pub struct UiImage {
pub color: Color,
pub texture: Handle<Image>,
pub flip_x: bool,
pub flip_y: bool,
}
Expand description
The 2D texture displayed for this UI node
Fields§
§color: Color
The tint color used to draw the image.
This is multiplied by the color of each pixel in the image. The field value defaults to solid white, which will pass the image through unmodified.
texture: Handle<Image>
Handle to the texture.
This defaults to a TRANSPARENT_IMAGE_HANDLE
, which points to a fully transparent 1x1 texture.
flip_x: bool
Whether the image should be flipped along its x-axis
flip_y: bool
Whether the image should be flipped along its y-axis
Implementations§
source§impl UiImage
impl UiImage
sourcepub fn new(texture: Handle<Image>) -> UiImage
pub fn new(texture: Handle<Image>) -> UiImage
Create a new UiImage
with the given texture.
Examples found in repository?
139 140 141 142 143 144 145 146 147 148 149 150 151 152 153 154 155 156 157
fn spawn_image(
parent: &mut ChildBuilder,
asset_server: &Res<AssetServer>,
update_transform: impl UpdateTransform + Component,
) {
spawn_container(parent, update_transform, |parent| {
parent.spawn(ImageBundle {
image: UiImage::new(asset_server.load("branding/bevy_logo_dark_big.png")),
style: Style {
height: Val::Px(100.),
position_type: PositionType::Absolute,
top: Val::Px(-50.),
left: Val::Px(-200.),
..default()
},
..default()
});
});
}
More examples
73 74 75 76 77 78 79 80 81 82 83 84 85 86 87 88 89 90 91 92 93 94 95 96 97 98 99 100 101 102 103 104 105 106 107 108 109 110 111 112 113 114 115 116 117 118 119 120 121 122 123 124 125 126 127 128 129 130 131 132 133 134 135 136 137 138 139 140 141 142 143 144 145 146 147 148 149 150 151 152 153 154 155 156 157 158 159 160 161 162 163 164 165 166 167 168 169 170 171 172 173 174 175 176 177 178 179 180 181 182 183 184 185 186 187 188 189 190 191 192 193 194 195 196 197 198 199 200 201 202 203 204 205 206 207 208 209 210 211 212 213 214 215 216 217 218 219 220 221 222 223 224 225 226 227 228 229 230 231 232 233 234 235 236 237 238 239 240 241 242 243 244 245 246 247 248 249 250 251 252 253 254 255 256 257 258 259 260 261 262 263 264 265 266 267 268 269 270 271 272 273 274 275 276 277 278 279 280 281 282 283 284 285 286 287 288 289 290 291 292 293 294 295 296 297 298 299 300 301 302 303 304 305 306 307 308 309 310 311 312 313 314 315 316 317 318 319 320 321 322 323 324 325 326 327 328 329 330 331 332 333 334 335 336 337 338 339 340 341 342 343 344 345 346 347 348 349 350 351 352 353 354 355 356 357 358 359 360 361 362 363 364 365 366 367 368 369 370 371 372 373 374 375 376 377 378 379 380 381 382 383 384 385 386 387 388 389 390 391 392 393 394 395 396 397 398 399 400 401 402 403 404 405 406 407 408 409 410 411 412 413 414 415 416 417 418 419 420 421 422 423 424 425 426 427 428 429 430 431 432 433 434 435 436 437 438 439 440 441 442 443 444 445 446 447 448 449 450 451 452 453 454 455 456 457 458 459 460 461 462 463 464 465 466 467 468 469 470 471 472 473 474 475 476 477 478 479 480 481 482 483 484 485 486 487 488 489 490 491 492 493 494 495 496 497 498 499 500 501 502 503 504 505 506 507 508 509 510 511 512 513 514 515 516 517
fn splash_setup(mut commands: Commands, asset_server: Res<AssetServer>) {
let icon = asset_server.load("branding/icon.png");
// Display the logo
commands
.spawn((
NodeBundle {
style: Style {
align_items: AlignItems::Center,
justify_content: JustifyContent::Center,
width: Val::Percent(100.0),
height: Val::Percent(100.0),
..default()
},
..default()
},
OnSplashScreen,
))
.with_children(|parent| {
parent.spawn(ImageBundle {
style: Style {
// This will set the logo to be 200px wide, and auto adjust its height
width: Val::Px(200.0),
..default()
},
image: UiImage::new(icon),
..default()
});
});
// Insert the timer as a resource
commands.insert_resource(SplashTimer(Timer::from_seconds(1.0, TimerMode::Once)));
}
// Tick the timer, and change state when finished
fn countdown(
mut game_state: ResMut<NextState<GameState>>,
time: Res<Time>,
mut timer: ResMut<SplashTimer>,
) {
if timer.tick(time.delta()).finished() {
game_state.set(GameState::Menu);
}
}
}
mod game {
use bevy::{
color::palettes::basic::{BLUE, LIME},
prelude::*,
};
use super::{despawn_screen, DisplayQuality, GameState, Volume, TEXT_COLOR};
// This plugin will contain the game. In this case, it's just be a screen that will
// display the current settings for 5 seconds before returning to the menu
pub fn game_plugin(app: &mut App) {
app.add_systems(OnEnter(GameState::Game), game_setup)
.add_systems(Update, game.run_if(in_state(GameState::Game)))
.add_systems(OnExit(GameState::Game), despawn_screen::<OnGameScreen>);
}
// Tag component used to tag entities added on the game screen
#[derive(Component)]
struct OnGameScreen;
#[derive(Resource, Deref, DerefMut)]
struct GameTimer(Timer);
fn game_setup(
mut commands: Commands,
display_quality: Res<DisplayQuality>,
volume: Res<Volume>,
) {
commands
.spawn((
NodeBundle {
style: Style {
width: Val::Percent(100.0),
height: Val::Percent(100.0),
// center children
align_items: AlignItems::Center,
justify_content: JustifyContent::Center,
..default()
},
..default()
},
OnGameScreen,
))
.with_children(|parent| {
// First create a `NodeBundle` for centering what we want to display
parent
.spawn(NodeBundle {
style: Style {
