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debug_overlay.rs
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125 lines (117 loc) · 3.92 KB
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use super::ExtractedUiItem;
use super::ExtractedUiNode;
use super::ExtractedUiNodes;
use super::NodeType;
use super::UiCameraMap;
use crate::shader_flags;
use bevy_asset::AssetId;
use bevy_camera::visibility::InheritedVisibility;
use bevy_color::Hsla;
use bevy_color::LinearRgba;
use bevy_ecs::entity::Entity;
use bevy_ecs::prelude::ReflectResource;
use bevy_ecs::resource::Resource;
use bevy_ecs::system::Commands;
use bevy_ecs::system::Query;
use bevy_ecs::system::Res;
use bevy_ecs::system::ResMut;
use bevy_math::Rect;
use bevy_math::Vec2;
use bevy_reflect::Reflect;
use bevy_render::sync_world::TemporaryRenderEntity;
use bevy_render::Extract;
use bevy_sprite::BorderRect;
use bevy_ui::ui_transform::UiGlobalTransform;
use bevy_ui::CalculatedClip;
use bevy_ui::ComputedNode;
use bevy_ui::ComputedUiTargetCamera;
use bevy_ui::UiStack;
/// Configuration for the UI debug overlay
#[derive(Resource, Reflect)]
#[reflect(Resource)]
pub struct UiDebugOptions {
/// Set to true to enable the UI debug overlay
pub enabled: bool,
/// Width of the overlay's lines in logical pixels
pub line_width: f32,
/// Override Color for the overlay's lines
pub line_color_override: Option<LinearRgba>,
/// Show outlines for non-visible UI nodes
pub show_hidden: bool,
/// Show outlines for clipped sections of UI nodes
pub show_clipped: bool,
}
impl UiDebugOptions {
pub fn toggle(&mut self) {
self.enabled = !self.enabled;
}
}
impl Default for UiDebugOptions {
fn default() -> Self {
Self {
enabled: false,
line_width: 1.,
line_color_override: None,
show_hidden: false,
show_clipped: false,
}
}
}
pub fn extract_debug_overlay(
mut commands: Commands,
debug_options: Extract<Res<UiDebugOptions>>,
mut extracted_uinodes: ResMut<ExtractedUiNodes>,
uinode_query: Extract<
Query<(
Entity,
&ComputedNode,
&UiGlobalTransform,
&InheritedVisibility,
Option<&CalculatedClip>,
&ComputedUiTargetCamera,
)>,
>,
ui_stack: Extract<Res<UiStack>>,
camera_map: Extract<UiCameraMap>,
) {
if !debug_options.enabled {
return;
}
let mut camera_mapper = camera_map.get_mapper();
for (entity, uinode, transform, visibility, maybe_clip, computed_target) in &uinode_query {
if !debug_options.show_hidden && !visibility.get() {
continue;
}
let Some(extracted_camera_entity) = camera_mapper.map(computed_target) else {
continue;
};
// Extract a border box to display an outline for every UI Node in the layout
extracted_uinodes.uinodes.push(ExtractedUiNode {
render_entity: commands.spawn(TemporaryRenderEntity).id(),
// Add a large number to the UI node's stack index so that the overlay is always drawn on top
z_order: (ui_stack.uinodes.len() as u32 + uinode.stack_index()) as f32,
clip: maybe_clip
.filter(|_| !debug_options.show_clipped)
.map(|clip| clip.clip),
image: AssetId::default(),
extracted_camera_entity,
transform: transform.into(),
item: ExtractedUiItem::Node {
color: debug_options
.line_color_override
.unwrap_or_else(|| Hsla::sequential_dispersed(entity.index_u32()).into()),
rect: Rect {
min: Vec2::ZERO,
max: uinode.size,
},
atlas_scaling: None,
flip_x: false,
flip_y: false,
border: BorderRect::all(debug_options.line_width / uinode.inverse_scale_factor()),
border_radius: uinode.border_radius(),
node_type: NodeType::Border(shader_flags::BORDER_ALL),
},
main_entity: entity.into(),
});
}
}