bevy/examples/ui/borders.rs
Rob Parrett d56e16754c
Fix "dark grey" colors becoming lighter in various examples (#12333)
# Objective

Fixes #12226

Prior to the `bevy_color` port, `DARK GRAY` used to mean "dark grey."
But it is now lighter than `GRAY`, matching the css4 spec.

## Solution

Change usages of `css::DARK_GRAY` to `Color::srgb(0.25, 0.25, 0.25)` to
restore the examples to their former colors.

With one exception: `display_and_visibility`. I think the new color is
an improvement.

## Note

A lot of these examples could use nicer colors. I'm not trying to revamp
everything here.

The css4 palette is truly a horror. See #12176 and #12080 for some
discussion about alternatives.
2024-03-06 05:19:59 +00:00

125 lines
3.7 KiB
Rust

//! Example demonstrating bordered UI nodes
use bevy::{color::palettes::css::*, prelude::*};
fn main() {
App::new()
.add_plugins(DefaultPlugins)
.add_systems(Startup, setup)
.run();
}
fn setup(mut commands: Commands) {
commands.spawn(Camera2dBundle::default());
let root = commands
.spawn(NodeBundle {
style: Style {
margin: UiRect::all(Val::Px(25.0)),
align_self: AlignSelf::Stretch,
justify_self: JustifySelf::Stretch,
flex_wrap: FlexWrap::Wrap,
justify_content: JustifyContent::FlexStart,
align_items: AlignItems::FlexStart,
align_content: AlignContent::FlexStart,
..Default::default()
},
background_color: Color::srgb(0.25, 0.25, 0.25).into(),
..Default::default()
})
.id();
// all the different combinations of border edges
let borders = [
UiRect::default(),
UiRect::all(Val::Px(10.)),
UiRect::left(Val::Px(10.)),
UiRect::right(Val::Px(10.)),
UiRect::top(Val::Px(10.)),
UiRect::bottom(Val::Px(10.)),
UiRect::horizontal(Val::Px(10.)),
UiRect::vertical(Val::Px(10.)),
UiRect {
left: Val::Px(10.),
top: Val::Px(10.),
..Default::default()
},
UiRect {
left: Val::Px(10.),
bottom: Val::Px(10.),
..Default::default()
},
UiRect {
right: Val::Px(10.),
top: Val::Px(10.),
..Default::default()
},
UiRect {
right: Val::Px(10.),
bottom: Val::Px(10.),
..Default::default()
},
UiRect {
right: Val::Px(10.),
top: Val::Px(10.),
bottom: Val::Px(10.),
..Default::default()
},
UiRect {
left: Val::Px(10.),
top: Val::Px(10.),
bottom: Val::Px(10.),
..Default::default()
},
UiRect {
left: Val::Px(10.),
right: Val::Px(10.),
top: Val::Px(10.),
..Default::default()
},
UiRect {
left: Val::Px(10.),
right: Val::Px(10.),
bottom: Val::Px(10.),
..Default::default()
},
];
for i in 0..64 {
let inner_spot = commands
.spawn(NodeBundle {
style: Style {
width: Val::Px(10.),
height: Val::Px(10.),
..Default::default()
},
background_color: YELLOW.into(),
..Default::default()
})
.id();
let bordered_node = commands
.spawn((
NodeBundle {
style: Style {
width: Val::Px(50.),
height: Val::Px(50.),
border: borders[i % borders.len()],
margin: UiRect::all(Val::Px(20.)),
align_items: AlignItems::Center,
justify_content: JustifyContent::Center,
..Default::default()
},
background_color: MAROON.into(),
border_color: RED.into(),
..Default::default()
},
Outline {
width: Val::Px(6.),
offset: Val::Px(6.),
color: Color::WHITE,
},
))
.add_child(inner_spot)
.id();
commands.entity(root).add_child(bordered_node);
}
}