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Viewport Specific UI #5570

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Weibye opened this issue Aug 3, 2022 · 1 comment · Fixed by #10559
Closed

Viewport Specific UI #5570

Weibye opened this issue Aug 3, 2022 · 1 comment · Fixed by #10559
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A-UI Graphical user interfaces, styles, layouts, and widgets C-Enhancement A new feature

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@Weibye
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Weibye commented Aug 3, 2022

What problem does this solve or what need does it fill?

We should be able to specify which viewport UI should be rendered to in order to facilitate use cases such as split-screen UI:

image
Source: Mario Kart 8 Deluxe

What solution would you like?

The root node should contain data defining which viewport it should relate to.

  • The viewport rect should be the layouting context
  • This defines which viewport should render the this UI tree / hierarchy
  • There should be some relation between viewports and inputs
  • I don't think it makes sense to be able to specify this on a per-node basis

What alternative(s) have you considered?

Ideas are welcome!

Additional context

We should add the four-way split-screen to #1974

@Weibye Weibye added C-Enhancement A new feature A-UI Graphical user interfaces, styles, layouts, and widgets labels Aug 3, 2022
@aevyrie
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aevyrie commented Aug 4, 2022

The root node should contain data defining which viewport it should relate to.

  • The viewport rect should be the layouting context
  • This defines which viewport should render the this UI tree / hierarchy
  • There should be some relation between viewports and inputs
  • I don't think it makes sense to be able to specify this on a per-node basis

Agreed on all counts.

  • There should be some relation between viewports and inputs

For pointers, I have been using rendertargets to map inputs to cameras' targets, then checking if the pointer is within the viewport of the target. With the use case outlined here, it might make more sense to map pointers to windows instead, then check all rendertargets in that window.

github-merge-queue bot pushed a commit that referenced this issue Jan 16, 2024
# Objective

Add support for presenting each UI tree on a specific window and
viewport, while making as few breaking changes as possible.

This PR is meant to resolve the following issues at once, since they're
all related.

- Fixes #5622 
- Fixes #5570 
- Fixes #5621 

Adopted #5892 , but started over since the current codebase diverged
significantly from the original PR branch. Also, I made a decision to
propagate component to children instead of recursively iterating over
nodes in search for the root.


## Solution

Add a new optional component that can be inserted to UI root nodes and
propagate to children to specify which camera it should render onto.
This is then used to get the render target and the viewport for that UI
tree. Since this component is optional, the default behavior should be
to render onto the single camera (if only one exist) and warn of
ambiguity if multiple cameras exist. This reduces the complexity for
users with just one camera, while giving control in contexts where it
matters.

## Changelog

- Adds `TargetCamera(Entity)` component to specify which camera should a
node tree be rendered into. If only one camera exists, this component is
optional.
- Adds an example of rendering UI to a texture and using it as a
material in a 3D world.
- Fixes recalculation of physical viewport size when target scale factor
changes. This can happen when the window is moved between displays with
different DPI.
- Changes examples to demonstrate assigning UI to different viewports
and windows and make interactions in an offset viewport testable.
- Removes `UiCameraConfig`. UI visibility now can be controlled via
combination of explicit `TargetCamera` and `Visibility` on the root
nodes.

---------

Co-authored-by: davier <bricedavier@gmail.com>
Co-authored-by: Alice Cecile <alice.i.cecile@gmail.com>
Co-authored-by: Alice Cecile <alice.i.cecil@gmail.com>
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