// This will display its children in a column, from top to bottom
flex_direction: FlexDirection::Column,
// `align_items` will align children on the cross axis. Here the main axis is
// vertical (column), so the cross axis is horizontal. This will center the
// children
align_items: AlignItems::Center,
..default()
},
background_color: Color::BLACK.into(),
..default()
})
.with_children(|parent| {
// Display two lines of text, the second one with the current settings
parent.spawn(
TextBundle::from_section(
"Will be back to the menu shortly...",
TextStyle {
font_size: 80.0,
color: TEXT_COLOR,
..default()
},
)
.with_style(Style {
margin: UiRect::all(Val::Px(50.0)),
..default()
}),
);
parent.spawn(
TextBundle::from_sections([
TextSection::new(
format!("quality: {:?}", *display_quality),
TextStyle {
font_size: 60.0,
color: BLUE.into(),
..default()
},
),
TextSection::new(
" - ",
TextStyle {
font_size: 60.0,
color: TEXT_COLOR,
..default()
},
),
TextSection::new(
format!("volume: {:?}", *volume),
TextStyle {
font_size: 60.0,
color: LIME.into(),
..default()
},
),
])
.with_style(Style {
margin: UiRect::all(Val::Px(50.0)),
..default()
}),
);
});
});
// Spawn a 5 seconds timer to trigger going back to the menu
commands.insert_resource(GameTimer(Timer::from_seconds(5.0, TimerMode::Once)));
}
// Tick the timer, and change state when finished
fn game(
time: Res<Time>,
mut game_state: ResMut<NextState<GameState>>,
mut timer: ResMut<GameTimer>,
) {
if timer.tick(time.delta()).finished() {
game_state.set(GameState::Menu);
}
}
}
mod menu {
use bevy::{app::AppExit, color::palettes::css::CRIMSON, prelude::*};
use super::{despawn_screen, DisplayQuality, GameState, Volume, TEXT_COLOR};
// This plugin manages the menu, with 5 different screens:
// - a main menu with "New Game", "Settings", "Quit"
// - a settings menu with two submenus and a back button
// - two settings screen with a setting that can be set and a back button
pub fn menu_plugin(app: &mut App) {
app
// At start, the menu is not enabled. This will be changed in `menu_setup` when
// entering the `GameState::Menu` state.
// Current screen in the menu is handled by an independent state from `GameState`
.init_state::<MenuState>()
.add_systems(OnEnter(GameState::Menu), menu_setup)
// Systems to handle the main menu screen
.add_systems(OnEnter(MenuState::Main), main_menu_setup)
.add_systems(OnExit(MenuState::Main), despawn_screen::<OnMainMenuScreen>)
// Systems to handle the settings menu screen
.add_systems(OnEnter(MenuState::Settings), settings_menu_setup)
.add_systems(
OnExit(MenuState::Settings),
despawn_screen::<OnSettingsMenuScreen>,
)
// Systems to handle the display settings screen
.add_systems(
OnEnter(MenuState::SettingsDisplay),
display_settings_menu_setup,
)
.add_systems(
Update,
(setting_button::<DisplayQuality>.run_if(in_state(MenuState::SettingsDisplay)),),
)
.add_systems(
OnExit(MenuState::SettingsDisplay),
despawn_screen::<OnDisplaySettingsMenuScreen>,
)
// Systems to handle the sound settings screen
.add_systems(OnEnter(MenuState::SettingsSound), sound_settings_menu_setup)
.add_systems(
Update,
setting_button::<Volume>.run_if(in_state(MenuState::SettingsSound)),
)
.add_systems(
OnExit(MenuState::SettingsSound),
despawn_screen::<OnSoundSettingsMenuScreen>,
)
// Common systems to all screens that handles buttons behavior
.add_systems(
Update,
(menu_action, button_system).run_if(in_state(GameState::Menu)),
);
}
// State used for the current menu screen
#[derive(Clone, Copy, Default, Eq, PartialEq, Debug, Hash, States)]
enum MenuState {
Main,
Settings,
SettingsDisplay,
SettingsSound,
#[default]
Disabled,
}
// Tag component used to tag entities added on the main menu screen
#[derive(Component)]
struct OnMainMenuScreen;
// Tag component used to tag entities added on the settings menu screen
#[derive(Component)]
struct OnSettingsMenuScreen;
// Tag component used to tag entities added on the display settings menu screen
#[derive(Component)]
struct OnDisplaySettingsMenuScreen;
// Tag component used to tag entities added on the sound settings menu screen
#[derive(Component)]
struct OnSoundSettingsMenuScreen;
const NORMAL_BUTTON: Color = Color::srgb(0.15, 0.15, 0.15);
const HOVERED_BUTTON: Color = Color::srgb(0.25, 0.25, 0.25);
const HOVERED_PRESSED_BUTTON: Color = Color::srgb(0.25, 0.65, 0.25);
const PRESSED_BUTTON: Color = Color::srgb(0.35, 0.75, 0.35);
// Tag component used to mark which setting is currently selected
#[derive(Component)]
struct SelectedOption;
// All actions that can be triggered from a button click
#[derive(Component)]
enum MenuButtonAction {
Play,
Settings,
SettingsDisplay,
SettingsSound,
BackToMainMenu,
BackToSettings,
Quit,
}
// This system handles changing all buttons color based on mouse interaction
fn button_system(
mut interaction_query: Query<
(&Interaction, &mut UiImage, Option<&SelectedOption>),
(Changed<Interaction>, With<Button>),
>,
) {
for (interaction, mut image, selected) in &mut interaction_query {
image.color = match (*interaction, selected) {
(Interaction::Pressed, _) | (Interaction::None, Some(_)) => PRESSED_BUTTON,
(Interaction::Hovered, Some(_)) => HOVERED_PRESSED_BUTTON,
(Interaction::Hovered, None) => HOVERED_BUTTON,
(Interaction::None, None) => NORMAL_BUTTON,
}
}
}
