mirror of
https://github.com/bevyengine/bevy
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015f2c69ca
# Objective Continue improving the user experience of our UI Node API in the direction specified by [Bevy's Next Generation Scene / UI System](https://github.com/bevyengine/bevy/discussions/14437) ## Solution As specified in the document above, merge `Style` fields into `Node`, and move "computed Node fields" into `ComputedNode` (I chose this name over something like `ComputedNodeLayout` because it currently contains more than just layout info. If we want to break this up / rename these concepts, lets do that in a separate PR). `Style` has been removed. This accomplishes a number of goals: ## Ergonomics wins Specifying both `Node` and `Style` is now no longer required for non-default styles Before: ```rust commands.spawn(( Node::default(), Style { width: Val::Px(100.), ..default() }, )); ``` After: ```rust commands.spawn(Node { width: Val::Px(100.), ..default() }); ``` ## Conceptual clarity `Style` was never a comprehensive "style sheet". It only defined "core" style properties that all `Nodes` shared. Any "styled property" that couldn't fit that mold had to be in a separate component. A "real" style system would style properties _across_ components (`Node`, `Button`, etc). We have plans to build a true style system (see the doc linked above). By moving the `Style` fields to `Node`, we fully embrace `Node` as the driving concept and remove the "style system" confusion. ## Next Steps * Consider identifying and splitting out "style properties that aren't core to Node". This should not happen for Bevy 0.15. --- ## Migration Guide Move any fields set on `Style` into `Node` and replace all `Style` component usage with `Node`. Before: ```rust commands.spawn(( Node::default(), Style { width: Val::Px(100.), ..default() }, )); ``` After: ```rust commands.spawn(Node { width: Val::Px(100.), ..default() }); ``` For any usage of the "computed node properties" that used to live on `Node`, use `ComputedNode` instead: Before: ```rust fn system(nodes: Query<&Node>) { for node in &nodes { let computed_size = node.size(); } } ``` After: ```rust fn system(computed_nodes: Query<&ComputedNode>) { for computed_node in &computed_nodes { let computed_size = computed_node.size(); } } ```
270 lines
7.9 KiB
Rust
270 lines
7.9 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::{UpdateMode, WinitSettings},
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};
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const FONT_SIZE: f32 = 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 text to each button
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#[argh(switch)]
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no_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
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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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/// give every nth button an image
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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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}
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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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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(1920.0, 1080.0).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,
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LogDiagnosticsPlugin::default(),
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))
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.insert_resource(WinitSettings {
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focused_mode: UpdateMode::Continuous,
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unfocused_mode: UpdateMode::Continuous,
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})
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.add_systems(Update, (button_system, set_text_colors_changed));
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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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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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warn!(include_str!("warning_string.txt"));
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let image = if 0 < args.image_freq {
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Some(asset_server.load("branding/icon.png"))
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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(Val::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.spawn(Camera2d);
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commands
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.spawn(Node {
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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: Val::Percent(100.),
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height: Val::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.no_text,
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border,
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border_color,
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image
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.as_ref()
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.filter(|_| (column + row) % args.image_freq == 0)
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.cloned(),
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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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warn!(include_str!("warning_string.txt"));
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let image = if 0 < args.image_freq {
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Some(asset_server.load("branding/icon.png"))
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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(Val::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.spawn(Camera2d);
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commands
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.spawn(Node {
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display: Display::Grid,
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width: Val::Percent(100.),
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height: Val::Percent(100.0),
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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.no_text,
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border,
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border_color,
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image
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.as_ref()
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.filter(|_| (column + row) % args.image_freq == 0)
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.cloned(),
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);
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}
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}
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});
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}
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#[allow(clippy::too_many_arguments)]
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fn spawn_button(
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commands: &mut ChildBuilder,
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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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) {
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let width = Val::Vw(90.0 / buttons);
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let height = Val::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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..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(UiImage::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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parent.spawn((
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Text(format!("{column}, {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, 0.2)),
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));
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});
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}
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}
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