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https://github.com/bevyengine/bevy
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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(); } } ```
174 lines
5.4 KiB
Rust
174 lines
5.4 KiB
Rust
//! Simple widgets for example UI.
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use bevy::{ecs::system::EntityCommands, prelude::*};
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/// An event that's sent whenever the user changes one of the settings by
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/// clicking a radio button.
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#[derive(Clone, Event, Deref, DerefMut)]
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pub struct WidgetClickEvent<T>(T);
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/// A marker component that we place on all widgets that send
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/// [`WidgetClickEvent`]s of the given type.
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#[derive(Clone, Component, Deref, DerefMut)]
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pub struct WidgetClickSender<T>(T)
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where
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T: Clone + Send + Sync + 'static;
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/// A marker component that we place on all radio `Button`s.
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#[derive(Clone, Copy, Component)]
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pub struct RadioButton;
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/// A marker component that we place on all `Text` inside radio buttons.
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#[derive(Clone, Copy, Component)]
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pub struct RadioButtonText;
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/// Returns a [`Node`] appropriate for the outer main UI node.
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///
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/// This UI is in the bottom left corner and has flex column support
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pub fn main_ui_node() -> Node {
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Node {
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flex_direction: FlexDirection::Column,
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position_type: PositionType::Absolute,
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row_gap: Val::Px(6.0),
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left: Val::Px(10.0),
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bottom: Val::Px(10.0),
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..default()
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}
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}
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/// Spawns a single radio button that allows configuration of a setting.
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///
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/// The type parameter specifies the value that will be packaged up and sent in
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/// a [`WidgetClickEvent`] when the radio button is clicked.
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pub fn spawn_option_button<T>(
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parent: &mut ChildBuilder,
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option_value: T,
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option_name: &str,
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is_selected: bool,
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is_first: bool,
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is_last: bool,
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) where
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T: Clone + Send + Sync + 'static,
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{
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let (bg_color, fg_color) = if is_selected {
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(Color::WHITE, Color::BLACK)
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} else {
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(Color::BLACK, Color::WHITE)
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};
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// Add the button node.
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parent
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.spawn((
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Button,
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Node {
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border: UiRect::all(Val::Px(1.0)).with_left(if is_first {
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Val::Px(1.0)
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} else {
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Val::Px(0.0)
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}),
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justify_content: JustifyContent::Center,
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align_items: AlignItems::Center,
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padding: UiRect::axes(Val::Px(12.0), Val::Px(6.0)),
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..default()
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},
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BorderColor(Color::WHITE),
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BorderRadius::ZERO
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.with_left(if is_first { Val::Px(6.0) } else { Val::Px(0.0) })
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.with_right(if is_last { Val::Px(6.0) } else { Val::Px(0.0) }),
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BackgroundColor(bg_color),
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))
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.insert(RadioButton)
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.insert(WidgetClickSender(option_value.clone()))
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.with_children(|parent| {
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spawn_ui_text(parent, option_name, fg_color)
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.insert(RadioButtonText)
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.insert(WidgetClickSender(option_value));
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});
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}
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/// Spawns the buttons that allow configuration of a setting.
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///
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/// The user may change the setting to any one of the labeled `options`. The
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/// value of the given type parameter will be packaged up and sent as a
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/// [`WidgetClickEvent`] when one of the radio buttons is clicked.
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pub fn spawn_option_buttons<T>(parent: &mut ChildBuilder, title: &str, options: &[(T, &str)])
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where
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T: Clone + Send + Sync + 'static,
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{
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// Add the parent node for the row.
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parent
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.spawn(Node {
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align_items: AlignItems::Center,
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..default()
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})
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.with_children(|parent| {
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spawn_ui_text(parent, title, Color::BLACK).insert(Node {
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width: Val::Px(125.0),
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..default()
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});
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for (option_index, (option_value, option_name)) in options.iter().cloned().enumerate() {
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spawn_option_button(
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parent,
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option_value,
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option_name,
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option_index == 0,
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option_index == 0,
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option_index == options.len() - 1,
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);
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}
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});
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}
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/// Spawns text for the UI.
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///
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/// Returns the `EntityCommands`, which allow further customization of the text
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/// style.
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pub fn spawn_ui_text<'a>(
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parent: &'a mut ChildBuilder,
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label: &str,
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color: Color,
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) -> EntityCommands<'a> {
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parent.spawn((
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Text::new(label),
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TextFont {
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font_size: 18.0,
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..default()
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},
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TextColor(color),
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))
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}
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/// Checks for clicks on the radio buttons and sends `RadioButtonChangeEvent`s
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/// as necessary.
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pub fn handle_ui_interactions<T>(
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mut interactions: Query<
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(&Interaction, &WidgetClickSender<T>),
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(With<Button>, With<RadioButton>),
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>,
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mut widget_click_events: EventWriter<WidgetClickEvent<T>>,
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) where
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T: Clone + Send + Sync + 'static,
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{
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for (interaction, click_event) in interactions.iter_mut() {
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if *interaction == Interaction::Pressed {
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widget_click_events.send(WidgetClickEvent((**click_event).clone()));
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}
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}
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}
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/// Updates the style of the button part of a radio button to reflect its
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/// selected status.
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pub fn update_ui_radio_button(background_color: &mut BackgroundColor, selected: bool) {
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background_color.0 = if selected { Color::WHITE } else { Color::BLACK };
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}
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/// Updates the color of the label of a radio button to reflect its selected
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/// status.
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pub fn update_ui_radio_button_text(entity: Entity, writer: &mut TextUiWriter, selected: bool) {
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let text_color = if selected { Color::BLACK } else { Color::WHITE };
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writer.for_each_color(entity, |mut color| {
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color.0 = text_color;
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});
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}
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