no-camera
many_buttons
argument, only emit UI camera warnings once (#17557)
# Objective * Add a `no-camera` argument to the `many_buttons` stress test example. * Only emit the UI "no camera found" warnings once.
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@ -12,6 +12,7 @@ use bevy_math::{UVec2, Vec2};
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use bevy_render::camera::{Camera, NormalizedRenderTarget};
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use bevy_sprite::BorderRect;
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use bevy_transform::components::Transform;
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use bevy_utils::once;
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use bevy_window::{PrimaryWindow, Window, WindowScaleFactorChanged};
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use thiserror::Error;
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use tracing::warn;
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@ -164,10 +165,10 @@ pub fn ui_layout_system(
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match camera_with_default(target_camera) {
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Some(camera_entity) => {
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let Ok((_, camera)) = cameras.get(camera_entity) else {
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warn!(
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once!(warn!(
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"UiTargetCamera (of root UI node {entity}) is pointing to a camera {} which doesn't exist",
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camera_entity
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);
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));
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return;
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};
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let layout_info = camera_layout_info
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@ -177,13 +178,13 @@ pub fn ui_layout_system(
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}
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None => {
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if cameras.is_empty() {
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warn!("No camera found to render UI to. To fix this, add at least one camera to the scene.");
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once!(warn!("No camera found to render UI to. To fix this, add at least one camera to the scene."));
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} else {
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warn!(
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once!(warn!(
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"Multiple cameras found, causing UI target ambiguity. \
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To fix this, add an explicit `UiTargetCamera` component to the root UI node {}",
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entity
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);
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));
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}
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}
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}
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@ -50,6 +50,10 @@ struct Args {
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/// set the root node to display none, removing all nodes from the layout.
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#[argh(switch)]
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display_none: bool,
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/// spawn the layout without a camera
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#[argh(switch)]
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no_camera: bool,
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}
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/// This example shows what happens when there is a lot of buttons on screen.
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@ -82,9 +86,11 @@ fn main() {
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})
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.add_systems(Update, (button_system, set_text_colors_changed));
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app.add_systems(Startup, |mut commands: Commands| {
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commands.spawn(Camera2d);
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});
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if !args.no_camera {
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app.add_systems(Startup, |mut commands: Commands| {
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commands.spawn(Camera2d);
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});
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}
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if args.grid {
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app.add_systems(Startup, setup_grid);
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