Open
Description
Bevy version
0.13.1
What you did
This is a combination of 2d/pixel_grid_snap.rs and ui/button.rs from the examples:
use bevy::{
prelude::*,
render::{
camera::RenderTarget,
render_resource::{
Extent3d, TextureDescriptor, TextureDimension, TextureFormat, TextureUsages,
},
view::RenderLayers,
},
window::WindowResized,
};
/// In-game resolution width.
const RES_WIDTH: u32 = 160;
/// In-game resolution height.
const RES_HEIGHT: u32 = 90;
/// Default render layers for pixel-perfect rendering.
/// You can skip adding this component, as this is the default.
const PIXEL_PERFECT_LAYERS: RenderLayers = RenderLayers::layer(0);
/// Render layers for high-resolution rendering.
const HIGH_RES_LAYERS: RenderLayers = RenderLayers::layer(1);
fn main() {
App::new()
.add_plugins(DefaultPlugins.set(ImagePlugin::default_nearest()))
.insert_resource(Msaa::Off)
.add_systems(Startup, (setup_camera, setup_ui).chain())
.add_systems(Update, (button_system, fit_canvas))
.run();
}
/// Low-resolution texture that contains the pixel-perfect world.
/// Canvas itself is rendered to the high-resolution world.
#[derive(Component)]
struct Canvas;
/// Camera that renders the pixel-perfect world to the [`Canvas`].
#[derive(Component)]
struct InGameCamera;
/// Camera that renders the [`Canvas`] (and other graphics on [`HIGH_RES_LAYERS`]) to the screen.
#[derive(Component)]
struct OuterCamera;
/// Our button
#[derive(Component)]
struct MyButton;
fn setup_ui(mut commands: Commands, query: Query<Entity, With<InGameCamera>>) {
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()
},
TargetCamera(query.single()),
))
.with_children(|parent| {
parent
.spawn((
MyButton,
ButtonBundle {
style: Style {
width: Val::Px(50.0),
height: Val::Px(20.0),
border: UiRect::all(Val::Px(2.0)),
// horizontally center child text
justify_content: JustifyContent::Center,
// vertically center child text
align_items: AlignItems::Center,
..default()
},
border_color: BorderColor(Color::BLACK),
background_color: BackgroundColor(Color::rgb(0.15, 0.15, 0.15)),
..default()
},
))
.with_children(|parent| {
parent.spawn(TextBundle::from_section(
"Button",
TextStyle {
font_size: 10.0,
color: Color::rgb(0.9, 0.9, 0.9),
..default()
},
));
});
});
}
fn setup_camera(mut commands: Commands, mut images: ResMut<Assets<Image>>) {
let canvas_size = Extent3d {
width: RES_WIDTH,
height: RES_HEIGHT,
..default()
};
// this Image serves as a canvas representing the low-resolution game screen
let mut canvas = Image {
texture_descriptor: TextureDescriptor {
label: None,
size: canvas_size,
dimension: TextureDimension::D2,
format: TextureFormat::Bgra8UnormSrgb,
mip_level_count: 1,
sample_count: 1,
usage: TextureUsages::TEXTURE_BINDING
| TextureUsages::COPY_DST
| TextureUsages::RENDER_ATTACHMENT,
view_formats: &[],
},
..default()
};
// fill image.data with zeroes
canvas.resize(canvas_size);
let image_handle = images.add(canvas);
// this camera renders whatever is on `PIXEL_PERFECT_LAYERS` to the canvas
commands.spawn((
Camera2dBundle {
camera: Camera {
// render before the "main pass" camera
order: -1,
target: RenderTarget::Image(image_handle.clone()),
..default()
},
..default()
},
InGameCamera,
PIXEL_PERFECT_LAYERS,
));
// spawn the canvas
commands.spawn((
SpriteBundle {
texture: image_handle,
..default()
},
Canvas,
HIGH_RES_LAYERS,
));
// the "outer" camera renders whatever is on `HIGH_RES_LAYERS` to the screen.
// here, the canvas and one of the sample sprites will be rendered by this camera
commands.spawn((Camera2dBundle::default(), OuterCamera, HIGH_RES_LAYERS));
}
fn button_system(mut interaction_query: Query<&Interaction, (Changed<Interaction>, With<Button>)>) {
for interaction in &mut interaction_query {
match *interaction {
Interaction::Pressed => {
println!("pressed!");
}
Interaction::Hovered => {
println!("hovered!");
}
Interaction::None => {
println!("none!");
}
}
}
}
fn fit_canvas(
mut resize_events: EventReader<WindowResized>,
mut projections: Query<&mut OrthographicProjection, With<OuterCamera>>,
) {
for event in resize_events.read() {
let h_scale = event.width / RES_WIDTH as f32;
let v_scale = event.height / RES_HEIGHT as f32;
let mut projection = projections.single_mut();
projection.scale = 1. / h_scale.min(v_scale).round();
}
}
What went wrong
Button interaction simply does not work at all. Hovering and clicking the button should cause hovered!
and pressed!
to be printed to the console, but it does nothing here.
I believe this is a critical issue for pixel-art games as this prevents mouse interaction from working at all. I hope that there is at least a workaround for such a show-stopping bug.
Additional information
Some relevant PRs:
- Camera-driven UI #10559
- Unify RenderLayers and TargetCamera (Part 1: RenderGroups) [ADOPT ME] #12502
- Add interaction for render target with custom size #5815
Relevant issues: