Struct bevy::ui::UiImage

source ·
pub struct UiImage {
    pub texture: Handle<Image>,
    pub flip_x: bool,
    pub flip_y: bool,
}
Expand description

The 2D texture displayed for this UI node

Fields§

§texture: Handle<Image>

Handle to the 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

source

pub fn new(texture: Handle<Image>) -> UiImage

Examples found in repository?
examples/ui/overflow_debug.rs (line 164)
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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
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examples/games/game_menu.rs (line 97)
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    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::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: Color::BLUE,
                                        ..default()
                                    },
                                ),
                                TextSection::new(
                                    " - ",
                                    TextStyle {
                                        font_size: 60.0,
                                        color: TEXT_COLOR,
                                        ..default()
                                    },
                                ),
                                TextSection::new(
                                    format!("volume: {:?}", *volume),
                                    TextStyle {
                                        font_size: 60.0,
                                        color: Color::GREEN,
                                        ..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, 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::rgb(0.15, 0.15, 0.15);
    const HOVERED_BUTTON: Color = Color::rgb(0.25, 0.25, 0.25);
    const HOVERED_PRESSED_BUTTON: Color = Color::rgb(0.25, 0.65, 0.25);
    const PRESSED_BUTTON: Color = Color::rgb(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 BackgroundColor, Option<&SelectedOption>),
            (Changed<Interaction>, With<Button>),
        >,
    ) {
        for (interaction, mut color, selected) in &mut interaction_query {
            *color = match (*interaction, selected) {
                (Interaction::Pressed, _) | (Interaction::None, Some(_)) => PRESSED_BUTTON.into(),
                (Interaction::Hovered, Some(_)) => HOVERED_PRESSED_BUTTON.into(),
                (Interaction::Hovered, None) => HOVERED_BUTTON.into(),
                (Interaction::None, None) => NORMAL_BUTTON.into(),
            }
        }
    }

    // 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 BackgroundColor), 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_color) = selected_query.single_mut();
                *previous_color = NORMAL_BUTTON.into();
                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: 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));
                            });
                    });
            });
    }
examples/stress_tests/many_buttons.rs (line 259)
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fn spawn_button(
    commands: &mut ChildBuilder,
    background_color: BackgroundColor,
    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,
            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::rgb(0.2, 0.2, 0.2),
                    ..default()
                },
            ));
        });
    }
}
examples/ui/ui_texture_atlas.rs (line 59)
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fn setup(
    mut commands: Commands,
    asset_server: Res<AssetServer>,
    mut texture_atlases: ResMut<Assets<TextureAtlasLayout>>,
) {
    // Camera
    commands.spawn(Camera2dBundle::default());

    let text_style = TextStyle {
        font_size: 20.,
        ..default()
    };

    let texture_handle = asset_server.load("textures/rpg/chars/gabe/gabe-idle-run.png");
    let texture_atlas = TextureAtlasLayout::from_grid(Vec2::new(24.0, 24.0), 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(AtlasImageBundle {
                style: Style {
                    width: Val::Px(256.),
                    height: Val::Px(256.),
                    ..default()
                },
                texture_atlas: texture_atlas_handle.into(),
                image: UiImage::new(texture_handle),
                ..default()
            });
            parent.spawn(TextBundle::from_sections([
                TextSection::new("press ".to_string(), text_style.clone()),
                TextSection::new(
                    "space".to_string(),
                    TextStyle {
                        color: Color::YELLOW,
                        ..text_style.clone()
                    },
                ),
                TextSection::new(" to advance frames".to_string(), text_style),
            ]));
        });
}
examples/ui/overflow.rs (line 92)
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fn setup(mut commands: Commands, asset_server: Res<AssetServer>) {
    commands.spawn(Camera2dBundle::default());

    let text_style = TextStyle {
        font: asset_server.load("fonts/FiraMono-Medium.ttf"),
        font_size: 20.0,
        ..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: 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::DARK_GRAY.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: 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()
                                        },
                                        background_color: Color::WHITE.into(),

                                        ..Default::default()
                                    },
                                    Interaction::default(),
                                    Outline {
                                        width: Val::Px(2.),
                                        offset: Val::Px(2.),
                                        color: Color::NONE,
                                    },
                                ));
                            });
                    });
            }
        });
}
examples/ui/ui.rs (line 289)
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fn setup(mut commands: Commands, asset_server: Res<AssetServer>) {
    // Camera
    commands.spawn(Camera2dBundle::default());

