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https://github.com/bevyengine/bevy
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**Ready for review. Examples migration progress: 100%.** # Objective - Implement https://github.com/bevyengine/bevy/discussions/15014 ## Solution This implements [cart's proposal](https://github.com/bevyengine/bevy/discussions/15014#discussioncomment-10574459) faithfully except for one change. I separated `TextSpan` from `TextSpan2d` because `TextSpan` needs to require the `GhostNode` component, which is a `bevy_ui` component only usable by UI. Extra changes: - Added `EntityCommands::commands_mut` that returns a mutable reference. This is a blocker for extension methods that return something other than `self`. Note that `sickle_ui`'s `UiBuilder::commands` returns a mutable reference for this reason. ## Testing - [x] Text examples all work. --- ## Showcase TODO: showcase-worthy ## Migration Guide TODO: very breaking ### Accessing text spans by index Text sections are now text sections on different entities in a hierarchy, Use the new `TextReader` and `TextWriter` system parameters to access spans by index. Before: ```rust fn refresh_text(mut query: Query<&mut Text, With<TimeText>>, time: Res<Time>) { let text = query.single_mut(); text.sections[1].value = format_time(time.elapsed()); } ``` After: ```rust fn refresh_text( query: Query<Entity, With<TimeText>>, mut writer: UiTextWriter, time: Res<Time> ) { let entity = query.single(); *writer.text(entity, 1) = format_time(time.elapsed()); } ``` ### Iterating text spans Text spans are now entities in a hierarchy, so the new `UiTextReader` and `UiTextWriter` system parameters provide ways to iterate that hierarchy. The `UiTextReader::iter` method will give you a normal iterator over spans, and `UiTextWriter::for_each` lets you visit each of the spans. --------- Co-authored-by: ickshonpe <david.curthoys@googlemail.com> Co-authored-by: Carter Anderson <mcanders1@gmail.com>
177 lines
5.6 KiB
Rust
177 lines
5.6 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 [`Style`] 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_style() -> Style {
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Style {
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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(ButtonBundle {
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style: Style {
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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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border_color: BorderColor(Color::WHITE),
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border_radius: 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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background_color: BackgroundColor(bg_color),
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..default()
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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(NodeBundle {
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style: Style {
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align_items: AlignItems::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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spawn_ui_text(parent, title, Color::BLACK).insert(Style {
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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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TextStyle {
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font_size: 18.0,
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color,
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..default()
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},
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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 style 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 UiTextWriter, selected: bool) {
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let text_color = if selected { Color::BLACK } else { Color::WHITE };
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writer.for_each_style(entity, |mut style| {
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style.color = text_color;
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});
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}
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