bevy/examples/ui.rs
2020-01-19 12:43:18 -08:00

183 lines
4.5 KiB
Rust

use bevy::prelude::*;
fn main() {
AppBuilder::new().add_defaults_legacy().setup_world(setup).run();
}
fn setup(world: &mut World) {
let cube = Mesh::load(MeshType::Cube);
let cube_handle = {
let mut mesh_storage = world.resources.get_mut::<AssetStorage<Mesh>>().unwrap();
mesh_storage.add(cube)
};
// cube
world.insert(
(),
vec![(
cube_handle,
LocalToWorld::identity(),
Material::new(Albedo::Color(math::vec4(0.5, 0.3, 0.3, 1.0))),
)],
);
// light
world.insert(
(),
vec![(
Light {
color: wgpu::Color {
r: 0.8,
g: 0.8,
b: 0.5,
a: 1.0,
},
fov: f32::to_radians(60.0),
depth: 0.1..50.0,
target_view: None,
},
LocalToWorld::identity(),
Translation::new(4.0, -4.0, 5.0),
Rotation::from_euler_angles(0.0, 0.0, 0.0),
)],
);
// 3d camera
world.insert(
(),
vec![
// camera
(
Camera::new(CameraType::Projection {
fov: std::f32::consts::PI / 4.0,
near: 1.0,
far: 1000.0,
aspect_ratio: 1.0,
}),
ActiveCamera,
LocalToWorld(Mat4::look_at_rh(
Vec3::new(3.0, -5.0, 3.0),
Vec3::new(0.0, 0.0, 0.0),
Vec3::new(0.0, 0.0, 1.0),
)),
),
],
);
// 2d camera
world.insert(
(),
vec![(
Camera::new(CameraType::Orthographic {
left: 0.0,
right: 0.0,
bottom: 0.0,
top: 0.0,
near: 0.0,
far: 1.0,
}),
ActiveCamera2d,
)],
);
// bottom left anchor with vertical fill
world.insert(
(),
vec![(Node::new(
math::vec2(0.0, 0.0),
Anchors::new(0.0, 0.0, 0.0, 1.0),
Margins::new(10.0, 200.0, 10.0, 10.0),
math::vec4(0.1, 0.1, 0.1, 1.0),
),)],
);
// top right anchor with vertical fill
world.insert(
(),
vec![(Node::new(
math::vec2(0.0, 0.0),
Anchors::new(1.0, 1.0, 0.0, 1.0),
Margins::new(10.0, 100.0, 50.0, 100.0),
math::vec4(0.1, 0.1, 0.1, 1.0),
),)],
);
// render order test: reddest in the back, whitest in the front
world.insert(
(),
vec![(Node::new(
math::vec2(75.0, 75.0),
Anchors::new(0.5, 0.5, 0.5, 0.5),
Margins::new(0.0, 100.0, 0.0, 100.0),
math::vec4(1.0, 0.1, 0.1, 1.0),
),)],
);
world.insert(
(),
vec![(Node::new(
math::vec2(50.0, 50.0),
Anchors::new(0.5, 0.5, 0.5, 0.5),
Margins::new(0.0, 100.0, 0.0, 100.0),
math::vec4(1.0, 0.3, 0.3, 1.0),
),)],
);
world.insert(
(),
vec![(Node::new(
math::vec2(100.0, 100.0),
Anchors::new(0.5, 0.5, 0.5, 0.5),
Margins::new(0.0, 100.0, 0.0, 100.0),
math::vec4(1.0, 0.5, 0.5, 1.0),
),)],
);
world.insert(
(),
vec![(Node::new(
math::vec2(150.0, 150.0),
Anchors::new(0.5, 0.5, 0.5, 0.5),
Margins::new(0.0, 100.0, 0.0, 100.0),
math::vec4(1.0, 0.7, 0.7, 1.0),
),)],
);
// parenting
let parent = *world
.insert(
(),
vec![(Node::new(
math::vec2(300.0, 300.0),
Anchors::new(0.0, 0.0, 0.0, 0.0),
Margins::new(0.0, 200.0, 0.0, 200.0),
math::vec4(0.1, 0.1, 1.0, 1.0),
),)],
)
.first()
.unwrap();
world.insert(
(),
vec![(
Node::new(
math::vec2(0.0, 0.0),
Anchors::new(0.0, 1.0, 0.0, 1.0),
Margins::new(20.0, 20.0, 20.0, 20.0),
math::vec4(0.6, 0.6, 1.0, 1.0),
),
Parent(parent),
)],
);
// alpha test
world.insert(
(),
vec![(Node::new(
math::vec2(200.0, 200.0),
Anchors::new(0.5, 0.5, 0.5, 0.5),
Margins::new(0.0, 100.0, 0.0, 100.0),
math::vec4(1.0, 0.9, 0.9, 0.4),
),)],
);
}