    // 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::rgb(0.65, 0.65, 0.65).into(),
                    ..default()
                })
                .with_children(|parent| {
                    // left vertical fill (content)
                    parent
                        .spawn(NodeBundle {
                            style: Style {
                                width: Val::Percent(100.),
                                ..default()
                            },
                            background_color: Color::rgb(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()
                                    },
                                )
                                .with_style(Style {
                                    margin: UiRect::all(Val::Px(5.)),
                                    ..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,
                            ));
                        });
                });
            // 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::rgb(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::rgb(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"),
                                                    font_size: 20.,
                                                    ..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: Color::GREEN.into(),
                    background_color: Color::rgb(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::rgb(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::rgb(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::rgb(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::rgb(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::rgb(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::rgba(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()
                                },
                                // a `NodeBundle` is transparent by default, so to see the image we have to its color to `WHITE`
                                background_color: Color::WHITE.into(),
                                ..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()),
                            ));
                        });
                });
        });
}
source

pub const fn with_flip_x(self) -> UiImage

Flip the image along its x-axis

source

pub const fn with_flip_y(self) -> UiImage

Flip the image along its y-axis

Trait Implementations§

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impl Clone for UiImage

source§

fn clone(&self) -> UiImage

Returns a copy of the value. Read more
1.0.0 · source§

fn clone_from(&mut self, source: &Self)

Performs copy-assignment from source. Read more
source§

impl Component for UiImage
where UiImage: Send + Sync + 'static,

§

type Storage = TableStorage

A marker type indicating the storage type used for this component. This must be either TableStorage or SparseStorage.
source§

impl Debug for UiImage

source§

fn fmt(&self, f: &mut Formatter<'_>) -> Result<(), Error>

Formats the value using the given formatter. Read more
source§

impl Default for UiImage

source§

fn default() -> UiImage

Returns the “default value” for a type. Read more
source§

impl From<Handle<Image>> for UiImage

source§

fn from(texture: Handle<Image>) -> UiImage

Converts to this type from the input type.
source§

impl FromReflect for UiImage

source§

fn from_reflect(reflect: &(dyn Reflect + 'static)) -> Option<UiImage>

Constructs a concrete instance of Self from a reflected value.
source§

fn take_from_reflect( reflect: Box<dyn Reflect> ) -> Result<Self, Box<dyn Reflect>>

Attempts to downcast the given value to Self using, constructing the value using from_reflect if that fails. Read more
source§

impl GetTypeRegistration for UiImage

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impl Reflect for UiImage

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fn get_represented_type_info(&self) -> Option<&'static TypeInfo>

Returns the TypeInfo of the type represented by this value. Read more
source§

fn into_any(self: Box<UiImage>) -> Box<dyn Any>

Returns the value as a Box<dyn Any>.
source§

fn as_any(&self) -> &(dyn Any + 'static)

Returns the value as a &dyn Any.
source§

fn as_any_mut(&mut self) -> &mut (dyn Any + 'static)

Returns the value as a &mut dyn Any.
source§

fn into_reflect(self: Box<UiImage>) -> Box<dyn Reflect>

Casts this type to a boxed reflected value.
source§

fn as_reflect(&self) -> &(dyn Reflect + 'static)

Casts this type to a reflected value.
source§

fn as_reflect_mut(&mut self) -> &mut (dyn Reflect + 'static)

Casts this type to a mutable reflected value.
source§

fn clone_value(&self) -> Box<dyn Reflect>

Clones the value as a Reflect trait object. Read more
source§

fn set(&mut self, value: Box<dyn Reflect>) -> Result<(), Box<dyn Reflect>>

Performs a type-checked assignment of a reflected value to this value. Read more
source§

fn apply(&mut self, value: &(dyn Reflect + 'static))

