mirror of
https://github.com/bevyengine/bevy
synced 2024-12-24 20:13:07 +00:00
015f2c69ca
# Objective Continue improving the user experience of our UI Node API in the direction specified by [Bevy's Next Generation Scene / UI System](https://github.com/bevyengine/bevy/discussions/14437) ## Solution As specified in the document above, merge `Style` fields into `Node`, and move "computed Node fields" into `ComputedNode` (I chose this name over something like `ComputedNodeLayout` because it currently contains more than just layout info. If we want to break this up / rename these concepts, lets do that in a separate PR). `Style` has been removed. This accomplishes a number of goals: ## Ergonomics wins Specifying both `Node` and `Style` is now no longer required for non-default styles Before: ```rust commands.spawn(( Node::default(), Style { width: Val::Px(100.), ..default() }, )); ``` After: ```rust commands.spawn(Node { width: Val::Px(100.), ..default() }); ``` ## Conceptual clarity `Style` was never a comprehensive "style sheet". It only defined "core" style properties that all `Nodes` shared. Any "styled property" that couldn't fit that mold had to be in a separate component. A "real" style system would style properties _across_ components (`Node`, `Button`, etc). We have plans to build a true style system (see the doc linked above). By moving the `Style` fields to `Node`, we fully embrace `Node` as the driving concept and remove the "style system" confusion. ## Next Steps * Consider identifying and splitting out "style properties that aren't core to Node". This should not happen for Bevy 0.15. --- ## Migration Guide Move any fields set on `Style` into `Node` and replace all `Style` component usage with `Node`. Before: ```rust commands.spawn(( Node::default(), Style { width: Val::Px(100.), ..default() }, )); ``` After: ```rust commands.spawn(Node { width: Val::Px(100.), ..default() }); ``` For any usage of the "computed node properties" that used to live on `Node`, use `ComputedNode` instead: Before: ```rust fn system(nodes: Query<&Node>) { for node in &nodes { let computed_size = node.size(); } } ``` After: ```rust fn system(computed_nodes: Query<&ComputedNode>) { for computed_node in &computed_nodes { let computed_size = computed_node.size(); } } ```
205 lines
6.4 KiB
Rust
205 lines
6.4 KiB
Rust
//! Renders two cameras to the same window to accomplish "split screen".
|
|
|
|
use std::f32::consts::PI;
|
|
|
|
use bevy::{
|
|
pbr::CascadeShadowConfigBuilder, prelude::*, render::camera::Viewport, window::WindowResized,
|
|
};
|
|
|
|
fn main() {
|
|
App::new()
|
|
.add_plugins(DefaultPlugins)
|
|
.add_systems(Startup, setup)
|
|
.add_systems(Update, (set_camera_viewports, button_system))
|
|
.run();
|
|
}
|
|
|
|
/// set up a simple 3D scene
|
|
fn setup(
|
|
mut commands: Commands,
|
|
asset_server: Res<AssetServer>,
|
|
mut meshes: ResMut<Assets<Mesh>>,
|
|
mut materials: ResMut<Assets<StandardMaterial>>,
|
|
) {
|
|
// plane
|
|
commands.spawn((
|
|
Mesh3d(meshes.add(Plane3d::default().mesh().size(100.0, 100.0))),
|
|
MeshMaterial3d(materials.add(Color::srgb(0.3, 0.5, 0.3))),
|
|
));
|
|
|
|
commands.spawn(SceneRoot(
|
|
asset_server.load(GltfAssetLabel::Scene(0).from_asset("models/animated/Fox.glb")),
|
|
));
|
|
|
|
// Light
|
|
commands.spawn((
|
|
Transform::from_rotation(Quat::from_euler(EulerRot::ZYX, 0.0, 1.0, -PI / 4.)),
|
|
DirectionalLight {
|
|
shadows_enabled: true,
|
|
..default()
|
|
},
|
|
CascadeShadowConfigBuilder {
|
|
num_cascades: if cfg!(all(
|
|
feature = "webgl2",
|
|
target_arch = "wasm32",
|
|
not(feature = "webgpu")
|
|
)) {
|
|
// Limited to 1 cascade in WebGL
|
|
1
|
|
} else {
|
|
2
|
|
},
|
|
first_cascade_far_bound: 200.0,
|
|
maximum_distance: 280.0,
|
|
..default()
|
|
}
|
|
.build(),
|
|
));
|
|
|
|
// Cameras and their dedicated UI
|
|
for (index, (camera_name, camera_pos)) in [
|
|
("Player 1", Vec3::new(0.0, 200.0, -150.0)),
