 336fddb101
			
		
	
	
		336fddb101
		
			
		
	
	
	
	
		
			
			# Objective In Bevy 0.13, `BackgroundColor` simply tinted the image of any `UiImage`. This was confusing: in every other case (e.g. Text), this added a solid square behind the element. #11165 changed this, but removed `BackgroundColor` from `ImageBundle` to avoid confusion, since the semantic meaning had changed. However, this resulted in a serious UX downgrade / inconsistency, as this behavior was no longer part of the bundle (unlike for `TextBundle` or `NodeBundle`), leaving users with a relatively frustrating upgrade path. Additionally, adding both `BackgroundColor` and `UiImage` resulted in a bizarre effect, where the background color was seemingly ignored as it was covered by a solid white placeholder image. Fixes #13969. ## Solution Per @viridia's design: > - if you don't specify a background color, it's transparent. > - if you don't specify an image color, it's white (because it's a multiplier). > - if you don't specify an image, no image is drawn. > - if you specify both a background color and an image color, they are independent. > - the background color is drawn behind the image (in whatever pixels are transparent) As laid out by @benfrankel, this involves: 1. Changing the default `UiImage` to use a transparent texture but a pure white tint. 2. Adding `UiImage::solid_color` to quickly set placeholder images. 3. Changing the default `BorderColor` and `BackgroundColor` to transparent. 4. Removing the default overrides for these values in the other assorted UI bundles. 5. Adding `BackgroundColor` back to `ImageBundle` and `ButtonBundle`. 6. Adding a 1x1 `Image::transparent`, which can be accessed from `Assets<Image>` via the `TRANSPARENT_IMAGE_HANDLE` constant. Huge thanks to everyone who helped out with the design in the linked issue and [the Discord thread](https://discord.com/channels/691052431525675048/1255209923890118697/1255209999278280844): this was very much a joint design. @cart helped me figure out how to set the UiImage's default texture to a transparent 1x1 image, which is a much nicer fix. ## Testing I've checked the examples modified by this PR, and the `ui` example as well just to be sure. ## Migration Guide - `BackgroundColor` no longer tints the color of images in `ImageBundle` or `ButtonBundle`. Set `UiImage::color` to tint images instead. - The default texture for `UiImage` is now a transparent white square. Use `UiImage::solid_color` to quickly draw debug images. - The default value for `BackgroundColor` and `BorderColor` is now transparent. Set the color to white manually to return to previous behavior.
		
			
				
	
	
		
			290 lines
		
	
	
		
			10 KiB
		
	
	
	
		
			Rust
		
	
	
	
	
	
			
		
		
	
	
			290 lines
		
	
	
		
			10 KiB
		
	
	
	
		
			Rust
		
	
	
	
	
