bevy/examples/ui/display_and_visibility.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

448 lines
18 KiB
Rust

//! Demonstrates how Display and Visibility work in the UI.
use bevy::{
color::palettes::css::{DARK_GRAY, YELLOW},
prelude::*,
winit::WinitSettings,
};
const PALETTE: [&str; 4] = ["27496D", "466B7A", "669DB3", "ADCBE3"];
const HIDDEN_COLOR: Color = Color::srgb(1.0, 0.7, 0.7);
fn main() {
App::new()
.add_plugins(DefaultPlugins)
// Only run the app when there is user input. This will significantly reduce CPU/GPU use.
.insert_resource(WinitSettings::desktop_app())
.add_systems(Startup, setup)
.add_systems(
Update,
(
buttons_handler::<Display>,
buttons_handler::<Visibility>,
text_hover,
),
)
.run();
}
#[derive(Component)]
struct Target<T> {
id: Entity,
phantom: std::marker::PhantomData<T>,
}
impl<T> Target<T> {
fn new(id: Entity) -> Self {
Self {
id,
phantom: std::marker::PhantomData,
}
}
}
trait TargetUpdate {
type TargetComponent: Component;
const NAME: &'static str;
fn update_target(&self, target: &mut Self::TargetComponent) -> String;
}
impl TargetUpdate for Target<Display> {
type TargetComponent = Node;
const NAME: &'static str = "Display";
fn update_target(&self, node: &mut Self::TargetComponent) -> String {
node.display = match node.display {
Display::Flex => Display::None,
Display::None => Display::Flex,
Display::Block | Display::Grid => unreachable!(),
};
format!("{}::{:?} ", Self::NAME, node.display)
}
}
impl TargetUpdate for Target<Visibility> {
type TargetComponent = Visibility;
const NAME: &'static str = "Visibility";
fn update_target(&self, visibility: &mut Self::TargetComponent) -> String {
*visibility = match *visibility {
Visibility::Inherited => Visibility::Visible,
Visibility::Visible => Visibility::Hidden,
Visibility::Hidden => Visibility::Inherited,
};
format!("{}::{visibility:?}", Self::NAME)
}
}
fn setup(mut commands: Commands, asset_server: Res<AssetServer>) {
let palette: [Color; 4] = PALETTE.map(|hex| Srgba::hex(hex).unwrap().into());
let text_font = TextFont {
font: asset_server.load("fonts/FiraSans-Bold.ttf"),
..default()
};
commands.spawn(Camera2d);
commands
.spawn((
Node {
width: Val::Percent(100.),
height: Val::Percent(100.),
flex_direction: FlexDirection::Column,
align_items: AlignItems::Center,
justify_content: JustifyContent::SpaceEvenly,
..Default::default()
},
BackgroundColor(Color::BLACK),
))
.with_children(|parent| {
parent.spawn((
Text::new("Use the panel on the right to change the Display and Visibility properties for the respective nodes of the panel on the left"),
text_font.clone(),
TextLayout::new_with_justify(JustifyText::Center),
Node {
margin: UiRect::bottom(Val::Px(10.)),
..Default::default()
},
));
parent
.spawn(Node {
width: Val::Percent(100.),
..default()
})
.with_children(|parent| {
let mut target_ids = vec![];
parent
.spawn(Node {
width: Val::Percent(50.),
height: Val::Px(520.),
justify_content: JustifyContent::Center,
..default()
})
.with_children(|parent| {
target_ids = spawn_left_panel(parent, &palette);
});
parent
.spawn(Node {
width: Val::Percent(50.),
justify_content: JustifyContent::Center,
..default()
})
.with_children(|parent| {
spawn_right_panel(parent, text_font, &palette, target_ids);
});
});
parent
.spawn(Node {
flex_direction: FlexDirection::Row,
