
# Objective allow specifying the left/top/right/bottom border colors separately for ui elements fixes #14773 ## Solution - change `BorderColor` to ```rs pub struct BorderColor { pub left: Color, pub top: Color, pub right: Color, pub bottom: Color, } ``` - generate one ui node per distinct border color, set flags for the active borders - render only the active borders i chose to do this rather than adding multiple colors to the ExtractedUiNode in order to minimize the impact for the common case where all border colors are the same. ## Testing modified the `borders` example to use separate colors:  the behaviour is a bit weird but it mirrors html/css border behaviour. --- ## Migration: To keep the existing behaviour, just change `BorderColor(color)` into `BorderColor::all(color)`. --------- Co-authored-by: ickshonpe <david.curthoys@googlemail.com>
222 lines
7.5 KiB
Rust
222 lines
7.5 KiB
Rust
//! This example illustrates the use of tab navigation.
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use bevy::{
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color::palettes::basic::*,
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input_focus::{
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tab_navigation::{TabGroup, TabIndex, TabNavigationPlugin},
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InputDispatchPlugin, InputFocus,
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},
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prelude::*,
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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, InputDispatchPlugin, TabNavigationPlugin))
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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(Update, (button_system, focus_system))
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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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fn button_system(
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mut interaction_query: Query<
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(
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&Interaction,
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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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(Changed<Interaction>, With<Button>),
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>,
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mut text_query: Query<&mut Text>,
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) {
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for (interaction, mut color, mut border_color, children) in &mut interaction_query {
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let mut text = text_query.get_mut(children[0]).unwrap();
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match *interaction {
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Interaction::Pressed => {
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**text = "Press".to_string();
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*color = PRESSED_BUTTON.into();
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*border_color = BorderColor::all(RED.into());
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}
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Interaction::Hovered => {
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**text = "Hover".to_string();
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*color = HOVERED_BUTTON.into();
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*border_color = BorderColor::all(Color::WHITE);
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}
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Interaction::None => {
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**text = "Button".to_string();
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*color = NORMAL_BUTTON.into();
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*border_color = BorderColor::all(Color::BLACK);
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}
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}
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}
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}
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fn focus_system(
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mut commands: Commands,
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focus: Res<InputFocus>,
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mut query: Query<Entity, With<Button>>,
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) {
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if focus.is_changed() {
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for button in query.iter_mut() {
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if focus.0 == Some(button) {
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commands.entity(button).insert(Outline {
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color: Color::WHITE,
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width: Val::Px(2.0),
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offset: Val::Px(2.0),
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});
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} else {
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commands.entity(button).remove::<Outline>();
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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, asset_server: Res<AssetServer>) {
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// ui camera
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commands.spawn(Camera2d);
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commands
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.spawn(Node {
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width: Val::Percent(100.0),
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height: Val::Percent(100.0),
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display: Display::Flex,
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flex_direction: FlexDirection::Column,
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align_items: AlignItems::Center,
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justify_content: JustifyContent::Center,
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..default()
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})
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.observe(
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|mut trigger: Trigger<Pointer<Click>>, mut focus: ResMut<InputFocus>| {
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focus.0 = None;
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trigger.propagate(false);
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},
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)
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.with_children(|parent| {
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parent.spawn(Text::new("Tab Group 0"));
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parent
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.spawn((
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Node {
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display: Display::Flex,
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flex_direction: FlexDirection::Row,
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column_gap: Val::Px(6.0),
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margin: UiRect {
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bottom: Val::Px(10.0),
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..default()
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},
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..default()
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},
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TabGroup::new(0),
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))
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.with_children(|parent| {
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create_button(parent, &asset_server);
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create_button(parent, &asset_server);
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create_button(parent, &asset_server);
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create_button(parent, &asset_server);
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});
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parent.spawn(Text::new("Tab Group 2"));
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parent
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.spawn((
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Node {
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display: Display::Flex,
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flex_direction: FlexDirection::Row,
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column_gap: Val::Px(6.0),
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margin: UiRect {
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bottom: Val::Px(10.0),
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..default()
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},
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..default()
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},
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TabGroup::new(2),
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))
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.with_children(|parent| {
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create_button(parent, &asset_server);
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create_button(parent, &asset_server);
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create_button(parent, &asset_server);
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create_button(parent, &asset_server);
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});
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parent.spawn(Text::new("Tab Group 1"));
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parent
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.spawn((
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Node {
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display: Display::Flex,
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flex_direction: FlexDirection::Row,
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column_gap: Val::Px(6.0),
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margin: UiRect {
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bottom: Val::Px(10.0),
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..default()
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},
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..default()
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},
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TabGroup::new(1),
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))
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.with_children(|parent| {
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create_button(parent, &asset_server);
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create_button(parent, &asset_server);
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create_button(parent, &asset_server);
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create_button(parent, &asset_server);
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});
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parent.spawn(Text::new("Modal Tab Group"));
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parent
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.spawn((
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Node {
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display: Display::Flex,
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flex_direction: FlexDirection::Row,
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column_gap: Val::Px(6.0),
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..default()
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},
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TabGroup::modal(),
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))
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.with_children(|parent| {
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create_button(parent, &asset_server);
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create_button(parent, &asset_server);
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create_button(parent, &asset_server);
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create_button(parent, &asset_server);
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});
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});
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}
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fn create_button(parent: &mut ChildSpawnerCommands<'_>, asset_server: &AssetServer) {
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parent
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.spawn((
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Button,
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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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// 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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BorderColor::all(Color::BLACK),
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BorderRadius::MAX,
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BackgroundColor(NORMAL_BUTTON),
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TabIndex(0),
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))
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.observe(
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|mut trigger: Trigger<Pointer<Click>>, mut focus: ResMut<InputFocus>| {
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focus.0 = Some(trigger.target());
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trigger.propagate(false);
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},
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)
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.with_child((
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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: 23.0,
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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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));
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}
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