
# Objective In Bevy 0.13, `BackgroundColor` simply tinted the image of any `UiImage`. This was confusing: in every other case (e.g. Text), this added a solid square behind the element. #11165 changed this, but removed `BackgroundColor` from `ImageBundle` to avoid confusion, since the semantic meaning had changed. However, this resulted in a serious UX downgrade / inconsistency, as this behavior was no longer part of the bundle (unlike for `TextBundle` or `NodeBundle`), leaving users with a relatively frustrating upgrade path. Additionally, adding both `BackgroundColor` and `UiImage` resulted in a bizarre effect, where the background color was seemingly ignored as it was covered by a solid white placeholder image. Fixes #13969. ## Solution Per @viridia's design: > - if you don't specify a background color, it's transparent. > - if you don't specify an image color, it's white (because it's a multiplier). > - if you don't specify an image, no image is drawn. > - if you specify both a background color and an image color, they are independent. > - the background color is drawn behind the image (in whatever pixels are transparent) As laid out by @benfrankel, this involves: 1. Changing the default `UiImage` to use a transparent texture but a pure white tint. 2. Adding `UiImage::solid_color` to quickly set placeholder images. 3. Changing the default `BorderColor` and `BackgroundColor` to transparent. 4. Removing the default overrides for these values in the other assorted UI bundles. 5. Adding `BackgroundColor` back to `ImageBundle` and `ButtonBundle`. 6. Adding a 1x1 `Image::transparent`, which can be accessed from `Assets<Image>` via the `TRANSPARENT_IMAGE_HANDLE` constant. Huge thanks to everyone who helped out with the design in the linked issue and [the Discord thread](https://discord.com/channels/691052431525675048/1255209923890118697/1255209999278280844): this was very much a joint design. @cart helped me figure out how to set the UiImage's default texture to a transparent 1x1 image, which is a much nicer fix. ## Testing I've checked the examples modified by this PR, and the `ui` example as well just to be sure. ## Migration Guide - `BackgroundColor` no longer tints the color of images in `ImageBundle` or `ButtonBundle`. Set `UiImage::color` to tint images instead. - The default texture for `UiImage` is now a transparent white square. Use `UiImage::solid_color` to quickly draw debug images. - The default value for `BackgroundColor` and `BorderColor` is now transparent. Set the color to white manually to return to previous behavior.
254 lines
8.6 KiB
Rust
254 lines
8.6 KiB
Rust
//! This example illustrates the use of [`SubStates`] for more complex state handling patterns.
|
|
//!
|
|
//! [`SubStates`] are [`States`] that only exist while the App is in another [`State`]. They can
|
|
//! be used to create more complex patterns while relying on simple enums, or to de-couple certain
|
|
//! elements of complex state objects.
|
|
//!
|
|
//! In this case, we're transitioning from a `Menu` state to an `InGame` state, at which point we create
|
|
//! a substate called `IsPaused` to track whether the game is paused or not.
|
|
|
|
use bevy::{dev_tools::states::*, prelude::*};
|
|
|
|
use ui::*;
|
|
|
|
#[derive(Debug, Clone, Copy, Default, Eq, PartialEq, Hash, States)]
|
|
enum AppState {
|
|
#[default]
|
|
Menu,
|
|
InGame,
|
|
}
|
|
|
|
// In this case, instead of deriving `States`, we derive `SubStates`
|
|
#[derive(Debug, Clone, Copy, Default, Eq, PartialEq, Hash, SubStates)]
|
|
// And we need to add an attribute to let us know what the source state is
|
|
// and what value it needs to have. This will ensure that unless we're
|
|
// in [`AppState::InGame`], the [`IsPaused`] state resource
|
|
// will not exist.
|
|
#[source(AppState = AppState::InGame)]
|
|
enum IsPaused {
|
|
#[default]
|
|
Running,
|
|
Paused,
|
|
}
|
|
|
|
fn main() {
|
|
App::new()
|
|
.add_plugins(DefaultPlugins)
|
|
.init_state::<AppState>()
|
|
.add_sub_state::<IsPaused>() // We set the substate up here.
