bevy/crates/bevy_dev_tools/src/fps_overlay.rs
Carter Anderson 015f2c69ca
Merge Style properties into Node. Use ComputedNode for computed properties. (#15975)
# 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();
    }
}
```
2024-10-18 22:25:33 +00:00

147 lines
4.6 KiB
Rust

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