// This system updates the settings when a new value for a setting is selected, and marks
// the button as the one currently selected
fn setting_button<T: Resource + Component + PartialEq + Copy>(
interaction_query: Query<(&Interaction, &T, Entity), (Changed<Interaction>, With<Button>)>,
mut selected_query: Query<(Entity, &mut UiImage), With<SelectedOption>>,
mut commands: Commands,
mut setting: ResMut<T>,
) {
for (interaction, button_setting, entity) in &interaction_query {
if *interaction == Interaction::Pressed && *setting != *button_setting {
let (previous_button, mut previous_image) = selected_query.single_mut();
previous_image.color = NORMAL_BUTTON;
commands.entity(previous_button).remove::<SelectedOption>();
commands.entity(entity).insert(SelectedOption);
*setting = *button_setting;
}
}
}
fn menu_setup(mut menu_state: ResMut<NextState<MenuState>>) {
menu_state.set(MenuState::Main);
}
fn main_menu_setup(mut commands: Commands, asset_server: Res<AssetServer>) {
// Common style for all buttons on the screen
let button_style = Style {
width: Val::Px(250.0),
height: Val::Px(65.0),
margin: UiRect::all(Val::Px(20.0)),
justify_content: JustifyContent::Center,
align_items: AlignItems::Center,
..default()
};
let button_icon_style = Style {
width: Val::Px(30.0),
// This takes the icons out of the flexbox flow, to be positioned exactly
position_type: PositionType::Absolute,
// The icon will be close to the left border of the button
left: Val::Px(10.0),
..default()
};
let button_text_style = TextStyle {
font_size: 40.0,
color: TEXT_COLOR,
..default()
};
commands
.spawn((
NodeBundle {
style: Style {
width: Val::Percent(100.0),
height: Val::Percent(100.0),
align_items: AlignItems::Center,
justify_content: JustifyContent::Center,
..default()
},
..default()
},
OnMainMenuScreen,
))
.with_children(|parent| {
parent
.spawn(NodeBundle {
style: Style {
flex_direction: FlexDirection::Column,
align_items: AlignItems::Center,
..default()
},
background_color: CRIMSON.into(),
..default()
})
.with_children(|parent| {
// Display the game name
parent.spawn(
TextBundle::from_section(
"Bevy Game Menu UI",
TextStyle {
font_size: 80.0,
color: TEXT_COLOR,
..default()
},
)
.with_style(Style {
margin: UiRect::all(Val::Px(50.0)),
..default()
}),
);
// Display three buttons for each action available from the main menu:
// - new game
// - settings
// - quit
parent
.spawn((
ButtonBundle {
style: button_style.clone(),
background_color: NORMAL_BUTTON.into(),
..default()
},
MenuButtonAction::Play,
))
.with_children(|parent| {
let icon = asset_server.load("textures/Game Icons/right.png");
parent.spawn(ImageBundle {
style: button_icon_style.clone(),
image: UiImage::new(icon),
..default()
});
parent.spawn(TextBundle::from_section(
"New Game",
button_text_style.clone(),
));
});
parent
.spawn((
ButtonBundle {
style: button_style.clone(),
background_color: NORMAL_BUTTON.into(),
..default()
},
MenuButtonAction::Settings,
))
.with_children(|parent| {
let icon = asset_server.load("textures/Game Icons/wrench.png");
parent.spawn(ImageBundle {
style: button_icon_style.clone(),
image: UiImage::new(icon),
..default()
});
parent.spawn(TextBundle::from_section(
"Settings",
button_text_style.clone(),
));
});
parent
.spawn((
ButtonBundle {
style: button_style,
background_color: NORMAL_BUTTON.into(),
..default()
},
MenuButtonAction::Quit,
))
.with_children(|parent| {
let icon = asset_server.load("textures/Game Icons/exitRight.png");
parent.spawn(ImageBundle {
style: button_icon_style,
image: UiImage::new(icon),
..default()
});
parent.spawn(TextBundle::from_section("Quit", button_text_style));
});
});
});
}
227 228 229 230 231 232 233 234 235 236 237 238 239 240 241 242 243 244 245 246 247 248 249 250 251 252 253 254 255 256 257 258 259 260 261 262 263 264 265 266 267 268 269 270 271 272 273 274 275
fn spawn_button(
commands: &mut ChildBuilder,
background_color: Color,
buttons: f32,
column: usize,
row: usize,
spawn_text: bool,
border: UiRect,
border_color: BorderColor,
image: Option<Handle<Image>>,
) {
let width = Val::Vw(90.0 / buttons);
let height = Val::Vh(90.0 / buttons);
let margin = UiRect::axes(width * 0.05, height * 0.05);
let mut builder = commands.spawn((
ButtonBundle {
style: Style {
width,
height,
margin,
align_items: AlignItems::Center,
justify_content: JustifyContent::Center,
border,
..default()
},
background_color: background_color.into(),
border_color,
..default()
},
IdleColor(background_color),
));
if let Some(image) = image {
builder.insert(UiImage::new(image));
}
if spawn_text {
builder.with_children(|parent| {
parent.spawn(TextBundle::from_section(
format!("{column}, {row}"),
TextStyle {
font_size: FONT_SIZE,
color: Color::srgb(0.2, 0.2, 0.2),
..default()
},
));
});
}
}
20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50 51 52 53 54 55 56 57 58 59 60 61 62 63 64 65 66 67 68 69 70 71 72 73 74 75
fn setup(
mut commands: Commands,
asset_server: Res<AssetServer>,
mut texture_atlases: ResMut<Assets<TextureAtlasLayout>>,
) {
// Camera
commands.spawn(Camera2dBundle::default());
let text_style = TextStyle::default();
let texture_handle = asset_server.load("textures/rpg/chars/gabe/gabe-idle-run.png");
let texture_atlas = TextureAtlasLayout::from_grid(UVec2::splat(24), 7, 1, None, None);
let texture_atlas_handle = texture_atlases.add(texture_atlas);
// root node
commands
