mirror of
https://github.com/bevyengine/bevy
synced 2024-11-25 14:10:19 +00:00
015f2c69ca
# Objective Continue improving the user experience of our UI Node API in the direction specified by [Bevy's Next Generation Scene / UI System](https://github.com/bevyengine/bevy/discussions/14437) ## Solution As specified in the document above, merge `Style` fields into `Node`, and move "computed Node fields" into `ComputedNode` (I chose this name over something like `ComputedNodeLayout` because it currently contains more than just layout info. If we want to break this up / rename these concepts, lets do that in a separate PR). `Style` has been removed. This accomplishes a number of goals: ## Ergonomics wins Specifying both `Node` and `Style` is now no longer required for non-default styles Before: ```rust commands.spawn(( Node::default(), Style { width: Val::Px(100.), ..default() }, )); ``` After: ```rust commands.spawn(Node { width: Val::Px(100.), ..default() }); ``` ## Conceptual clarity `Style` was never a comprehensive "style sheet". It only defined "core" style properties that all `Nodes` shared. Any "styled property" that couldn't fit that mold had to be in a separate component. A "real" style system would style properties _across_ components (`Node`, `Button`, etc). We have plans to build a true style system (see the doc linked above). By moving the `Style` fields to `Node`, we fully embrace `Node` as the driving concept and remove the "style system" confusion. ## Next Steps * Consider identifying and splitting out "style properties that aren't core to Node". This should not happen for Bevy 0.15. --- ## Migration Guide Move any fields set on `Style` into `Node` and replace all `Style` component usage with `Node`. Before: ```rust commands.spawn(( Node::default(), Style { width: Val::Px(100.), ..default() }, )); ``` After: ```rust commands.spawn(Node { width: Val::Px(100.), ..default() }); ``` For any usage of the "computed node properties" that used to live on `Node`, use `ComputedNode` instead: Before: ```rust fn system(nodes: Query<&Node>) { for node in &nodes { let computed_size = node.size(); } } ``` After: ```rust fn system(computed_nodes: Query<&ComputedNode>) { for computed_node in &computed_nodes { let computed_size = computed_node.size(); } } ```
470 lines
14 KiB
Rust
470 lines
14 KiB
Rust
//! Shows a visualization of gamepad buttons, sticks, and triggers
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use std::f32::consts::PI;
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use bevy::{
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input::gamepad::{GamepadAxisChangedEvent, GamepadButtonChangedEvent, GamepadConnectionEvent},
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prelude::*,
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sprite::Anchor,
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};
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const BUTTON_RADIUS: f32 = 25.;
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const BUTTON_CLUSTER_RADIUS: f32 = 50.;
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const START_SIZE: Vec2 = Vec2::new(30., 15.);
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const TRIGGER_SIZE: Vec2 = Vec2::new(70., 20.);
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const STICK_BOUNDS_SIZE: f32 = 100.;
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const BUTTONS_X: f32 = 150.;
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const BUTTONS_Y: f32 = 80.;
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const STICKS_X: f32 = 150.;
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const STICKS_Y: f32 = -135.;
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const NORMAL_BUTTON_COLOR: Color = Color::srgb(0.3, 0.3, 0.3);
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const ACTIVE_BUTTON_COLOR: Color = Color::srgb(0.5, 0., 0.5);
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const LIVE_COLOR: Color = Color::srgb(0.4, 0.4, 0.4);
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const DEAD_COLOR: Color = Color::srgb(0.13, 0.13, 0.13);
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#[derive(Component, Deref)]
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struct ReactTo(GamepadButton);
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#[derive(Component)]
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struct MoveWithAxes {
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x_axis: GamepadAxis,
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y_axis: GamepadAxis,
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scale: f32,
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}
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#[derive(Component)]
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struct TextWithAxes {
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x_axis: GamepadAxis,
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y_axis: GamepadAxis,
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}
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#[derive(Component, Deref)]
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struct TextWithButtonValue(GamepadButton);
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#[derive(Component)]
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struct ConnectedGamepadsText;
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#[derive(Resource)]
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struct ButtonMaterials {
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normal: MeshMaterial2d<ColorMaterial>,
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active: MeshMaterial2d<ColorMaterial>,
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}
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impl FromWorld for ButtonMaterials {
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fn from_world(world: &mut World) -> Self {
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Self {
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normal: world.add_asset(NORMAL_BUTTON_COLOR).into(),
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active: world.add_asset(ACTIVE_BUTTON_COLOR).into(),
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}
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}
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}
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#[derive(Resource)]
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struct ButtonMeshes {
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circle: Mesh2d,
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triangle: Mesh2d,
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start_pause: Mesh2d,
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trigger: Mesh2d,
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}
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impl FromWorld for ButtonMeshes {
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fn from_world(world: &mut World) -> Self {
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Self {
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circle: world.add_asset(Circle::new(BUTTON_RADIUS)).into(),
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triangle: world
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.add_asset(RegularPolygon::new(BUTTON_RADIUS, 3))
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.into(),
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start_pause: world.add_asset(Rectangle::from_size(START_SIZE)).into(),
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trigger: world.add_asset(Rectangle::from_size(TRIGGER_SIZE)).into(),
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}
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}
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}
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#[derive(Bundle)]
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struct GamepadButtonBundle {
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mesh: Mesh2d,
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material: MeshMaterial2d<ColorMaterial>,
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transform: Transform,
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react_to: ReactTo,
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}
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impl GamepadButtonBundle {
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pub fn new(
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button_type: GamepadButton,
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mesh: Mesh2d,
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material: MeshMaterial2d<ColorMaterial>,
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x: f32,
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y: f32,