|
|
("Player 2", Vec3::new(150.0, 150., 50.0)),
|
|
("Player 3", Vec3::new(100.0, 150., -150.0)),
|
|
("Player 4", Vec3::new(-100.0, 80., 150.0)),
|
|
]
|
|
.iter()
|
|
.enumerate()
|
|
{
|
|
let camera = commands
|
|
.spawn((
|
|
Camera3d::default(),
|
|
Transform::from_translation(*camera_pos).looking_at(Vec3::ZERO, Vec3::Y),
|
|
Camera {
|
|
// Renders cameras with different priorities to prevent ambiguities
|
|
order: index as isize,
|
|
..default()
|
|
},
|
|
CameraPosition {
|
|
pos: UVec2::new((index % 2) as u32, (index / 2) as u32),
|
|
},
|
|
))
|
|
.id();
|
|
|
|
// Set up UI
|
|
commands
|
|
.spawn((
|
|
TargetCamera(camera),
|
|
Node {
|
|
width: Val::Percent(100.),
|
|
height: Val::Percent(100.),
|
|
..default()
|
|
},
|
|
))
|
|
.with_children(|parent| {
|
|
parent.spawn((
|
|
Text::new(*camera_name),
|
|
Node {
|
|
position_type: PositionType::Absolute,
|
|
top: Val::Px(12.),
|
|
left: Val::Px(12.),
|
|
..default()
|
|
},
|
|
));
|
|
buttons_panel(parent);
|
|
});
|
|
}
|
|
|
|
fn buttons_panel(parent: &mut ChildBuilder) {
|
|
parent
|
|
.spawn(Node {
|
|
position_type: PositionType::Absolute,
|
|
width: Val::Percent(100.),
|
|
height: Val::Percent(100.),
|
|
display: Display::Flex,
|
|
flex_direction: FlexDirection::Row,
|
|
justify_content: JustifyContent::SpaceBetween,
|
|
align_items: AlignItems::Center,
|
|
padding: UiRect::all(Val::Px(20.)),
|
|
..default()
|
|
})
|
|
.with_children(|parent| {
|
|
rotate_button(parent, "<", Direction::Left);
|
|
rotate_button(parent, ">", Direction::Right);
|
|
});
|
|
}
|
|
|
|
fn rotate_button(parent: &mut ChildBuilder, caption: &str, direction: Direction) {
|
|
parent
|
|
.spawn((
|
|
RotateCamera(direction),
|
|
Button,
|
|
Node {
|
|
width: Val::Px(40.),
|
|
height: Val::Px(40.),
|
|
border: UiRect::all(Val::Px(2.)),
|
|
justify_content: JustifyContent::Center,
|
|
align_items: AlignItems::Center,
|
|
..default()
|
|
},
|
|
BorderColor(Color::WHITE),
|
|
BackgroundColor(Color::srgb(0.25, 0.25, 0.25)),
|
|
))
|
|
.with_children(|parent| {
|
|
parent.spawn(Text::new(caption));
|
|
});
|
|
}
|
|
}
|
|
|
|
#[derive(Component)]
|
|
struct CameraPosition {
|
|
pos: UVec2,
|
|
}
|
|
|
|
#[derive(Component)]
|
|
struct RotateCamera(Direction);
|
|
|
|
enum Direction {
|
|
Left,
|
|
Right,
|
|
}
|
|
|
|
fn set_camera_viewports(
|
|
windows: Query<&Window>,
|
|
mut resize_events: EventReader<WindowResized>,
|
|
mut query: Query<(&CameraPosition, &mut Camera)>,
|
|
) {
|
|
// We need to dynamically resize the camera's viewports whenever the window size changes
|
|
// so then each camera always takes up half the screen.
|
|
// A resize_event is sent when the window is first created, allowing us to reuse this system for initial setup.
|
|
for resize_event in resize_events.read() {
|
|
let window = windows.get(resize_event.window).unwrap();
|
|
let size = window.physical_size() / 2;
|
|
|
|
for (camera_position, mut camera) in &mut query {
|
|
camera.viewport = Some(Viewport {
|
|
physical_position: camera_position.pos * size,
|
|
physical_size: size,
|
|
..default()
|
|
});
|
|
}
|
|
}
|
|
}
|
|
|
|
#[allow(clippy::type_complexity)]
|
|
fn button_system(
|
|
interaction_query: Query<
|
|
(&Interaction, &TargetCamera, &RotateCamera),
|
|
(Changed<Interaction>, With<Button>),
|
|
>,
|
|
mut camera_query: Query<&mut Transform, With<Camera>>,
|
|
) {
|
|
for (interaction, target_camera, RotateCamera(direction)) in &interaction_query {
|
|
if let Interaction::Pressed = *interaction {
|
|
// Since TargetCamera propagates to the children, we can use it to find
|
|
// which side of the screen the button is on.
|
|
if let Ok(mut camera_transform) = camera_query.get_mut(target_camera.entity()) {
|
|
let angle = match direction {
|
|
Direction::Left => -0.1,
|
|
Direction::Right => 0.1,
|
|
};
|
|
camera_transform.rotate_around(Vec3::ZERO, Quat::from_axis_angle(Vec3::Y, angle));
|
|
}
|
|
}
|
|
}
|
|
}
|