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//! This module contains basic node bundles used to build UIs
#![expect(deprecated)]
use crate::{
widget::{Button, ImageNodeSize},
BackgroundColor, BorderColor, BorderRadius, ComputedNode, ContentSize, FocusPolicy, ImageNode,
Interaction, MaterialNode, Node, ScrollPosition, UiMaterial, ZIndex,
};
use bevy_ecs::bundle::Bundle;
use bevy_render::view::{InheritedVisibility, ViewVisibility, Visibility};
use bevy_transform::prelude::{GlobalTransform, Transform};
/// The basic UI node.
///
/// Contains the [`Node`] component and other components required to make a container.
///
/// See [`node_bundles`](crate::node_bundles) for more specialized bundles like [`ImageBundle`].
#[derive(Bundle, Clone, Debug, Default)]
#[deprecated(
since = "0.15.0",
note = "Use the `Node` component instead. Inserting `Node` will also insert the other components required automatically."
)]
pub struct NodeBundle {
/// Controls the layout (size and position) of the node and its children
/// This also affect how the node is drawn/painted.
pub node: Node,
/// Describes the logical size of the node
pub computed_node: ComputedNode,
/// The background color, which serves as a "fill" for this node
pub background_color: BackgroundColor,
/// The color of the Node's border
pub border_color: BorderColor,
/// The border radius of the node
pub border_radius: BorderRadius,
/// Whether this node should block interaction with lower nodes
pub focus_policy: FocusPolicy,
/// The scroll position of the node,
pub scroll_position: ScrollPosition,
/// The transform of the node
///
/// This component is automatically managed by the UI layout system.
/// To alter the position of the `NodeBundle`, use the properties of the [`Node`] component.
pub transform: Transform,
/// The global transform of the node
///
/// This component is automatically updated by the [`TransformPropagate`](`bevy_transform::TransformSystem::TransformPropagate`) systems.
/// To alter the position of the `NodeBundle`, use the properties of the [`Node`] component.
pub global_transform: GlobalTransform,
/// Describes the visibility properties of the node
pub visibility: Visibility,
/// Inherited visibility of an entity.
pub inherited_visibility: InheritedVisibility,
/// Algorithmically-computed indication of whether an entity is visible and should be extracted for rendering
pub view_visibility: ViewVisibility,
/// Indicates the depth at which the node should appear in the UI
pub z_index: ZIndex,
}
/// A UI node that is an image
#[derive(Bundle, Debug, Default)]
#[deprecated(
since = "0.15.0",
note = "Use the `ImageNode` component instead. Inserting `ImageNode` will also insert the other components required automatically."
)]
pub struct ImageBundle {
/// Describes the logical size of the node
pub computed_node: ComputedNode,
/// Controls the layout (size and position) of the node and its children
/// This also affects how the node is drawn/painted.
pub node: Node,
/// The calculated size based on the given image
pub calculated_size: ContentSize,
/// The image of the node.
///
/// To tint the image, change the `color` field of this component.
pub image: ImageNode,
/// The color of the background that will fill the containing node.
pub background_color: BackgroundColor,
/// The border radius of the node
pub border_radius: BorderRadius,
/// The size of the image in pixels
///
/// This component is set automatically
pub image_size: ImageNodeSize,
/// Whether this node should block interaction with lower nodes
pub focus_policy: FocusPolicy,
/// The transform of the node
///
/// This component is automatically managed by the UI layout system.
/// To alter the position of the `ImageBundle`, use the properties of the [`Node`] component.
pub transform: Transform,
/// The global transform of the node
///
/// This component is automatically updated by the [`TransformPropagate`](`bevy_transform::TransformSystem::TransformPropagate`) systems.
pub global_transform: GlobalTransform,
/// Describes the visibility properties of the node
pub visibility: Visibility,
/// Inherited visibility of an entity.
pub inherited_visibility: InheritedVisibility,
/// Algorithmically-computed indication of whether an entity is visible and should be extracted for rendering
pub view_visibility: ViewVisibility,
/// Indicates the depth at which the node should appear in the UI
pub z_index: ZIndex,
}
/// A UI node that is a button
#[derive(Bundle, Clone, Debug)]
#[deprecated(
since = "0.15.0",
note = "Use the `Button` component instead. Inserting `Button` will also insert the other components required automatically."