align_items: AlignItems::Start,
justify_content: JustifyContent::Start,
column_gap: Val::Px(10.),
..default()
})
.with_children(|builder| {
let text_font = TextFont {
font: asset_server.load("fonts/FiraSans-Bold.ttf"),
..default()
};
builder.spawn((
Text::new("Display::None\nVisibility::Hidden\nVisibility::Inherited"),
text_font.clone(),
TextColor(HIDDEN_COLOR),
TextLayout::new_with_justify(JustifyText::Center),
));
builder.spawn((
Text::new("-\n-\n-"),
text_font.clone(),
TextColor(DARK_GRAY.into()),
TextLayout::new_with_justify(JustifyText::Center),
));
builder.spawn((Text::new("The UI Node and its descendants will not be visible and will not be allotted any space in the UI layout.\nThe UI Node will not be visible but will still occupy space in the UI layout.\nThe UI node will inherit the visibility property of its parent. If it has no parent it will be visible."), text_font));
});
});
}
fn spawn_left_panel(builder: &mut ChildBuilder, palette: &[Color; 4]) -> Vec<Entity> {
let mut target_ids = vec![];
builder
.spawn((
Node {
padding: UiRect::all(Val::Px(10.)),
..default()
},
BackgroundColor(Color::WHITE),
))
.with_children(|parent| {
parent
.spawn((Node::default(), BackgroundColor(Color::BLACK)))
.with_children(|parent| {
let id = parent
.spawn((
Node {
align_items: AlignItems::FlexEnd,
justify_content: JustifyContent::FlexEnd,
..default()
},
BackgroundColor(palette[0]),
))
.with_children(|parent| {
parent.spawn(Node {
width: Val::Px(100.),
height: Val::Px(500.),
..default()
});
let id = parent
.spawn((
Node {
height: Val::Px(400.),
align_items: AlignItems::FlexEnd,
justify_content: JustifyContent::FlexEnd,
..default()
},
BackgroundColor(palette[1]),
))
.with_children(|parent| {
parent.spawn(Node {
width: Val::Px(100.),
height: Val::Px(400.),
..default()
});
let id = parent
.spawn((
Node {
height: Val::Px(300.),
align_items: AlignItems::FlexEnd,
justify_content: JustifyContent::FlexEnd,
..default()
},
BackgroundColor(palette[2]),
))
.with_children(|parent| {
parent.spawn(Node {
width: Val::Px(100.),
height: Val::Px(300.),
..default()
});
let id = parent
.spawn((
Node {
width: Val::Px(200.),
height: Val::Px(200.),
..default()
},
BackgroundColor(palette[3]),
))
.id();
target_ids.push(id);
})
.id();
target_ids.push(id);
})
.id();
target_ids.push(id);
})
.id();
target_ids.push(id);
});
});
target_ids
}
fn spawn_right_panel(
parent: &mut ChildBuilder,
text_font: TextFont,
palette: &[Color; 4],
mut target_ids: Vec<Entity>,
) {
let spawn_buttons = |parent: &mut ChildBuilder, target_id| {
spawn_button::<Display>(parent, text_font.clone(), target_id);
spawn_button::<Visibility>(parent, text_font.clone(), target_id);
};
parent
.spawn((
Node {
padding: UiRect::all(Val::Px(10.)),
..default()
},
BackgroundColor(Color::WHITE),
))
.with_children(|parent| {
parent
.spawn((
Node {
width: Val::Px(500.),
height: Val::Px(500.),
flex_direction: FlexDirection::Column,
align_items: AlignItems::FlexEnd,
justify_content: JustifyContent::SpaceBetween,
padding: UiRect {
left: Val::Px(5.),
top: Val::Px(5.),
..default()
},
..default()
},
BackgroundColor(palette[0]),
))
.with_children(|parent| {
spawn_buttons(parent, target_ids.pop().unwrap());
parent
.spawn((
Node {
width: Val::Px(400.),
height: Val::Px(400.),
flex_direction: FlexDirection::Column,
align_items: AlignItems::FlexEnd,