|
|
// Most of these remain the same
|
|
.add_systems(Startup, setup)
|
|
.add_systems(OnEnter(AppState::Menu), setup_menu)
|
|
.add_systems(Update, menu.run_if(in_state(AppState::Menu)))
|
|
.add_systems(OnExit(AppState::Menu), cleanup_menu)
|
|
.add_systems(OnEnter(AppState::InGame), setup_game)
|
|
.add_systems(OnEnter(IsPaused::Paused), setup_paused_screen)
|
|
.enable_state_scoped_entities::<IsPaused>()
|
|
.add_systems(
|
|
Update,
|
|
(
|
|
// Instead of relying on [`AppState::InGame`] here, we're relying on
|
|
// [`IsPaused::Running`], since we don't want movement or color changes
|
|
// if we're paused
|
|
(movement, change_color).run_if(in_state(IsPaused::Running)),
|
|
// The pause toggle, on the other hand, needs to work whether we're
|
|
// paused or not, so it uses [`AppState::InGame`] instead.
|
|
toggle_pause.run_if(in_state(AppState::InGame)),
|
|
),
|
|
)
|
|
.add_systems(Update, log_transitions::<AppState>)
|
|
.run();
|
|
}
|
|
|
|
fn menu(
|
|
mut next_state: ResMut<NextState<AppState>>,
|
|
mut interaction_query: Query<
|
|
(&Interaction, &mut UiImage),
|
|
(Changed<Interaction>, With<Button>),
|
|
>,
|
|
) {
|
|
for (interaction, mut image) in &mut interaction_query {
|
|
let color = &mut image.color;
|
|
match *interaction {
|
|
Interaction::Pressed => {
|
|
*color = PRESSED_BUTTON;
|
|
next_state.set(AppState::InGame);
|
|
}
|
|
Interaction::Hovered => {
|
|
*color = HOVERED_BUTTON;
|
|
}
|
|
Interaction::None => {
|
|
*color = NORMAL_BUTTON;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
fn cleanup_menu(mut commands: Commands, menu_data: Res<MenuData>) {
|
|
commands.entity(menu_data.button_entity).despawn_recursive();
|
|
}
|
|
|
|
const SPEED: f32 = 100.0;
|
|
fn movement(
|
|
time: Res<Time>,
|
|
input: Res<ButtonInput<KeyCode>>,
|
|
mut query: Query<&mut Transform, With<Sprite>>,
|
|
) {
|
|
for mut transform in &mut query {
|
|
let mut direction = Vec3::ZERO;
|
|
if input.pressed(KeyCode::ArrowLeft) {
|
|
direction.x -= 1.0;
|
|
}
|
|
if input.pressed(KeyCode::ArrowRight) {
|
|
direction.x += 1.0;
|
|
}
|
|
if input.pressed(KeyCode::ArrowUp) {
|
|
direction.y += 1.0;
|
|
}
|
|
if input.pressed(KeyCode::ArrowDown) {
|
|
direction.y -= 1.0;
|
|
}
|
|
|
|
if direction != Vec3::ZERO {
|
|
transform.translation += direction.normalize() * SPEED * time.delta_seconds();
|
|
}
|
|
}
|
|
}
|
|
|
|
fn change_color(time: Res<Time>, mut query: Query<&mut Sprite>) {
|
|
for mut sprite in &mut query {
|
|
let new_color = LinearRgba {
|
|
blue: (time.elapsed_seconds() * 0.5).sin() + 2.0,
|
|
..LinearRgba::from(sprite.color)
|
|
};
|
|
|
|
sprite.color = new_color.into();
|
|
}
|
|
}
|
|
|
|
fn toggle_pause(
|
|
input: Res<ButtonInput<KeyCode>>,
|
|
current_state: Res<State<IsPaused>>,
|
|
mut next_state: ResMut<NextState<IsPaused>>,
|
|
) {
|
|
if input.just_pressed(KeyCode::Space) {
