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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(); } } ```
75 lines
2.8 KiB
Rust
75 lines
2.8 KiB
Rust
//! This example illustrates how to how to flip and tile images with 9-slicing in the UI.
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use bevy::{
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prelude::*,
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render::texture::{ImageLoaderSettings, ImageSampler},
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winit::WinitSettings,
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};
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fn main() {
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App::new()
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.add_plugins(DefaultPlugins)
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.insert_resource(UiScale(2.))
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// Only run the app when there is user input. This will significantly reduce CPU/GPU use for UI-only apps.
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.insert_resource(WinitSettings::desktop_app())
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.add_systems(Startup, setup)
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.run();
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}
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fn setup(mut commands: Commands, asset_server: Res<AssetServer>) {
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let image = asset_server.load_with_settings(
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"textures/fantasy_ui_borders/numbered_slices.png",
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|settings: &mut ImageLoaderSettings| {
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// Need to use nearest filtering to avoid bleeding between the slices with tiling
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settings.sampler = ImageSampler::nearest();
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},
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);
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let slicer = TextureSlicer {
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// `numbered_slices.png` is 48 pixels square. `BorderRect::square(16.)` insets the slicing line from each edge by 16 pixels, resulting in nine slices that are each 16 pixels square.
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border: BorderRect::square(16.),
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// With `SliceScaleMode::Tile` the side and center slices are tiled to to fill the side and center sections of the target.
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// And with a `stretch_value` of `1.` the tiles will have the same size as the corresponding slices in the source image.
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center_scale_mode: SliceScaleMode::Tile { stretch_value: 1. },
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sides_scale_mode: SliceScaleMode::Tile { stretch_value: 1. },
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..default()
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};
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// ui camera
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commands.spawn(Camera2d);
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commands
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.spawn(Node {
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width: Val::Percent(100.),
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height: Val::Percent(100.),
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justify_content: JustifyContent::Center,
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align_content: AlignContent::Center,
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flex_wrap: FlexWrap::Wrap,
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column_gap: Val::Px(10.),
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row_gap: Val::Px(10.),
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..default()
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})
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.with_children(|parent| {
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for ([width, height], flip_x, flip_y) in [
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([160., 160.], false, false),
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([320., 160.], false, true),
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([320., 160.], true, false),
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([160., 160.], true, true),
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] {
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parent.spawn((
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UiImage {
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texture: image.clone(),
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flip_x,
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flip_y,
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..default()
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},
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Node {
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width: Val::Px(width),
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height: Val::Px(height),
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..default()
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},
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ImageScaleMode::Sliced(slicer.clone()),
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));
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}
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});
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}
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