Applies a reflected value to this value. Read more
source§

fn reflect_kind(&self) -> ReflectKind

Returns a zero-sized enumeration of “kinds” of type. Read more
source§

fn reflect_ref(&self) -> ReflectRef<'_>

Returns an immutable enumeration of “kinds” of type. Read more
source§

fn reflect_mut(&mut self) -> ReflectMut<'_>

Returns a mutable enumeration of “kinds” of type. Read more
source§

fn reflect_owned(self: Box<UiImage>) -> ReflectOwned

Returns an owned enumeration of “kinds” of type. Read more
source§

fn reflect_partial_eq(&self, value: &(dyn Reflect + 'static)) -> Option<bool>

Returns a “partial equality” comparison result. Read more
source§

fn reflect_hash(&self) -> Option<u64>

Returns a hash of the value (which includes the type). Read more
source§

fn debug(&self, f: &mut Formatter<'_>) -> Result<(), Error>

Debug formatter for the value. Read more
source§

fn serializable(&self) -> Option<Serializable<'_>>

Returns a serializable version of the value. Read more
source§

fn is_dynamic(&self) -> bool

Indicates whether or not this type is a dynamic type. Read more
source§

impl Struct for UiImage

source§

fn field(&self, name: &str) -> Option<&(dyn Reflect + 'static)>

Returns a reference to the value of the field named name as a &dyn Reflect.
source§

fn field_mut(&mut self, name: &str) -> Option<&mut (dyn Reflect + 'static)>

Returns a mutable reference to the value of the field named name as a &mut dyn Reflect.
source§

fn field_at(&self, index: usize) -> Option<&(dyn Reflect + 'static)>

Returns a reference to the value of the field with index index as a &dyn Reflect.
source§

fn field_at_mut(&mut self, index: usize) -> Option<&mut (dyn Reflect + 'static)>

Returns a mutable reference to the value of the field with index index as a &mut dyn Reflect.
source§

fn name_at(&self, index: usize) -> Option<&str>

Returns the name of the field with index index.
source§

fn field_len(&self) -> usize

Returns the number of fields in the struct.
source§

fn iter_fields(&self) -> FieldIter<'_>

Returns an iterator over the values of the reflectable fields for this struct.
source§

fn clone_dynamic(&self) -> DynamicStruct

Clones the struct into a DynamicStruct.
source§

impl TypePath for UiImage
where UiImage: Any + Send + Sync,

source§

fn type_path() -> &'static str

Returns the fully qualified path of the underlying type. Read more
source§

fn short_type_path() -> &'static str

Returns a short, pretty-print enabled path to the type. Read more
source§

fn type_ident() -> Option<&'static str>

Returns the name of the type, or None if it is anonymous. Read more
source§

fn crate_name() -> Option<&'static str>

Returns the name of the crate the type is in, or None if it is anonymous. Read more
source§

fn module_path() -> Option<&'static str>

Returns the path to the module the type is in, or None if it is anonymous. Read more
source§

impl Typed for UiImage

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fn type_info() -> &'static TypeInfo

Returns the compile-time info for the underlying type.

Auto Trait Implementations§

Blanket Implementations§

source§

impl<T> Any for T
where T: 'static + ?Sized,

source§

fn type_id(&self) -> TypeId

Gets the TypeId of self. Read more
source§

impl<T, U> AsBindGroupShaderType<U> for T
where U: ShaderType, &'a T: for<'a> Into<U>,

source§

fn as_bind_group_shader_type(&self, _images: &RenderAssets<Image>) -> U

Return the T ShaderType for self. When used in AsBindGroup derives, it is safe to assume that all images in self exist.
source§

impl<T> Borrow<T> for T
where T: ?Sized,

source§

fn borrow(&self) -> &T

Immutably borrows from an owned value. Read more
source§

impl<T> BorrowMut<T> for T
where T: ?Sized,

source§

fn borrow_mut(&mut self) -> &mut T

Mutably borrows from an owned value. Read more
source§

impl<C> Bundle for C
where C: Component,

source§

fn component_ids( components: &mut Components, storages: &mut Storages, ids: &mut impl FnMut(ComponentId) )

source§

unsafe fn from_components<T, F>(ctx: &mut T, func: &mut F) -> C
where F: for<'a> FnMut(&'a mut T) -> OwningPtr<'a>,

source§

impl<T> Downcast<T> for T

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fn downcast(&self) -> &T

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impl<T> Downcast for T
where T: Any,

source§

fn into_any(self: Box<T>) -> Box<dyn Any>

Convert 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>

Convert 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)

Convert &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)

Convert &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
where T: Any + Send + Sync,

source§

fn into_any_arc(self: Arc<T>) -> Arc<dyn Any + Send + Sync>

Convert Arc<Trait> (where Trait: Downcast) to Arc<Any>. Arc<Any> can then be further downcast into Arc<ConcreteType> where ConcreteType implements Trait.
source§

impl<C> DynamicBundle for C
where C: Component,

source§

fn get_components(self, func: &mut impl FnMut(StorageType, OwningPtr<'_>))

