
# Objective #19366 implemented core button widgets, which included the `Depressed` state component. `Depressed` was chosen instead of `Pressed` to avoid conflict with the `Pointer<Pressed>` event, but it is problematic and awkward in many ways: - Using the word "depressed" for such a high-traffic type is not great due to the obvious connection to "depressed" as in depression. - "Depressed" is not what I would search for if I was looking for a component like this, and I'm not aware of any other engine or UI framework using the term. - `Depressed` is not a very natural pair to the `Pointer<Pressed>` event. - It might be because I'm not a native English speaker, but I have very rarely heard someone say "a button is depressed". Seeing it, my mind initially goes from "depression??" to "oh, de-pressed, meaning released" and definitely not "is pressed", even though that *is* also a valid meaning for it. A related problem is that the current `Pointer<Pressed>` and `Pointer<Released>` event names use a different verb tense than all of our other observer events such as `Pointer<Click>` or `Pointer<DragStart>`. By fixing this and renaming `Pressed` (and `Released`), we can then use `Pressed` instead of `Depressed` for the state component. Additionally, the `IsHovered` and `IsDirectlyHovered` components added in #19366 use an inconsistent naming; the other similar components don't use an `Is` prefix. It also makes query filters like `Has<IsHovered>` and `With<IsHovered>` a bit more awkward. This is partially related to Cart's [picking concept proposal](https://gist.github.com/cart/756e48a149db2838028be600defbd24a?permalink_comment_id=5598154). ## Solution - Rename `Pointer<Pressed>` to `Pointer<Press>` - Rename `Pointer<Released>` to `Pointer<Release>` - Rename `Depressed` to `Pressed` - Rename `IsHovered` to `Hovered` - Rename `IsDirectlyHovered` to `DirectlyHovered`
234 lines
6.9 KiB
Rust
234 lines
6.9 KiB
Rust
//! This example illustrates how to create widgets using the `bevy_core_widgets` widget set.
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use bevy::{
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color::palettes::basic::*,
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core_widgets::{CoreButton, CoreWidgetsPlugin},
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ecs::system::SystemId,
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input_focus::{
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tab_navigation::{TabGroup, TabIndex},
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InputDispatchPlugin,
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},
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picking::hover::Hovered,
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prelude::*,
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ui::{InteractionDisabled, Pressed},
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winit::WinitSettings,
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};
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fn main() {
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App::new()
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.add_plugins((DefaultPlugins, CoreWidgetsPlugin, InputDispatchPlugin))
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// Only run the app when there is user input. This will significantly reduce CPU/GPU use.
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.insert_resource(WinitSettings::desktop_app())
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.add_systems(Startup, setup)
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.add_systems(
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Update,
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(update_button_style, update_button_style2, toggle_disabled),
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)
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.run();
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}
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const NORMAL_BUTTON: Color = Color::srgb(0.15, 0.15, 0.15);
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const HOVERED_BUTTON: Color = Color::srgb(0.25, 0.25, 0.25);
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const PRESSED_BUTTON: Color = Color::srgb(0.35, 0.75, 0.35);
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/// Marker which identifies buttons with a particular style, in this case the "Demo style".