)]
pub struct ButtonBundle {
/// Describes the logical size of the node
pub computed_node: ComputedNode,
/// Marker component that signals this node is a button
pub button: Button,
/// Controls the layout (size and position) of the node and its children
/// Also affect how the node is drawn/painted.
pub node: Node,
/// Describes whether and how the button has been interacted with by the input
pub interaction: Interaction,
/// Whether this node should block interaction with lower nodes
pub focus_policy: FocusPolicy,
/// The color of the Node's border
pub border_color: BorderColor,
/// The border radius of the node
pub border_radius: BorderRadius,
/// The image of the node
pub image: ImageNode,
/// The background color that will fill the containing node
pub background_color: BackgroundColor,
/// The transform of the node
///
/// This component is automatically managed by the UI layout system.
/// To alter the position of the `ButtonBundle`, use the properties of the [`Node`] component.
pub transform: Transform,
/// The global transform of the node
///
/// This component is automatically updated by the [`TransformPropagate`](`bevy_transform::TransformSystem::TransformPropagate`) systems.
pub global_transform: GlobalTransform,
/// Describes the visibility properties of the node
pub visibility: Visibility,
/// Inherited visibility of an entity.
pub inherited_visibility: InheritedVisibility,
/// Algorithmically-computed indication of whether an entity is visible and should be extracted for rendering
pub view_visibility: ViewVisibility,
/// Indicates the depth at which the node should appear in the UI
pub z_index: ZIndex,
}
impl Default for ButtonBundle {
fn default() -> Self {
Self {
node: Default::default(),
computed_node: Default::default(),
button: Default::default(),
interaction: Default::default(),
focus_policy: FocusPolicy::Block,
border_color: Default::default(),
border_radius: Default::default(),
image: Default::default(),
background_color: Default::default(),
transform: Default::default(),
global_transform: Default::default(),
visibility: Default::default(),
inherited_visibility: Default::default(),
view_visibility: Default::default(),
z_index: Default::default(),
}
}
}
/// A UI node that is rendered using a [`UiMaterial`]
///
/// Adding a `BackgroundColor` component to an entity with this bundle will ignore the custom
/// material and use the background color instead.
#[derive(Bundle, Clone, Debug)]
#[deprecated(
since = "0.15.0",
note = "Use the `MaterialNode` component instead. Inserting `MaterialNode` will also insert the other components required automatically."
)]
pub struct MaterialNodeBundle<M: UiMaterial> {
/// Describes the logical size of the node
pub computed_node: ComputedNode,
/// Controls the layout (size and position) of the node and its children
/// Also affects how the node is drawn/painted.
pub node: Node,
/// The [`UiMaterial`] used to render the node.
pub material: MaterialNode<M>,
/// Whether this node should block interaction with lower nodes
pub focus_policy: FocusPolicy,
/// The transform of the node
///
/// This field is automatically managed by the UI layout system.
/// To alter the position of the `NodeBundle`, use the properties of the [`Node`] component.
pub transform: Transform,
/// The global transform of the node
///
/// This field is automatically managed by the UI layout system.
/// To alter the position of the `NodeBundle`, use the properties of the [`Node`] component.
pub global_transform: GlobalTransform,
/// Describes the visibility properties of the node
pub visibility: Visibility,
/// Inherited visibility of an entity.
pub inherited_visibility: InheritedVisibility,
/// Algorithmically-computed indication of whether an entity is visible and should be extracted for rendering
pub view_visibility: ViewVisibility,
/// Indicates the depth at which the node should appear in the UI
pub z_index: ZIndex,
}
impl<M: UiMaterial> Default for MaterialNodeBundle<M> {
fn default() -> Self {
Self {
node: Default::default(),
computed_node: Default::default(),
material: Default::default(),
focus_policy: Default::default(),
transform: Default::default(),
global_transform: Default::default(),
visibility: Default::default(),
inherited_visibility: Default::default(),
view_visibility: Default::default(),
z_index: Default::default(),
}
}
}