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https://github.com/bevyengine/bevy
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# 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(); } } ```
97 lines
3.2 KiB
Rust
97 lines
3.2 KiB
Rust
//! Demonstrates the use of [`UiMaterials`](UiMaterial) and how to change material values
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use bevy::{color::palettes::css::RED, prelude::*, reflect::TypePath, render::render_resource::*};
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/// This example uses a shader source file from the assets subdirectory
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const SHADER_ASSET_PATH: &str = "shaders/custom_ui_material.wgsl";
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fn main() {
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App::new()
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.add_plugins(DefaultPlugins)
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.add_plugins(UiMaterialPlugin::<CustomUiMaterial>::default())
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.add_systems(Startup, setup)
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.add_systems(Update, animate)
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.run();
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}
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fn setup(
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mut commands: Commands,
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mut ui_materials: ResMut<Assets<CustomUiMaterial>>,
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asset_server: Res<AssetServer>,
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) {
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// Camera so we can see UI
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commands.spawn(Camera2d);
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commands
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.spawn(Node {
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width: Val::Percent(100.0),
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height: Val::Percent(100.0),
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align_items: AlignItems::Center,
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justify_content: JustifyContent::Center,
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..default()
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})
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.with_children(|parent| {
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let banner_scale_factor = 0.5;
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parent.spawn((
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MaterialNode(ui_materials.add(CustomUiMaterial {
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color: LinearRgba::WHITE.to_f32_array().into(),
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slider: 0.5,
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color_texture: asset_server.load("branding/banner.png"),
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border_color: LinearRgba::WHITE.to_f32_array().into(),
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})),
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Node {
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position_type: PositionType::Absolute,
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width: Val::Px(905.0 * banner_scale_factor),
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height: Val::Px(363.0 * banner_scale_factor),
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border: UiRect::all(Val::Px(10.)),
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..default()
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},
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BackgroundColor(RED.into()),
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));
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});
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}
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#[derive(AsBindGroup, Asset, TypePath, Debug, Clone)]
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struct CustomUiMaterial {
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/// Color multiplied with the image
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#[uniform(0)]
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color: Vec4,
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/// Represents how much of the image is visible
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/// Goes from 0 to 1
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#[uniform(1)]
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slider: f32,
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/// Image used to represent the slider
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#[texture(2)]
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#[sampler(3)]
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color_texture: Handle<Image>,
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/// Color of the image's border
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#[uniform(4)]
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border_color: Vec4,
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}
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impl UiMaterial for CustomUiMaterial {
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fn fragment_shader() -> ShaderRef {
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SHADER_ASSET_PATH.into()
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}
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}
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// Fills the slider slowly over 2 seconds and resets it
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// Also updates the color of the image to a rainbow color
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fn animate(
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mut materials: ResMut<Assets<CustomUiMaterial>>,
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q: Query<&MaterialNode<CustomUiMaterial>>,
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time: Res<Time>,
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) {
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let duration = 2.0;
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for handle in &q {
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if let Some(material) = materials.get_mut(handle) {
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// rainbow color effect
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let new_color = Color::hsl((time.elapsed_secs() * 60.0) % 360.0, 1., 0.5);
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let border_color = Color::hsl((time.elapsed_secs() * 60.0) % 360.0, 0.75, 0.75);
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material.color = new_color.to_linear().to_vec4();
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material.slider =
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((time.elapsed_secs() % (duration * 2.0)) - duration).abs() / duration;
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material.border_color = border_color.to_linear().to_vec4();
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}
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}
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}
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