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#[derive(Component)]
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struct DemoButton;
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fn update_button_style(
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mut buttons: Query<
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(
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Has<Pressed>,
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&Hovered,
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Has<InteractionDisabled>,
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&mut BackgroundColor,
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&mut BorderColor,
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&Children,
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),
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(
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Or<(
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Changed<Pressed>,
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Changed<Hovered>,
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Added<InteractionDisabled>,
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)>,
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With<DemoButton>,
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),
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>,
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mut text_query: Query<&mut Text>,
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) {
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for (pressed, hovered, disabled, mut color, mut border_color, children) in &mut buttons {
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let mut text = text_query.get_mut(children[0]).unwrap();
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set_button_style(
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disabled,
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hovered.get(),
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pressed,
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&mut color,
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&mut border_color,
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&mut text,
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);
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}
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}
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/// Supplementary system to detect removed marker components
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fn update_button_style2(
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mut buttons: Query<
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(
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Has<Pressed>,
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&Hovered,
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Has<InteractionDisabled>,
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&mut BackgroundColor,
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&mut BorderColor,
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&Children,
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),
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With<DemoButton>,
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>,
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mut removed_depressed: RemovedComponents<Pressed>,
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mut removed_disabled: RemovedComponents<InteractionDisabled>,
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mut text_query: Query<&mut Text>,
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) {
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removed_depressed.read().for_each(|entity| {
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if let Ok((pressed, hovered, disabled, mut color, mut border_color, children)) =
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buttons.get_mut(entity)
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{
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let mut text = text_query.get_mut(children[0]).unwrap();
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set_button_style(
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disabled,
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hovered.get(),
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pressed,
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&mut color,
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&mut border_color,
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&mut text,
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);
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}
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});
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removed_disabled.read().for_each(|entity| {
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if let Ok((pressed, hovered, disabled, mut color, mut border_color, children)) =
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buttons.get_mut(entity)
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{
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let mut text = text_query.get_mut(children[0]).unwrap();
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set_button_style(
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disabled,
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hovered.get(),
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pressed,
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&mut color,
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&mut border_color,
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&mut text,
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);
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}
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});
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}
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fn set_button_style(
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disabled: bool,
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hovered: bool,
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pressed: bool,
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color: &mut BackgroundColor,
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border_color: &mut BorderColor,
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text: &mut Text,
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) {
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match (disabled, hovered, pressed) {
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// Disabled button
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(true, _, _) => {
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**text = "Disabled".to_string();
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*color = NORMAL_BUTTON.into();
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border_color.set_all(GRAY);
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}
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// Pressed and hovered button
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(false, true, true) => {
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**text = "Press".to_string();
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*color = PRESSED_BUTTON.into();
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border_color.set_all(RED);
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}
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// Hovered, unpressed button
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(false, true, false) => {
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**text = "Hover".to_string();
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*color = HOVERED_BUTTON.into();
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border_color.set_all(WHITE);
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}
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// Unhovered button (either pressed or not).
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(false, false, _) => {
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**text = "Button".to_string();
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*color = NORMAL_BUTTON.into();
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border_color.set_all(BLACK);
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}
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}
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}
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fn setup(mut commands: Commands, assets: Res<AssetServer>) {
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let on_click = commands.register_system(|| {
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info!("Button clicked!");
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});
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// ui camera
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commands.spawn(Camera2d);
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commands.spawn(button(&assets, on_click));
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}
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fn button(asset_server: &AssetServer, on_click: SystemId) -> impl Bundle {
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(
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Node {
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width: Val::Percent(100.0),
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height: Val::Percent(100.0),
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align_items: AlignItems::Center,
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justify_content: JustifyContent::Center,
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display: Display::Flex,
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flex_direction: FlexDirection::Column,
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..default()
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},
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TabGroup::default(),
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children![
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(
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Node {
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width: Val::Px(150.0),
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height: Val::Px(65.0),
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border: UiRect::all(Val::Px(5.0)),
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justify_content: JustifyContent::Center,
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align_items: AlignItems::Center,
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..default()
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},
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DemoButton,
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CoreButton {
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on_click: Some(on_click),
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},
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Hovered::default(),
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TabIndex(0),
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BorderColor::all(Color::BLACK),
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BorderRadius::MAX,
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BackgroundColor(NORMAL_BUTTON),
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children![(
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Text::new("Button"),
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TextFont {
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font: asset_server.load("fonts/FiraSans-Bold.ttf"),
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font_size: 33.0,
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..default()
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},
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TextColor(Color::srgb(0.9, 0.9, 0.9)),
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TextShadow::default(),
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)]
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),
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Text::new("Press 'D' to toggle button disabled state"),
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],
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)
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}
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fn toggle_disabled(
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input: Res<ButtonInput<KeyCode>>,
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mut interaction_query: Query<(Entity, Has<InteractionDisabled>), With<CoreButton>>,
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mut commands: Commands,
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) {
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if input.just_pressed(KeyCode::KeyD) {
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for (entity, disabled) in &mut interaction_query {
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// disabled.0 = !disabled.0;
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if disabled {
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info!("Button enabled");
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commands.entity(entity).remove::<InteractionDisabled>();
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} else {
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info!("Button disabled");
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commands.entity(entity).insert(InteractionDisabled);
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}
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}
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}
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}
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