bevy/crates/bevy_ui/src/entity.rs
Troels Jessen 32f7997c56 Partially document bevy_ui (#3526)
# Objective

Updated the docs for bevy_ui as requested by #3492 

## Solution

I have documented the parts I understand. anchors.rs is not in use and should be removed, thus I haven't documented that, and some of the more renderer-heavy code is beyond me and needs input from either cart or someone familiar with bevy rendering

Co-authored-by: Troels Jessen <kairyuka@gmail.com>
2022-01-07 22:20:34 +00:00

173 lines
5.6 KiB
Rust

//! This module contains the bundles used in Bevy's UI
use crate::{
widget::{Button, ImageMode},
CalculatedSize, FocusPolicy, Interaction, Node, Style, UiColor, UiImage, CAMERA_UI,
};
use bevy_ecs::bundle::Bundle;
use bevy_render::{
camera::{Camera, DepthCalculation, OrthographicProjection, WindowOrigin},
view::{Visibility, VisibleEntities},
};
use bevy_text::Text;
use bevy_transform::prelude::{GlobalTransform, Transform};
/// The basic UI node
#[derive(Bundle, Clone, Debug, Default)]
pub struct NodeBundle {
/// Describes the size of the node
pub node: Node,
/// Describes the style including flexbox settings
pub style: Style,
/// Describes the color of the node
pub color: UiColor,
/// Describes the image of the node
pub image: UiImage,
/// The transform of the node
pub transform: Transform,
/// The global transform of the node
pub global_transform: GlobalTransform,
/// Describes the visibility properties of the node
pub visibility: Visibility,
}
/// A UI node that is an image
#[derive(Bundle, Clone, Debug, Default)]
pub struct ImageBundle {
/// Describes the size of the node
pub node: Node,
/// Describes the style including flexbox settings
pub style: Style,
/// Configures how the image should scale
pub image_mode: ImageMode,
/// The calculated size based on the given image
pub calculated_size: CalculatedSize,
/// The color of the node
pub color: UiColor,
/// The image of the node
pub image: UiImage,
/// The transform of the node
pub transform: Transform,
/// The global transform of the node
pub global_transform: GlobalTransform,
/// Describes the visibility properties of the node
pub visibility: Visibility,
}
/// A UI node that is text
#[derive(Bundle, Clone, Debug)]
pub struct TextBundle {
/// Describes the size of the node
pub node: Node,
/// Describes the style including flexbox settings
pub style: Style,
/// Contains the text of the node
pub text: Text,
/// The calculated size based on the given image
pub calculated_size: CalculatedSize,
/// Whether this node should block interaction with lower nodes
pub focus_policy: FocusPolicy,
/// The transform of the node
pub transform: Transform,
/// The global transform of the node
pub global_transform: GlobalTransform,
/// Describes the visibility properties of the node
pub visibility: Visibility,
}
impl Default for TextBundle {
fn default() -> Self {
TextBundle {
focus_policy: FocusPolicy::Pass,
text: Default::default(),
node: Default::default(),
calculated_size: Default::default(),
style: Default::default(),
transform: Default::default(),
global_transform: Default::default(),
visibility: Default::default(),
}
}
}
/// A UI node that is a button
#[derive(Bundle, Clone, Debug)]
pub struct ButtonBundle {
/// Describes the size of the node
pub node: Node,
/// Marker component that signals this node is a button
pub button: Button,
/// Describes the style including flexbox settings
pub style: Style,
/// Describes whether and how the button has been interacted with by the input
pub interaction: Interaction,
/// Whether this node should block interaction with lower nodes
pub focus_policy: FocusPolicy,
/// The color of the node
pub color: UiColor,
/// The image of the node
pub image: UiImage,
/// The transform of the node
pub transform: Transform,
/// The global transform of the node
pub global_transform: GlobalTransform,
/// Describes the visibility properties of the node
pub visibility: Visibility,
}
impl Default for ButtonBundle {
fn default() -> Self {
ButtonBundle {
button: Button,
interaction: Default::default(),
focus_policy: Default::default(),
node: Default::default(),
style: Default::default(),
color: Default::default(),
image: Default::default(),
transform: Default::default(),
global_transform: Default::default(),
visibility: Default::default(),
}
}
}
/// The camera that is needed to see UI elements
#[derive(Bundle, Debug)]
pub struct UiCameraBundle {
/// The camera component
pub camera: Camera,
/// The orthographic projection settings
pub orthographic_projection: OrthographicProjection,
/// The transform of the camera
pub transform: Transform,
/// The global transform of the camera
pub global_transform: GlobalTransform,
/// Contains visible entities
// FIXME there is no frustrum culling for UI
pub visible_entities: VisibleEntities,
}
impl Default for UiCameraBundle {
fn default() -> Self {
// we want 0 to be "closest" and +far to be "farthest" in 2d, so we offset
// the camera's translation by far and use a right handed coordinate system
let far = 1000.0;
UiCameraBundle {
camera: Camera {
name: Some(CAMERA_UI.to_string()),
..Default::default()
},
orthographic_projection: OrthographicProjection {
far,
window_origin: WindowOrigin::BottomLeft,
depth_calculation: DepthCalculation::ZDifference,
..Default::default()
},
transform: Transform::from_xyz(0.0, 0.0, far - 0.1),
global_transform: Default::default(),
visible_entities: Default::default(),
}
}
}