	
| //! This example illustrates how to register custom state transition behavior.
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| //!
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| //! In this case we are trying to add `OnReenter` and `OnReexit`
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| //! which will work much like `OnEnter` and `OnExit`,
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| //! but additionally trigger if the state changed into itself.
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| //!
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| //! While identity transitions exist internally in [`StateTransitionEvent`]s,
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| //! the default schedules intentionally ignore them, as this behavior is not commonly needed or expected.
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| //!
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| //! While this example displays identity transitions for a single state,
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| //! identity transitions are propagated through the entire state graph,
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| //! meaning any change to parent state will be propagated to [`ComputedStates`] and [`SubStates`].
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| 
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| use std::marker::PhantomData;
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| 
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| use bevy::{dev_tools::states::*, ecs::schedule::ScheduleLabel, prelude::*};
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| 
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| use custom_transitions::*;
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| 
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| #[derive(Debug, Clone, Copy, Default, Eq, PartialEq, Hash, States)]
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| enum AppState {
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|     #[default]
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|     Menu,
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|     InGame,
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| }
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| 
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| fn main() {
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|     App::new()
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|         // We insert the custom transitions plugin for `AppState`.
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|         .add_plugins((
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|             DefaultPlugins,
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|             IdentityTransitionsPlugin::<AppState>::default(),
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|         ))
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|         .init_state::<AppState>()
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|         .add_systems(Startup, setup)
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|         .add_systems(OnEnter(AppState::Menu), setup_menu)
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|         .add_systems(Update, menu.run_if(in_state(AppState::Menu)))
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|         .add_systems(OnExit(AppState::Menu), cleanup_menu)
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|         // We will restart the game progress every time we re-enter into it.
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|         .add_systems(OnReenter(AppState::InGame), setup_game)
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|         .add_systems(OnReexit(AppState::InGame), teardown_game)
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|         // Doing it this way allows us to restart the game without any additional in-between states.
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|         .add_systems(
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|             Update,
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|             ((movement, change_color, trigger_game_restart).run_if(in_state(AppState::InGame)),),
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|         )
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|         .add_systems(Update, log_transitions::<AppState>)
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|         .run();
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| }
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| 
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| /// This module provides the custom `OnReenter` and `OnReexit` transitions for easy installation.
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| mod custom_transitions {
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|     use crate::*;
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| 
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|     /// The plugin registers the transitions for one specific state.
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|     /// If you use this for multiple states consider:
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|     /// - installing the plugin multiple times,
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|     /// - create an [`App`] extension method that inserts
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|     ///   those transitions during state installation.
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|     #[derive(Default)]
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|     pub struct IdentityTransitionsPlugin<S: States>(PhantomData<S>);
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| 
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|     impl<S: States> Plugin for IdentityTransitionsPlugin<S> {
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|         fn build(&self, app: &mut App) {
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|             app.add_systems(
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|                 StateTransition,
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|                 // The internals can generate at most one transition event of specific type per frame.
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|                 // We take the latest one and clear the queue.
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|                 last_transition::<S>
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|                     // We insert the optional event into our schedule runner.
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|                     .pipe(run_reenter::<S>)
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|                     // State transitions are handled in three ordered steps, exposed as system sets.
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|                     // We can add our systems to them, which will run the corresponding schedules when they're evaluated.
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|                     // These are:
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|                     // - [`ExitSchedules`] - Ran from leaf-states to root-states,
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|                     // - [`TransitionSchedules`] - Ran in arbitrary order,
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|                     // - [`EnterSchedules`] - Ran from root-states to leaf-states.
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|                     .in_set(EnterSchedules::<S>::default()),
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|             )
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|             .add_systems(
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|                 StateTransition,
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|                 last_transition::<S>
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|                     .pipe(run_reexit::<S>)
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|                     .in_set(ExitSchedules::<S>::default()),
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|             );
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|         }
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|     }
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| 
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|     /// Custom schedule that will behave like [`OnEnter`], but run on identity transitions.
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|     #[derive(ScheduleLabel, Clone, Debug, PartialEq, Eq, Hash)]
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|     pub struct OnReenter<S: States>(pub S);
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| 
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|     /// Schedule runner which checks conditions and if they're right
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|     /// runs out custom schedule.
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|     fn run_reenter<S: States>(transition: In<Option<StateTransitionEvent<S>>>, world: &mut World) {
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|         // We return early if no transition event happened.
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|         let Some(transition) = transition.0 else {
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|             return;
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|         };
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| 
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|         // If we wanted to ignore identity transitions,
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|         // we'd compare `exited` and `entered` here,
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|         // and return if they were the same.
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| 
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|         // We check if we actually entered a state.
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|         // A [`None`] would indicate that the state was removed from the world.
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|         // This only happens in the case of [`SubStates`] and [`ComputedStates`].
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|         let Some(entered) = transition.entered else {
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|             return;
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|         };
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| 
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|         // If all conditions are valid, we run our custom schedule.
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|         let _ = world.try_run_schedule(OnReenter(entered));
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| 
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|         // If you want to overwrite the default `OnEnter` behavior to act like re-enter,
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|         // you can do so by running the `OnEnter` schedule here. Note that you don't want
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|         // to run `OnEnter` when the default behavior does so.
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|         // ```
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|         // if transition.entered != transition.exited {
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|         //     return;
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|         // }
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|         // let _ = world.try_run_schedule(OnReenter(entered));
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|         // ```
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|     }
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| 
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|     /// Custom schedule that will behave like [`OnExit`], but run on identity transitions.
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|     #[derive(ScheduleLabel, Clone, Debug, PartialEq, Eq, Hash)]
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|     pub struct OnReexit<S: States>(pub S);
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| 
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|     fn run_reexit<S: States>(transition: In<Option<StateTransitionEvent<S>>>, world: &mut World) {
