bevy/examples/ui/box_shadow.rs
VitalyR eb19a9ea0b
Migrate UI bundles to required components (#15898)
# Objective

- Migrate UI bundles to required components, fixes #15889

## Solution

- deprecate `NodeBundle` in favor of `Node`
- deprecate `ImageBundle` in favor of `UiImage`
- deprecate `ButtonBundle` in favor of `Button`

## Testing

CI.

## Migration Guide

- Replace all uses of `NodeBundle` with `Node`. e.g.
```diff
     commands
-        .spawn(NodeBundle {
-            style: Style {
+        .spawn((
+            Node::default(),
+            Style {
                 width: Val::Percent(100.),
                 align_items: AlignItems::Center,
                 justify_content: JustifyContent::Center,
                 ..default()
             },
-            ..default()
-        })
+        ))
``` 
- Replace all uses of `ButtonBundle` with `Button`. e.g.
```diff
                     .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(),
+                        Button,
+                        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()
                         },
+                        UiImage::from(image.clone()),
                         ImageScaleMode::Sliced(slicer.clone()),
                     ))
```
- Replace all uses of `ImageBundle` with `UiImage`. e.g.
```diff
-    commands.spawn(ImageBundle {
-        image: UiImage {
+    commands.spawn((
+        UiImage {
             texture: metering_mask,
             ..default()
         },
-        style: Style {
+        Style {
             width: Val::Percent(100.0),
             height: Val::Percent(100.0),
             ..default()
         },
-        ..default()
-    });
+    ));
 ```

---------

Co-authored-by: Carter Anderson <mcanders1@gmail.com>
2024-10-17 21:11:02 +00:00

222 lines
6.6 KiB
Rust

//! This example shows how to create a node with a shadow
use argh::FromArgs;
use bevy::color::palettes::css::DEEP_SKY_BLUE;
use bevy::color::palettes::css::LIGHT_SKY_BLUE;
use bevy::prelude::*;
use bevy::winit::WinitSettings;
#[derive(FromArgs, Resource)]
/// `box_shadow` example
struct Args {
/// number of samples
#[argh(option, default = "4")]
samples: u32,
}
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)
.run();
}
fn setup(mut commands: Commands) {
// `from_env` panics on the web
#[cfg(not(target_arch = "wasm32"))]
let args: Args = argh::from_env();
#[cfg(target_arch = "wasm32")]
let args = Args::from_args(&[], &[]).unwrap();
// ui camera
commands.spawn((Camera2d, UiBoxShadowSamples(args.samples)));
commands
.spawn((
Node::default(),
Style {
width: Val::Percent(100.0),
height: Val::Percent(100.0),
padding: UiRect::all(Val::Px(30.)),
column_gap: Val::Px(30.),
flex_wrap: FlexWrap::Wrap,
..default()
},
BackgroundColor(DEEP_SKY_BLUE.into()),
))
.with_children(|commands| {
let example_nodes = [
(
Vec2::splat(50.),
Vec2::ZERO,
10.,
0.,
BorderRadius::bottom_right(Val::Px(10.)),
),
(Vec2::new(50., 25.), Vec2::ZERO, 10., 0., BorderRadius::ZERO),
(Vec2::splat(50.), Vec2::ZERO, 10., 0., BorderRadius::MAX),
(Vec2::new(100., 25.), Vec2::ZERO, 10., 0., BorderRadius::MAX),
(
Vec2::splat(50.),
Vec2::ZERO,
10.,
0.,
BorderRadius::bottom_right(Val::Px(10.)),
),
(Vec2::new(50., 25.), Vec2::ZERO, 0., 10., BorderRadius::ZERO),
(
Vec2::splat(50.),
Vec2::ZERO,
0.,
10.,
BorderRadius::bottom_right(Val::Px(10.)),
),
(Vec2::new(100., 25.), Vec2::ZERO, 0., 10., BorderRadius::MAX),
(
Vec2::splat(50.),
Vec2::splat(25.),
0.,
0.,
BorderRadius::ZERO,
),
(
Vec2::new(50., 25.),
Vec2::splat(25.),
0.,
0.,
BorderRadius::ZERO,
),
(
Vec2::splat(50.),
Vec2::splat(10.),
0.,
0.,
BorderRadius::bottom_right(Val::Px(10.)),
),
(
Vec2::splat(50.),
Vec2::splat(25.),
0.,
10.,
BorderRadius::ZERO,
),
(
Vec2::new(50., 25.),
Vec2::splat(25.),
0.,
10.,
BorderRadius::ZERO,
),
(
Vec2::splat(50.),
Vec2::splat(10.),
0.,
10.,
BorderRadius::bottom_right(Val::Px(10.)),
),
(
Vec2::splat(50.),
Vec2::splat(10.),
0.,
3.,
BorderRadius::ZERO,
),
(
Vec2::new(50., 25.),
Vec2::splat(10.),
0.,
3.,
BorderRadius::ZERO,
),
(
Vec2::splat(50.),
Vec2::splat(10.),
0.,
3.,
BorderRadius::bottom_right(Val::Px(10.)),
),
(
Vec2::splat(50.),
Vec2::splat(10.),
0.,
3.,
BorderRadius::all(Val::Px(20.)),
),
(
Vec2::new(50., 25.),
Vec2::splat(10.),
0.,
3.,
BorderRadius::all(Val::Px(20.)),
),
(
Vec2::new(25., 50.),
Vec2::splat(10.),
0.,
3.,
BorderRadius::MAX,
),
(
Vec2::splat(50.),
Vec2::splat(10.),
0.,
10.,
BorderRadius::all(Val::Px(20.)),
),
(
Vec2::new(50., 25.),
Vec2::splat(10.),
0.,
10.,
BorderRadius::all(Val::Px(20.)),
),
(
Vec2::new(25., 50.),
Vec2::splat(10.),
0.,
10.,
BorderRadius::MAX,
),
];
for (size, offset, spread, blur, border_radius) in example_nodes {
commands.spawn(box_shadow_node_bundle(
size,
offset,
spread,
blur,
border_radius,
));
}
});
}
fn box_shadow_node_bundle(
size: Vec2,
offset: Vec2,
spread: f32,
blur: f32,
border_radius: BorderRadius,
) -> impl Bundle {
(
Node::default(),
Style {
width: Val::Px(size.x),
height: Val::Px(size.y),
border: UiRect::all(Val::Px(4.)),
..default()
},
BorderColor(LIGHT_SKY_BLUE.into()),
border_radius,
BackgroundColor(DEEP_SKY_BLUE.into()),
BoxShadow {
color: Color::BLACK.with_alpha(0.8),
x_offset: Val::Percent(offset.x),
y_offset: Val::Percent(offset.y),
spread_radius: Val::Percent(spread),
blur_radius: Val::Px(blur),
},
)
}