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UI node outlines (bevyengine#9931)
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# Objective

Add support for drawing outlines outside the borders of UI nodes.

## Solution
Add a new `Outline` component with `width`, `offset` and `color` fields.
Added `outline_width` and `outline_offset` fields to `Node`. This is set
after layout recomputation by the `resolve_outlines_system`.

Properties of outlines:
* Unlike borders, outlines have to be the same width on each edge.
* Outlines do not occupy any space in the layout.
* The `Outline` component won't be added to any of the UI node bundles,
it needs to be inserted separately.
* Outlines are drawn outside the node's border, so they are clipped
using the clipping rect of their entity's parent UI node (if it exists).
* `Val::Percent` outline widths are resolved based on the width of the
outlined UI node.
* The offset of the `Outline` adds space between an outline and the edge
of its node.

I was leaning towards adding an `outline` field to `Style` but a
separate component seems more efficient for queries and change
detection. The `Outline` component isn't added to bundles for the same
reason.

---
## Examples

* This image is from the `borders` example from the Bevy UI examples but
modified to include outlines. The UI nodes are the dark red rectangles,
the bright red rectangles are borders and the white lines offset from
each node are the outlines. The yellow rectangles are separate nodes
contained with the dark red nodes:
 
<img width="406" alt="outlines"
src="https://github.com/bevyengine/bevy/assets/27962798/4e6f315a-019f-42a4-94ee-cca8e684d64a">

* This is from the same example but using a branch that implements
border-radius. Here the the outlines are in orange and there is no
offset applied. I broke the borders implementation somehow during the
merge, which is why some of the borders from the first screenshot are
missing 😅. The outlines work nicely though (as long as you
can forgive the lack of anti-aliasing):


![image](https://github.com/bevyengine/bevy/assets/27962798/d15560b6-6cd6-42e5-907b-56ccf2ad5e02)

---
## Notes

As I explained above, I don't think the `Outline` component should be
added to UI node bundles. We can have helper functions though, perhaps
something as simple as:

```rust
impl NodeBundle {
    pub fn with_outline(self, outline: Outline) -> (Self, Outline) {
        (self, outline)
    }
}
```

I didn't include anything like this as I wanted to keep the PR's scope
as narrow as possible. Maybe `with_outline` should be in a trait that we
implement for each UI node bundle.

---

## Changelog
Added support for outlines to Bevy UI.
* The `Outline` component adds an outline to a UI node.
* The `outline_width` field added to `Node` holds the resolved width of
the outline, which is set by the `resolve_outlines_system` after layout
recomputation.
* Outlines are drawn by the system `extract_uinode_outlines`.
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ickshonpe authored and ameknite committed Nov 6, 2023
1 parent ffeecf3 commit 485a24c
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Showing 5 changed files with 245 additions and 15 deletions.
32 changes: 30 additions & 2 deletions crates/bevy_ui/src/layout/mod.rs
Original file line number Diff line number Diff line change
@@ -1,9 +1,9 @@
mod convert;
pub mod debug;

use crate::{ContentSize, Node, Style, UiScale};
use crate::{ContentSize, Node, Outline, Style, UiScale};
use bevy_ecs::{
change_detection::DetectChanges,
change_detection::{DetectChanges, DetectChangesMut},
entity::Entity,
event::EventReader,
query::{With, Without},
Expand Down Expand Up @@ -386,6 +386,34 @@ pub fn ui_layout_system(
}
}

/// Resolve and update the widths of Node outlines
pub fn resolve_outlines_system(
primary_window: Query<&Window, With<PrimaryWindow>>,
ui_scale: Res<UiScale>,
mut outlines_query: Query<(&Outline, &mut Node)>,
) {
let viewport_size = primary_window
.get_single()
.map(|window| Vec2::new(window.resolution.width(), window.resolution.height()))
.unwrap_or(Vec2::ZERO)
/ ui_scale.0 as f32;

for (outline, mut node) in outlines_query.iter_mut() {
let node = node.bypass_change_detection();
node.outline_width = outline
.width
.resolve(node.size().x, viewport_size)
.unwrap_or(0.)
.max(0.);

node.outline_offset = outline
.width
.resolve(node.size().x, viewport_size)
.unwrap_or(0.)
.max(0.);
}
}

#[inline]
/// Round `value` to the nearest whole integer, with ties (values with a fractional part equal to 0.5) rounded towards positive infinity.
fn round_ties_up(value: f32) -> f32 {
Expand Down
6 changes: 6 additions & 0 deletions crates/bevy_ui/src/lib.rs
Original file line number Diff line number Diff line change
Expand Up @@ -65,6 +65,8 @@ pub enum UiSystem {
Focus,
/// After this label, the [`UiStack`] resource has been updated
Stack,
/// After this label, node outline widths have been updated
Outlines,
}

