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# Objective Implements border radius for UI nodes. Adopted from #8973, but excludes shadows. ## Solution - Add a component `BorderRadius` which contains a radius value for each corner of the UI node. - Use a fragment shader to generate the rounded corners using a signed distance function. <img width="50%" src="https://github.com/bevyengine/bevy/assets/26204416/16b2ba95-e274-4ce7-adb2-34cc41a776a5"></img> ## Changelog - `BorderRadius`: New component that holds the border radius values. - `NodeBundle` & `ButtonBundle`: Added a `border_radius: BorderRadius` field. - `extract_uinode_borders`: Stripped down, most of the work is done in the shader now. Borders are no longer assembled from multiple rects, instead the shader uses a signed distance function to draw the border. - `UiVertex`: Added size, border and radius fields. - `UiPipeline`: Added three vertex attributes to the vertex buffer layout, to accept the UI node's size, border thickness and border radius. - Examples: Added rounded corners to the UI element in the `button` example, and a `rounded_borders` example. --------- Co-authored-by: Alice Cecile <alice.i.cecile@gmail.com> Co-authored-by: Zachary Harrold <zac@harrold.com.au> Co-authored-by: Pablo Reinhardt <126117294+pablo-lua@users.noreply.github.com>
92 lines
3.4 KiB
Rust
92 lines
3.4 KiB
Rust
//! This example illustrates how to create a button that changes color and text based on its
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//! interaction state.
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use bevy::{color::palettes::basic::*, prelude::*, winit::WinitSettings};
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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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const NORMAL_BUTTON: Color = Color::srgb(0.15, 0.15, 0.15);
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const HOVERED_BUTTON: Color = Color::srgb(0.25, 0.25, 0.25);
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const PRESSED_BUTTON: Color = Color::srgb(0.35, 0.75, 0.35);
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fn button_system(
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mut interaction_query: Query<
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(&Interaction, &mut UiImage, &mut BorderColor, &Children),
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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, mut image, mut border_color, children) 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 = PRESSED_BUTTON;
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border_color.0 = RED.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 = HOVERED_BUTTON;
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border_color.0 = Color::WHITE;
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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 = NORMAL_BUTTON;
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border_color.0 = Color::BLACK;
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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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// 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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parent
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.spawn(ButtonBundle {
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style: Style {
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width: Val::Px(150.0),
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height: Val::Px(65.0),
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border: UiRect::all(Val::Px(5.0)),
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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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..default()
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},
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border_color: BorderColor(Color::BLACK),
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border_radius: BorderRadius::MAX,
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image: UiImage::default().with_color(NORMAL_BUTTON),
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..default()
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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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