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https://github.com/bevyengine/bevy
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# Objective Fixes https://github.com/bevyengine/bevy/issues/11157. ## Solution Stop using `BackgroundColor` as a color tint for `UiImage`. Add a `UiImage::color` field for color tint instead. Allow a UI node to simultaneously include a solid-color background and an image, with the image rendered on top of the background (this is already how it works for e.g. text). ![2024-02-29_1709239666_563x520](https://github.com/bevyengine/bevy/assets/12173779/ec50c9ef-4c7f-4ab8-a457-d086ce5b3425) --- ## Changelog - The `BackgroundColor` component now renders a solid-color background behind `UiImage` instead of tinting its color. - Removed `BackgroundColor` from `ImageBundle`, `AtlasImageBundle`, and `ButtonBundle`. - Added `UiImage::color`. - Expanded `RenderUiSystem` variants. - Renamed `bevy_ui::extract_text_uinodes` to `extract_uinodes_text` for consistency. ## Migration Guide - `BackgroundColor` no longer tints the color of UI images. Use `UiImage::color` for that instead. - For solid color buttons, replace `ButtonBundle { background_color: my_color.into(), ... }` with `ButtonBundle { image: UiImage::default().with_color(my_color), ... }`, and update button interaction systems to use `UiImage::color` instead of `BackgroundColor` as well. - `bevy_ui::RenderUiSystem::ExtractNode` has been split into `ExtractBackgrounds`, `ExtractImages`, `ExtractBorders`, and `ExtractText`. - `bevy_ui::extract_uinodes` has been split into `bevy_ui::extract_uinode_background_colors` and `bevy_ui::extract_uinode_images`. - `bevy_ui::extract_text_uinodes` has been renamed to `extract_uinode_text`.
100 lines
3.6 KiB
Rust
100 lines
3.6 KiB
Rust
//! This example illustrates how to create a button that has its image sliced
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//! and kept in proportion instead of being stretched by the button dimensions
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use bevy::{
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color::palettes::css::{GOLD, ORANGE},
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prelude::*,
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winit::WinitSettings,
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};
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fn main() {
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App::new()
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.add_plugins(DefaultPlugins)
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// Only run the app when there is user input. This will significantly reduce CPU/GPU use.
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.insert_resource(WinitSettings::desktop_app())
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.add_systems(Startup, setup)
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.add_systems(Update, button_system)
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.run();
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}
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fn button_system(
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mut interaction_query: Query<
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(&Interaction, &Children, &mut UiImage),
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(Changed<Interaction>, With<Button>),
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>,
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mut text_query: Query<&mut Text>,
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) {
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for (interaction, children, mut image) in &mut interaction_query {
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let mut text = text_query.get_mut(children[0]).unwrap();
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match *interaction {
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Interaction::Pressed => {
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text.sections[0].value = "Press".to_string();
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image.color = GOLD.into();
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}
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Interaction::Hovered => {
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text.sections[0].value = "Hover".to_string();
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image.color = ORANGE.into();
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}
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Interaction::None => {
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text.sections[0].value = "Button".to_string();
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image.color = Color::WHITE;
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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, asset_server: Res<AssetServer>) {
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let image = asset_server.load("textures/fantasy_ui_borders/panel-border-010.png");
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let slicer = TextureSlicer {
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border: BorderRect::square(22.0),
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center_scale_mode: SliceScaleMode::Stretch,
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sides_scale_mode: SliceScaleMode::Stretch,
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max_corner_scale: 1.0,
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};
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// ui camera
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commands.spawn(Camera2dBundle::default());
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commands
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.spawn(NodeBundle {
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style: Style {
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width: Val::Percent(100.0),
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height: Val::Percent(100.0),
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align_items: AlignItems::Center,
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justify_content: JustifyContent::Center,
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..default()
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},
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..default()
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})
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.with_children(|parent| {
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for [w, h] in [[150.0, 150.0], [300.0, 150.0], [150.0, 300.0]] {
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parent
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.spawn((
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ButtonBundle {
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style: Style {
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width: Val::Px(w),
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height: Val::Px(h),
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// horizontally center child text
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justify_content: JustifyContent::Center,
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// vertically center child text
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align_items: AlignItems::Center,
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margin: UiRect::all(Val::Px(20.0)),
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..default()
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},
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image: image.clone().into(),
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..default()
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},
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ImageScaleMode::Sliced(slicer.clone()),
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))
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.with_children(|parent| {
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parent.spawn(TextBundle::from_section(
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"Button",
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TextStyle {
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font: asset_server.load("fonts/FiraSans-Bold.ttf"),
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font_size: 40.0,
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color: Color::srgb(0.9, 0.9, 0.9),
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},
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));
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});
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}
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});
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}
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