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# Objective Add an option enabling clipping on the button nodes in `many_buttons`. To help identify any performance regressions due to UI clipping changes. ## Solution Add an option that sets overflow to clip for all the button nodes in `testbed_ui`.
414 lines
13 KiB
Rust
414 lines
13 KiB
Rust
//! General UI benchmark that stress tests layouting, text, interaction and rendering
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use argh::FromArgs;
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use bevy::{
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color::palettes::css::ORANGE_RED,
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diagnostic::{FrameTimeDiagnosticsPlugin, LogDiagnosticsPlugin},
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prelude::*,
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text::TextColor,
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window::{PresentMode, WindowResolution},
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winit::WinitSettings,
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};
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const FONT_SIZE: FontSize = FontSize::Px(7.0);
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#[derive(FromArgs, Resource)]
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/// `many_buttons` general UI benchmark that stress tests layouting, text, interaction and rendering
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struct Args {
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/// whether to add labels to each button
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#[argh(switch)]
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text: bool,
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/// whether to add borders to each button
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#[argh(switch)]
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no_borders: bool,
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/// whether to perform a full relayout each frame
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#[argh(switch)]
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relayout: bool,
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/// whether to recompute all text each frame (if text enabled)
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#[argh(switch)]
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recompute_text: bool,
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/// how many buttons per row and column of the grid.
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#[argh(option, default = "110")]
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buttons: usize,
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/// change the button icon every nth button, if `0` no icons are added.
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#[argh(option, default = "4")]
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image_freq: usize,
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/// use the grid layout model
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#[argh(switch)]
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grid: bool,
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/// at the start of each frame despawn any existing UI nodes and spawn a new UI tree
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#[argh(switch)]
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respawn: bool,
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/// set the root node to display none, removing all nodes from the layout.
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#[argh(switch)]
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display_none: bool,
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/// spawn the layout without a camera
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#[argh(switch)]
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no_camera: bool,
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/// a layout with a separate camera for each button
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#[argh(switch)]
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many_cameras: bool,
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/// set overflow clip for each button
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#[argh(switch)]
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overflow_clip: bool,
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}
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/// This example shows what happens when there is a lot of buttons on screen.
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fn main() {
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// `from_env` panics on the web
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#[cfg(not(target_arch = "wasm32"))]
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let args: Args = argh::from_env();
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#[cfg(target_arch = "wasm32")]
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let args = Args::from_args(&[], &[]).unwrap();
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warn!(include_str!("warning_string.txt"));
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let mut app = App::new();
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app.add_plugins((
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DefaultPlugins.set(WindowPlugin {
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primary_window: Some(Window {
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present_mode: PresentMode::AutoNoVsync,
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resolution: WindowResolution::new(1920, 1080).with_scale_factor_override(1.0),
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..default()
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}),
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..default()
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}),
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FrameTimeDiagnosticsPlugin::default(),
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LogDiagnosticsPlugin::default(),
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))
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.insert_resource(WinitSettings::continuous())
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.add_systems(Update, (button_system, set_text_colors_changed));
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if !args.no_camera {
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app.add_systems(Startup, |mut commands: Commands| {
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commands.spawn(Camera2d);
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});
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}
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if args.many_cameras {
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app.add_systems(Startup, setup_many_cameras);
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} else if args.grid {
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app.add_systems(Startup, setup_grid);
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} else {
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app.add_systems(Startup, setup_flex);
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}
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if args.relayout {
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app.add_systems(Update, |mut nodes: Query<&mut Node>| {
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nodes.iter_mut().for_each(|mut node| node.set_changed());
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});
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}
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if args.recompute_text {
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app.add_systems(Update, |mut text_query: Query<&mut Text>| {
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text_query
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.iter_mut()
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.for_each(|mut text| text.set_changed());
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});
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}
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if args.respawn {
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if args.grid {
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app.add_systems(Update, (despawn_ui, setup_grid).chain());
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} else {
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app.add_systems(Update, (despawn_ui, setup_flex).chain());
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}
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}
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app.insert_resource(args).run();
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}
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fn set_text_colors_changed(mut colors: Query<&mut TextColor>) {
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for mut text_color in colors.iter_mut() {
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text_color.set_changed();
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}
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}
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#[derive(Component)]
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struct IdleColor(Color);
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fn button_system(
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mut interaction_query: Query<
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(&Interaction, &mut BackgroundColor, &IdleColor),
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Changed<Interaction>,
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>,
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) {
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for (interaction, mut color, &IdleColor(idle_color)) in interaction_query.iter_mut() {
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*color = match interaction {
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Interaction::Hovered => ORANGE_RED.into(),
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_ => idle_color.into(),
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};
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}
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}
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fn setup_flex(mut commands: Commands, asset_server: Res<AssetServer>, args: Res<Args>) {
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let images = if 0 < args.image_freq {
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Some(vec![
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asset_server.load("branding/icon.png"),
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asset_server.load("textures/Game Icons/wrench.png"),
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])
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} else {
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None
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};
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let buttons_f = args.buttons as f32;
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let border = if args.no_borders {
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UiRect::ZERO
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} else {
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UiRect::all(vmin(0.05 * 90. / buttons_f))
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};
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let as_rainbow = |i: usize| Color::hsl((i as f32 / buttons_f) * 360.0, 0.9, 0.8);
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commands
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.spawn(Node {
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display: if args.display_none {
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Display::None
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} else {
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Display::Flex
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},
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flex_direction: FlexDirection::Column,
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justify_content: JustifyContent::Center,
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align_items: AlignItems::Center,
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width: percent(100),
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height: percent(100),
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..default()
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})
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.with_children(|commands| {
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for column in 0..args.buttons {
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commands.spawn(Node::default()).with_children(|commands| {
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for row in 0..args.buttons {
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let color = as_rainbow(row % column.max(1));
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let border_color = Color::WHITE.with_alpha(0.5).into();
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spawn_button(
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commands,
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color,
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buttons_f,
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column,
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row,
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args.text,
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border,
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border_color,
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images.as_ref().map(|images| {
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images[((column + row) / args.image_freq) % images.len()].clone()
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}),
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args.overflow_clip,