.spawn(NodeBundle {
style: Style {
width: Val::Percent(100.0),
height: Val::Percent(100.0),
flex_direction: FlexDirection::Column,
justify_content: JustifyContent::Center,
align_items: AlignItems::Center,
row_gap: Val::Px(text_style.font_size * 2.),
..default()
},
..default()
})
.with_children(|parent| {
parent.spawn((
ImageBundle {
style: Style {
width: Val::Px(256.),
height: Val::Px(256.),
..default()
},
image: UiImage::new(texture_handle),
background_color: BackgroundColor(ANTIQUE_WHITE.into()),
..default()
},
TextureAtlas::from(texture_atlas_handle),
Outline::new(Val::Px(8.0), Val::ZERO, CRIMSON.into()),
));
parent.spawn(TextBundle::from_sections([
TextSection::new("press ".to_string(), text_style.clone()),
TextSection::new(
"space".to_string(),
TextStyle {
color: YELLOW.into(),
..text_style.clone()
},
),
TextSection::new(" to advance frames".to_string(), text_style),
]));
});
}
15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50 51 52 53 54 55 56 57 58 59 60 61 62 63 64 65 66 67 68 69 70 71 72 73 74 75 76 77 78 79 80 81 82 83 84 85 86 87 88 89 90 91 92 93 94 95 96 97 98 99 100 101 102 103 104 105 106 107
fn setup(mut commands: Commands, asset_server: Res<AssetServer>) {
commands.spawn(Camera2dBundle::default());
let text_style = TextStyle::default();
let image = asset_server.load("branding/icon.png");
commands
.spawn(NodeBundle {
style: Style {
width: Val::Percent(100.),
height: Val::Percent(100.),
align_items: AlignItems::Center,
justify_content: JustifyContent::Center,
..Default::default()
},
background_color: ANTIQUE_WHITE.into(),
..Default::default()
})
.with_children(|parent| {
for overflow in [
Overflow::visible(),
Overflow::clip_x(),
Overflow::clip_y(),
Overflow::clip(),
] {
parent
.spawn(NodeBundle {
style: Style {
flex_direction: FlexDirection::Column,
align_items: AlignItems::Center,
margin: UiRect::horizontal(Val::Px(25.)),
..Default::default()
},
..Default::default()
})
.with_children(|parent| {
let label = format!("{overflow:#?}");
parent
.spawn(NodeBundle {
style: Style {
padding: UiRect::all(Val::Px(10.)),
margin: UiRect::bottom(Val::Px(25.)),
..Default::default()
},
background_color: Color::srgb(0.25, 0.25, 0.25).into(),
..Default::default()
})
.with_children(|parent| {
parent.spawn(TextBundle {
text: Text::from_section(label, text_style.clone()),
..Default::default()
});
});
parent
.spawn(NodeBundle {
style: Style {
width: Val::Px(100.),
height: Val::Px(100.),
padding: UiRect {
left: Val::Px(25.),
top: Val::Px(25.),
..Default::default()
},
overflow,
..Default::default()
},
background_color: GRAY.into(),
..Default::default()
})
.with_children(|parent| {
parent.spawn((
ImageBundle {
image: UiImage::new(image.clone()),
style: Style {
min_width: Val::Px(100.),
min_height: Val::Px(100.),
..Default::default()
},
..Default::default()
},
Interaction::default(),
Outline {
width: Val::Px(2.),
offset: Val::Px(2.),
color: Color::NONE,
},
));
});
});
}
});
}
31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50 51 52 53 54 55 56 57 58 59 60 61 62 63 64 65 66 67 68 69 70 71 72 73 74 75 76 77 78 79 80 81 82 83 84 85 86 87 88 89 90 91 92 93 94 95 96 97 98 99 100 101 102 103 104 105 106 107 108 109 110 111 112 113 114 115 116 117 118 119 120 121 122 123 124 125 126 127 128 129 130 131 132 133 134 135 136 137 138 139 140 141 142 143 144 145 146 147 148 149 150 151 152 153 154 155 156 157 158 159 160 161 162 163 164 165 166 167 168 169 170 171 172 173 174 175 176 177 178 179 180 181 182 183 184 185 186 187 188 189 190 191 192 193 194 195 196 197 198 199 200 201 202 203 204 205 206 207 208 209 210 211 212 213 214 215 216 217 218 219 220 221 222 223 224 225 226 227 228 229 230 231 232 233 234 235 236 237 238 239 240 241 242 243 244 245 246 247 248 249 250 251 252 253 254 255 256 257 258 259 260 261 262 263 264 265 266 267 268 269 270 271 272 273 274 275 276 277 278 279 280 281 282 283 284 285 286 287 288 289 290 291 292 293 294 295 296 297 298 299 300 301 302 303 304 305 306 307 308 309 310 311 312 313 314 315 316 317 318 319 320 321 322 323 324 325 326 327 328 329 330 331 332 333 334 335 336 337
fn setup(mut commands: Commands, asset_server: Res<AssetServer>) {
// Camera
commands.spawn((Camera2dBundle::default(), IsDefaultUiCamera));
// root node
commands
.spawn(NodeBundle {
style: Style {
width: Val::Percent(100.0),
height: Val::Percent(100.0),
justify_content: JustifyContent::SpaceBetween,
..default()
},
..default()
})
.with_children(|parent| {
// left vertical fill (border)
parent
.spawn(NodeBundle {
style: Style {
width: Val::Px(200.),
border: UiRect::all(Val::Px(2.)),
..default()
},
background_color: Color::srgb(0.65, 0.65, 0.65).into(),
..default()
})
.with_children(|parent| {
// left vertical fill (content)
parent
.spawn(NodeBundle {
style: Style {
width: Val::Percent(100.),
flex_direction: FlexDirection::Column,
padding: UiRect::all(Val::Px(5.)),
row_gap: Val::Px(5.),
..default()
},
background_color: Color::srgb(0.15, 0.15, 0.15).into(),
..default()
})
.with_children(|parent| {
// text
parent.spawn((
TextBundle::from_section(
"Text Example",
TextStyle {
font: asset_server.load("fonts/FiraSans-Bold.ttf"),
font_size: 30.0,
..default()
},
),
// Because this is a distinct label widget and
// not button/list item text, this is necessary
// for accessibility to treat the text accordingly.
