bevy/examples/testbed/ui.rs
François Mockers 019a6fde25
testbed for UI (#18091)
# Objective

- have a testbed for UI

## Solution

- move previous `ui` example to `full_ui`
- add a testbed ui with several scenes
- `ui_layout_rounding` is one of those scenes, so remove it as a
standalone example

the previous `ui` / new `full_ui` is I think still useful as it has some
things like scroll, debug ui that are not shown anywhere else
2025-03-04 11:02:55 +00:00

534 lines
18 KiB
Rust

//! UI testbed
//!
//! You can switch scene by pressing the spacebar
mod helpers;
use bevy::prelude::*;
use helpers::Next;
fn main() {
let mut app = App::new();
app.add_plugins((DefaultPlugins,))
.init_state::<Scene>()
.add_systems(OnEnter(Scene::Image), image::setup)
.add_systems(OnEnter(Scene::Text), text::setup)
.add_systems(OnEnter(Scene::Grid), grid::setup)
.add_systems(OnEnter(Scene::Borders), borders::setup)
.add_systems(OnEnter(Scene::BoxShadow), box_shadow::setup)
.add_systems(OnEnter(Scene::TextWrap), text_wrap::setup)
.add_systems(OnEnter(Scene::Overflow), overflow::setup)
.add_systems(OnEnter(Scene::Slice), slice::setup)
.add_systems(OnEnter(Scene::LayoutRounding), layout_rounding::setup)
.add_systems(Update, switch_scene);
#[cfg(feature = "bevy_ci_testing")]
app.add_systems(Update, helpers::switch_scene_in_ci::<Scene>);
app.run();
}
#[derive(Debug, Clone, Eq, PartialEq, Hash, States, Default)]
#[states(scoped_entities)]
enum Scene {
#[default]
Image,
Text,
Grid,
Borders,
BoxShadow,
TextWrap,
Overflow,
Slice,
LayoutRounding,
}
impl Next for Scene {
fn next(&self) -> Self {
match self {
Scene::Image => Scene::Text,
Scene::Text => Scene::Grid,
Scene::Grid => Scene::Borders,
Scene::Borders => Scene::BoxShadow,
Scene::BoxShadow => Scene::TextWrap,
Scene::TextWrap => Scene::Overflow,
Scene::Overflow => Scene::Slice,
Scene::Slice => Scene::LayoutRounding,
Scene::LayoutRounding => Scene::Image,
}
}
}
fn switch_scene(
keyboard: Res<ButtonInput<KeyCode>>,
scene: Res<State<Scene>>,
mut next_scene: ResMut<NextState<Scene>>,
) {
if keyboard.just_pressed(KeyCode::Space) {
info!("Switching scene");
next_scene.set(scene.get().next());
}
}
mod image {
use bevy::prelude::*;
pub fn setup(mut commands: Commands, asset_server: Res<AssetServer>) {
commands.spawn((Camera2d, StateScoped(super::Scene::Image)));
commands.spawn((
ImageNode::new(asset_server.load("branding/bevy_logo_dark.png")),
StateScoped(super::Scene::Image),
));
}
}
mod text {
use bevy::prelude::*;
pub fn setup(mut commands: Commands, asset_server: Res<AssetServer>) {
commands.spawn((Camera2d, StateScoped(super::Scene::Text)));
commands.spawn((
Text::new("Hello World."),
TextFont {
font: asset_server.load("fonts/FiraSans-Bold.ttf"),
font_size: 200.,
..default()
},
StateScoped(super::Scene::Text),
));
}
}
mod grid {
use bevy::{color::palettes::css::*, prelude::*};
pub fn setup(mut commands: Commands) {
commands.spawn((Camera2d, StateScoped(super::Scene::Grid)));
// Top-level grid (app frame)
commands
.spawn((
Node {
display: Display::Grid,
width: Val::Percent(100.0),
height: Val::Percent(100.0),
grid_template_columns: vec![GridTrack::min_content(), GridTrack::flex(1.0)],
grid_template_rows: vec![
GridTrack::auto(),
GridTrack::flex(1.0),
GridTrack::px(40.),
],
..default()
},
BackgroundColor(Color::WHITE),
StateScoped(super::Scene::Grid),
))
.with_children(|builder| {
// Header
builder.spawn((
Node {
display: Display::Grid,
grid_column: GridPlacement::span(2),
padding: UiRect::all(Val::Px(40.0)),
..default()
},
BackgroundColor(RED.into()),
));
// Main content grid (auto placed in row 2, column 1)
builder
.spawn((
Node {
height: Val::Percent(100.0),
aspect_ratio: Some(1.0),
display: Display::Grid,
grid_template_columns: RepeatedGridTrack::flex(3, 1.0),
grid_template_rows: RepeatedGridTrack::flex(2, 1.0),