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impl<T> DynamicTypePath for T
where T: TypePath,

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impl<T> From<T> for T

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fn from(t: T) -> T

Returns the argument unchanged.

source§

impl<S> FromSample<S> for S

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fn from_sample_(s: S) -> S

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impl<T> FromWorld for T
where T: Default,

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fn from_world(_world: &mut World) -> T

Creates Self using data from the given World.
source§

impl<S> GetField for S
where S: Struct,

source§

fn get_field<T>(&self, name: &str) -> Option<&T>
where T: Reflect,

Returns a reference to the value of the field named name, downcast to T.
source§

fn get_field_mut<T>(&mut self, name: &str) -> Option<&mut T>
where T: Reflect,

Returns a mutable reference to the value of the field named name, downcast to T.
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impl<T> GetPath for T
where T: Reflect + ?Sized,

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fn reflect_path<'p>( &self, path: impl ReflectPath<'p> ) -> Result<&(dyn Reflect + 'static), ReflectPathError<'p>>

Returns a reference to the value specified by path. Read more
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fn reflect_path_mut<'p>( &mut self, path: impl ReflectPath<'p> ) -> Result<&mut (dyn Reflect + 'static), ReflectPathError<'p>>

Returns a mutable reference to the value specified by path. Read more
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fn path<'p, T>( &self, path: impl ReflectPath<'p> ) -> Result<&T, ReflectPathError<'p>>
where T: Reflect,

Returns a statically typed reference to the value specified by path. Read more
source§

fn path_mut<'p, T>( &mut self, path: impl ReflectPath<'p> ) -> Result<&mut T, ReflectPathError<'p>>
where T: Reflect,

Returns a statically typed mutable reference to the value specified by path. Read more
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impl<T> Instrument for T

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fn instrument(self, span: Span) -> Instrumented<Self>

Instruments this type with the provided Span, returning an Instrumented wrapper. Read more
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fn in_current_span(self) -> Instrumented<Self>

Instruments this type with the current Span, returning an Instrumented wrapper. Read more
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impl<T, U> Into<U> for T
where U: From<T>,

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fn into(self) -> U

Calls U::from(self).

That is, this conversion is whatever the implementation of From<T> for U chooses to do.

source§

impl<T> ToOwned for T
where T: Clone,

§

type Owned = T

The resulting type after obtaining ownership.
source§

fn to_owned(&self) -> T

Creates owned data from borrowed data, usually by cloning. Read more
source§

fn clone_into(&self, target: &mut T)

Uses borrowed data to replace owned data, usually by cloning. Read more
source§

impl<T, U> ToSample<U> for T
where U: FromSample<T>,

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fn to_sample_(self) -> U

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impl<T, U> TryFrom<U> for T
where U: Into<T>,

§

type Error = Infallible

The type returned in the event of a conversion error.
source§

fn try_from(value: U) -> Result<T, <T as TryFrom<U>>::Error>

Performs the conversion.
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impl<T, U> TryInto<U> for T
where U: TryFrom<T>,

§

type Error = <U as TryFrom<T>>::Error

The type returned in the event of a conversion error.
source§

fn try_into(self) -> Result<U, <U as TryFrom<T>>::Error>

Performs the conversion.
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impl<T> TypeData for T
where T: 'static + Send + Sync + Clone,

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impl<T> Upcast<T> for T

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fn upcast(&self) -> Option<&T>

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impl<T> WithSubscriber for T

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fn with_subscriber<S>(self, subscriber: S) -> WithDispatch<Self>
where S: Into<Dispatch>,

Attaches the provided Subscriber to this type, returning a WithDispatch wrapper. Read more
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fn with_current_subscriber(self) -> WithDispatch<Self>

Attaches the current default Subscriber to this type, returning a WithDispatch wrapper. Read more
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impl<S, T> Duplex<S> for T
where T: FromSample<S> + ToSample<S>,

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impl<T> Settings for T
where T: 'static + Send + Sync,

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impl<T> WasmNotSend for T
where T: Send,

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impl<T> WasmNotSendSync for T

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impl<T> WasmNotSync for T
where T: Sync,