
# 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>
149 lines
4.5 KiB
Rust
149 lines
4.5 KiB
Rust
//! A simple scene to demonstrate spawning a viewport widget. The example will demonstrate how to
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//! pick entities visible in the widget's view.
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use bevy::{
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image::{TextureFormatPixelInfo, Volume},
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picking::pointer::PointerInteraction,
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prelude::*,
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render::{
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camera::RenderTarget,
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render_resource::{
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Extent3d, TextureDescriptor, TextureDimension, TextureFormat, TextureUsages,
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},
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},
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ui::widget::ViewportNode,
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window::PrimaryWindow,
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};
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fn main() {
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App::new()
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.add_plugins((DefaultPlugins, MeshPickingPlugin))
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.add_systems(Startup, test)
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.add_systems(Update, draw_mesh_intersections)
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.run();
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}
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#[derive(Component, Reflect, Debug)]
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#[reflect(Component)]
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struct Shape;
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fn test(
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mut commands: Commands,
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window: Query<&Window, With<PrimaryWindow>>,
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mut images: ResMut<Assets<Image>>,
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mut meshes: ResMut<Assets<Mesh>>,
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mut materials: ResMut<Assets<StandardMaterial>>,
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) {
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// Spawn a UI camera
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commands.spawn(Camera3d::default());
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// Set up an texture for the 3D camera to render to
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let window = window.single().unwrap();
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let window_size = window.physical_size();
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let size = Extent3d {
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width: window_size.x,
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height: window_size.y,
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..default()
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};
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let format = TextureFormat::Bgra8UnormSrgb;
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let image = Image {
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data: Some(vec![0; size.volume() * format.pixel_size()]),
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texture_descriptor: TextureDescriptor {
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label: None,
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size,
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dimension: TextureDimension::D2,
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format,
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mip_level_count: 1,
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sample_count: 1,
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usage: TextureUsages::TEXTURE_BINDING
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| TextureUsages::COPY_DST
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| TextureUsages::RENDER_ATTACHMENT,
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view_formats: &[],
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},
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..default()
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};
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let image_handle = images.add(image);
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// Spawn the 3D camera
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let camera = commands
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.spawn((
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Camera3d::default(),
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Camera {
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// Render this camera before our UI camera
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order: -1,
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target: RenderTarget::Image(image_handle.clone().into()),
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..default()
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},
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))
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.id();
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// Spawn something for the 3D camera to look at
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commands
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.spawn((
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Mesh3d(meshes.add(Cuboid::new(5.0, 5.0, 5.0))),
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MeshMaterial3d(materials.add(Color::WHITE)),
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Transform::from_xyz(0.0, 0.0, -10.0),
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Shape,
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))
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// We can observe pointer events on our objects as normal, the
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// `bevy::ui::widgets::viewport_picking` system will take care of ensuring our viewport
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// clicks pass through
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.observe(on_drag_cuboid);
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// Spawn our viewport widget
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commands
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.spawn((
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Node {
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position_type: PositionType::Absolute,
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top: Val::Px(50.0),
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left: Val::Px(50.0),
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width: Val::Px(200.0),
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height: Val::Px(200.0),
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border: UiRect::all(Val::Px(5.0)),
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..default()
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},
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BorderColor::all(Color::WHITE),
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ViewportNode::new(camera),
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))
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.observe(on_drag_viewport);
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}
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fn on_drag_viewport(drag: Trigger<Pointer<Drag>>, mut node_query: Query<&mut Node>) {
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if matches!(drag.button, PointerButton::Secondary) {
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let mut node = node_query.get_mut(drag.target()).unwrap();
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if let (Val::Px(top), Val::Px(left)) = (node.top, node.left) {
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node.left = Val::Px(left + drag.delta.x);
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node.top = Val::Px(top + drag.delta.y);
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};
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}
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}
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fn on_drag_cuboid(drag: Trigger<Pointer<Drag>>, mut transform_query: Query<&mut Transform>) {
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if matches!(drag.button, PointerButton::Primary) {
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let mut transform = transform_query.get_mut(drag.target()).unwrap();
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transform.rotate_y(drag.delta.x * 0.02);
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transform.rotate_x(drag.delta.y * 0.02);
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}
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}
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fn draw_mesh_intersections(
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pointers: Query<&PointerInteraction>,
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untargetable: Query<Entity, Without<Shape>>,
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mut gizmos: Gizmos,
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) {
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for (point, normal) in pointers
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.iter()
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.flat_map(|interaction| interaction.iter())
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.filter_map(|(entity, hit)| {
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if !untargetable.contains(*entity) {
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hit.position.zip(hit.normal)
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} else {
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None
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}
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})
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{
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gizmos.arrow(point, point + normal.normalize() * 0.5, Color::WHITE);
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}
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}
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