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) -> Self {
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Self {
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mesh,
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material,
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transform: Transform::from_xyz(x, y, 0.),
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react_to: ReactTo(button_type),
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}
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}
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pub fn with_rotation(mut self, angle: f32) -> Self {
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self.transform.rotation = Quat::from_rotation_z(angle);
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self
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}
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}
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fn main() {
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App::new()
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.add_plugins(DefaultPlugins)
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.init_resource::<ButtonMaterials>()
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.init_resource::<ButtonMeshes>()
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.add_systems(
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Startup,
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(setup, setup_sticks, setup_triggers, setup_connected),
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)
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.add_systems(
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Update,
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(
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update_buttons,
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update_button_values,
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update_axes,
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update_connected,
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),
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)
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.run();
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}
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fn setup(mut commands: Commands, meshes: Res<ButtonMeshes>, materials: Res<ButtonMaterials>) {
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commands.spawn(Camera2d);
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// Buttons
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commands
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.spawn((
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Transform::from_xyz(BUTTONS_X, BUTTONS_Y, 0.),
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Visibility::default(),
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))
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.with_children(|parent| {
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parent.spawn(GamepadButtonBundle::new(
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GamepadButton::North,
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meshes.circle.clone(),
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materials.normal.clone(),
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0.,
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BUTTON_CLUSTER_RADIUS,
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));
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parent.spawn(GamepadButtonBundle::new(
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GamepadButton::South,
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meshes.circle.clone(),
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materials.normal.clone(),
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0.,
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-BUTTON_CLUSTER_RADIUS,
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));
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parent.spawn(GamepadButtonBundle::new(
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GamepadButton::West,
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meshes.circle.clone(),
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materials.normal.clone(),
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-BUTTON_CLUSTER_RADIUS,
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0.,
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));
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parent.spawn(GamepadButtonBundle::new(
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GamepadButton::East,
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meshes.circle.clone(),
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materials.normal.clone(),
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BUTTON_CLUSTER_RADIUS,
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0.,
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));
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});
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// Start and Pause
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commands.spawn(GamepadButtonBundle::new(
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GamepadButton::Select,
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meshes.start_pause.clone(),
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materials.normal.clone(),
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-30.,
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BUTTONS_Y,
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));
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commands.spawn(GamepadButtonBundle::new(
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GamepadButton::Start,
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meshes.start_pause.clone(),
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materials.normal.clone(),
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30.,
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BUTTONS_Y,
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));
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// D-Pad
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commands
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.spawn((
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Transform::from_xyz(-BUTTONS_X, BUTTONS_Y, 0.),
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Visibility::default(),
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))
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.with_children(|parent| {
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parent.spawn(GamepadButtonBundle::new(
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GamepadButton::DPadUp,
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meshes.triangle.clone(),
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materials.normal.clone(),
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0.,
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BUTTON_CLUSTER_RADIUS,
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));
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parent.spawn(
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GamepadButtonBundle::new(
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GamepadButton::DPadDown,
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meshes.triangle.clone(),
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materials.normal.clone(),
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0.,
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-BUTTON_CLUSTER_RADIUS,
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)
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.with_rotation(PI),
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);
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parent.spawn(
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GamepadButtonBundle::new(
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GamepadButton::DPadLeft,
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meshes.triangle.clone(),
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materials.normal.clone(),
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-BUTTON_CLUSTER_RADIUS,
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0.,
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)
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.with_rotation(PI / 2.),
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);
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parent.spawn(
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GamepadButtonBundle::new(
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GamepadButton::DPadRight,
