bevy/examples/3d/split_screen.rs
Alice Cecile 82f01569e8
Make default behavior for BackgroundColor and BorderColor more intuitive (#14017)
# Objective

In Bevy 0.13, `BackgroundColor` simply tinted the image of any
`UiImage`. This was confusing: in every other case (e.g. Text), this
added a solid square behind the element. #11165 changed this, but
removed `BackgroundColor` from `ImageBundle` to avoid confusion, since
the semantic meaning had changed.

However, this resulted in a serious UX downgrade / inconsistency, as
this behavior was no longer part of the bundle (unlike for `TextBundle`
or `NodeBundle`), leaving users with a relatively frustrating upgrade
path.

Additionally, adding both `BackgroundColor` and `UiImage` resulted in a
bizarre effect, where the background color was seemingly ignored as it
was covered by a solid white placeholder image.

Fixes #13969.

## Solution

Per @viridia's design:

> - if you don't specify a background color, it's transparent.
> - if you don't specify an image color, it's white (because it's a
multiplier).
> - if you don't specify an image, no image is drawn.
> - if you specify both a background color and an image color, they are
independent.
> - the background color is drawn behind the image (in whatever pixels
are transparent)

As laid out by @benfrankel, this involves:

1. Changing the default `UiImage` to use a transparent texture but a
pure white tint.
2. Adding `UiImage::solid_color` to quickly set placeholder images.
3. Changing the default `BorderColor` and `BackgroundColor` to
transparent.
4. Removing the default overrides for these values in the other assorted
UI bundles.
5. Adding `BackgroundColor` back to `ImageBundle` and `ButtonBundle`.
6. Adding a 1x1 `Image::transparent`, which can be accessed from
`Assets<Image>` via the `TRANSPARENT_IMAGE_HANDLE` constant.

Huge thanks to everyone who helped out with the design in the linked
issue and [the Discord
thread](https://discord.com/channels/691052431525675048/1255209923890118697/1255209999278280844):
this was very much a joint design.

@cart helped me figure out how to set the UiImage's default texture to a
transparent 1x1 image, which is a much nicer fix.

## Testing

I've checked the examples modified by this PR, and the `ui` example as
well just to be sure.

## Migration Guide

- `BackgroundColor` no longer tints the color of images in `ImageBundle`
or `ButtonBundle`. Set `UiImage::color` to tint images instead.
- The default texture for `UiImage` is now a transparent white square.
Use `UiImage::solid_color` to quickly draw debug images.
- The default value for `BackgroundColor` and `BorderColor` is now
transparent. Set the color to white manually to return to previous
behavior.
2024-06-26 00:16:30 +02:00