row_gap: Val::Px(12.0),
column_gap: Val::Px(12.0),
..default()
},
BackgroundColor(Color::srgb(0.25, 0.25, 0.25)),
))
.with_children(|builder| {
builder.spawn((Node::default(), BackgroundColor(ORANGE.into())));
builder.spawn((Node::default(), BackgroundColor(BISQUE.into())));
builder.spawn((Node::default(), BackgroundColor(BLUE.into())));
builder.spawn((Node::default(), BackgroundColor(CRIMSON.into())));
builder.spawn((Node::default(), BackgroundColor(AQUA.into())));
});
// Right side bar (auto placed in row 2, column 2)
builder.spawn((Node::DEFAULT, BackgroundColor(BLACK.into())));
});
}
}
mod borders {
use bevy::{color::palettes::css::*, prelude::*};
pub fn setup(mut commands: Commands) {
commands.spawn((Camera2d, StateScoped(super::Scene::Borders)));
let root = commands
.spawn((
Node {
flex_wrap: FlexWrap::Wrap,
..default()
},
StateScoped(super::Scene::Borders),
))
.id();
// all the different combinations of border edges
let borders = [
UiRect::default(),
UiRect::all(Val::Px(20.)),
UiRect::left(Val::Px(20.)),
UiRect::vertical(Val::Px(20.)),
UiRect {
left: Val::Px(40.),
top: Val::Px(20.),
..Default::default()
},
UiRect {
right: Val::Px(20.),
bottom: Val::Px(30.),
..Default::default()
},
UiRect {
right: Val::Px(20.),
top: Val::Px(40.),
bottom: Val::Px(20.),
..Default::default()
},
UiRect {
left: Val::Px(20.),
top: Val::Px(20.),
bottom: Val::Px(20.),
..Default::default()
},
UiRect {
left: Val::Px(20.),
right: Val::Px(20.),
bottom: Val::Px(40.),
..Default::default()
},
];
let non_zero = |x, y| x != Val::Px(0.) && y != Val::Px(0.);
let border_size = |x, y| if non_zero(x, y) { f32::MAX } else { 0. };
for border in borders {
for rounded in [true, false] {
let border_node = commands
.spawn((
Node {
width: Val::Px(100.),
height: Val::Px(100.),
border,
margin: UiRect::all(Val::Px(30.)),
align_items: AlignItems::Center,
justify_content: JustifyContent::Center,
..default()
},
BackgroundColor(MAROON.into()),
BorderColor(RED.into()),
Outline {
width: Val::Px(10.),
offset: Val::Px(10.),
color: Color::WHITE,
},
))
.id();
if rounded {
let border_radius = BorderRadius::px(
border_size(border.left, border.top),
border_size(border.right, border.top),
border_size(border.right, border.bottom),
border_size(border.left, border.bottom),
);
commands.entity(border_node).insert(border_radius);
}
commands.entity(root).add_child(border_node);
}
}
}
}
mod box_shadow {
use bevy::{color::palettes::css::*, prelude::*};
pub fn setup(mut commands: Commands) {
commands.spawn((Camera2d, StateScoped(super::Scene::BoxShadow)));
commands
.spawn((
Node {
width: Val::Percent(100.0),
height: Val::Percent(100.0),
padding: UiRect::all(Val::Px(30.)),
column_gap: Val::Px(200.),
flex_wrap: FlexWrap::Wrap,
..default()
},
BackgroundColor(GREEN.into()),
StateScoped(super::Scene::BoxShadow),
))
.with_children(|commands| {
let example_nodes = [
(
Vec2::splat(100.),
Vec2::ZERO,
10.,
0.,
BorderRadius::bottom_right(Val::Px(10.)),
),
(Vec2::new(200., 50.), Vec2::ZERO, 10., 0., BorderRadius::MAX),
(
Vec2::new(100., 50.),
Vec2::ZERO,
10.,
10.,
BorderRadius::ZERO,
),
(
Vec2::splat(100.),
Vec2::splat(20.),
10.,
10.,
BorderRadius::bottom_right(Val::Px(10.)),
),
(
Vec2::splat(100.),
Vec2::splat(50.),
0.,
10.,
BorderRadius::ZERO,
),
(
Vec2::new(50., 100.),
Vec2::splat(10.),
0.,
10.,
BorderRadius::MAX,
),
];
for (size, offset, spread, blur, border_radius) in example_nodes {
commands.spawn((
Node {
width: Val::Px(size.x),
height: Val::Px(size.y),
border: UiRect::all(Val::Px(2.)),
..default()
},
BorderColor(WHITE.into()),
border_radius,
BackgroundColor(BLUE.into()),
BoxShadow::new(
Color::BLACK.with_alpha(0.9),
Val::Percent(offset.x),
Val::Percent(offset.y),
Val::Percent(spread),
Val::Px(blur),
),
));
}
});
}
}
mod text_wrap {
use bevy::prelude::*;