|
|
next_state.set(match current_state.get() {
|
|
IsPaused::Running => IsPaused::Paused,
|
|
IsPaused::Paused => IsPaused::Running,
|
|
});
|
|
}
|
|
}
|
|
|
|
mod ui {
|
|
use crate::*;
|
|
|
|
#[derive(Resource)]
|
|
pub struct MenuData {
|
|
pub button_entity: Entity,
|
|
}
|
|
|
|
pub const NORMAL_BUTTON: Color = Color::srgb(0.15, 0.15, 0.15);
|
|
pub const HOVERED_BUTTON: Color = Color::srgb(0.25, 0.25, 0.25);
|
|
pub const PRESSED_BUTTON: Color = Color::srgb(0.35, 0.75, 0.35);
|
|
|
|
pub fn setup(mut commands: Commands) {
|
|
commands.spawn(Camera2dBundle::default());
|
|
}
|
|
|
|
pub fn setup_menu(mut commands: Commands) {
|
|
let button_entity = commands
|
|
.spawn(NodeBundle {
|
|
style: Style {
|
|
// center button
|
|
width: Val::Percent(100.),
|
|
height: Val::Percent(100.),
|
|
justify_content: JustifyContent::Center,
|
|
align_items: AlignItems::Center,
|
|
..default()
|
|
},
|
|
..default()
|
|
})
|
|
.with_children(|parent| {
|
|
parent
|
|
.spawn(ButtonBundle {
|
|
style: Style {
|
|
width: Val::Px(150.),
|
|
height: Val::Px(65.),
|
|
// horizontally center child text
|
|
justify_content: JustifyContent::Center,
|
|
// vertically center child text
|
|
align_items: AlignItems::Center,
|
|
..default()
|
|
},
|
|
background_color: NORMAL_BUTTON.into(),
|
|
..default()
|
|
})
|
|
.with_children(|parent| {
|
|
parent.spawn(TextBundle::from_section(
|
|
"Play",
|
|
TextStyle {
|
|
font_size: 40.0,
|
|
color: Color::srgb(0.9, 0.9, 0.9),
|
|
..default()
|
|
},
|
|
));
|
|
});
|
|
})
|
|
.id();
|
|
commands.insert_resource(MenuData { button_entity });
|
|
}
|
|
|
|
pub fn setup_game(mut commands: Commands, asset_server: Res<AssetServer>) {
|
|
commands.spawn(SpriteBundle {
|
|
texture: asset_server.load("branding/icon.png"),
|
|
..default()
|
|
});
|
|
}
|
|
|
|
pub fn setup_paused_screen(mut commands: Commands) {
|
|
commands
|
|
.spawn((
|
|
StateScoped(IsPaused::Paused),
|
|
NodeBundle {
|
|
style: Style {
|
|
// center button
|
|
width: Val::Percent(100.),
|
|
height: Val::Percent(100.),
|
|
justify_content: JustifyContent::Center,
|
|
align_items: AlignItems::Center,
|
|
flex_direction: FlexDirection::Column,
|
|
row_gap: Val::Px(10.),
|
|
..default()
|
|
},
|
|
..default()
|
|
},
|
|
))
|
|
.with_children(|parent| {
|
|
parent
|
|
.spawn(NodeBundle {
|
|
style: Style {
|
|
width: Val::Px(400.),
|
|
height: Val::Px(400.),
|
|
// horizontally center child text
|
|
justify_content: JustifyContent::Center,
|
|
// vertically center child text
|
|
align_items: AlignItems::Center,
|
|
..default()
|
|
},
|
|
background_color: NORMAL_BUTTON.into(),
|
|
..default()
|
|
})
|
|
.with_children(|parent| {
|
|
parent.spawn(TextBundle::from_section(
|
|
"Paused",
|
|
TextStyle {
|
|
font_size: 40.0,
|
|
color: Color::srgb(0.9, 0.9, 0.9),
|
|
..default()
|
|
},
|
|
));
|
|
});
|
|
});
|
|
}
|
|
}
|