
# Objective - Allow users to change the scaling of the UI - Adopted from #2808 ## Solution - This is an accessibility feature for fixed-size UI elements, allowing the developer to expose a range of UI scales for the player to set a scale that works for their needs. > - The user can modify the UiScale struct to change the scaling at runtime. This multiplies the Px values by the scale given, while not touching any others. > - The example showcases how this even allows for fluid transitions > Here's how the example looks like: https://user-images.githubusercontent.com/1631166/132979069-044161a9-8e85-45ab-9e93-fcf8e3852c2b.mp4 --- ## Changelog - Added a `UiScale` which can be used to scale all of UI Co-authored-by: Andreas Weibye <13300393+Weibye@users.noreply.github.com> Co-authored-by: Carter Anderson <mcanders1@gmail.com>
134 lines
4.3 KiB
Rust
134 lines
4.3 KiB
Rust
//! This crate contains Bevy's UI system, which can be used to create UI for both 2D and 3D games
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//! # Basic usage
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//! Spawn UI elements with [`entity::ButtonBundle`], [`entity::ImageBundle`], [`entity::TextBundle`] and [`entity::NodeBundle`]
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//! This UI is laid out with the Flexbox paradigm (see <https://cssreference.io/flexbox/> ) except the vertical axis is inverted
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mod flex;
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mod focus;
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mod geometry;
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mod render;
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mod ui_node;
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pub mod entity;
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pub mod update;
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pub mod widget;
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use bevy_render::extract_component::ExtractComponentPlugin;
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pub use flex::*;
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pub use focus::*;
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pub use geometry::*;
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pub use render::*;
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pub use ui_node::*;
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#[doc(hidden)]
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pub mod prelude {
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#[doc(hidden)]
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pub use crate::{entity::*, geometry::*, ui_node::*, widget::Button, Interaction, UiScale};
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}
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use bevy_app::prelude::*;
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use bevy_ecs::{
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schedule::{ParallelSystemDescriptorCoercion, SystemLabel},
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system::Resource,
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};
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use bevy_input::InputSystem;
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use bevy_transform::TransformSystem;
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use bevy_window::ModifiesWindows;
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use update::{ui_z_system, update_clipping_system};
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use crate::prelude::UiCameraConfig;
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/// The basic plugin for Bevy UI
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#[derive(Default)]
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pub struct UiPlugin;
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/// The label enum labeling the types of systems in the Bevy UI
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#[derive(Debug, Hash, PartialEq, Eq, Clone, SystemLabel)]
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pub enum UiSystem {
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/// After this label, the ui flex state has been updated
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Flex,
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/// After this label, input interactions with UI entities have been updated for this frame
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Focus,
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}
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/// The current scale of the UI.
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///
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/// A multiplier to fixed-sized ui values.
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/// **Note:** This will only affect fixed ui values like [`Val::Px`]
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#[derive(Debug, Resource)]
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pub struct UiScale {
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/// The scale to be applied.
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pub scale: f64,
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}
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impl Default for UiScale {
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fn default() -> Self {
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Self { scale: 1.0 }
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}
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}
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impl Plugin for UiPlugin {
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fn build(&self, app: &mut App) {
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app.add_plugin(ExtractComponentPlugin::<UiCameraConfig>::default())
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.init_resource::<FlexSurface>()
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.init_resource::<UiScale>()
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.register_type::<AlignContent>()
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.register_type::<AlignItems>()
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.register_type::<AlignSelf>()
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.register_type::<CalculatedSize>()
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.register_type::<Direction>()
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.register_type::<Display>()
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.register_type::<FlexDirection>()
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.register_type::<FlexWrap>()
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.register_type::<FocusPolicy>()
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.register_type::<Interaction>()
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.register_type::<JustifyContent>()
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.register_type::<Node>()
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// NOTE: used by Style::aspect_ratio
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.register_type::<Option<f32>>()
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.register_type::<Overflow>()
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.register_type::<PositionType>()
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.register_type::<Size>()
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.register_type::<UiRect>()
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.register_type::<Style>()
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.register_type::<UiColor>()
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.register_type::<UiImage>()
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.register_type::<Val>()
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.register_type::<widget::Button>()
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.register_type::<widget::ImageMode>()
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.add_system_to_stage(
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CoreStage::PreUpdate,
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ui_focus_system.label(UiSystem::Focus).after(InputSystem),
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)
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// add these stages to front because these must run before transform update systems
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.add_system_to_stage(
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CoreStage::PostUpdate,
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widget::text_system
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.before(UiSystem::Flex)
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.after(ModifiesWindows),
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)
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.add_system_to_stage(
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CoreStage::PostUpdate,
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widget::image_node_system.before(UiSystem::Flex),
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)
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.add_system_to_stage(
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CoreStage::PostUpdate,
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flex_node_system
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.label(UiSystem::Flex)
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.before(TransformSystem::TransformPropagate)
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.after(ModifiesWindows),
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)
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.add_system_to_stage(
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CoreStage::PostUpdate,
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ui_z_system
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.after(UiSystem::Flex)
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.before(TransformSystem::TransformPropagate),
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)
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.add_system_to_stage(
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CoreStage::PostUpdate,
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update_clipping_system.after(TransformSystem::TransformPropagate),
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);
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crate::render::build_ui_render(app);
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}
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}
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