# Objective
After the UI layout is computed when the coordinates are converted back
from physical coordinates to logical coordinates the `UiScale` is
ignored. This results in a confusing situation where we have two
different systems of logical coordinates.
Example:
```rust
use bevy::prelude::*;
fn main() {
App::new()
.add_plugins(DefaultPlugins)
.add_systems(Startup, setup)
.add_systems(Update, update)
.run();
}
fn setup(mut commands: Commands, mut ui_scale: ResMut<UiScale>) {
ui_scale.scale = 4.;
commands.spawn(Camera2dBundle::default());
commands.spawn(NodeBundle {
style: Style {
align_items: AlignItems::Center,
justify_content: JustifyContent::Center,
width: Val::Percent(100.),
..Default::default()
},
..Default::default()
})
.with_children(|builder| {
builder.spawn(NodeBundle {
style: Style {
width: Val::Px(100.),
height: Val::Px(100.),
..Default::default()
},
background_color: Color::MAROON.into(),
..Default::default()
}).with_children(|builder| {
builder.spawn(TextBundle::from_section("", TextStyle::default());
});
});
}
fn update(
mut text_query: Query<(&mut Text, &Parent)>,
node_query: Query<Ref<Node>>,
) {
for (mut text, parent) in text_query.iter_mut() {
let node = node_query.get(parent.get()).unwrap();
if node.is_changed() {
text.sections[0].value = format!("size: {}", node.size());
}
}
}
```
result:

We asked for a 100x100 UI node but the Node's size is multiplied by the
value of `UiScale` to give a logical size of 400x400.
## Solution
Divide the output physical coordinates by `UiScale` in
`ui_layout_system` and multiply the logical viewport size by `UiScale`
when creating the projection matrix for the UI's `ExtractedView` in
`extract_default_ui_camera_view`.
---
## Changelog
* The UI layout's physical coordinates are divided by both the window
scale factor and `UiScale` when converting them back to logical
coordinates. The logical size of Ui nodes now matches the values given
to their size constraints.
* Multiply the logical viewport size by `UiScale` before creating the
projection matrix for the UI's `ExtractedView` in
`extract_default_ui_camera_view`.
* In `ui_focus_system` the cursor position returned from `Window` is
divided by `UiScale`.
* Added a scale factor parameter to `Node::physical_size` and
`Node::physical_rect`.
* The example `viewport_debug` now uses a `UiScale` of 2. to ensure that
viewport coordinates are working correctly with a non-unit `UiScale`.
## Migration Guide
Physical UI coordinates are now divided by both the `UiScale` and the
window's scale factor to compute the logical sizes and positions of UI
nodes.
This ensures that UI Node size and position values, held by the `Node`
and `GlobalTransform` components, conform to the same logical coordinate
system as the style constraints from which they are derived,
irrespective of the current `scale_factor` and `UiScale`.
---------
Co-authored-by: Carter Anderson <mcanders1@gmail.com>
248 lines
7.6 KiB
Rust
248 lines
7.6 KiB
Rust
//! A simple example for debugging viewport coordinates
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//!
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//! This example creates two uinode trees, one using viewport coordinates and one using pixel coordinates,
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//! and then switches between them once per second using the `Display` style property.
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//! If there are no problems both layouts should be identical, except for the color of the margin changing which is used to signal that the displayed uinode tree has changed
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//! (red for viewport, yellow for pixel).