Label,
));
#[cfg(feature = "bevy_dev_tools")]
// Debug overlay text
parent.spawn((
TextBundle::from_section(
"Press Space to enable debug outlines.",
TextStyle {
font: asset_server.load("fonts/FiraSans-Bold.ttf"),
..default()
},
),
Label,
));
#[cfg(not(feature = "bevy_dev_tools"))]
parent.spawn((
TextBundle::from_section(
"Try enabling feature \"bevy_dev_tools\".",
TextStyle {
font: asset_server.load("fonts/FiraSans-Bold.ttf"),
..default()
},
),
Label,
));
});
});
// right vertical fill
parent
.spawn(NodeBundle {
style: Style {
flex_direction: FlexDirection::Column,
justify_content: JustifyContent::Center,
align_items: AlignItems::Center,
width: Val::Px(200.),
..default()
},
background_color: Color::srgb(0.15, 0.15, 0.15).into(),
..default()
})
.with_children(|parent| {
// Title
parent.spawn((
TextBundle::from_section(
"Scrolling list",
TextStyle {
font: asset_server.load("fonts/FiraSans-Bold.ttf"),
font_size: 25.,
..default()
},
),
Label,
));
// List with hidden overflow
parent
.spawn(NodeBundle {
style: Style {
flex_direction: FlexDirection::Column,
align_self: AlignSelf::Stretch,
height: Val::Percent(50.),
overflow: Overflow::clip_y(),
..default()
},
background_color: Color::srgb(0.10, 0.10, 0.10).into(),
..default()
})
.with_children(|parent| {
// Moving panel
parent
.spawn((
NodeBundle {
style: Style {
flex_direction: FlexDirection::Column,
align_items: AlignItems::Center,
..default()
},
..default()
},
ScrollingList::default(),
AccessibilityNode(NodeBuilder::new(Role::List)),
))
.with_children(|parent| {
// List items
for i in 0..30 {
parent.spawn((
TextBundle::from_section(
format!("Item {i}"),
TextStyle {
font: asset_server
.load("fonts/FiraSans-Bold.ttf"),
..default()
},
),
Label,
AccessibilityNode(NodeBuilder::new(Role::ListItem)),
));
}
});
});
});
parent
.spawn(NodeBundle {
style: Style {
width: Val::Px(200.0),
height: Val::Px(200.0),
position_type: PositionType::Absolute,
left: Val::Px(210.),
bottom: Val::Px(10.),
border: UiRect::all(Val::Px(20.)),
..default()
},
border_color: LIME.into(),
background_color: Color::srgb(0.4, 0.4, 1.).into(),
..default()
})
.with_children(|parent| {
parent.spawn(NodeBundle {
style: Style {
width: Val::Percent(100.0),
height: Val::Percent(100.0),
..default()
},
background_color: Color::srgb(0.8, 0.8, 1.).into(),
..default()
});
});
// render order test: reddest in the back, whitest in the front (flex center)
parent
.spawn(NodeBundle {
style: Style {
width: Val::Percent(100.0),
height: Val::Percent(100.0),
position_type: PositionType::Absolute,
align_items: AlignItems::Center,
justify_content: JustifyContent::Center,
..default()
},
..default()
})
.with_children(|parent| {
parent
.spawn(NodeBundle {
style: Style {
width: Val::Px(100.0),
height: Val::Px(100.0),
..default()
},
background_color: Color::srgb(1.0, 0.0, 0.).into(),
..default()
})
.with_children(|parent| {
parent.spawn(NodeBundle {
style: Style {
// Take the size of the parent node.
width: Val::Percent(100.0),
height: Val::Percent(100.0),
position_type: PositionType::Absolute,
left: Val::Px(20.),
bottom: Val::Px(20.),
..default()
},
background_color: Color::srgb(1.0, 0.3, 0.3).into(),
..default()
});
parent.spawn(NodeBundle {
style: Style {
width: Val::Percent(100.0),
height: Val::Percent(100.0),
position_type: PositionType::Absolute,
left: Val::Px(40.),
bottom: Val::Px(40.),
..default()
},
background_color: Color::srgb(1.0, 0.5, 0.5).into(),
..default()
});
parent.spawn(NodeBundle {
style: Style {
width: Val::Percent(100.0),
height: Val::Percent(100.0),
position_type: PositionType::Absolute,
left: Val::Px(60.),
bottom: Val::Px(60.),
..default()
},
background_color: Color::srgb(1.0, 0.7, 0.7).into(),
..default()
});
// alpha test
parent.spawn(NodeBundle {
style: Style {
width: Val::Percent(100.0),
height: Val::Percent(100.0),
position_type: PositionType::Absolute,
left: Val::Px(80.),
bottom: Val::Px(80.),
..default()
},
background_color: Color::srgba(1.0, 0.9, 0.9, 0.4).into(),
..default()
});
});
});
// bevy logo (flex center)
parent
.spawn(NodeBundle {
style: Style {
width: Val::Percent(100.0),
position_type: PositionType::Absolute,
justify_content: JustifyContent::Center,
align_items: AlignItems::FlexStart,
..default()
},
..default()
})
.with_children(|parent| {
// bevy logo (image)
// A `NodeBundle` is used to display the logo the image as an `ImageBundle` can't automatically
// size itself with a child node present.
