
This makes the [New Bevy Renderer](#2535) the default (and only) renderer. The new renderer isn't _quite_ ready for the final release yet, but I want as many people as possible to start testing it so we can identify bugs and address feedback prior to release. The examples are all ported over and operational with a few exceptions: * I removed a good portion of the examples in the `shader` folder. We still have some work to do in order to make these examples possible / ergonomic / worthwhile: #3120 and "high level shader material plugins" are the big ones. This is a temporary measure. * Temporarily removed the multiple_windows example: doing this properly in the new renderer will require the upcoming "render targets" changes. Same goes for the render_to_texture example. * Removed z_sort_debug: entity visibility sort info is no longer available in app logic. we could do this on the "render app" side, but i dont consider it a priority.
121 lines
3.4 KiB
Rust
121 lines
3.4 KiB
Rust
use crate::{
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widget::{Button, ImageMode},
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CalculatedSize, FocusPolicy, Interaction, Node, Style, UiColor, UiImage, CAMERA_UI,
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};
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use bevy_ecs::bundle::Bundle;
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use bevy_render::{
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camera::{Camera, DepthCalculation, OrthographicProjection, WindowOrigin},
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view::VisibleEntities,
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};
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use bevy_text::Text;
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use bevy_transform::prelude::{GlobalTransform, Transform};
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#[derive(Bundle, Clone, Debug, Default)]
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pub struct NodeBundle {
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pub node: Node,
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pub style: Style,
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pub color: UiColor,
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pub image: UiImage,
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pub transform: Transform,
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pub global_transform: GlobalTransform,
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}
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#[derive(Bundle, Clone, Debug, Default)]
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pub struct ImageBundle {
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pub node: Node,
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pub style: Style,
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pub image_mode: ImageMode,
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pub calculated_size: CalculatedSize,
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pub color: UiColor,
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pub image: UiImage,
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pub transform: Transform,
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pub global_transform: GlobalTransform,
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}
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#[derive(Bundle, Clone, Debug)]
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pub struct TextBundle {
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pub node: Node,
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pub style: Style,
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pub text: Text,
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pub calculated_size: CalculatedSize,
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pub focus_policy: FocusPolicy,
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pub transform: Transform,
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pub global_transform: GlobalTransform,
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}
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impl Default for TextBundle {
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fn default() -> Self {
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TextBundle {
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focus_policy: FocusPolicy::Pass,
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text: Default::default(),
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node: Default::default(),
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calculated_size: Default::default(),
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style: Default::default(),
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transform: Default::default(),
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global_transform: Default::default(),
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}
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}
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}
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#[derive(Bundle, Clone, Debug)]
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pub struct ButtonBundle {
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pub node: Node,
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pub button: Button,
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pub style: Style,
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pub interaction: Interaction,
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pub focus_policy: FocusPolicy,
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pub color: UiColor,
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pub image: UiImage,
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pub transform: Transform,
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pub global_transform: GlobalTransform,
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}
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impl Default for ButtonBundle {
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fn default() -> Self {
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ButtonBundle {
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button: Button,
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interaction: Default::default(),
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focus_policy: Default::default(),
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node: Default::default(),
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style: Default::default(),
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color: Default::default(),
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image: Default::default(),
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transform: Default::default(),
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global_transform: Default::default(),
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}
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}
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}
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#[derive(Bundle, Debug)]
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pub struct UiCameraBundle {
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pub camera: Camera,
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pub orthographic_projection: OrthographicProjection,
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pub transform: Transform,
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pub global_transform: GlobalTransform,
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// FIXME there is no frustrum culling for UI
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pub visible_entities: VisibleEntities,
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}
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impl Default for UiCameraBundle {
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fn default() -> Self {
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// we want 0 to be "closest" and +far to be "farthest" in 2d, so we offset
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// the camera's translation by far and use a right handed coordinate system
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let far = 1000.0;
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UiCameraBundle {
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camera: Camera {
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name: Some(CAMERA_UI.to_string()),
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..Default::default()
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},
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orthographic_projection: OrthographicProjection {
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far,
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window_origin: WindowOrigin::BottomLeft,
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depth_calculation: DepthCalculation::ZDifference,
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..Default::default()
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},
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transform: Transform::from_xyz(0.0, 0.0, far - 0.1),
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global_transform: Default::default(),
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visible_entities: Default::default(),
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}
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}
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}
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