justify_content: JustifyContent::SpaceBetween,
padding: UiRect {
left: Val::Px(5.),
top: Val::Px(5.),
..default()
},
..default()
},
BackgroundColor(palette[1]),
))
.with_children(|parent| {
spawn_buttons(parent, target_ids.pop().unwrap());
parent
.spawn((
Node {
width: Val::Px(300.),
height: Val::Px(300.),
flex_direction: FlexDirection::Column,
align_items: AlignItems::FlexEnd,
justify_content: JustifyContent::SpaceBetween,
padding: UiRect {
left: Val::Px(5.),
top: Val::Px(5.),
..default()
},
..default()
},
BackgroundColor(palette[2]),
))
.with_children(|parent| {
spawn_buttons(parent, target_ids.pop().unwrap());
parent
.spawn((
Node {
width: Val::Px(200.),
height: Val::Px(200.),
align_items: AlignItems::FlexStart,
justify_content: JustifyContent::SpaceBetween,
flex_direction: FlexDirection::Column,
padding: UiRect {
left: Val::Px(5.),
top: Val::Px(5.),
..default()
},
..default()
},
BackgroundColor(palette[3]),
))
.with_children(|parent| {
spawn_buttons(parent, target_ids.pop().unwrap());
parent.spawn(Node {
width: Val::Px(100.),
height: Val::Px(100.),
..default()
});
});
});
});
});
});
}
fn spawn_button<T>(parent: &mut ChildBuilder, text_font: TextFont, target: Entity)
where
T: Default + std::fmt::Debug + Send + Sync + 'static,
Target<T>: TargetUpdate,
{
parent
.spawn((
Button,
Node {
align_self: AlignSelf::FlexStart,
padding: UiRect::axes(Val::Px(5.), Val::Px(1.)),
..default()
},
BackgroundColor(Color::BLACK.with_alpha(0.5)),
Target::<T>::new(target),
))
.with_children(|builder| {
builder.spawn((
Text(format!("{}::{:?}", Target::<T>::NAME, T::default())),
text_font,
TextLayout::new_with_justify(JustifyText::Center),
));
});
}
fn buttons_handler<T>(
mut left_panel_query: Query<&mut <Target<T> as TargetUpdate>::TargetComponent>,
mut visibility_button_query: Query<(&Target<T>, &Interaction, &Children), Changed<Interaction>>,
mut text_query: Query<(&mut Text, &mut TextColor)>,
) where
T: Send + Sync,
Target<T>: TargetUpdate + Component,
{
for (target, interaction, children) in visibility_button_query.iter_mut() {
if matches!(interaction, Interaction::Pressed) {
let mut target_value = left_panel_query.get_mut(target.id).unwrap();
for &child in children {
if let Ok((mut text, mut text_color)) = text_query.get_mut(child) {
**text = target.update_target(target_value.as_mut());
text_color.0 = if text.contains("None") || text.contains("Hidden") {
Color::srgb(1.0, 0.7, 0.7)
} else {
Color::WHITE
};
}
}
}
}
}
fn text_hover(
mut button_query: Query<(&Interaction, &mut BackgroundColor, &Children), Changed<Interaction>>,
mut text_query: Query<(&Text, &mut TextColor)>,
) {
for (interaction, mut color, children) in button_query.iter_mut() {
match interaction {
Interaction::Hovered => {
*color = Color::BLACK.with_alpha(0.6).into();
for &child in children {
if let Ok((_, mut text_color)) = text_query.get_mut(child) {
// Bypass change detection to avoid recomputation of the text when only changing the color
text_color.bypass_change_detection().0 = YELLOW.into();
}
}
}
_ => {
*color = Color::BLACK.with_alpha(0.5).into();
for &child in children {
if let Ok((text, mut text_color)) = text_query.get_mut(child) {
text_color.bypass_change_detection().0 =
if text.contains("None") || text.contains("Hidden") {
HIDDEN_COLOR
} else {
Color::WHITE
};
}
}
}
}
}
}