mirror of
https://github.com/bevyengine/bevy
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25bfa80e60
# Objective Yet another PR for migrating stuff to required components. This time, cameras! ## Solution As per the [selected proposal](https://hackmd.io/tsYID4CGRiWxzsgawzxG_g#Combined-Proposal-1-Selected), deprecate `Camera2dBundle` and `Camera3dBundle` in favor of `Camera2d` and `Camera3d`. Adding a `Camera` without `Camera2d` or `Camera3d` now logs a warning, as suggested by Cart [on Discord](https://discord.com/channels/691052431525675048/1264881140007702558/1291506402832945273). I would personally like cameras to work a bit differently and be split into a few more components, to avoid some footguns and confusing semantics, but that is more controversial, and shouldn't block this core migration. ## Testing I ran a few 2D and 3D examples, and tried cameras with and without render graphs. --- ## Migration Guide `Camera2dBundle` and `Camera3dBundle` have been deprecated in favor of `Camera2d` and `Camera3d`. Inserting them will now also insert the other components required by them automatically.
240 lines
7.6 KiB
Rust
240 lines
7.6 KiB
Rust
//! A simple example for debugging viewport coordinates
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//!
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//! This example creates two uinode trees, one using viewport coordinates and one using pixel coordinates,
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//! and then switches between them once per second using the `Display` style property.
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//! If there are no problems both layouts should be identical, except for the color of the margin changing which is used to signal that the displayed uinode tree has changed
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//! (red for viewport, yellow for pixel).
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use bevy::{color::palettes::css::*, prelude::*};
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const PALETTE: [Srgba; 10] = [
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RED, YELLOW, WHITE, BEIGE, AQUA, CRIMSON, NAVY, AZURE, LIME, BLACK,
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];
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#[derive(Component, Default, PartialEq)]
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enum Coords {
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#[default]
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Viewport,
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Pixel,
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}
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fn main() {
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App::new()
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.insert_resource(UiScale(2.0))
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.add_plugins(DefaultPlugins.set(WindowPlugin {
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primary_window: Some(Window {
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title: "Viewport Coordinates Debug".to_string(),
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// This example relies on these specific viewport dimensions, so let's explicitly
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// define them.
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resolution: [1280., 720.].into(),
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resizable: false,
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..Default::default()
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}),
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..Default::default()
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}))
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.add_systems(Startup, setup)
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.add_systems(Update, update)
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.run();
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}
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fn update(
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mut timer: Local<f32>,
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mut visible_tree: Local<Coords>,
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time: Res<Time>,
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mut coords_style_query: Query<(&Coords, &mut Style)>,
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) {
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*timer -= time.delta_seconds();
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if *timer <= 0. {
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*timer = 1.;
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*visible_tree = match *visible_tree {
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Coords::Viewport => Coords::Pixel,
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Coords::Pixel => Coords::Viewport,
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};
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for (coords, mut style) in coords_style_query.iter_mut() {
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style.display = if *coords == *visible_tree {
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Display::Flex
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} else {
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Display::None
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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) {
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commands.spawn(Camera2d);
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spawn_with_viewport_coords(&mut commands);
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spawn_with_pixel_coords(&mut commands);
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}
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fn spawn_with_viewport_coords(commands: &mut Commands) {
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commands
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.spawn((
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NodeBundle {
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style: Style {
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width: Val::Vw(100.),
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height: Val::Vh(100.),
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border: UiRect::axes(Val::Vw(5.), Val::Vh(5.)),
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flex_wrap: FlexWrap::Wrap,
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..default()
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},
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border_color: PALETTE[0].into(),
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..default()
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},
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Coords::Viewport,
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))
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.with_children(|builder| {
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builder.spawn(NodeBundle {
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style: Style {
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width: Val::Vw(30.),
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height: Val::Vh(30.),
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border: UiRect::all(Val::VMin(5.)),
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..default()
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},
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background_color: PALETTE[2].into(),
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border_color: PALETTE[9].into(),
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..default()
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});
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builder.spawn(NodeBundle {
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style: Style {
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width: Val::Vw(60.),
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height: Val::Vh(30.),
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..default()
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},
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background_color: PALETTE[3].into(),
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..default()
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});
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builder.spawn(NodeBundle {
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style: Style {
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width: Val::Vw(45.),
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height: Val::Vh(30.),
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border: UiRect::left(Val::VMax(45. / 2.)),
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..default()
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},
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background_color: PALETTE[4].into(),
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border_color: PALETTE[8].into(),
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..default()
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});
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builder.spawn(NodeBundle {
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style: Style {
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width: Val::Vw(45.),
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height: Val::Vh(30.),
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border: UiRect::right(Val::VMax(45. / 2.)),
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..default()
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},
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background_color: PALETTE[5].into(),
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border_color: PALETTE[8].into(),
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..default()
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});
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builder.spawn(NodeBundle {
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style: Style {
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width: Val::Vw(60.),
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height: Val::Vh(30.),
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..default()
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},
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background_color: PALETTE[6].into(),
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..default()
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});
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builder.spawn(NodeBundle {
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style: Style {
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width: Val::Vw(30.),
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height: Val::Vh(30.),
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border: UiRect::all(Val::VMin(5.)),
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..default()
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},
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background_color: PALETTE[7].into(),
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border_color: PALETTE[9].into(),
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..default()
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});
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});
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}
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fn spawn_with_pixel_coords(commands: &mut Commands) {
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commands
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.spawn((
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NodeBundle {
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style: Style {
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width: Val::Px(640.),
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height: Val::Px(360.),
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border: UiRect::axes(Val::Px(32.), Val::Px(18.)),
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flex_wrap: FlexWrap::Wrap,
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..default()
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},
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border_color: PALETTE[1].into(),
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..default()
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},
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Coords::Pixel,
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))
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.with_children(|builder| {
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builder.spawn(NodeBundle {
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style: Style {
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width: Val::Px(192.),
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height: Val::Px(108.),
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border: UiRect::axes(Val::Px(18.), Val::Px(18.)),
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..default()
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},
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background_color: PALETTE[2].into(),
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border_color: PALETTE[9].into(),
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..default()
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});
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builder.spawn(NodeBundle {
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style: Style {
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width: Val::Px(384.),
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height: Val::Px(108.),
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..default()
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},
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background_color: PALETTE[3].into(),
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..default()
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});
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builder.spawn(NodeBundle {
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style: Style {
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width: Val::Px(288.),
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height: Val::Px(108.),
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border: UiRect::left(Val::Px(144.)),
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..default()
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},
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background_color: PALETTE[4].into(),
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border_color: PALETTE[8].into(),
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..default()
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});
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builder.spawn(NodeBundle {
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style: Style {
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width: Val::Px(288.),
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height: Val::Px(108.),
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border: UiRect::right(Val::Px(144.)),
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..default()
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},
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background_color: PALETTE[5].into(),
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border_color: PALETTE[8].into(),
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..default()
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});
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builder.spawn(NodeBundle {
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style: Style {
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width: Val::Px(384.),
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height: Val::Px(108.),
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..default()
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},
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background_color: PALETTE[6].into(),
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..default()
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});
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builder.spawn(NodeBundle {
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style: Style {
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width: Val::Px(192.),
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height: Val::Px(108.),
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border: UiRect::axes(Val::Px(18.), Val::Px(18.)),
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..default()
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},
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background_color: PALETTE[7].into(),
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border_color: PALETTE[9].into(),
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..default()
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});
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});
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}
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