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meshes.triangle.clone(),
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materials.normal.clone(),
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BUTTON_CLUSTER_RADIUS,
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0.,
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)
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.with_rotation(-PI / 2.),
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);
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});
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// Triggers
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commands.spawn(GamepadButtonBundle::new(
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GamepadButton::LeftTrigger,
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meshes.trigger.clone(),
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materials.normal.clone(),
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-BUTTONS_X,
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BUTTONS_Y + 115.,
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));
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commands.spawn(GamepadButtonBundle::new(
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GamepadButton::RightTrigger,
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meshes.trigger.clone(),
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materials.normal.clone(),
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BUTTONS_X,
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BUTTONS_Y + 115.,
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));
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}
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fn setup_sticks(
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mut commands: Commands,
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meshes: Res<ButtonMeshes>,
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materials: Res<ButtonMaterials>,
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) {
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// NOTE: This stops making sense because in entities because there isn't a "global" default,
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// instead each gamepad has its own default setting
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let gamepad_settings = GamepadSettings::default();
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let dead_upper =
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STICK_BOUNDS_SIZE * gamepad_settings.default_axis_settings.deadzone_upperbound();
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let dead_lower =
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STICK_BOUNDS_SIZE * gamepad_settings.default_axis_settings.deadzone_lowerbound();
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let dead_size = dead_lower.abs() + dead_upper.abs();
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let dead_mid = (dead_lower + dead_upper) / 2.0;
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let live_upper =
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STICK_BOUNDS_SIZE * gamepad_settings.default_axis_settings.livezone_upperbound();
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let live_lower =
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STICK_BOUNDS_SIZE * gamepad_settings.default_axis_settings.livezone_lowerbound();
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let live_size = live_lower.abs() + live_upper.abs();
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let live_mid = (live_lower + live_upper) / 2.0;
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let mut spawn_stick = |x_pos, y_pos, x_axis, y_axis, button| {
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commands
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.spawn((Transform::from_xyz(x_pos, y_pos, 0.), Visibility::default()))
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.with_children(|parent| {
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// full extent
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parent.spawn(Sprite::from_color(
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DEAD_COLOR,
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Vec2::splat(STICK_BOUNDS_SIZE * 2.),
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));
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// live zone
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parent.spawn((
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Sprite::from_color(LIVE_COLOR, Vec2::splat(live_size)),
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Transform::from_xyz(live_mid, live_mid, 2.),
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));
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// dead zone
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parent.spawn((
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Sprite::from_color(DEAD_COLOR, Vec2::splat(dead_size)),
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Transform::from_xyz(dead_mid, dead_mid, 3.),
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));
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// text
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let style = TextFont {
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font_size: 13.,
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..default()
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};
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parent
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.spawn((
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Text2d::default(),
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Transform::from_xyz(0., STICK_BOUNDS_SIZE + 2., 4.),
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Anchor::BottomCenter,
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TextWithAxes { x_axis, y_axis },
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))
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.with_children(|p| {
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p.spawn((TextSpan(format!("{:.3}", 0.)), style.clone()));
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p.spawn((TextSpan::new(", "), style.clone()));
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p.spawn((TextSpan(format!("{:.3}", 0.)), style));
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});
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// cursor
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parent.spawn((
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meshes.circle.clone(),
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materials.normal.clone(),
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Transform::from_xyz(0., 0., 5.).with_scale(Vec2::splat(0.15).extend(1.)),
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MoveWithAxes {
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x_axis,
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y_axis,
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scale: STICK_BOUNDS_SIZE,
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},
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ReactTo(button),
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));
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});
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};
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spawn_stick(
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-STICKS_X,
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STICKS_Y,
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GamepadAxis::LeftStickX,
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GamepadAxis::LeftStickY,
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GamepadButton::LeftThumb,
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);
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spawn_stick(
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STICKS_X,
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STICKS_Y,
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GamepadAxis::RightStickX,
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GamepadAxis::RightStickY,
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GamepadButton::RightThumb,
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);
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}
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fn setup_triggers(
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mut commands: Commands,
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meshes: Res<ButtonMeshes>,
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materials: Res<ButtonMaterials>,
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) {
