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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(); } } ```
147 lines
4.6 KiB
Rust
147 lines
4.6 KiB
Rust
//! Module containing logic for FPS overlay.
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use bevy_app::{Plugin, Startup, Update};
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use bevy_asset::Handle;
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use bevy_color::Color;
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use bevy_diagnostic::{DiagnosticsStore, FrameTimeDiagnosticsPlugin};
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use bevy_ecs::{
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change_detection::DetectChangesMut,
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component::Component,
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entity::Entity,
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query::With,
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schedule::{common_conditions::resource_changed, IntoSystemConfigs},
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system::{Commands, Query, Res, Resource},
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};
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use bevy_hierarchy::{BuildChildren, ChildBuild};
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use bevy_render::view::Visibility;
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use bevy_text::{Font, TextColor, TextFont, TextSpan};
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use bevy_ui::{
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widget::{Text, TextUiWriter},
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GlobalZIndex, Node, PositionType,
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};
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use bevy_utils::default;
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/// [`GlobalZIndex`] used to render the fps overlay.
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///
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/// We use a number slightly under `i32::MAX` so you can render on top of it if you really need to.
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pub const FPS_OVERLAY_ZINDEX: i32 = i32::MAX - 32;
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/// A plugin that adds an FPS overlay to the Bevy application.
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///
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/// This plugin will add the [`FrameTimeDiagnosticsPlugin`] if it wasn't added before.
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///
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/// Note: It is recommended to use native overlay of rendering statistics when possible for lower overhead and more accurate results.
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/// The correct way to do this will vary by platform:
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/// - **Metal**: setting env variable `MTL_HUD_ENABLED=1`
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#[derive(Default)]
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pub struct FpsOverlayPlugin {
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/// Starting configuration of overlay, this can be later be changed through [`FpsOverlayConfig`] resource.
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pub config: FpsOverlayConfig,
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}
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impl Plugin for FpsOverlayPlugin {
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fn build(&self, app: &mut bevy_app::App) {
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// TODO: Use plugin dependencies, see https://github.com/bevyengine/bevy/issues/69
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if !app.is_plugin_added::<FrameTimeDiagnosticsPlugin>() {
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app.add_plugins(FrameTimeDiagnosticsPlugin);
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}
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app.insert_resource(self.config.clone())
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.add_systems(Startup, setup)
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.add_systems(
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Update,
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(
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(customize_text, toggle_display).run_if(resource_changed::<FpsOverlayConfig>),
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update_text,
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),
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);
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}
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}
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/// Configuration options for the FPS overlay.
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#[derive(Resource, Clone)]
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pub struct FpsOverlayConfig {
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/// Configuration of text in the overlay.
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pub text_config: TextFont,
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/// Color of text in the overlay.
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pub text_color: Color,
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/// Displays the FPS overlay if true.
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pub enabled: bool,
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}
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impl Default for FpsOverlayConfig {
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fn default() -> Self {
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FpsOverlayConfig {
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text_config: TextFont {
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font: Handle::<Font>::default(),
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font_size: 32.0,
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..default()
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},
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text_color: Color::WHITE,
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enabled: true,
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}
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}
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}
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#[derive(Component)]
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struct FpsText;
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fn setup(mut commands: Commands, overlay_config: Res<FpsOverlayConfig>) {
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commands
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.spawn((
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Node {
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// We need to make sure the overlay doesn't affect the position of other UI nodes
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position_type: PositionType::Absolute,
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..default()
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},
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// Render overlay on top of everything
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GlobalZIndex(FPS_OVERLAY_ZINDEX),
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))
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.with_children(|p| {
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p.spawn((
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Text::new("FPS: "),
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overlay_config.text_config.clone(),
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TextColor(overlay_config.text_color),
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FpsText,
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))
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.with_child((TextSpan::default(), overlay_config.text_config.clone()));
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});
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}
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fn update_text(
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diagnostic: Res<DiagnosticsStore>,
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query: Query<Entity, With<FpsText>>,
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mut writer: TextUiWriter,
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) {
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for entity in &query {
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if let Some(fps) = diagnostic.get(&FrameTimeDiagnosticsPlugin::FPS) {
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if let Some(value) = fps.smoothed() {
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*writer.text(entity, 1) = format!("{value:.2}");
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}
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}
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}
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}
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fn customize_text(
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overlay_config: Res<FpsOverlayConfig>,
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query: Query<Entity, With<FpsText>>,
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mut writer: TextUiWriter,
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) {
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for entity in &query {
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writer.for_each_font(entity, |mut font| {
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*font = overlay_config.text_config.clone();
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});
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writer.for_each_color(entity, |mut color| color.0 = overlay_config.text_color);
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}
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}
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fn toggle_display(
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overlay_config: Res<FpsOverlayConfig>,
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mut query: Query<&mut Visibility, With<FpsText>>,
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) {
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for mut visibility in &mut query {
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visibility.set_if_neq(match overlay_config.enabled {
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true => Visibility::Visible,
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false => Visibility::Hidden,
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});
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}
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}
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