bevy/crates/bevy_ui/src/entity.rs
Carter Anderson be1c317d4e Resolve (most) internal system ambiguities (#1606)
* Adds labels and orderings to systems that need them (uses the new many-to-many labels for InputSystem)
* Removes the Event, PreEvent, Scene, and Ui stages in favor of First, PreUpdate, and PostUpdate (there is more collapsing potential, such as the Asset stages and _maybe_ removing First, but those have more nuance so they should be handled separately)
* Ambiguity detection now prints component conflicts
* Removed broken change filters from flex calculation (which implicitly relied on the z-update system always modifying translation.z). This will require more work to make it behave as expected so i just removed it (and it was already doing this work every frame).
2021-03-10 22:37:02 +00:00

197 lines
5.9 KiB
Rust

use super::Node;
use crate::{
render::UI_PIPELINE_HANDLE,
widget::{Button, Image},
CalculatedSize, FocusPolicy, Interaction, Style,
};
use bevy_asset::Handle;
use bevy_ecs::bundle::Bundle;
use bevy_render::{
camera::{Camera, DepthCalculation, OrthographicProjection, VisibleEntities, WindowOrigin},
draw::Draw,
mesh::Mesh,
pipeline::{RenderPipeline, RenderPipelines},
prelude::Visible,
};
use bevy_sprite::{ColorMaterial, QUAD_HANDLE};
use bevy_text::Text;
use bevy_transform::prelude::{GlobalTransform, Transform};
#[derive(Bundle, Clone, Debug)]
pub struct NodeBundle {
pub node: Node,
pub style: Style,
pub mesh: Handle<Mesh>, // TODO: maybe abstract this out
pub material: Handle<ColorMaterial>,
pub draw: Draw,
pub visible: Visible,
pub render_pipelines: RenderPipelines,
pub transform: Transform,
pub global_transform: GlobalTransform,
}
impl Default for NodeBundle {
fn default() -> Self {
NodeBundle {
mesh: QUAD_HANDLE.typed(),
render_pipelines: RenderPipelines::from_pipelines(vec![RenderPipeline::new(
UI_PIPELINE_HANDLE.typed(),
)]),
visible: Visible {
is_transparent: true,
..Default::default()
},
node: Default::default(),
style: Default::default(),
material: Default::default(),
draw: Default::default(),
transform: Default::default(),
global_transform: Default::default(),
}
}
}
#[derive(Bundle, Clone, Debug)]
pub struct ImageBundle {
pub node: Node,
pub style: Style,
pub image: Image,
pub calculated_size: CalculatedSize,
pub mesh: Handle<Mesh>, // TODO: maybe abstract this out
pub material: Handle<ColorMaterial>,
pub draw: Draw,
pub visible: Visible,
pub render_pipelines: RenderPipelines,
pub transform: Transform,
pub global_transform: GlobalTransform,
}
impl Default for ImageBundle {
fn default() -> Self {
ImageBundle {
mesh: QUAD_HANDLE.typed(),
render_pipelines: RenderPipelines::from_pipelines(vec![RenderPipeline::new(
UI_PIPELINE_HANDLE.typed(),
)]),
node: Default::default(),
image: Default::default(),
calculated_size: Default::default(),
style: Default::default(),
material: Default::default(),
draw: Default::default(),
visible: Visible {
is_transparent: true,
..Default::default()
},
transform: Default::default(),
global_transform: Default::default(),
}
}
}
#[derive(Bundle, Clone, Debug)]
pub struct TextBundle {
pub node: Node,
pub style: Style,
pub draw: Draw,
pub visible: Visible,
pub text: Text,
pub calculated_size: CalculatedSize,
pub focus_policy: FocusPolicy,
pub transform: Transform,
pub global_transform: GlobalTransform,
}
impl Default for TextBundle {
fn default() -> Self {
TextBundle {
focus_policy: FocusPolicy::Pass,
draw: Draw {
..Default::default()
},
visible: Visible {
is_transparent: true,
..Default::default()
},
text: Default::default(),
node: Default::default(),
calculated_size: Default::default(),
style: Default::default(),
transform: Default::default(),
global_transform: Default::default(),
}
}
}
#[derive(Bundle, Clone, Debug)]
pub struct ButtonBundle {
pub node: Node,
pub button: Button,
pub style: Style,
pub interaction: Interaction,
pub focus_policy: FocusPolicy,
pub mesh: Handle<Mesh>, // TODO: maybe abstract this out
pub material: Handle<ColorMaterial>,
pub draw: Draw,
pub visible: Visible,
pub render_pipelines: RenderPipelines,
pub transform: Transform,
pub global_transform: GlobalTransform,
}
impl Default for ButtonBundle {
fn default() -> Self {
ButtonBundle {
button: Button,
mesh: QUAD_HANDLE.typed(),
render_pipelines: RenderPipelines::from_pipelines(vec![RenderPipeline::new(
UI_PIPELINE_HANDLE.typed(),
)]),
interaction: Default::default(),
focus_policy: Default::default(),
node: Default::default(),
style: Default::default(),
material: Default::default(),
draw: Default::default(),
visible: Visible {
is_transparent: true,
..Default::default()
},
transform: Default::default(),
global_transform: Default::default(),
}
}
}
#[derive(Bundle, Debug)]
pub struct UiCameraBundle {
pub camera: Camera,
pub orthographic_projection: OrthographicProjection,
pub visible_entities: VisibleEntities,
pub transform: Transform,
pub global_transform: GlobalTransform,
}
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(crate::camera::CAMERA_UI.to_string()),
..Default::default()
},
orthographic_projection: OrthographicProjection {
far,
window_origin: WindowOrigin::BottomLeft,
depth_calculation: DepthCalculation::ZDifference,
..Default::default()
},
visible_entities: Default::default(),
transform: Transform::from_xyz(0.0, 0.0, far - 0.1),
global_transform: Default::default(),
}
}
}