bevy/examples/ui/borders.rs
ickshonpe 0fe33c3bba
use precomputed border values (#15163)
# Objective

Fixes #15142

## Solution

* Moved all the UI border geometry calculations that were scattered
through the UI extraction functions into `ui_layout_system`.
* Added a `border: BorderRect` field to `Node` to store the border size
computed by `ui_layout_system`.
* Use the border values returned from Taffy rather than calculate them
ourselves during extraction.
* Removed the `logical_rect` and `physical_rect` methods from `Node` the
descriptions and namings are deceptive, it's better to create the rects
manually instead.
* Added a method `outline_radius` to `Node` that calculates the border
radius of outlines.
* For border values `ExtractedUiNode` takes `BorderRect` and
`ResolvedBorderRadius` now instead of raw `[f32; 4]` values and converts
them in `prepare_uinodes`.
* Removed some unnecessary scaling and clamping of border values
(#15142).
* Added a `BorderRect::ZERO` constant.
* Added an `outlined_node_size` method to `Node`.

## Testing

Added some non-uniform borders to the border example. Everything seems
to be in order:

<img width="626" alt="nub"
src="https://github.com/user-attachments/assets/258ed8b5-1a9e-4ac5-99c2-6bf25c0ef31c">

## Migration Guide

The `logical_rect` and `physical_rect` methods have been removed from
`Node`. Use `Rect::from_center_size` with the translation and node size
instead.

The types of the fields border and border_radius of `ExtractedUiNode`
have been changed to `BorderRect` and `ResolvedBorderRadius`
respectively.

---------

Co-authored-by: UkoeHB <37489173+UkoeHB@users.noreply.github.com>
Co-authored-by: akimakinai <105044389+akimakinai@users.noreply.github.com>
2024-09-26 23:10:35 +00:00