/// The current scale of the UI.
Expand Down Expand Up @@ -124,6 +126,7 @@ impl Plugin for UiPlugin {
.register_type::<widget::Button>()
.register_type::<widget::Label>()
.register_type::<ZIndex>()
.register_type::<Outline>()
.add_systems(
PreUpdate,
ui_focus_system.in_set(UiSystem::Focus).after(InputSystem),
Expand Down Expand Up @@ -178,6 +181,9 @@ impl Plugin for UiPlugin {
ui_layout_system
.in_set(UiSystem::Layout)
.before(TransformSystem::TransformPropagate),
resolve_outlines_system
.in_set(UiSystem::Outlines)
.after(UiSystem::Layout),
ui_stack_system.in_set(UiSystem::Stack),
update_clipping_system.after(TransformSystem::TransformPropagate),
),
Expand Down
95 changes: 95 additions & 0 deletions crates/bevy_ui/src/render/mod.rs
Original file line number Diff line number Diff line change
Expand Up @@ -10,6 +10,7 @@ use bevy_window::{PrimaryWindow, Window};
pub use pipeline::*;
pub use render_pass::*;

use crate::Outline;
use crate::{
prelude::UiCameraConfig, BackgroundColor, BorderColor, CalculatedClip, ContentSize, Node,
Style, UiImage, UiScale, UiStack, UiTextureAtlasImage, Val,
Expand Down Expand Up @@ -85,6 +86,7 @@ pub fn build_ui_render(app: &mut App) {
extract_uinode_borders.after(RenderUiSystem::ExtractAtlasNode),
#[cfg(feature = "bevy_text")]
extract_text_uinodes.after(RenderUiSystem::ExtractAtlasNode),
extract_uinode_outlines.after(RenderUiSystem::ExtractAtlasNode),
),
)
.add_systems(
Expand Down Expand Up @@ -389,6 +391,99 @@ pub fn extract_uinode_borders(
}
}

pub fn extract_uinode_outlines(
mut commands: Commands,
mut extracted_uinodes: ResMut<ExtractedUiNodes>,
ui_stack: Extract<Res<UiStack>>,
uinode_query: Extract<
Query<(
&Node,
&GlobalTransform,
&Outline,
&ViewVisibility,
Option<&Parent>,
)>,
>,
clip_query: Query<&CalculatedClip>,
) {
let image = AssetId::<Image>::default();

for (stack_index, entity) in ui_stack.uinodes.iter().enumerate() {
if let Ok((node, global_transform, outline, view_visibility, maybe_parent)) =
uinode_query.get(*entity)
{
// Skip invisible outlines
if !view_visibility.get() || outline.color.a() == 0. || node.outline_width == 0. {
continue;
}

// Outline's are drawn outside of a node's borders, so they are clipped using the clipping Rect of their UI node entity's parent.
let clip = maybe_parent
.and_then(|parent| clip_query.get(parent.get()).ok().map(|clip| clip.clip));

// Calculate the outline rects.
let inner_rect =
Rect::from_center_size(Vec2::ZERO, node.size() + 2. * node.outline_offset);
let outer_rect = inner_rect.inset(node.outline_width());
let outline_edges = [
// Left edge
Rect::new(
outer_rect.min.x,
outer_rect.min.y,
inner_rect.min.x,
outer_rect.max.y,
),
// Right edge
Rect::new(
inner_rect.max.x,
outer_rect.min.y,
outer_rect.max.x,
outer_rect.max.y,
),
// Top edge
Rect::new(
inner_rect.min.x,
outer_rect.min.y,
inner_rect.max.x,
inner_rect.min.y,
),
// Bottom edge
Rect::new(
inner_rect.min.x,
inner_rect.max.y,
inner_rect.max.x,
outer_rect.max.y,
),
];

let transform = global_transform.compute_matrix();

for edge in outline_edges {
if edge.min.x < edge.max.x && edge.min.y < edge.max.y {
extracted_uinodes.uinodes.insert(
commands.spawn_empty().id(),
ExtractedUiNode {
stack_index,
// This translates the uinode's transform to the center of the current border rectangle
transform: transform * Mat4::from_translation(edge.center().extend(0.)),
color: outline.color,
rect: Rect {
max: edge.size(),
..Default::default()
},
image,
atlas_size: None,
clip,
flip_x: false,
flip_y: false,
},
);
}
}
}
}
}

pub fn extract_uinodes(
mut extracted_uinodes: ResMut<ExtractedUiNodes>,
images: Extract<Res<Assets<Image>>>,
Expand Down
94 changes: 94 additions & 0 deletions crates/bevy_ui/src/ui_node.rs
Original file line number Diff line number Diff line change
Expand Up @@ -17,6 +17,12 @@ pub struct Node {
/// The size of the node as width and height in logical pixels
/// automatically calculated by [`super::layout::ui_layout_system`]
pub(crate) calculated_size: Vec2,
/// The width of this node's outline
/// If this value is `Auto`, negative or `0.` then no outline will be rendered
/// automatically calculated by [`super::layout::resolve_outlines_system`]
pub(crate) outline_width: f32,
// The amount of space between the outline and the edge of the node
pub(crate) outline_offset: f32,
/// The unrounded size of the node as width and height in logical pixels
/// automatically calculated by [`super::layout::ui_layout_system`]
pub(crate) unrounded_size: Vec2,
Expand Down Expand Up @@ -70,11 +76,20 @@ impl Node {
),
}
}