pub fn setup(mut commands: Commands) {
commands.spawn((Camera2d, StateScoped(super::Scene::TextWrap)));
let root = commands
.spawn((
Node {
flex_direction: FlexDirection::Column,
width: Val::Px(200.),
height: Val::Percent(100.),
overflow: Overflow::clip_x(),
..default()
},
BackgroundColor(Color::BLACK),
StateScoped(super::Scene::TextWrap),
))
.id();
for linebreak in [
LineBreak::AnyCharacter,
LineBreak::WordBoundary,
LineBreak::WordOrCharacter,
LineBreak::NoWrap,
] {
let messages = [
"Lorem ipsum dolor sit amet, consectetur adipiscing elit.".to_string(),
"pneumonoultramicroscopicsilicovolcanoconiosis".to_string(),
];
for (j, message) in messages.into_iter().enumerate() {
commands.entity(root).with_child((
Text(message.clone()),
TextLayout::new(JustifyText::Left, linebreak),
BackgroundColor(Color::srgb(0.8 - j as f32 * 0.3, 0., 0.)),
));
}
}
}
}
mod overflow {
use bevy::{color::palettes::css::*, prelude::*};
pub fn setup(mut commands: Commands, asset_server: Res<AssetServer>) {
commands.spawn((Camera2d, StateScoped(super::Scene::Overflow)));
let image = asset_server.load("branding/icon.png");
commands
.spawn((
Node {
width: Val::Percent(100.),
height: Val::Percent(100.),
align_items: AlignItems::Center,
justify_content: JustifyContent::SpaceAround,
..Default::default()
},
BackgroundColor(BLUE.into()),
StateScoped(super::Scene::Overflow),
))
.with_children(|parent| {
for overflow in [
Overflow::visible(),
Overflow::clip_x(),
Overflow::clip_y(),
Overflow::clip(),
] {
parent
.spawn((
Node {
width: Val::Px(100.),
height: Val::Px(100.),
padding: UiRect {
left: Val::Px(25.),
top: Val::Px(25.),
..Default::default()
},
border: UiRect::all(Val::Px(5.)),
overflow,
..default()
},
BorderColor(RED.into()),
BackgroundColor(Color::WHITE),
))
.with_children(|parent| {
parent.spawn((
ImageNode::new(image.clone()),
Node {
min_width: Val::Px(100.),
min_height: Val::Px(100.),
..default()
},
Interaction::default(),
Outline {
width: Val::Px(2.),
offset: Val::Px(2.),
color: Color::NONE,
},
));
});
}
});
}
}
mod slice {
use bevy::prelude::*;
pub fn setup(mut commands: Commands, asset_server: Res<AssetServer>) {
commands.spawn((Camera2d, StateScoped(super::Scene::Slice)));
let image = asset_server.load("textures/fantasy_ui_borders/numbered_slices.png");
let slicer = TextureSlicer {
border: BorderRect::all(16.0),
center_scale_mode: SliceScaleMode::Tile { stretch_value: 1.0 },
sides_scale_mode: SliceScaleMode::Tile { stretch_value: 1.0 },
..default()
};
commands
.spawn((
Node {
width: Val::Percent(100.0),
height: Val::Percent(100.0),
align_items: AlignItems::Center,
justify_content: JustifyContent::SpaceAround,
..default()
},
StateScoped(super::Scene::Slice),
))
.with_children(|parent| {
for [w, h] in [[150.0, 150.0], [300.0, 150.0], [150.0, 300.0]] {
parent.spawn((
Button,
ImageNode {
image: image.clone(),
image_mode: NodeImageMode::Sliced(slicer.clone()),
..default()
},
Node {
width: Val::Px(w),
height: Val::Px(h),
..default()
},
));
}
});
}
}
mod layout_rounding {
use bevy::{color::palettes::css::*, prelude::*};
pub fn setup(mut commands: Commands) {
commands.spawn((Camera2d, StateScoped(super::Scene::LayoutRounding)));
commands
.spawn((
Node {
display: Display::Grid,
width: Val::Percent(100.),
height: Val::Percent(100.),
grid_template_rows: vec![RepeatedGridTrack::fr(10, 1.)],
..Default::default()
},
BackgroundColor(Color::WHITE),
StateScoped(super::Scene::LayoutRounding),
))
.with_children(|commands| {
for i in 2..12 {
commands
.spawn(Node {
display: Display::Grid,
grid_template_columns: vec![RepeatedGridTrack::fr(i, 1.)],
..Default::default()
})
.with_children(|commands| {
for _ in 0..i {
commands.spawn((
Node {
border: UiRect::all(Val::Px(5.)),
..Default::default()
},
BackgroundColor(MAROON.into()),
BorderColor(DARK_BLUE.into()),
));
}
});
}
});
}
}