bevy/examples/window/window_resizing.rs
VitalyR eb19a9ea0b
Migrate UI bundles to required components (#15898)
# Objective

- Migrate UI bundles to required components, fixes #15889

## Solution

- deprecate `NodeBundle` in favor of `Node`
- deprecate `ImageBundle` in favor of `UiImage`
- deprecate `ButtonBundle` in favor of `Button`

## Testing

CI.

## Migration Guide

- Replace all uses of `NodeBundle` with `Node`. e.g.
```diff
     commands
-        .spawn(NodeBundle {
-            style: Style {
+        .spawn((
+            Node::default(),
+            Style {
                 width: Val::Percent(100.),
                 align_items: AlignItems::Center,
                 justify_content: JustifyContent::Center,
                 ..default()
             },
-            ..default()
-        })
+        ))
``` 
- Replace all uses of `ButtonBundle` with `Button`. e.g.
```diff
                     .spawn((
-                        ButtonBundle {
-                            style: Style {
-                                width: Val::Px(w),
-                                height: Val::Px(h),
-                                // horizontally center child text
-                                justify_content: JustifyContent::Center,
-                                // vertically center child text
-                                align_items: AlignItems::Center,
-                                margin: UiRect::all(Val::Px(20.0)),
-                                ..default()
-                            },
-                            image: image.clone().into(),
+                        Button,
+                        Style {
+                            width: Val::Px(w),
+                            height: Val::Px(h),
+                            // horizontally center child text
+                            justify_content: JustifyContent::Center,
+                            // vertically center child text
+                            align_items: AlignItems::Center,
+                            margin: UiRect::all(Val::Px(20.0)),
                             ..default()
                         },
+                        UiImage::from(image.clone()),
                         ImageScaleMode::Sliced(slicer.clone()),
                     ))
```
- Replace all uses of `ImageBundle` with `UiImage`. e.g.
```diff
-    commands.spawn(ImageBundle {
-        image: UiImage {
+    commands.spawn((
+        UiImage {
             texture: metering_mask,
             ..default()
         },
-        style: Style {
+        Style {
             width: Val::Percent(100.0),
             height: Val::Percent(100.0),
             ..default()
         },
-        ..default()
-    });
+    ));
 ```

---------

Co-authored-by: Carter Anderson <mcanders1@gmail.com>
2024-10-17 21:11:02 +00:00

86 lines
2.4 KiB
Rust

//! This example illustrates how to resize windows, and how to respond to a window being resized.
use bevy::{prelude::*, window::WindowResized};
fn main() {
App::new()
.insert_resource(ResolutionSettings {
large: Vec2::new(1920.0, 1080.0),
medium: Vec2::new(800.0, 600.0),
small: Vec2::new(640.0, 360.0),
})
.add_plugins(DefaultPlugins)
.add_systems(Startup, (setup_camera, setup_ui))
.add_systems(Update, (on_resize_system, toggle_resolution))
.run();
}
/// Marker component for the text that displays the current resolution.
#[derive(Component)]
struct ResolutionText;
/// Stores the various window-resolutions we can select between.
#[derive(Resource)]
struct ResolutionSettings {
large: Vec2,
medium: Vec2,
small: Vec2,
}
// Spawns the camera that draws UI
fn setup_camera(mut commands: Commands) {
commands.spawn(Camera2d);
}
// Spawns the UI
fn setup_ui(mut commands: Commands) {
// Node that fills entire background
commands
.spawn((
Node::default(),
Style {
width: Val::Percent(100.),
..default()
},
))
// Text where we display current resolution
.with_child((
Text::new("Resolution"),
TextFont {
font_size: 42.0,
..default()
},
ResolutionText,
));
}
/// This system shows how to request the window to a new resolution
fn toggle_resolution(
keys: Res<ButtonInput<KeyCode>>,
mut window: Single<&mut Window>,
resolution: Res<ResolutionSettings>,
) {
if keys.just_pressed(KeyCode::Digit1) {
let res = resolution.small;
window.resolution.set(res.x, res.y);
}
if keys.just_pressed(KeyCode::Digit2) {
let res = resolution.medium;
window.resolution.set(res.x, res.y);
}
if keys.just_pressed(KeyCode::Digit3) {
let res = resolution.large;
window.resolution.set(res.x, res.y);
}
}
/// This system shows how to respond to a window being resized.
/// Whenever the window is resized, the text will update with the new resolution.
fn on_resize_system(
mut text: Single<&mut Text, With<ResolutionText>>,
mut resize_reader: EventReader<WindowResized>,
) {
for e in resize_reader.read() {
// When resolution is being changed
text.0 = format!("{:.1} x {:.1}", e.width, e.height);
}
}