mirror of
https://github.com/bevyengine/bevy
synced 2024-11-29 08:00:20 +00:00
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(); } } ```
54 lines
2.1 KiB
Rust
54 lines
2.1 KiB
Rust
//! This example illustrates how have a mouse's clicks/wheel/movement etc fall through the spawned transparent window to a window below.
|
|
//! If you build this, and hit 'P' it should toggle on/off the mouse's passthrough.
|
|
//! Note: this example will not work on following platforms: iOS / Android / Web / X11. Window fall through is not supported there.
|
|
|
|
use bevy::prelude::*;
|
|
|
|
fn main() {
|
|
App::new()
|
|
.insert_resource(ClearColor(Color::NONE)) // Use a transparent window, to make effects obvious.
|
|
.add_plugins(DefaultPlugins.set(WindowPlugin {
|
|
primary_window: Some(Window {
|
|
// Set the window's parameters, note we're setting the window to always be on top.
|
|
transparent: true,
|
|
decorations: true,
|
|
window_level: bevy::window::WindowLevel::AlwaysOnTop,
|
|
..default()
|
|
}),
|
|
..default()
|
|
}))
|
|
.add_systems(Startup, setup)
|
|
.add_systems(Update, toggle_mouse_passthrough) // This allows us to hit 'P' to toggle on/off the mouse's passthrough
|
|
.run();
|
|
}
|
|
|
|
fn setup(mut commands: Commands, asset_server: Res<AssetServer>) {
|
|
// UI camera
|
|
commands.spawn(Camera2d);
|
|
// Text with one span
|
|
commands.spawn((
|
|
// Accepts a `String` or any type that converts into a `String`, such as `&str`
|
|
Text::new("Hit 'P' then scroll/click around!"),
|
|
TextFont {
|
|
font: asset_server.load("fonts/FiraSans-Bold.ttf"),
|
|
font_size: 83.0, // Nice and big so you can see it!
|
|
..default()
|
|
},
|
|
// Set the style of the TextBundle itself.
|
|
Node {
|
|
position_type: PositionType::Absolute,
|
|
bottom: Val::Px(5.),
|
|
right: Val::Px(10.),
|
|
..default()
|
|
},
|
|
));
|
|
}
|
|
// A simple system to handle some keyboard input and toggle on/off the hittest.
|
|
fn toggle_mouse_passthrough(
|
|
keyboard_input: Res<ButtonInput<KeyCode>>,
|
|
mut window: Single<&mut Window>,
|
|
) {
|
|
if keyboard_input.just_pressed(KeyCode::KeyP) {
|
|
window.cursor_options.hit_test = !window.cursor_options.hit_test;
|
|
}
|
|
}
|