bevy/examples/ui/button.rs
Mark Schmale 1ba7429371 Doc/module style doc blocks for examples (#4438)
# Objective

Provide a starting point for #3951, or a partial solution. 
Providing a few comment blocks to discuss, and hopefully find better one in the process. 

## Solution

Since I am pretty new to pretty much anything in this context, I figured I'd just start with a draft for some file level doc blocks. For some of them I found more relevant details (or at least things I considered interessting), for some others there is less. 

## Changelog

- Moved some existing comments from main() functions in the 2d examples to the file header level
- Wrote some more comment blocks for most other 2d examples

TODO: 
- [x] 2d/sprite_sheet, wasnt able to come up with something good yet 
- [x] all other example groups...


Also: Please let me know if the commit style is okay, or to verbose. I could certainly squash these things, or add more details if needed. 
I also hope its okay to raise this PR this early, with just a few files changed. Took me long enough and I dont wanted to let it go to waste because I lost motivation to do the whole thing. Additionally I am somewhat uncertain over the style and contents of the commets. So let me know what you thing please.
2022-05-16 13:53:20 +00:00

79 lines
2.6 KiB
Rust

//! This example illustrates how to create a button that changes color and text based on its
//! interaction state.
use bevy::{prelude::*, winit::WinitSettings};
fn main() {
App::new()
.add_plugins(DefaultPlugins)
// Only run the app when there is user input. This will significantly reduce CPU/GPU use.
.insert_resource(WinitSettings::desktop_app())
.add_startup_system(setup)
.add_system(button_system)
.run();
}
const NORMAL_BUTTON: Color = Color::rgb(0.15, 0.15, 0.15);
const HOVERED_BUTTON: Color = Color::rgb(0.25, 0.25, 0.25);
const PRESSED_BUTTON: Color = Color::rgb(0.35, 0.75, 0.35);
fn button_system(
mut interaction_query: Query<
(&Interaction, &mut UiColor, &Children),
(Changed<Interaction>, With<Button>),
>,
mut text_query: Query<&mut Text>,
) {
for (interaction, mut color, children) in interaction_query.iter_mut() {
let mut text = text_query.get_mut(children[0]).unwrap();
match *interaction {
Interaction::Clicked => {
text.sections[0].value = "Press".to_string();
*color = PRESSED_BUTTON.into();
}
Interaction::Hovered => {
text.sections[0].value = "Hover".to_string();
*color = HOVERED_BUTTON.into();
}
Interaction::None => {
text.sections[0].value = "Button".to_string();
*color = NORMAL_BUTTON.into();
}
}
}
}
fn setup(mut commands: Commands, asset_server: Res<AssetServer>) {
// ui camera
commands.spawn_bundle(UiCameraBundle::default());
commands
.spawn_bundle(ButtonBundle {
style: Style {
size: Size::new(Val::Px(150.0), Val::Px(65.0)),
// center button
margin: UiRect::all(Val::Auto),
// horizontally center child text
justify_content: JustifyContent::Center,
// vertically center child text
align_items: AlignItems::Center,
..default()
},
color: NORMAL_BUTTON.into(),
..default()
})
.with_children(|parent| {
parent.spawn_bundle(TextBundle {
text: Text::with_section(
"Button",
TextStyle {
font: asset_server.load("fonts/FiraSans-Bold.ttf"),
font_size: 40.0,
color: Color::rgb(0.9, 0.9, 0.9),
},
Default::default(),
),
..default()
});
});
}