parent
.spawn((
NodeBundle {
style: Style {
width: Val::Px(500.0),
height: Val::Px(125.0),
margin: UiRect::top(Val::VMin(5.)),
..default()
},
..default()
},
UiImage::new(asset_server.load("branding/bevy_logo_dark_big.png")),
))
.with_children(|parent| {
// alt text
// This UI node takes up no space in the layout and the `Text` component is used by the accessibility module
// and is not rendered.
parent.spawn((
NodeBundle {
style: Style {
display: Display::None,
..Default::default()
},
..Default::default()
},
Text::from_section("Bevy logo", TextStyle::default()),
));
});
});
});
}
sourcepub fn solid_color(color: Color) -> UiImage
pub fn solid_color(color: Color) -> UiImage
Create a solid color UiImage
.
This is primarily useful for debugging / mocking the extents of your image.
sourcepub const fn with_color(self, color: Color) -> UiImage
pub const fn with_color(self, color: Color) -> UiImage
Set the color tint
sourcepub const fn with_flip_x(self) -> UiImage
pub const fn with_flip_x(self) -> UiImage
Flip the image along its x-axis
sourcepub const fn with_flip_y(self) -> UiImage
pub const fn with_flip_y(self) -> UiImage
Flip the image along its y-axis
Trait Implementations§
source§impl Component for UiImage
impl Component for UiImage
source§const STORAGE_TYPE: StorageType = bevy_ecs::component::StorageType::Table
const STORAGE_TYPE: StorageType = bevy_ecs::component::StorageType::Table
source§fn register_component_hooks(_hooks: &mut ComponentHooks)
fn register_component_hooks(_hooks: &mut ComponentHooks)
ComponentHooks
.source§impl Default for UiImage
impl Default for UiImage
source§fn default() -> UiImage
fn default() -> UiImage
A transparent 1x1 image with a solid white tint.
§Warning
This will be invisible by default.
To set this to a visible image, you need to set the texture
field to a valid image handle,
or use Handle<Image>
’s default 1x1 solid white texture (as is done in UiImage::solid_color
).
source§impl FromReflect for UiImagewhere
UiImage: Any + Send + Sync,
Color: FromReflect + TypePath + RegisterForReflection,
Handle<Image>: FromReflect + TypePath + RegisterForReflection,
bool: FromReflect + TypePath + RegisterForReflection,
impl FromReflect for UiImagewhere
UiImage: Any + Send + Sync,
Color: FromReflect + TypePath + RegisterForReflection,
Handle<Image>: FromReflect + TypePath + RegisterForReflection,
bool: FromReflect + TypePath + RegisterForReflection,
source§fn from_reflect(reflect: &(dyn Reflect + 'static)) -> Option<UiImage>
fn from_reflect(reflect: &(dyn Reflect + 'static)) -> Option<UiImage>
Self
from a reflected value.source§fn take_from_reflect(
reflect: Box<dyn Reflect>,
) -> Result<Self, Box<dyn Reflect>>
fn take_from_reflect( reflect: Box<dyn Reflect>, ) -> Result<Self, Box<dyn Reflect>>
Self
using,
constructing the value using from_reflect
if that fails. Read moresource§impl GetTypeRegistration for UiImagewhere
UiImage: Any + Send + Sync,
Color: FromReflect + TypePath + RegisterForReflection,
Handle<Image>: FromReflect + TypePath + RegisterForReflection,
bool: FromReflect + TypePath + RegisterForReflection,
impl GetTypeRegistration for UiImagewhere
UiImage: Any + Send + Sync,
Color: FromReflect + TypePath + RegisterForReflection,
Handle<Image>: FromReflect + TypePath + RegisterForReflection,
bool: FromReflect + TypePath + RegisterForReflection,
source§fn get_type_registration() -> TypeRegistration
fn get_type_registration() -> TypeRegistration
TypeRegistration
for this type.source§fn register_type_dependencies(registry: &mut TypeRegistry)
fn register_type_dependencies(registry: &mut TypeRegistry)
source§impl Reflect for UiImagewhere
UiImage: Any + Send + Sync,
Color: FromReflect + TypePath + RegisterForReflection,
Handle<Image>: FromReflect + TypePath + RegisterForReflection,
bool: FromReflect + TypePath + RegisterForReflection,
impl Reflect for UiImagewhere
UiImage: Any + Send + Sync,
Color: FromReflect + TypePath + RegisterForReflection,
Handle<Image>: FromReflect + TypePath + RegisterForReflection,
bool: FromReflect + TypePath + RegisterForReflection,
source§fn get_represented_type_info(&self) -> Option<&'static TypeInfo>
fn get_represented_type_info(&self) -> Option<&'static TypeInfo>
source§fn as_any_mut(&mut self) -> &mut (dyn Any + 'static)
fn as_any_mut(&mut self) -> &mut (dyn Any + 'static)
&mut dyn Any
.source§fn into_reflect(self: Box<UiImage>) -> Box<dyn Reflect>
fn into_reflect(self: Box<UiImage>) -> Box<dyn Reflect>
source§fn as_reflect(&self) -> &(dyn Reflect + 'static)
fn as_reflect(&self) -> &(dyn Reflect + 'static)
source§fn as_reflect_mut(&mut self) -> &mut (dyn Reflect + 'static)
fn as_reflect_mut(&mut self) -> &mut (dyn Reflect + 'static)
