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UiPanel3D

Struct UiPanel3D 

Source
pub struct UiPanel3D {
    pub ui: Ui,
    pub texture: Texture,
    pub size: Vec2,
    pub interactive: bool,
    /* private fields */
}
Expand description

Retained UI shown on a quad in the world (Rust’s Ui on a surface): a computer screen, a shop terminal, a sign with buttons. Build ui like Ctx::ui_retained; its widgets are laid out in texture’s pixels.

The panel is the quad size meters wide and high in its entity’s XY plane, centered on it, facing +Z (what mesh makes). The mouse uses the nearest panel the camera ray through it hits, unless the screen’s own UI has it; the panel clicked last also gets the keyboard. Ctx::create_ui_panel makes the texture, material and mesh at once.

Game::new("t", 1, 1).run_headless(0, |ctx| {
    // A 1.2 x 0.8 m terminal, 600 x 400 pixels.
    let (mut panel, model) = ctx.create_ui_panel(600, 400, vec2(1.2, 0.8));
    let buy = panel.ui.add(UiWidget::Button, Default::default());
    panel.ui.set_text(buy, "Buy");
    ctx.world.spawn((Transform3D::at(vec3(0.0, 1.5, -2.0)), model, panel));
});

Fields§

§ui: Ui

Its widgets, events, focus and screens.

§texture: Texture

What it’s drawn into each frame: a render target (Ctx::create_render_target) whose size is the panel’s in pixels.

§size: Vec2

Its size in the world, in meters.

§interactive: bool

Whether the mouse and keyboard can use it. Default true.

Implementations§

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impl UiPanel3D

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pub fn new(texture: Texture, size: Vec2) -> Self

A panel drawn into texture (a render target), size meters in the world. Show texture on mesh with a material.

Game::new("t", 1, 1).run_headless(0, |ctx| {
    let screen = ctx.create_render_target(512, 256);
    let panel = UiPanel3D::new(screen, vec2(1.0, 0.5));
    assert!(panel.interactive && panel.pointer().is_none());
});
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pub fn mesh(&self) -> MeshData

The quad it’s shown on: size in the XY plane, centered, facing +Z, with the texture’s top-left corner at the top left.

let panel = UiPanel3D::new(screen, vec2(2.0, 1.0));
let quad = panel.mesh();
assert_eq!(quad.positions[0], vec3(-1.0, 0.5, 0.0));
assert_eq!(quad.uvs[0], Vec2::ZERO);
Source

pub fn pointer(&self) -> Option<Vec2>

Where the mouse is on it this frame, in its pixels; None when it isn’t over it.

if let Some(at) = panel.pointer() {
    println!("hovering at {at}");
}

Trait Implementations§

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impl Debug for UiPanel3D

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

Formats the value using the given formatter. Read more

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