# Objective Fixes https://github.com/bevyengine/bevy/issues/11157. ## Solution Stop using `BackgroundColor` as a color tint for `UiImage`. Add a `UiImage::color` field for color tint instead. Allow a UI node to simultaneously include a solid-color background and an image, with the image rendered on top of the background (this is already how it works for e.g. text).  --- ## Changelog - The `BackgroundColor` component now renders a solid-color background behind `UiImage` instead of tinting its color. - Removed `BackgroundColor` from `ImageBundle`, `AtlasImageBundle`, and `ButtonBundle`. - Added `UiImage::color`. - Expanded `RenderUiSystem` variants. - Renamed `bevy_ui::extract_text_uinodes` to `extract_uinodes_text` for consistency. ## Migration Guide - `BackgroundColor` no longer tints the color of UI images. Use `UiImage::color` for that instead. - For solid color buttons, replace `ButtonBundle { background_color: my_color.into(), ... }` with `ButtonBundle { image: UiImage::default().with_color(my_color), ... }`, and update button interaction systems to use `UiImage::color` instead of `BackgroundColor` as well. - `bevy_ui::RenderUiSystem::ExtractNode` has been split into `ExtractBackgrounds`, `ExtractImages`, `ExtractBorders`, and `ExtractText`. - `bevy_ui::extract_uinodes` has been split into `bevy_ui::extract_uinode_background_colors` and `bevy_ui::extract_uinode_images`. - `bevy_ui::extract_text_uinodes` has been renamed to `extract_uinode_text`.
		
			
				
	
	
		
			177 lines
		
	
	
		
			5.8 KiB
		
	
	
	
		
			Rust
		
	
	
	
	
	
			
		
		
	
	
			177 lines
		
	
	
		
			5.8 KiB
		
	
	
	
		
			Rust
		
	
	
	
	
	
//! This example illustrates how to use [`States`] for high-level app control flow.
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//! States are a powerful but intuitive tool for controlling which logic runs when.
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//! You can have multiple independent states, and the [`OnEnter`] and [`OnExit`] schedules
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//! can be used to great effect to ensure that you handle setup and teardown appropriately.
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//!
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//! In this case, we're transitioning from a `Menu` state to an `InGame` state.
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use bevy::prelude::*;
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fn main() {
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    App::new()
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        .add_plugins(DefaultPlugins)
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        .init_state::<AppState>() // Alternatively we could use .insert_state(AppState::Menu)
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        .add_systems(Startup, setup)
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        // This system runs when we enter `AppState::Menu`, during the `StateTransition` schedule.
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        // All systems from the exit schedule of the state we're leaving are run first,
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        // and then all systems from the enter schedule of the state we're entering are run second.
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        .add_systems(OnEnter(AppState::Menu), setup_menu)
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        // By contrast, update systems are stored in the `Update` schedule. They simply
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        // check the value of the `State<T>` resource to see if they should run each frame.
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        .add_systems(Update, menu.run_if(in_state(AppState::Menu)))
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        .add_systems(OnExit(AppState::Menu), cleanup_menu)
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        .add_systems(OnEnter(AppState::InGame), setup_game)
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        .add_systems(
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            Update,
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            (movement, change_color).run_if(in_state(AppState::InGame)),
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        )
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        .add_systems(Update, log_transitions)
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        .run();
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}
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#[derive(Debug, Clone, Copy, Default, Eq, PartialEq, Hash, States)]
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enum AppState {
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    #[default]
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    Menu,
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    InGame,
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}
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#[derive(Resource)]
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struct MenuData {
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    button_entity: Entity,
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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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fn setup(mut commands: Commands) {
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    commands.spawn(Camera2dBundle::default());
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}
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fn setup_menu(mut commands: Commands) {
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    let button_entity = commands
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        .spawn(NodeBundle {
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            style: Style {
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                // center button
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                width: Val::Percent(100.),
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                height: Val::Percent(100.),
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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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            ..default()
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        })
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        .with_children(|parent| {
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            parent
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                .spawn(ButtonBundle {
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                    style: Style {
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                        width: Val::Px(150.),
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                        height: Val::Px(65.),
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                        // horizontally center child text
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                        justify_content: JustifyContent::Center,
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                        // vertically center child text
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                        align_items: AlignItems::Center,
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                        ..default()
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                    },
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                    image: UiImage::default().with_color(NORMAL_BUTTON),
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                    ..default()
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                })
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                .with_children(|parent| {
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                    parent.spawn(TextBundle::from_section(
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                        "Play",
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                        TextStyle {
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                            font_size: 40.0,
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                            color: Color::srgb(0.9, 0.9, 0.9),
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                            ..default()
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                        },
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                    ));
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                });
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        })
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        .id();
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    commands.insert_resource(MenuData { button_entity });
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}
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fn menu(
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    mut next_state: ResMut<NextState<AppState>>,
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    mut interaction_query: Query<
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        (&Interaction, &mut UiImage),
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        (Changed<Interaction>, With<Button>),
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    >,
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) {
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    for (interaction, mut image) in &mut interaction_query {
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        match *interaction {
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            Interaction::Pressed => {
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                image.color = PRESSED_BUTTON;
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                next_state.set(AppState::InGame);
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            }
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            Interaction::Hovered => {
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                image.color = HOVERED_BUTTON;
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            }
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            Interaction::None => {
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                image.color = NORMAL_BUTTON;
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            }
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        }
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    }
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}
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fn cleanup_menu(mut commands: Commands, menu_data: Res<MenuData>) {
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    commands.entity(menu_data.button_entity).despawn_recursive();
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}
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fn setup_game(mut commands: Commands, asset_server: Res<AssetServer>) {
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    commands.spawn(SpriteBundle {
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        texture: asset_server.load("branding/icon.png"),
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        ..default()
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    });
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}
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const SPEED: f32 = 100.0;
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fn movement(
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    time: Res<Time>,
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    input: Res<ButtonInput<KeyCode>>,
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    mut query: Query<&mut Transform, With<Sprite>>,
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) {
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    for mut transform in &mut query {
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        let mut direction = Vec3::ZERO;
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        if input.pressed(KeyCode::ArrowLeft) {
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            direction.x -= 1.0;
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        }
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        if input.pressed(KeyCode::ArrowRight) {
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            direction.x += 1.0;
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        }
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        if input.pressed(KeyCode::ArrowUp) {
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            direction.y += 1.0;
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        }
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        if input.pressed(KeyCode::ArrowDown) {
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            direction.y -= 1.0;
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        }
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        if direction != Vec3::ZERO {
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            transform.translation += direction.normalize() * SPEED * time.delta_seconds();
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        }
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    }
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}
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fn change_color(time: Res<Time>, mut query: Query<&mut Sprite>) {
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    for mut sprite in &mut query {
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        let new_color = LinearRgba {
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            blue: (time.elapsed_seconds() * 0.5).sin() + 2.0,
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            ..LinearRgba::from(sprite.color)
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        };
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        sprite.color = new_color.into();
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    }
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}
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/// print when an `AppState` transition happens
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/// also serves as an example of how to use `StateTransitionEvent`
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fn log_transitions(mut transitions: EventReader<StateTransitionEvent<AppState>>) {
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    for transition in transitions.read() {
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        info!(
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            "transition: {:?} => {:?}",
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            transition.before, transition.after
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        );
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    }
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}
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