
# Objective The migration process for `bevy_color` (#12013) will be fairly involved: there will be hundreds of affected files, and a large number of APIs. ## Solution To allow us to proceed granularly, we're going to keep both `bevy_color::Color` (new) and `bevy_render::Color` (old) around until the migration is complete. However, simply doing this directly is confusing! They're both called `Color`, making it very hard to tell when a portion of the code has been ported. As discussed in #12056, by renaming the old `Color` type, we can make it easier to gradually migrate over, one API at a time. ## Migration Guide THIS MIGRATION GUIDE INTENTIONALLY LEFT BLANK. This change should not be shipped to end users: delete this section in the final migration guide! --------- Co-authored-by: Alice Cecile <alice.i.cecil@gmail.com>
126 lines
3.7 KiB
Rust
126 lines
3.7 KiB
Rust
//! Example demonstrating bordered UI nodes
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use bevy::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: BackgroundColor(LegacyColor::DARK_GRAY),
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..Default::default()
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})
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.id();
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// all the different combinations of border edges
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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 i in 0..64 {
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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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background_color: LegacyColor::YELLOW.into(),
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..Default::default()
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})
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.id();
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let bordered_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: borders[i % borders.len()],
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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: LegacyColor::MAROON.into(),
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border_color: LegacyColor::RED.into(),
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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: LegacyColor::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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commands.entity(root).add_child(bordered_node);
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}
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}
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