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|         let Some(transition) = transition.0 else {
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|             return;
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|         };
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|         let Some(exited) = transition.exited else {
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|             return;
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|         };
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| 
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|         let _ = world.try_run_schedule(OnReexit(exited));
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|     }
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| }
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| 
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| fn menu(
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|     mut next_state: ResMut<NextState<AppState>>,
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|     mut interaction_query: Query<
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|         (&Interaction, &mut UiImage),
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|         (Changed<Interaction>, With<Button>),
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|     >,
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| ) {
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|     for (interaction, mut image) in &mut interaction_query {
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|         let color = &mut image.color;
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|         match *interaction {
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|             Interaction::Pressed => {
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|                 *color = PRESSED_BUTTON;
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|                 next_state.set(AppState::InGame);
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|             }
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|             Interaction::Hovered => {
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|                 *color = HOVERED_BUTTON;
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|             }
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|             Interaction::None => {
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|                 *color = NORMAL_BUTTON;
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|             }
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|         }
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|     }
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| }
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| 
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| fn cleanup_menu(mut commands: Commands, menu_data: Res<MenuData>) {
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|     commands.entity(menu_data.button_entity).despawn_recursive();
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| }
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| 
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| const SPEED: f32 = 100.0;
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| fn movement(
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|     time: Res<Time>,
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|     input: Res<ButtonInput<KeyCode>>,
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|     mut query: Query<&mut Transform, With<Sprite>>,
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| ) {
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|     for mut transform in &mut query {
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|         let mut direction = Vec3::ZERO;
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|         if input.pressed(KeyCode::ArrowLeft) {
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|             direction.x -= 1.0;
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|         }
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|         if input.pressed(KeyCode::ArrowRight) {
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|             direction.x += 1.0;
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|         }
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|         if input.pressed(KeyCode::ArrowUp) {
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|             direction.y += 1.0;
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|         }
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|         if input.pressed(KeyCode::ArrowDown) {
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|             direction.y -= 1.0;
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|         }
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| 
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|         if direction != Vec3::ZERO {
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|             transform.translation += direction.normalize() * SPEED * time.delta_seconds();
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|         }
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|     }
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| }
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| 
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| fn change_color(time: Res<Time>, mut query: Query<&mut Sprite>) {
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|     for mut sprite in &mut query {
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|         let new_color = LinearRgba {
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|             blue: (time.elapsed_seconds() * 0.5).sin() + 2.0,
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|             ..LinearRgba::from(sprite.color)
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|         };
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| 
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|         sprite.color = new_color.into();
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|     }
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| }
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| 
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| // We can restart the game by pressing "R".
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| // This will trigger an [`AppState::InGame`] -> [`AppState::InGame`]
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| // transition, which will run our custom schedules.
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| fn trigger_game_restart(
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|     input: Res<ButtonInput<KeyCode>>,
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|     mut next_state: ResMut<NextState<AppState>>,
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| ) {
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|     if input.just_pressed(KeyCode::KeyR) {
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|         // Although we are already in this state setting it again will generate an identity transition.
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|         // While default schedules ignore those kinds of transitions, our custom schedules will react to them.
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|         next_state.set(AppState::InGame);
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|     }
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| }
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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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| }
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| 
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| fn setup_game(mut commands: Commands, asset_server: Res<AssetServer>) {
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|     commands.spawn(SpriteBundle {
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|         texture: asset_server.load("branding/icon.png"),
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|         ..default()
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|     });
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|     info!("Setup game");
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| }
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| 
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| fn teardown_game(mut commands: Commands, player: Query<Entity, With<Sprite>>) {
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|     commands.entity(player.single()).despawn();
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|     info!("Teardown game");
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| }
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| 
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| #[derive(Resource)]
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| struct MenuData {
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|     pub button_entity: Entity,
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| }
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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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| 
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| fn setup_menu(mut commands: Commands) {
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|     let button_entity = commands
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|         .spawn(NodeBundle {
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|             style: Style {
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|                 // center button
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|                 width: Val::Percent(100.),
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|                 height: Val::Percent(100.),
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|                 justify_content: JustifyContent::Center,
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|                 align_items: AlignItems::Center,
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|                 ..default()
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|             },
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|             ..default()
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|         })
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|         .with_children(|parent| {
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|             parent
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|                 .spawn(ButtonBundle {
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|                     style: Style {
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|                         width: Val::Px(150.),
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|                         height: Val::Px(65.),
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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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|                     background_color: NORMAL_BUTTON.into(),
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|                     ..default()
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|                 })
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|                 .with_children(|parent| {
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|                     parent.spawn(TextBundle::from_section(
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|                         "Play",
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|                         TextStyle {
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|                             font_size: 40.0,
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|                             color: Color::srgb(0.9, 0.9, 0.9),
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|                             ..default()
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|                         },
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|                     ));
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|                 });
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|         })
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|         .id();
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|     commands.insert_resource(MenuData { button_entity });
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| }
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