
# Objective - Migrate UI bundles to required components, fixes #15889 ## Solution - deprecate `NodeBundle` in favor of `Node` - deprecate `ImageBundle` in favor of `UiImage` - deprecate `ButtonBundle` in favor of `Button` ## Testing CI. ## Migration Guide - Replace all uses of `NodeBundle` with `Node`. e.g. ```diff commands - .spawn(NodeBundle { - style: Style { + .spawn(( + Node::default(), + Style { width: Val::Percent(100.), align_items: AlignItems::Center, justify_content: JustifyContent::Center, ..default() }, - ..default() - }) + )) ``` - Replace all uses of `ButtonBundle` with `Button`. e.g. ```diff .spawn(( - ButtonBundle { - style: Style { - width: Val::Px(w), - height: Val::Px(h), - // horizontally center child text - justify_content: JustifyContent::Center, - // vertically center child text - align_items: AlignItems::Center, - margin: UiRect::all(Val::Px(20.0)), - ..default() - }, - image: image.clone().into(), + Button, + Style { + width: Val::Px(w), + height: Val::Px(h), + // horizontally center child text + justify_content: JustifyContent::Center, + // vertically center child text + align_items: AlignItems::Center, + margin: UiRect::all(Val::Px(20.0)), ..default() }, + UiImage::from(image.clone()), ImageScaleMode::Sliced(slicer.clone()), )) ``` - Replace all uses of `ImageBundle` with `UiImage`. e.g. ```diff - commands.spawn(ImageBundle { - image: UiImage { + commands.spawn(( + UiImage { texture: metering_mask, ..default() }, - style: Style { + Style { width: Val::Percent(100.0), height: Val::Percent(100.0), ..default() }, - ..default() - }); + )); ``` --------- Co-authored-by: Carter Anderson <mcanders1@gmail.com>
101 lines
3.3 KiB
Rust
101 lines
3.3 KiB
Rust
//! Demonstrates the use of [`UiMaterials`](UiMaterial) and how to change material values
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use bevy::{color::palettes::css::RED, prelude::*, reflect::TypePath, render::render_resource::*};
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/// This example uses a shader source file from the assets subdirectory
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const SHADER_ASSET_PATH: &str = "shaders/custom_ui_material.wgsl";
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fn main() {
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App::new()
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.add_plugins(DefaultPlugins)
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.add_plugins(UiMaterialPlugin::<CustomUiMaterial>::default())
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.add_systems(Startup, setup)
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.add_systems(Update, animate)
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.run();
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}
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fn setup(
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mut commands: Commands,
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mut ui_materials: ResMut<Assets<CustomUiMaterial>>,
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asset_server: Res<AssetServer>,
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) {
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// Camera so we can see UI
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commands.spawn(Camera2d);
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commands
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.spawn((
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Node::default(),
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Style {
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width: Val::Percent(100.0),
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height: Val::Percent(100.0),
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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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))
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.with_children(|parent| {
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let banner_scale_factor = 0.5;
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parent.spawn((
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MaterialNode(ui_materials.add(CustomUiMaterial {
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color: LinearRgba::WHITE.to_f32_array().into(),
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slider: 0.5,
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color_texture: asset_server.load("branding/banner.png"),
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border_color: LinearRgba::WHITE.to_f32_array().into(),
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})),
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Style {
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position_type: PositionType::Absolute,
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width: Val::Px(905.0 * banner_scale_factor),
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height: Val::Px(363.0 * banner_scale_factor),
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border: UiRect::all(Val::Px(10.)),
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..default()
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},
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BackgroundColor(RED.into()),
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));
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});
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}
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#[derive(AsBindGroup, Asset, TypePath, Debug, Clone)]
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struct CustomUiMaterial {
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/// Color multiplied with the image
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#[uniform(0)]
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color: Vec4,
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/// Represents how much of the image is visible
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/// Goes from 0 to 1
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#[uniform(1)]
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slider: f32,
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/// Image used to represent the slider
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#[texture(2)]
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#[sampler(3)]
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color_texture: Handle<Image>,
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/// Color of the image's border
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#[uniform(4)]
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border_color: Vec4,
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}
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impl UiMaterial for CustomUiMaterial {
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fn fragment_shader() -> ShaderRef {
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SHADER_ASSET_PATH.into()
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}
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}
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// Fills the slider slowly over 2 seconds and resets it
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// Also updates the color of the image to a rainbow color
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fn animate(
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mut materials: ResMut<Assets<CustomUiMaterial>>,
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q: Query<&MaterialNode<CustomUiMaterial>>,
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time: Res<Time>,
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) {
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let duration = 2.0;
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for handle in &q {
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if let Some(material) = materials.get_mut(handle) {
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// rainbow color effect
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let new_color = Color::hsl((time.elapsed_secs() * 60.0) % 360.0, 1., 0.5);
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let border_color = Color::hsl((time.elapsed_secs() * 60.0) % 360.0, 0.75, 0.75);
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material.color = new_color.to_linear().to_vec4();
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material.slider =
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((time.elapsed_secs() % (duration * 2.0)) - duration).abs() / duration;
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material.border_color = border_color.to_linear().to_vec4();
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}
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}
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}
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