209 lines
7 KiB
Rust

//! Renders two cameras to the same window to accomplish "split screen".
use std::f32::consts::PI;
use bevy::{
pbr::CascadeShadowConfigBuilder, prelude::*, render::camera::Viewport, window::WindowResized,
};
fn main() {
App::new()
.add_plugins(DefaultPlugins)
.add_systems(Startup, setup)
.add_systems(Update, (set_camera_viewports, button_system))
.run();
}
/// set up a simple 3D scene
fn setup(
mut commands: Commands,
asset_server: Res<AssetServer>,
mut meshes: ResMut<Assets<Mesh>>,
mut materials: ResMut<Assets<StandardMaterial>>,
) {
// plane
commands.spawn(PbrBundle {
mesh: meshes.add(Plane3d::default().mesh().size(100.0, 100.0)),
material: materials.add(Color::srgb(0.3, 0.5, 0.3)),
..default()
});
commands.spawn(SceneBundle {
scene: asset_server.load(GltfAssetLabel::Scene(0).from_asset("models/animated/Fox.glb")),
..default()
});
// Light
commands.spawn(DirectionalLightBundle {
transform: Transform::from_rotation(Quat::from_euler(EulerRot::ZYX, 0.0, 1.0, -PI / 4.)),
directional_light: DirectionalLight {
shadows_enabled: true,
..default()
},
cascade_shadow_config: CascadeShadowConfigBuilder {
num_cascades: 2,
first_cascade_far_bound: 200.0,
maximum_distance: 280.0,
..default()
}
.into(),
..default()
});
// Cameras and their dedicated UI
for (index, (camera_name, camera_pos)) in [
("Player 1", Vec3::new(0.0, 200.0, -150.0)),
("Player 2", Vec3::new(150.0, 150., 50.0)),
("Player 3", Vec3::new(100.0, 150., -150.0)),
("Player 4", Vec3::new(-100.0, 80., 150.0)),
]
.iter()
.enumerate()
{
let camera = commands
.spawn((
Camera3dBundle {
transform: Transform::from_translation(*camera_pos)
.looking_at(Vec3::ZERO, Vec3::Y),
camera: Camera {
// Renders cameras with different priorities to prevent ambiguities
order: index as isize,
// Don't clear after the first camera because the first camera already cleared the entire window
clear_color: if index > 0 {
ClearColorConfig::None
} else {
ClearColorConfig::default()
},
..default()
},
..default()
},
CameraPosition {
pos: UVec2::new((index % 2) as u32, (index / 2) as u32),
},
))
.id();
// Set up UI
commands
.spawn((
TargetCamera(camera),
NodeBundle {
style: Style {
width: Val::Percent(100.),
height: Val::Percent(100.),
padding: UiRect::all(Val::Px(20.)),
..default()
},
..default()
},
))
.with_children(|parent| {
parent.spawn(TextBundle::from_section(*camera_name, TextStyle::default()));
buttons_panel(parent);
});
}
fn buttons_panel(parent: &mut ChildBuilder) {
parent
.spawn(NodeBundle {
style: Style {
position_type: PositionType::Absolute,
width: Val::Percent(100.),
height: Val::Percent(100.),
display: Display::Flex,
flex_direction: FlexDirection::Row,
justify_content: JustifyContent::SpaceBetween,
align_items: AlignItems::Center,
padding: UiRect::all(Val::Px(20.)),
..default()
},
..default()
})
.with_children(|parent| {
rotate_button(parent, "<", Direction::Left);
rotate_button(parent, ">", Direction::Right);
});
}
fn rotate_button(parent: &mut ChildBuilder, caption: &str, direction: Direction) {
parent
.spawn((
RotateCamera(direction),
ButtonBundle {
style: Style {
width: Val::Px(40.),
height: Val::Px(40.),
border: UiRect::all(Val::Px(2.)),
justify_content: JustifyContent::Center,
align_items: AlignItems::Center,
..default()
},
border_color: Color::WHITE.into(),
background_color: Color::srgb(0.25, 0.25, 0.25).into(),
..default()
},
))
.with_children(|parent| {
parent.spawn(TextBundle::from_section(caption, TextStyle::default()));
});
}
}
#[derive(Component)]
struct CameraPosition {
pos: UVec2,
}
#[derive(Component)]
struct RotateCamera(Direction);
enum Direction {
Left,
Right,
}
fn set_camera_viewports(
windows: Query<&Window>,
mut resize_events: EventReader<WindowResized>,
mut query: Query<(&CameraPosition, &mut Camera)>,
) {
// We need to dynamically resize the camera's viewports whenever the window size changes
// so then each camera always takes up half the screen.
// A resize_event is sent when the window is first created, allowing us to reuse this system for initial setup.
for resize_event in resize_events.read() {
let window = windows.get(resize_event.window).unwrap();
let size = window.physical_size() / 2;
for (camera_position, mut camera) in &mut query {
camera.viewport = Some(Viewport {
physical_position: camera_position.pos * size,
physical_size: size,
..default()
});
}
}
}
#[allow(clippy::type_complexity)]
fn button_system(
interaction_query: Query<
(&Interaction, &TargetCamera, &RotateCamera),
(Changed<Interaction>, With<Button>),
>,
mut camera_query: Query<&mut Transform, With<Camera>>,
) {
for (interaction, target_camera, RotateCamera(direction)) in &interaction_query {
if let Interaction::Pressed = *interaction {
// Since TargetCamera propagates to the children, we can use it to find
// which side of the screen the button is on.
if let Ok(mut camera_transform) = camera_query.get_mut(target_camera.entity()) {
let angle = match direction {
Direction::Left => -0.1,
Direction::Right => 0.1,
};
camera_transform.rotate_around(Vec3::ZERO, Quat::from_axis_angle(Vec3::Y, angle));
}
}
}
}