323 lines
10 KiB
Rust

//! Example demonstrating bordered UI nodes
use bevy::{color::palettes::css::*, prelude::*};
fn main() {
App::new()
.add_plugins(DefaultPlugins)
.add_systems(Startup, setup)
.run();
}
fn setup(mut commands: Commands) {
commands.spawn(Camera2dBundle::default());
let root = commands
.spawn(NodeBundle {
style: Style {
margin: UiRect::all(Val::Px(25.0)),
align_self: AlignSelf::Stretch,
justify_self: JustifySelf::Stretch,
flex_wrap: FlexWrap::Wrap,
justify_content: JustifyContent::FlexStart,
align_items: AlignItems::FlexStart,
align_content: AlignContent::FlexStart,
..Default::default()
},
background_color: Color::srgb(0.25, 0.25, 0.25).into(),
..Default::default()
})
.id();
let root_rounded = commands
.spawn(NodeBundle {
style: Style {
margin: UiRect::all(Val::Px(25.0)),
align_self: AlignSelf::Stretch,
justify_self: JustifySelf::Stretch,
flex_wrap: FlexWrap::Wrap,
justify_content: JustifyContent::FlexStart,
align_items: AlignItems::FlexStart,
align_content: AlignContent::FlexStart,
..Default::default()
},
background_color: Color::srgb(0.25, 0.25, 0.25).into(),
..Default::default()
})
.id();
// labels for the different border edges
let border_labels = [
"None",
"All",
"Left",
"Right",
"Top",
"Bottom",
"Horizontal",
"Vertical",
"Top Left",
"Bottom Left",
"Top Right",
"Bottom Right",
"Top Bottom Right",
"Top Bottom Left",
"Top Left Right",
"Bottom Left Right",
];
// all the different combinations of border edges
// these correspond to the labels above
let borders = [
UiRect::default(),
UiRect::all(Val::Px(10.)),
UiRect::left(Val::Px(10.)),
UiRect::right(Val::Px(10.)),
UiRect::top(Val::Px(10.)),
UiRect::bottom(Val::Px(10.)),
UiRect::horizontal(Val::Px(10.)),
UiRect::vertical(Val::Px(10.)),
UiRect {
left: Val::Px(20.),
top: Val::Px(10.),
..Default::default()
},
UiRect {
left: Val::Px(10.),
bottom: Val::Px(20.),
..Default::default()
},
UiRect {
right: Val::Px(20.),
top: Val::Px(10.),
..Default::default()
},
UiRect {
right: Val::Px(10.),
bottom: Val::Px(10.),
..Default::default()
},
UiRect {
right: Val::Px(10.),
top: Val::Px(20.),
bottom: Val::Px(10.),
..Default::default()
},
UiRect {
left: Val::Px(10.),
top: Val::Px(10.),
bottom: Val::Px(10.),
..Default::default()
},
UiRect {
left: Val::Px(20.),
right: Val::Px(10.),
top: Val::Px(10.),
..Default::default()
},
UiRect {
left: Val::Px(10.),
right: Val::Px(10.),
bottom: Val::Px(20.),
..Default::default()
},
];
for (label, border) in border_labels.into_iter().zip(borders) {
let inner_spot = commands
.spawn(NodeBundle {
style: Style {
width: Val::Px(10.),
height: Val::Px(10.),
..Default::default()
},
background_color: YELLOW.into(),
..Default::default()
})
.id();
let border_node = commands
.spawn((
NodeBundle {
style: Style {
width: Val::Px(50.),
height: Val::Px(50.),
border,
margin: UiRect::all(Val::Px(20.)),
align_items: AlignItems::Center,
justify_content: JustifyContent::Center,
..Default::default()
},
background_color: MAROON.into(),
border_color: RED.into(),
..Default::default()
},
Outline {
width: Val::Px(6.),
offset: Val::Px(6.),
color: Color::WHITE,
},
))
.add_child(inner_spot)
.id();
let label_node = commands
.spawn(TextBundle::from_section(
label,
TextStyle {
font_size: 9.0,
..Default::default()
},
))
.id();
let container = commands
.spawn(NodeBundle {
style: Style {
flex_direction: FlexDirection::Column,
align_items: AlignItems::Center,
..Default::default()
},
..Default::default()
})
.add_children(&[border_node, label_node])
.id();
commands.entity(root).add_child(container);
}
for (label, border) in border_labels.into_iter().zip(borders) {
let inner_spot = commands
.spawn(NodeBundle {
style: Style {
width: Val::Px(10.),
height: Val::Px(10.),
..Default::default()
},
border_radius: BorderRadius::MAX,
background_color: YELLOW.into(),
..Default::default()
})
.id();
let non_zero = |x, y| x != Val::Px(0.) && y != Val::Px(0.);
let border_size = |x, y| if non_zero(x, y) { f32::MAX } else { 0. };
let border_radius = BorderRadius::px(
border_size(border.left, border.top),
border_size(border.right, border.top),
border_size(border.right, border.bottom),
border_size(border.left, border.bottom),
);
let border_node = commands
.spawn((
NodeBundle {
style: Style {
width: Val::Px(50.),
height: Val::Px(50.),
border,
margin: UiRect::all(Val::Px(20.)),
align_items: AlignItems::Center,
justify_content: JustifyContent::Center,
..Default::default()
},
background_color: MAROON.into(),
border_color: RED.into(),
border_radius,
..Default::default()
},
Outline {
width: Val::Px(6.),
offset: Val::Px(6.),
color: Color::WHITE,
},
))
.add_child(inner_spot)
.id();
let label_node = commands
.spawn(TextBundle::from_section(
label,
TextStyle {
font_size: 9.0,
..Default::default()
},
))
.id();
let container = commands
.spawn(NodeBundle {
style: Style {
flex_direction: FlexDirection::Column,
align_items: AlignItems::Center,
..Default::default()
},
..Default::default()
})
.add_children(&[border_node, label_node])
.id();
commands.entity(root_rounded).add_child(container);
}
let border_label = commands
.spawn(NodeBundle {
style: Style {
margin: UiRect {
left: Val::Px(25.0),
right: Val::Px(25.0),
top: Val::Px(25.0),
bottom: Val::Px(0.0),
},
..Default::default()
},
background_color: Color::srgb(0.25, 0.25, 0.25).into(),
..Default::default()
})
.with_children(|builder| {
builder.spawn(TextBundle::from_section(
"Borders",
TextStyle {
font_size: 20.0,
..Default::default()
},
));
})
.id();
let border_rounded_label = commands
.spawn(NodeBundle {
style: Style {
margin: UiRect {
left: Val::Px(25.0),
right: Val::Px(25.0),
top: Val::Px(25.0),
bottom: Val::Px(0.0),
},
..Default::default()
},
background_color: Color::srgb(0.25, 0.25, 0.25).into(),
..Default::default()
})
.with_children(|builder| {
builder.spawn(TextBundle::from_section(
"Borders Rounded",
TextStyle {
font_size: 20.0,
..Default::default()
},
));
})
.id();
commands
.spawn(NodeBundle {
style: Style {
margin: UiRect::all(Val::Px(25.0)),
flex_direction: FlexDirection::Column,
align_self: AlignSelf::Stretch,
justify_self: JustifySelf::Stretch,
flex_wrap: FlexWrap::Wrap,
justify_content: JustifyContent::FlexStart,
align_items: AlignItems::FlexStart,
align_content: AlignContent::FlexStart,
..Default::default()
},
background_color: Color::srgb(0.25, 0.25, 0.25).into(),
..Default::default()
})
.add_child(border_label)
.add_child(root)
.add_child(border_rounded_label)
.add_child(root_rounded);
}