bevy/examples/ui.rs
Carter Anderson 57f798c0bd cleanup
2020-02-17 19:06:12 -08:00

160 lines
4.3 KiB
Rust

use bevy::prelude::*;
fn main() {
AppBuilder::new().add_defaults().setup_world(setup).run();
}
fn setup(world: &mut World) {
let cube = Mesh::load(MeshType::Cube);
let cube_handle = {
let mut mesh_storage = world.resources.get_mut::<AssetStorage<Mesh>>().unwrap();
mesh_storage.add(cube)
};
world
.build()
// cube
.add_archetype(MeshEntity {
mesh: cube_handle.clone(),
material: StandardMaterial {
albedo: math::vec4(0.5, 0.3, 0.3, 1.0),
everything_is_red: false,
},
translation: Translation::new(0.0, 0.0, 1.0),
..Default::default()
})
// light
.add_archetype(LightEntity {
translation: Translation::new(4.0, -4.0, 5.0),
..Default::default()
})
// 3d camera
.add_archetype(CameraEntity {
camera: Camera::new(CameraType::Projection {
fov: std::f32::consts::PI / 4.0,
near: 1.0,
far: 1000.0,
aspect_ratio: 1.0,
}),
active_camera: ActiveCamera,
local_to_world: LocalToWorld(Mat4::look_at_rh(
Vec3::new(3.0, 8.0, 5.0),
Vec3::new(0.0, 0.0, 0.0),
Vec3::new(0.0, 0.0, 1.0),
)),
})
// 2d camera
.add_archetype(Camera2dEntity {
camera: Camera::new(CameraType::Orthographic {
left: 0.0,
right: 0.0,
bottom: 0.0,
top: 0.0,
near: 0.0,
far: 1.0,
}),
active_camera_2d: ActiveCamera2d,
})
.build();
// bottom left anchor with vertical fill
world.insert(
(),
vec![(Node::new(
math::vec2(0.0, 0.0),
Anchors::new(0.0, 0.0, 0.0, 1.0),
Margins::new(10.0, 200.0, 10.0, 10.0),
math::vec4(0.1, 0.1, 0.1, 1.0),
),)],
);
// top right anchor with vertical fill
world.insert(
(),
vec![(Node::new(
math::vec2(0.0, 0.0),
Anchors::new(1.0, 1.0, 0.0, 1.0),
Margins::new(10.0, 100.0, 50.0, 100.0),
math::vec4(0.1, 0.1, 0.1, 1.0),
),)],
);
// render order test: reddest in the back, whitest in the front
world.insert(
(),
vec![(Node::new(
math::vec2(75.0, 75.0),
Anchors::new(0.5, 0.5, 0.5, 0.5),
Margins::new(0.0, 100.0, 0.0, 100.0),
math::vec4(1.0, 0.1, 0.1, 1.0),
),)],
);
world.insert(
(),
vec![(Node::new(
math::vec2(50.0, 50.0),
Anchors::new(0.5, 0.5, 0.5, 0.5),
Margins::new(0.0, 100.0, 0.0, 100.0),
math::vec4(1.0, 0.3, 0.3, 1.0),
),)],
);
world.insert(
(),
vec![(Node::new(
math::vec2(100.0, 100.0),
Anchors::new(0.5, 0.5, 0.5, 0.5),
Margins::new(0.0, 100.0, 0.0, 100.0),
math::vec4(1.0, 0.5, 0.5, 1.0),
),)],
);
world.insert(
(),
vec![(Node::new(
math::vec2(150.0, 150.0),
Anchors::new(0.5, 0.5, 0.5, 0.5),
Margins::new(0.0, 100.0, 0.0, 100.0),
math::vec4(1.0, 0.7, 0.7, 1.0),
),)],
);
// parenting
let parent = *world
.insert(
(),
vec![(Node::new(
math::vec2(300.0, 300.0),
Anchors::new(0.0, 0.0, 0.0, 0.0),
Margins::new(0.0, 200.0, 0.0, 200.0),
math::vec4(0.1, 0.1, 1.0, 1.0),
),)],
)
.first()
.unwrap();
world.insert(
(),
vec![(
Node::new(
math::vec2(0.0, 0.0),
Anchors::new(0.0, 1.0, 0.0, 1.0),
Margins::new(20.0, 20.0, 20.0, 20.0),
math::vec4(0.6, 0.6, 1.0, 1.0),
),
Parent(parent),
)],
);
// alpha test
world.insert(
(),
vec![(Node::new(
math::vec2(200.0, 200.0),
Anchors::new(0.5, 0.5, 0.5, 0.5),
Margins::new(0.0, 100.0, 0.0, 100.0),
math::vec4(1.0, 0.9, 0.9, 0.4),
),)],
);
}