` type got moved from `bevy_math` to `bevy_ui` and renamed to `UiRect`. ## Migration Guide - The `Rect` type got renamed to `UiRect`. To migrate you just have to change every occurrence of `Rect` to `UiRect`. Co-authored-by: KDecay <KDecayMusic@protonmail.com>
77 lines
2.6 KiB
Rust
77 lines
2.6 KiB
Rust
use bevy::{prelude::*, winit::WinitSettings};
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/// This example illustrates how to create a button that changes color and text based on its
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/// interaction state.
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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_startup_system(setup)
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.add_system(button_system)
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.run();
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}
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const NORMAL_BUTTON: Color = Color::rgb(0.15, 0.15, 0.15);
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const HOVERED_BUTTON: Color = Color::rgb(0.25, 0.25, 0.25);
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const PRESSED_BUTTON: Color = Color::rgb(0.35, 0.75, 0.35);
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fn button_system(
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mut interaction_query: Query<
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(&Interaction, &mut UiColor, &Children),
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(Changed<Interaction>, With<Button>),
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>,
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mut text_query: Query<&mut Text>,
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) {
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for (interaction, mut color, children) in interaction_query.iter_mut() {
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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::Clicked => {
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text.sections[0].value = "Press".to_string();
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*color = PRESSED_BUTTON.into();
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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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*color = HOVERED_BUTTON.into();
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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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*color = NORMAL_BUTTON.into();
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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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// ui camera
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commands.spawn_bundle(UiCameraBundle::default());
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commands
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.spawn_bundle(ButtonBundle {
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style: Style {
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size: Size::new(Val::Px(150.0), Val::Px(65.0)),
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// center button
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margin: UiRect::all(Val::Auto),
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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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..default()
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},
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color: NORMAL_BUTTON.into(),
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..default()
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})
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.with_children(|parent| {
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parent.spawn_bundle(TextBundle {
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text: Text::with_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: Color::rgb(0.9, 0.9, 0.9),
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},
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Default::default(),
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),
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..default()
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});
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});
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}
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