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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`.
123 lines
5 KiB
Rust
123 lines
5 KiB
Rust
//! Simple example demonstrating overflow behavior.
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use bevy::{color::palettes::css::*, 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, update_outlines)
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.run();
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}
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fn setup(mut commands: Commands, asset_server: Res<AssetServer>) {
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commands.spawn(Camera2dBundle::default());
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let text_style = TextStyle {
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font: asset_server.load("fonts/FiraMono-Medium.ttf"),
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font_size: 20.0,
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..default()
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};
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let image = asset_server.load("branding/icon.png");
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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.),
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height: Val::Percent(100.),
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align_items: AlignItems::Center,
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justify_content: JustifyContent::Center,
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..Default::default()
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},
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background_color: ANTIQUE_WHITE.into(),
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..Default::default()
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})
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.with_children(|parent| {
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for overflow in [
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Overflow::visible(),
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Overflow::clip_x(),
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Overflow::clip_y(),
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Overflow::clip(),
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] {
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parent
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.spawn(NodeBundle {
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style: Style {
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flex_direction: FlexDirection::Column,
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align_items: AlignItems::Center,
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margin: UiRect::horizontal(Val::Px(25.)),
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..Default::default()
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},
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..Default::default()
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})
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.with_children(|parent| {
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let label = format!("{overflow:#?}");
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parent
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.spawn(NodeBundle {
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style: Style {
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padding: UiRect::all(Val::Px(10.)),
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margin: UiRect::bottom(Val::Px(25.)),
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..Default::default()
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},
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background_color: DARK_GRAY.into(),
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..Default::default()
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})
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.with_children(|parent| {
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parent.spawn(TextBundle {
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text: Text::from_section(label, text_style.clone()),
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..Default::default()
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});
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});
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parent
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.spawn(NodeBundle {
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style: Style {
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width: Val::Px(100.),
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height: Val::Px(100.),
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padding: UiRect {
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left: Val::Px(25.),
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top: Val::Px(25.),
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..Default::default()
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},
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overflow,
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..Default::default()
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},
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background_color: GRAY.into(),
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..Default::default()
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})
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.with_children(|parent| {
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parent.spawn((
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ImageBundle {
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image: UiImage::new(image.clone()),
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style: Style {
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min_width: Val::Px(100.),
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min_height: Val::Px(100.),
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..Default::default()
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},
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..Default::default()
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},
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Interaction::default(),
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Outline {
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width: Val::Px(2.),
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offset: Val::Px(2.),
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color: Color::NONE,
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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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}
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fn update_outlines(mut outlines_query: Query<(&mut Outline, Ref<Interaction>)>) {
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for (mut outline, interaction) in outlines_query.iter_mut() {
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if interaction.is_changed() {
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outline.color = match *interaction {
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Interaction::Pressed => RED.into(),
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Interaction::Hovered => WHITE.into(),
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Interaction::None => Color::NONE,
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};
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}
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}
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}
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