# Objective Implements border radius for UI nodes. Adopted from #8973, but excludes shadows. ## Solution - Add a component `BorderRadius` which contains a radius value for each corner of the UI node. - Use a fragment shader to generate the rounded corners using a signed distance function. <img width="50%" src="https://github.com/bevyengine/bevy/assets/26204416/16b2ba95-e274-4ce7-adb2-34cc41a776a5"></img> ## Changelog - `BorderRadius`: New component that holds the border radius values. - `NodeBundle` & `ButtonBundle`: Added a `border_radius: BorderRadius` field. - `extract_uinode_borders`: Stripped down, most of the work is done in the shader now. Borders are no longer assembled from multiple rects, instead the shader uses a signed distance function to draw the border. - `UiVertex`: Added size, border and radius fields. - `UiPipeline`: Added three vertex attributes to the vertex buffer layout, to accept the UI node's size, border thickness and border radius. - Examples: Added rounded corners to the UI element in the `button` example, and a `rounded_borders` example. --------- Co-authored-by: Alice Cecile <alice.i.cecile@gmail.com> Co-authored-by: Zachary Harrold <zac@harrold.com.au> Co-authored-by: Pablo Reinhardt <126117294+pablo-lua@users.noreply.github.com>
		
			
				
	
	
		
			177 lines
		
	
	
		
			5.3 KiB
		
	
	
	
		
			Rust
		
	
	
	
	
	
			
		
		
	
	
			177 lines
		
	
	
		
			5.3 KiB
		
	
	
	
		
			Rust
		
	
	
	
	
	
//! Example demonstrating rounded bordered UI nodes
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use bevy::{color::palettes::css::*, prelude::*};
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fn main() {
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    App::new()
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        .add_plugins(DefaultPlugins)
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        .add_systems(Startup, setup)
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        .run();
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}
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fn setup(mut commands: Commands) {
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    commands.spawn(Camera2dBundle::default());
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    let root = commands
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        .spawn(NodeBundle {
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            style: Style {
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                margin: UiRect::all(Val::Px(25.0)),
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                align_self: AlignSelf::Stretch,
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                justify_self: JustifySelf::Stretch,
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                flex_wrap: FlexWrap::Wrap,
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                justify_content: JustifyContent::FlexStart,
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                align_items: AlignItems::FlexStart,
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                align_content: AlignContent::FlexStart,
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                ..Default::default()
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            },
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            background_color: Color::srgb(0.25, 0.25, 0.25).into(),
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            ..Default::default()
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        })
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        .id();
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    // labels for the different border edges
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    let border_labels = [
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        "None",
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        "All",
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        "Left",
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        "Right",
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        "Top",
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        "Bottom",
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        "Left Right",
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        "Top Bottom",
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        "Top Left",
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        "Bottom Left",
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        "Top Right",
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        "Bottom Right",
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        "Top Bottom Right",
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        "Top Bottom Left",
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        "Top Left Right",
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        "Bottom Left Right",
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    ];
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    // all the different combinations of border edges
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    // these correspond to the labels above
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    let borders = [
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        UiRect::default(),
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        UiRect::all(Val::Px(10.)),
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        UiRect::left(Val::Px(10.)),
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        UiRect::right(Val::Px(10.)),
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        UiRect::top(Val::Px(10.)),
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        UiRect::bottom(Val::Px(10.)),
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        UiRect::horizontal(Val::Px(10.)),
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        UiRect::vertical(Val::Px(10.)),
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        UiRect {
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            left: Val::Px(10.),
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            top: Val::Px(10.),
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            ..Default::default()
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        },
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        UiRect {
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            left: Val::Px(10.),
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            bottom: Val::Px(10.),
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            ..Default::default()
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        },
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        UiRect {
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            right: Val::Px(10.),
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            top: Val::Px(10.),
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            ..Default::default()
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        },
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        UiRect {
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            right: Val::Px(10.),
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            bottom: Val::Px(10.),
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            ..Default::default()
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        },
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        UiRect {
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            right: Val::Px(10.),
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            top: Val::Px(10.),
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            bottom: Val::Px(10.),
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            ..Default::default()
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        },
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        UiRect {
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            left: Val::Px(10.),
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            top: Val::Px(10.),
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            bottom: Val::Px(10.),
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            ..Default::default()
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        },
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        UiRect {
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            left: Val::Px(10.),
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            right: Val::Px(10.),
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            top: Val::Px(10.),
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            ..Default::default()
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        },
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        UiRect {
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            left: Val::Px(10.),
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            right: Val::Px(10.),
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            bottom: Val::Px(10.),
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            ..Default::default()
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        },
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    ];
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    for (label, border) in border_labels.into_iter().zip(borders) {
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        let inner_spot = commands
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            .spawn(NodeBundle {
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                style: Style {
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                    width: Val::Px(10.),
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                    height: Val::Px(10.),
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                    ..Default::default()
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                },
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                border_radius: BorderRadius::MAX,
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                background_color: YELLOW.into(),
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                ..Default::default()
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            })
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            .id();
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        let non_zero = |x, y| x != Val::Px(0.) && y != Val::Px(0.);
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        let border_size = |x, y| if non_zero(x, y) { f32::MAX } else { 0. };
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        let border_radius = BorderRadius::px(
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            border_size(border.left, border.top),
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            border_size(border.right, border.top),
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            border_size(border.right, border.bottom),
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            border_size(border.left, border.bottom),
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        );
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        let border_node = commands
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            .spawn((
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                NodeBundle {
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                    style: Style {
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                        width: Val::Px(50.),
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                        height: Val::Px(50.),
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                        border,
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                        margin: UiRect::all(Val::Px(20.)),
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                        align_items: AlignItems::Center,
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                        justify_content: JustifyContent::Center,
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                        ..Default::default()
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                    },
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                    background_color: MAROON.into(),
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                    border_color: RED.into(),
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                    border_radius,
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                    ..Default::default()
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                },
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                Outline {
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                    width: Val::Px(6.),
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                    offset: Val::Px(6.),
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                    color: Color::WHITE,
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                },
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            ))
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            .add_child(inner_spot)
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            .id();
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        let label_node = commands
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            .spawn(TextBundle::from_section(
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                label,
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                TextStyle {
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                    font_size: 9.0,
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                    ..Default::default()
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                },
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            ))
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            .id();
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        let container = commands
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            .spawn(NodeBundle {
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                style: Style {
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                    flex_direction: FlexDirection::Column,
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                    align_items: AlignItems::Center,
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                    ..Default::default()
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                },
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                ..Default::default()
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            })
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            .push_children(&[border_node, label_node])
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            .id();
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        commands.entity(root).add_child(container);
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    }
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}
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