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);
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}
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});
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}
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});
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}
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fn setup_grid(mut commands: Commands, asset_server: Res<AssetServer>, args: Res<Args>) {
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let images = if 0 < args.image_freq {
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Some(vec![
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asset_server.load("branding/icon.png"),
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asset_server.load("textures/Game Icons/wrench.png"),
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])
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} else {
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None
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};
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let buttons_f = args.buttons as f32;
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let border = if args.no_borders {
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UiRect::ZERO
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} else {
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UiRect::all(vmin(0.05 * 90. / buttons_f))
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};
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let as_rainbow = |i: usize| Color::hsl((i as f32 / buttons_f) * 360.0, 0.9, 0.8);
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commands
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.spawn(Node {
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display: if args.display_none {
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Display::None
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} else {
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Display::Grid
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},
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width: percent(100),
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height: percent(100),
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grid_template_columns: RepeatedGridTrack::flex(args.buttons as u16, 1.0),
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grid_template_rows: RepeatedGridTrack::flex(args.buttons as u16, 1.0),
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..default()
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})
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.with_children(|commands| {
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for column in 0..args.buttons {
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for row in 0..args.buttons {
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let color = as_rainbow(row % column.max(1));
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let border_color = Color::WHITE.with_alpha(0.5).into();
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spawn_button(
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commands,
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color,
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buttons_f,
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column,
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row,
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args.text,
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border,
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border_color,
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images.as_ref().map(|images| {
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images[((column + row) / args.image_freq) % images.len()].clone()
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}),
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args.overflow_clip,
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);
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}
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}
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});
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}
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fn spawn_button(
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commands: &mut ChildSpawnerCommands,
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background_color: Color,
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buttons: f32,
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column: usize,
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row: usize,
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spawn_text: bool,
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border: UiRect,
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border_color: BorderColor,
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image: Option<Handle<Image>>,
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clip: bool,
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) {
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let width = vw(90.0 / buttons);
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let height = vh(90.0 / buttons);
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let margin = UiRect::axes(width * 0.05, height * 0.05);
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let mut builder = commands.spawn((
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Button,
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Node {
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width,
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height,
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margin,
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align_items: AlignItems::Center,
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justify_content: JustifyContent::Center,
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border,
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overflow: if clip {
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Overflow::clip()
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} else {
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Overflow::visible()
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},
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..default()
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},
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BackgroundColor(background_color),
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border_color,
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IdleColor(background_color),
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));
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if let Some(image) = image {
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builder.insert(ImageNode::new(image));
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}
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if spawn_text {
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builder.with_children(|parent| {
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// These labels are split to stress test multi-span text
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parent
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.spawn((
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Text(format!("{column}, ")),
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TextFont {
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font_size: FONT_SIZE,
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..default()
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},
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TextColor(Color::srgb(0.5, 0.2, 0.2)),
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))
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.with_child((
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TextSpan(format!("{row}")),
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TextFont {
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font_size: FONT_SIZE,
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..default()
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},
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TextColor(Color::srgb(0.2, 0.2, 0.5)),
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));
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});
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}
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}
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fn despawn_ui(mut commands: Commands, root_node: Single<Entity, (With<Node>, Without<ChildOf>)>) {
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commands.entity(*root_node).despawn();
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}
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fn setup_many_cameras(mut commands: Commands, asset_server: Res<AssetServer>, args: Res<Args>) {
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let images = if 0 < args.image_freq {
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Some(vec![
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asset_server.load("branding/icon.png"),
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asset_server.load("textures/Game Icons/wrench.png"),
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])
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} else {
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None
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};
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let buttons_f = args.buttons as f32;
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let border = if args.no_borders {
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UiRect::ZERO
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} else {
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UiRect::all(vmin(0.05 * 90. / buttons_f))
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};
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let as_rainbow = |i: usize| Color::hsl((i as f32 / buttons_f) * 360.0, 0.9, 0.8);
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for column in 0..args.buttons {
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for row in 0..args.buttons {
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let color = as_rainbow(row % column.max(1));
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let border_color = Color::WHITE.with_alpha(0.5).into();
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let camera = commands
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.spawn((
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Camera2d,
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Camera {
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order: (column * args.buttons + row) as isize + 1,
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..Default::default()
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},
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))
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.id();
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commands
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.spawn((
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Node {
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display: if args.display_none {
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Display::None
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} else {
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Display::Flex
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},
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flex_direction: FlexDirection::Column,
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justify_content: JustifyContent::Center,
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align_items: AlignItems::Center,
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width: percent(100),
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height: percent(100),
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..default()
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},
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UiTargetCamera(camera),
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))
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.with_children(|commands| {
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commands
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.spawn(Node {
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position_type: PositionType::Absolute,
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top: vh(column as f32 * 100. / buttons_f),
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left: vw(row as f32 * 100. / buttons_f),
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..Default::default()
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})
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.with_children(|commands| {
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spawn_button(
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commands,
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color,
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buttons_f,
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column,
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row,
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args.text,
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border,
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border_color,
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images.as_ref().map(|images| {
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images[((column + row) / args.image_freq) % images.len()]
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.clone()
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}),
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args.overflow_clip,
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);
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});
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});
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}
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}
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}
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