source§fn clone_value(&self) -> Box<dyn Reflect>
fn clone_value(&self) -> Box<dyn Reflect>
Reflect
trait object. Read moresource§fn set(&mut self, value: Box<dyn Reflect>) -> Result<(), Box<dyn Reflect>>
fn set(&mut self, value: Box<dyn Reflect>) -> Result<(), Box<dyn Reflect>>
source§fn reflect_kind(&self) -> ReflectKind
fn reflect_kind(&self) -> ReflectKind
source§fn reflect_ref(&self) -> ReflectRef<'_>
fn reflect_ref(&self) -> ReflectRef<'_>
source§fn reflect_mut(&mut self) -> ReflectMut<'_>
fn reflect_mut(&mut self) -> ReflectMut<'_>
source§fn reflect_owned(self: Box<UiImage>) -> ReflectOwned
fn reflect_owned(self: Box<UiImage>) -> ReflectOwned
source§fn reflect_partial_eq(&self, value: &(dyn Reflect + 'static)) -> Option<bool>
fn reflect_partial_eq(&self, value: &(dyn Reflect + 'static)) -> Option<bool>
source§fn apply(&mut self, value: &(dyn Reflect + 'static))
fn apply(&mut self, value: &(dyn Reflect + 'static))
source§fn reflect_hash(&self) -> Option<u64>
fn reflect_hash(&self) -> Option<u64>
source§fn debug(&self, f: &mut Formatter<'_>) -> Result<(), Error>
fn debug(&self, f: &mut Formatter<'_>) -> Result<(), Error>
source§fn serializable(&self) -> Option<Serializable<'_>>
fn serializable(&self) -> Option<Serializable<'_>>
source§fn is_dynamic(&self) -> bool
fn is_dynamic(&self) -> bool
source§impl Struct for UiImagewhere
UiImage: Any + Send + Sync,
Color: FromReflect + TypePath + RegisterForReflection,
Handle<Image>: FromReflect + TypePath + RegisterForReflection,
bool: FromReflect + TypePath + RegisterForReflection,
impl Struct for UiImagewhere
UiImage: Any + Send + Sync,
Color: FromReflect + TypePath + RegisterForReflection,
Handle<Image>: FromReflect + TypePath + RegisterForReflection,
bool: FromReflect + TypePath + RegisterForReflection,
source§fn field(&self, name: &str) -> Option<&(dyn Reflect + 'static)>
fn field(&self, name: &str) -> Option<&(dyn Reflect + 'static)>
name
as a &dyn Reflect
.source§fn field_mut(&mut self, name: &str) -> Option<&mut (dyn Reflect + 'static)>
fn field_mut(&mut self, name: &str) -> Option<&mut (dyn Reflect + 'static)>
name
as a
&mut dyn Reflect
.source§fn field_at(&self, index: usize) -> Option<&(dyn Reflect + 'static)>
fn field_at(&self, index: usize) -> Option<&(dyn Reflect + 'static)>
index
as a
&dyn Reflect
.source§fn field_at_mut(&mut self, index: usize) -> Option<&mut (dyn Reflect + 'static)>
fn field_at_mut(&mut self, index: usize) -> Option<&mut (dyn Reflect + 'static)>
index
as a &mut dyn Reflect
.source§fn name_at(&self, index: usize) -> Option<&str>
fn name_at(&self, index: usize) -> Option<&str>
index
.source§fn iter_fields(&self) -> FieldIter<'_> ⓘ
fn iter_fields(&self) -> FieldIter<'_> ⓘ
source§fn clone_dynamic(&self) -> DynamicStruct
fn clone_dynamic(&self) -> DynamicStruct
DynamicStruct
.source§impl TypePath for UiImage
impl TypePath for UiImage
source§fn type_path() -> &'static str
fn type_path() -> &'static str
source§fn short_type_path() -> &'static str
fn short_type_path() -> &'static str
source§fn type_ident() -> Option<&'static str>
fn type_ident() -> Option<&'static str>
source§fn crate_name() -> Option<&'static str>
fn crate_name() -> Option<&'static str>
Auto Trait Implementations§
impl Freeze for UiImage
impl !RefUnwindSafe for UiImage
impl Send for UiImage
impl Sync for UiImage
impl Unpin for UiImage
impl !UnwindSafe for UiImage
Blanket Implementations§
source§impl<T, U> AsBindGroupShaderType<U> for T
impl<T, U> AsBindGroupShaderType<U> for T
source§fn as_bind_group_shader_type(&self, _images: &RenderAssets<GpuImage>) -> U
fn as_bind_group_shader_type(&self, _images: &RenderAssets<GpuImage>) -> U
T
ShaderType
for self
. When used in AsBindGroup
derives, it is safe to assume that all images in self
exist.source§impl<T> BorrowMut<T> for Twhere
T: ?Sized,
impl<T> BorrowMut<T> for Twhere
T: ?Sized,
source§fn borrow_mut(&mut self) -> &mut T
fn borrow_mut(&mut self) -> &mut T
source§impl<C> Bundle for Cwhere
C: Component,
impl<C> Bundle for Cwhere
C: Component,
fn component_ids( components: &mut Components, storages: &mut Storages, ids: &mut impl FnMut(ComponentId), )
unsafe fn from_components<T, F>(ctx: &mut T, func: &mut F) -> C
source§fn get_component_ids(
components: &Components,
ids: &mut impl FnMut(Option<ComponentId>),
)
fn get_component_ids( components: &Components, ids: &mut impl FnMut(Option<ComponentId>), )
source§impl<T> CloneToUninit for Twhere
T: Clone,
impl<T> CloneToUninit for Twhere
T: Clone,
source§unsafe fn clone_to_uninit(&self, dst: *mut T)
unsafe fn clone_to_uninit(&self, dst: *mut T)
clone_to_uninit
)source§impl<T> Downcast for Twhere
T: Any,
