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ui.rs
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use bevy::prelude::*;
fn main() {
App::build()
.add_default_plugins()
.add_startup_system(setup.system())
.run();
}
fn setup(
command_buffer: &mut CommandBuffer,
asset_server: Res<AssetServer>,
mut textures: ResMut<Assets<Texture>>,
mut materials: ResMut<Assets<ColorMaterial>>,
) {
// TODO: "background" 3D temporarily disabled until depth mismatch is fixed
// let mut mesh_storage = resources.get_mut::<AssetStorage<Mesh>>().unwrap();
// let mut material_storage = resources
// .get_mut::<AssetStorage<StandardMaterial>>()
// .unwrap();
// let cube_handle = mesh_storage.add(Mesh::from(shape::Cube));
// let cube_material_handle = material_storage.add(StandardMaterial {
// albedo: Color::rgb(0.5, 0.4, 0.3),
// ..Default::default()
// });
let texture_handle = asset_server
.load_sync(&mut textures, "assets/branding/bevy_logo_dark_big.png")
.unwrap();
let font_handle = asset_server.load("assets/fonts/FiraSans-Bold.ttf").unwrap();
let texture = textures.get(&texture_handle).unwrap();
let aspect = texture.aspect();
command_buffer
.build()
// // cube
// .add_entity(MeshEntity {
// mesh: cube_handle,
// material: cube_material_handle,
// translation: Translation::new(0.0, 0.0, 1.0),
// ..Default::default()
// })
// // light
// .add_entity(LightEntity {
// translation: Translation::new(4.0, -4.0, 5.0),
// ..Default::default()
// })
// // 3d camera
// .add_entity(CameraEntity {
// transform: Transform(Mat4::face_toward(
// Vec3::new(3.0, 8.0, 5.0),
// Vec3::new(0.0, 0.0, 0.0),
// Vec3::new(0.0, 0.0, 1.0),
// )),
// ..Default::default()
// })
// ui camera
.entity_with(OrthographicCameraComponents::ui())
// left vertical fill
.entity_with(UiComponents {
node: Node::new(
Anchors::LEFT_FULL,
Margins::new(10.0, 200.0, 10.0, 10.0),
),
material: materials.add(Color::rgb(0.02, 0.02, 0.02).into()),
..Default::default()
})
.with_children(|builder| {
builder.entity_with(LabelComponents {
node: Node::new(
Anchors::TOP_LEFT,
Margins::new(10.0, 200.0, 40.0, 10.0),
),
label: Label {
text: "Text Label".to_string(),
font: font_handle,
style: TextStyle {
font_size: 30.0,
color: Color::WHITE,
},
},
..Default::default()
})
})
// right vertical fill
.entity_with(UiComponents {
node: Node::new(
Anchors::RIGHT_FULL,
Margins::new(10.0, 100.0, 100.0, 100.0),
),
material: materials.add(Color::rgb(0.02, 0.02, 0.02).into()),
..Default::default()
})
// render order test: reddest in the back, whitest in the front
.entity_with(UiComponents {
node: Node::positioned(
math::vec2(75.0, 60.0),
Anchors::CENTER,
Margins::new(0.0, 100.0, 0.0, 100.0),
),
material: materials.add(Color::rgb(1.0, 0.0, 0.0).into()),
..Default::default()
})
.entity_with(UiComponents {
node: Node::positioned(
math::vec2(50.0, 35.0),
Anchors::CENTER,
Margins::new(0.0, 100.0, 0.0, 100.0),
),
material: materials.add(Color::rgb(1.0, 0.3, 0.3).into()),
..Default::default()
})
.entity_with(UiComponents {
node: Node::positioned(
math::vec2(100.0, 85.0),
Anchors::CENTER,
Margins::new(0.0, 100.0, 0.0, 100.0),
),
material: materials.add(Color::rgb(1.0, 0.5, 0.5).into()),
..Default::default()
})
.entity_with(UiComponents {
node: Node::positioned(
math::vec2(150.0, 135.0),
Anchors::CENTER,
Margins::new(0.0, 100.0, 0.0, 100.0),
),
material: materials.add(Color::rgb(1.0, 0.7, 0.7).into()),
..Default::default()
})
// parenting
.entity_with(UiComponents {
node: Node::positioned(
math::vec2(210.0, 0.0),
Anchors::BOTTOM_LEFT,
Margins::new(0.0, 200.0, 10.0, 210.0),
),
material: materials.add(Color::rgb(0.1, 0.1, 1.0).into()),
..Default::default()
})
.with_children(|builder| {
builder.entity_with(UiComponents {
node: Node::new(
Anchors::FULL,
Margins::new(20.0, 20.0, 20.0, 20.0),
),
material: materials.add(Color::rgb(0.6, 0.6, 1.0).into()),
..Default::default()
})
})
// alpha test
.entity_with(UiComponents {
node: Node::positioned(
math::vec2(200.0, 185.0),
Anchors::CENTER,
Margins::new(0.0, 100.0, 0.0, 100.0),
),
material: materials.add(Color::rgba(1.0, 0.9, 0.9, 0.4).into()),
..Default::default()
})
// texture
.entity_with(UiComponents {
node: Node::new(
Anchors::CENTER_TOP,
Margins::new(-250.0, 250.0, 510.0 * aspect, 10.0),
),
material: materials.add(ColorMaterial::texture(texture_handle)),
..Default::default()
});
}