#[inline]
/// Returns the thickness of the UI node's outline.
/// If this value is negative or `0.` then no outline will be rendered.
pub fn outline_width(&self) -> f32 {
self.outline_width
}
}

impl Node {
pub const DEFAULT: Self = Self {
calculated_size: Vec2::ZERO,
outline_width: 0.,
outline_offset: 0.,
unrounded_size: Vec2::ZERO,
};
}
Expand Down Expand Up @@ -1458,6 +1473,85 @@ impl Default for BorderColor {
}
}

#[derive(Component, Copy, Clone, Default, Debug, Reflect)]
#[reflect(Component, Default)]
/// The [`Outline`] component adds an outline outside the edge of a UI node.
/// Outlines do not take up space in the layout
///
/// To add an [`Outline`] to a ui node you can spawn a `(NodeBundle, Outline)` tuple bundle:
/// ```
/// # use bevy_ecs::prelude::*;
/// # use bevy_ui::prelude::*;
/// # use bevy_render::prelude::Color;
/// fn setup_ui(mut commands: Commands) {
/// commands.spawn((
/// NodeBundle {
/// style: Style {
/// width: Val::Px(100.),
/// height: Val::Px(100.),
/// ..Default::default()
/// },
/// background_color: Color::BLUE.into(),
/// ..Default::default()
/// },
/// Outline::new(Val::Px(10.), Val::ZERO, Color::RED)
/// ));
/// }
/// ```
///
/// [`Outline`] components can also be added later to existing UI nodes:
/// ```
/// # use bevy_ecs::prelude::*;
/// # use bevy_ui::prelude::*;
/// # use bevy_render::prelude::Color;
/// fn outline_hovered_button_system(
/// mut commands: Commands,
/// mut node_query: Query<(Entity, &Interaction, Option<&mut Outline>), Changed<Interaction>>,
/// ) {
/// for (entity, interaction, mut maybe_outline) in node_query.iter_mut() {
/// let outline_color =
/// if matches!(*interaction, Interaction::Hovered) {
/// Color::WHITE
/// } else {
/// Color::NONE
/// };
/// if let Some(mut outline) = maybe_outline {
/// outline.color = outline_color;
/// } else {
/// commands.entity(entity).insert(Outline::new(Val::Px(10.), Val::ZERO, outline_color));
/// }
/// }
/// }
/// ```
/// Inserting and removing an [`Outline`] component repeatedly will result in table moves, so it is generally preferable to
/// set `Outline::color` to `Color::NONE` to hide an outline.
pub struct Outline {
/// The width of the outline.
///
/// Percentage `Val` values are resolved based on the width of the outlined [`Node`]
pub width: Val,
/// The amount of space between a node's outline the edge of the node
///
/// Percentage `Val` values are resolved based on the width of the outlined [`Node`]
pub offset: Val,
/// Color of the outline
///
/// If you are frequently toggling outlines for a UI node on and off it is recommended to set `Color::None` to hide the outline.
/// This avoids the table moves that would occcur from the repeated insertion and removal of the `Outline` component.
pub color: Color,
}

impl Outline {
/// Create a new outline
pub const fn new(width: Val, offset: Val, color: Color) -> Self {
Self {
width,
offset,
color,
}
}
}

/// The 2D texture displayed for this UI node
#[derive(Component, Clone, Debug, Reflect, Default)]
#[reflect(Component, Default)]
Expand Down
33 changes: 20 additions & 13 deletions examples/ui/borders.rs
Original file line number Diff line number Diff line change
Expand Up @@ -23,7 +23,7 @@ fn setup(mut commands: Commands) {
align_content: AlignContent::FlexStart,
..Default::default()
},
background_color: BackgroundColor(Color::BLACK),
background_color: BackgroundColor(Color::DARK_GRAY),
..Default::default()
})
.id();
Expand Down Expand Up @@ -97,20 +97,27 @@ fn setup(mut commands: Commands) {
})
.id();
let bordered_node = commands
.spawn(NodeBundle {
style: Style {
width: Val::Px(50.),
height: Val::Px(50.),
border: borders[i % borders.len()],
margin: UiRect::all(Val::Px(2.)),
align_items: AlignItems::Center,
justify_content: JustifyContent::Center,
.spawn((
NodeBundle {
style: Style {
width: Val::Px(50.),
height: Val::Px(50.),
border: borders[i % borders.len()],
margin: UiRect::all(Val::Px(20.)),
align_items: AlignItems::Center,
justify_content: JustifyContent::Center,
..Default::default()
},
background_color: Color::MAROON.into(),
border_color: Color::RED.into(),
..Default::default()
},
background_color: Color::BLUE.into(),
border_color: Color::WHITE.with_a(0.5).into(),
..Default::default()
})
Outline {
width: Val::Px(6.),
offset: Val::Px(6.),
color: Color::WHITE,
},
))
.add_child(inner_spot)
.id();
commands.entity(root).add_child(bordered_node);
Expand Down

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