impl<T> Downcast for Twhere
T: Any,
source§fn into_any(self: Box<T>) -> Box<dyn Any>
fn into_any(self: Box<T>) -> Box<dyn Any>
Box<dyn Trait>
(where Trait: Downcast
) to Box<dyn Any>
. Box<dyn Any>
can
then be further downcast
into Box<ConcreteType>
where ConcreteType
implements Trait
.source§fn into_any_rc(self: Rc<T>) -> Rc<dyn Any>
fn into_any_rc(self: Rc<T>) -> Rc<dyn Any>
Rc<Trait>
(where Trait: Downcast
) to Rc<Any>
. Rc<Any>
can then be
further downcast
into Rc<ConcreteType>
where ConcreteType
implements Trait
.source§fn as_any(&self) -> &(dyn Any + 'static)
fn as_any(&self) -> &(dyn Any + 'static)
&Trait
(where Trait: Downcast
) to &Any
. This is needed since Rust cannot
generate &Any
’s vtable from &Trait
’s.source§fn as_any_mut(&mut self) -> &mut (dyn Any + 'static)
fn as_any_mut(&mut self) -> &mut (dyn Any + 'static)
&mut Trait
(where Trait: Downcast
) to &Any
. This is needed since Rust cannot
generate &mut Any
’s vtable from &mut Trait
’s.source§impl<T> DowncastSync for T
impl<T> DowncastSync for T
source§impl<C> DynamicBundle for Cwhere
C: Component,
impl<C> DynamicBundle for Cwhere
C: Component,
fn get_components(self, func: &mut impl FnMut(StorageType, OwningPtr<'_>))
source§impl<T> DynamicTypePath for Twhere
T: TypePath,
impl<T> DynamicTypePath for Twhere
T: TypePath,
source§fn reflect_type_path(&self) -> &str
fn reflect_type_path(&self) -> &str
TypePath::type_path
.source§fn reflect_short_type_path(&self) -> &str
fn reflect_short_type_path(&self) -> &str
source§fn reflect_type_ident(&self) -> Option<&str>
fn reflect_type_ident(&self) -> Option<&str>
TypePath::type_ident
.source§fn reflect_crate_name(&self) -> Option<&str>
fn reflect_crate_name(&self) -> Option<&str>
TypePath::crate_name
.source§fn reflect_module_path(&self) -> Option<&str>
fn reflect_module_path(&self) -> Option<&str>
source§impl<S> FromSample<S> for S
impl<S> FromSample<S> for S
fn from_sample_(s: S) -> S
source§impl<T> FromWorld for Twhere
T: Default,
impl<T> FromWorld for Twhere
T: Default,
source§fn from_world(_world: &mut World) -> T
fn from_world(_world: &mut World) -> T
Self
using data from the given World
.source§impl<S> GetField for Swhere
S: Struct,
impl<S> GetField for Swhere
S: Struct,
source§impl<T> GetPath for T
impl<T> GetPath for T
source§fn reflect_path<'p>(
&self,
path: impl ReflectPath<'p>,
) -> Result<&(dyn Reflect + 'static), ReflectPathError<'p>>
fn reflect_path<'p>( &self, path: impl ReflectPath<'p>, ) -> Result<&(dyn Reflect + 'static), ReflectPathError<'p>>
path
. Read moresource§fn reflect_path_mut<'p>(
&mut self,
path: impl ReflectPath<'p>,
) -> Result<&mut (dyn Reflect + 'static), ReflectPathError<'p>>
fn reflect_path_mut<'p>( &mut self, path: impl ReflectPath<'p>, ) -> Result<&mut (dyn Reflect + 'static), ReflectPathError<'p>>
path
. Read moresource§fn path<'p, T>(
&self,
path: impl ReflectPath<'p>,
) -> Result<&T, ReflectPathError<'p>>where
T: Reflect,
fn path<'p, T>(
&self,
path: impl ReflectPath<'p>,
) -> Result<&T, ReflectPathError<'p>>where
T: Reflect,
path
. Read moresource§fn path_mut<'p, T>(
&mut self,
path: impl ReflectPath<'p>,
) -> Result<&mut T, ReflectPathError<'p>>where
T: Reflect,
fn path_mut<'p, T>(
&mut self,
path: impl ReflectPath<'p>,
) -> Result<&mut T, ReflectPathError<'p>>where
T: Reflect,
path
. Read moresource§impl<T> Instrument for T
impl<T> Instrument for T
source§fn instrument(self, span: Span) -> Instrumented<Self> ⓘ
fn instrument(self, span: Span) -> Instrumented<Self> ⓘ
source§fn in_current_span(self) -> Instrumented<Self> ⓘ
fn in_current_span(self) -> Instrumented<Self> ⓘ
source§impl<T> IntoEither for T
impl<T> IntoEither for T
source§fn into_either(self, into_left: bool) -> Either<Self, Self> ⓘ
fn into_either(self, into_left: bool) -> Either<Self, Self> ⓘ
self
into a Left
variant of Either<Self, Self>
if into_left
is true
.
Converts self
into a Right
variant of Either<Self, Self>
otherwise. Read moresource§fn into_either_with<F>(self, into_left: F) -> Either<Self, Self> ⓘ
fn into_either_with<F>(self, into_left: F) -> Either<Self, Self> ⓘ
self
into a Left
variant of Either<Self, Self>
if into_left(&self)
returns true
.
Converts self
into a Right
variant of Either<Self, Self>
otherwise. Read moresource§impl<F, T> IntoSample<T> for Fwhere
T: FromSample<F>,
impl<F, T> IntoSample<T> for Fwhere
T: FromSample<F>,
fn into_sample(self) -> T
source§impl<T> Pointable for T
impl<T> Pointable for T
source§impl<R, P> ReadPrimitive<R> for P
impl<R, P> ReadPrimitive<R> for P
source§fn read_from_little_endian(read: &mut R) -> Result<Self, Error>
fn read_from_little_endian(read: &mut R) -> Result<Self, Error>
ReadEndian::read_from_little_endian()
.