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use bevy::prelude::*;
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const PALETTE: [Color; 10] = [
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Color::RED,
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Color::YELLOW,
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Color::WHITE,
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Color::BEIGE,
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Color::CYAN,
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Color::CRIMSON,
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Color::NAVY,
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Color::AZURE,
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Color::GREEN,
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Color::BLACK,
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];
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#[derive(Component, Default, PartialEq)]
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enum Coords {
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#[default]
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Viewport,
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Pixel,
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}
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fn main() {
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App::new()
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.insert_resource(UiScale { scale: 2.0 })
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.add_plugins(DefaultPlugins.set(WindowPlugin {
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primary_window: Some(Window {
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resolution: [1600., 1200.].into(),
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title: "Viewport Coordinates Debug".to_string(),
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resizable: false,
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..Default::default()
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}),
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..Default::default()
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}))
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.add_systems(Startup, setup)
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.add_systems(Update, update)
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.run();
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}
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fn update(
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mut timer: Local<f32>,
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mut visible_tree: Local<Coords>,
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time: Res<Time>,
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mut coords_style_query: Query<(&Coords, &mut Style)>,
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) {
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*timer -= time.delta_seconds();
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if *timer <= 0. {
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*timer = 1.;
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*visible_tree = match *visible_tree {
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Coords::Viewport => Coords::Pixel,
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Coords::Pixel => Coords::Viewport,
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};
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for (coords, mut style) in coords_style_query.iter_mut() {
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style.display = if *coords == *visible_tree {
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Display::Flex
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} else {
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Display::None
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};
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}
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}
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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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spawn_with_viewport_coords(&mut commands);
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spawn_with_pixel_coords(&mut commands);
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}
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fn spawn_with_viewport_coords(commands: &mut Commands) {
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commands
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.spawn((
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NodeBundle {
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style: Style {
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width: Val::Vw(100.),
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height: Val::Vh(100.),
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border: UiRect::axes(Val::Vw(5.), Val::Vh(5.)),
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flex_wrap: FlexWrap::Wrap,
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..default()
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},
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border_color: PALETTE[0].into(),
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..default()
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},
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Coords::Viewport,
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))
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.with_children(|builder| {
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builder.spawn(NodeBundle {
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style: Style {
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width: Val::Vw(30.),
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height: Val::Vh(30.),
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border: UiRect::all(Val::VMin(5.)),
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..default()
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},
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background_color: PALETTE[2].into(),
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border_color: PALETTE[9].into(),
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..default()
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});
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builder.spawn(NodeBundle {
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style: Style {
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width: Val::Vw(60.),
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height: Val::Vh(30.),
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..default()
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},
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background_color: PALETTE[3].into(),
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..default()
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});
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builder.spawn(NodeBundle {
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style: Style {
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width: Val::Vw(45.),
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height: Val::Vh(30.),
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border: UiRect::left(Val::VMax(45. / 2.)),
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..default()
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},
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background_color: PALETTE[4].into(),
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border_color: PALETTE[8].into(),
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..default()
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});
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builder.spawn(NodeBundle {
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style: Style {
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width: Val::Vw(45.),
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height: Val::Vh(30.),
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border: UiRect::right(Val::VMax(45. / 2.)),
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..default()
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},
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background_color: PALETTE[5].into(),
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border_color: PALETTE[8].into(),
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..default()
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});
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builder.spawn(NodeBundle {
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style: Style {
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width: Val::Vw(60.),
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height: Val::Vh(30.),
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..default()
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},
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background_color: PALETTE[6].into(),
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..default()
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});
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builder.spawn(NodeBundle {
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style: Style {
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width: Val::Vw(30.),
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height: Val::Vh(30.),
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border: UiRect::all(Val::VMin(5.)),
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..default()
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},
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background_color: PALETTE[7].into(),
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border_color: PALETTE[9].into(),
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..default()
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});
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});
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}
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fn spawn_with_pixel_coords(commands: &mut Commands) {
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commands
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.spawn((
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NodeBundle {
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style: Style {
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width: Val::Px(800.),
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height: Val::Px(600.),
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border: UiRect::axes(Val::Px(40.), Val::Px(30.)),
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flex_wrap: FlexWrap::Wrap,
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..default()
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},
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border_color: PALETTE[1].into(),
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..default()
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},
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Coords::Pixel,
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))
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.with_children(|builder| {
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builder.spawn(NodeBundle {
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style: Style {
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width: Val::Px(240.),
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height: Val::Px(180.),
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border: UiRect::axes(Val::Px(30.), Val::Px(30.)),
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..default()
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},
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background_color: PALETTE[2].into(),
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border_color: PALETTE[9].into(),
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..default()
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});
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builder.spawn(NodeBundle {
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style: Style {
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width: Val::Px(480.),
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height: Val::Px(180.),
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..default()
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},
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background_color: PALETTE[3].into(),
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..default()
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});
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builder.spawn(NodeBundle {
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style: Style {
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width: Val::Px(360.),
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height: Val::Px(180.),
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border: UiRect::left(Val::Px(180.)),
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..default()
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},
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background_color: PALETTE[4].into(),
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border_color: PALETTE[8].into(),
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..default()
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});
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builder.spawn(NodeBundle {
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style: Style {
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width: Val::Px(360.),
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height: Val::Px(180.),
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border: UiRect::right(Val::Px(180.)),
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..default()
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},
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background_color: PALETTE[5].into(),
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border_color: PALETTE[8].into(),
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..default()
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});
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builder.spawn(NodeBundle {
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style: Style {
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width: Val::Px(480.),
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height: Val::Px(180.),
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..default()
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},
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background_color: PALETTE[6].into(),
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..default()
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});
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builder.spawn(NodeBundle {
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style: Style {
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width: Val::Px(240.),
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height: Val::Px(180.),
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border: UiRect::axes(Val::Px(30.), Val::Px(30.)),
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..default()
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},
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background_color: PALETTE[7].into(),
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border_color: PALETTE[9].into(),
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..default()
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});
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});
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}
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