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let mut spawn_trigger = |x, y, button_type| {
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commands
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.spawn(GamepadButtonBundle::new(
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button_type,
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meshes.trigger.clone(),
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materials.normal.clone(),
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x,
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y,
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))
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.with_children(|parent| {
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parent.spawn((
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Transform::from_xyz(0., 0., 1.),
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Text(format!("{:.3}", 0.)),
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TextFont {
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font_size: 13.,
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..default()
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},
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TextWithButtonValue(button_type),
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));
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});
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};
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spawn_trigger(-BUTTONS_X, BUTTONS_Y + 145., GamepadButton::LeftTrigger2);
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spawn_trigger(BUTTONS_X, BUTTONS_Y + 145., GamepadButton::RightTrigger2);
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}
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fn setup_connected(mut commands: Commands) {
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// This is UI text, unlike other text in this example which is 2d.
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commands
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.spawn((
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Text::new("Connected Gamepads:\n"),
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Node {
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position_type: PositionType::Absolute,
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top: Val::Px(12.),
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left: Val::Px(12.),
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..default()
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},
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ConnectedGamepadsText,
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))
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.with_child(TextSpan::new("None"));
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}
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fn update_buttons(
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gamepads: Query<&Gamepad>,
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materials: Res<ButtonMaterials>,
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mut query: Query<(&mut MeshMaterial2d<ColorMaterial>, &ReactTo)>,
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) {
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for buttons in &gamepads {
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for (mut handle, react_to) in query.iter_mut() {
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if buttons.just_pressed(**react_to) {
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*handle = materials.active.clone();
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}
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if buttons.just_released(**react_to) {
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*handle = materials.normal.clone();
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}
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}
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}
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}
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fn update_button_values(
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mut events: EventReader<GamepadButtonChangedEvent>,
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mut query: Query<(&mut Text2d, &TextWithButtonValue)>,
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) {
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for button_event in events.read() {
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for (mut text, text_with_button_value) in query.iter_mut() {
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if button_event.button == **text_with_button_value {
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**text = format!("{:.3}", button_event.value);
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}
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}
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}
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}
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fn update_axes(
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mut axis_events: EventReader<GamepadAxisChangedEvent>,
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mut query: Query<(&mut Transform, &MoveWithAxes)>,
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text_query: Query<(Entity, &TextWithAxes)>,
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mut writer: Text2dWriter,
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) {
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for axis_event in axis_events.read() {
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let axis_type = axis_event.axis;
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let value = axis_event.value;
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for (mut transform, move_with) in query.iter_mut() {
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if axis_type == move_with.x_axis {
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transform.translation.x = value * move_with.scale;
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}
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if axis_type == move_with.y_axis {
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transform.translation.y = value * move_with.scale;
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}
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}
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for (text, text_with_axes) in text_query.iter() {
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if axis_type == text_with_axes.x_axis {
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*writer.text(text, 1) = format!("{value:.3}");
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}
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if axis_type == text_with_axes.y_axis {
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*writer.text(text, 3) = format!("{value:.3}");
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}
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}
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}
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}
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fn update_connected(
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mut connected: EventReader<GamepadConnectionEvent>,
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gamepads: Query<(Entity, &Gamepad)>,
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text: Single<Entity, With<ConnectedGamepadsText>>,
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mut writer: TextUiWriter,
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) {
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if connected.is_empty() {
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return;
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}
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connected.clear();
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let formatted = gamepads
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.iter()
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.map(|(entity, gamepad)| format!("{} - {}", entity, gamepad.name()))
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.collect::<Vec<_>>()
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.join("\n");
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*writer.text(*text, 1) = if !formatted.is_empty() {
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formatted
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} else {
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"None".to_string()
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}
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}
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