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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(); } } ```
142 lines
4.5 KiB
Rust
142 lines
4.5 KiB
Rust
//! This example illustrates drag move and drag resize without window
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//! decorations.
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//!
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//! When window decorations are not present, the user cannot drag a window by
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//! its titlebar to change its position. The `start_drag_move()` function
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//! permits a users to drag a window by left clicking anywhere in the window;
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//! left click must be pressed and other constraints can be imposed. For
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//! instance an application could require a user to hold down alt and left click
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//! to drag a window.
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//!
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//! The `start_drag_resize()` function behaves similarly but permits a window to
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//! be resized.
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use bevy::{math::CompassOctant, prelude::*};
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/// Determine what do on left click.
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#[derive(Resource, Debug)]
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enum LeftClickAction {
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/// Do nothing.
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Nothing,
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/// Move the window on left click.
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Move,
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/// Resize the window on left click.
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Resize,
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}
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/// What direction index should the window resize toward.
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#[derive(Resource)]
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struct ResizeDir(usize);
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/// Directions that the drag resizes the window toward.
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const DIRECTIONS: [CompassOctant; 8] = [
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CompassOctant::North,
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CompassOctant::NorthEast,
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CompassOctant::East,
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CompassOctant::SouthEast,
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CompassOctant::South,
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CompassOctant::SouthWest,
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CompassOctant::West,
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CompassOctant::NorthWest,
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];
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fn main() {
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App::new()
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.add_plugins(DefaultPlugins.set(WindowPlugin {
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primary_window: Some(Window {
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decorations: false,
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..default()
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}),
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..default()
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}))
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.insert_resource(ResizeDir(7))
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.insert_resource(LeftClickAction::Move)
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.add_systems(Startup, setup)
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.add_systems(Update, (handle_input, move_or_resize_windows))
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.run();
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}
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fn setup(mut commands: Commands) {
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// Camera
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commands.spawn(Camera3d::default());
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// UI
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commands
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.spawn((
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Node {
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position_type: PositionType::Absolute,
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padding: UiRect::all(Val::Px(5.0)),
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..default()
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},
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BackgroundColor(Color::BLACK.with_alpha(0.75)),
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GlobalZIndex(i32::MAX),
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))
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.with_children(|p| {
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p.spawn(Text::default()).with_children(|p| {
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p.spawn(TextSpan::new(
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"Demonstrate drag move and drag resize without window decorations.\n\n",
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));
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p.spawn(TextSpan::new("Controls:\n"));
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p.spawn(TextSpan::new("A - change left click action ["));
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p.spawn(TextSpan::new("Move"));
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p.spawn(TextSpan::new("]\n"));
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p.spawn(TextSpan::new("S / D - change resize direction ["));
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p.spawn(TextSpan::new("NorthWest"));
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p.spawn(TextSpan::new("]\n"));
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});
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});
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}
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fn handle_input(
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input: Res<ButtonInput<KeyCode>>,
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mut action: ResMut<LeftClickAction>,
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mut dir: ResMut<ResizeDir>,
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example_text: Query<Entity, With<Text>>,
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mut writer: TextUiWriter,
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) {
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use LeftClickAction::*;
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if input.just_pressed(KeyCode::KeyA) {
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*action = match *action {
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Move => Resize,
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Resize => Nothing,
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Nothing => Move,
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};
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*writer.text(example_text.single(), 4) = format!("{:?}", *action);
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}
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if input.just_pressed(KeyCode::KeyS) {
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dir.0 = dir
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.0
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.checked_sub(1)
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.unwrap_or(DIRECTIONS.len().saturating_sub(1));
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*writer.text(example_text.single(), 7) = format!("{:?}", DIRECTIONS[dir.0]);
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}
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if input.just_pressed(KeyCode::KeyD) {
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dir.0 = (dir.0 + 1) % DIRECTIONS.len();
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*writer.text(example_text.single(), 7) = format!("{:?}", DIRECTIONS[dir.0]);
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}
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}
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fn move_or_resize_windows(
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mut windows: Query<&mut Window>,
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action: Res<LeftClickAction>,
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input: Res<ButtonInput<MouseButton>>,
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dir: Res<ResizeDir>,
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) {
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// Both `start_drag_move()` and `start_drag_resize()` must be called after a
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// left mouse button press as done here.
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//
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// winit 0.30.5 may panic when initiated without a left mouse button press.
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if input.just_pressed(MouseButton::Left) {
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for mut window in windows.iter_mut() {
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match *action {
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LeftClickAction::Nothing => (),
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LeftClickAction::Move => window.start_drag_move(),
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LeftClickAction::Resize => {
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let d = DIRECTIONS[dir.0];
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window.start_drag_resize(d);
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}
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}
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}
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}
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}
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