mirror of
https://github.com/bevyengine/bevy
synced 2024-11-25 14:10:19 +00:00
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(); } } ```
448 lines
18 KiB
Rust
448 lines
18 KiB
Rust
//! Demonstrates how Display and Visibility work in the UI.
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use bevy::{
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color::palettes::css::{DARK_GRAY, YELLOW},
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prelude::*,
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winit::WinitSettings,
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};
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const PALETTE: [&str; 4] = ["27496D", "466B7A", "669DB3", "ADCBE3"];
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const HIDDEN_COLOR: Color = Color::srgb(1.0, 0.7, 0.7);
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fn main() {
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App::new()
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.add_plugins(DefaultPlugins)
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// Only run the app when there is user input. This will significantly reduce CPU/GPU use.
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.insert_resource(WinitSettings::desktop_app())
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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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buttons_handler::<Display>,
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buttons_handler::<Visibility>,
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text_hover,
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),
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)
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.run();
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}
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#[derive(Component)]
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struct Target<T> {
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id: Entity,
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phantom: std::marker::PhantomData<T>,
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}
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impl<T> Target<T> {
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fn new(id: Entity) -> Self {
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Self {
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id,
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phantom: std::marker::PhantomData,
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}
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}
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}
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trait TargetUpdate {
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type TargetComponent: Component;
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const NAME: &'static str;
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fn update_target(&self, target: &mut Self::TargetComponent) -> String;
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}
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impl TargetUpdate for Target<Display> {
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type TargetComponent = Node;
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const NAME: &'static str = "Display";
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fn update_target(&self, node: &mut Self::TargetComponent) -> String {
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node.display = match node.display {
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Display::Flex => Display::None,
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Display::None => Display::Flex,
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Display::Block | Display::Grid => unreachable!(),
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};
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format!("{}::{:?} ", Self::NAME, node.display)
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}
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}
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impl TargetUpdate for Target<Visibility> {
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type TargetComponent = Visibility;
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const NAME: &'static str = "Visibility";
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fn update_target(&self, visibility: &mut Self::TargetComponent) -> String {
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*visibility = match *visibility {
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Visibility::Inherited => Visibility::Visible,
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Visibility::Visible => Visibility::Hidden,
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Visibility::Hidden => Visibility::Inherited,
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};
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format!("{}::{visibility:?}", Self::NAME)
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}
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}
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fn setup(mut commands: Commands, asset_server: Res<AssetServer>) {
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let palette: [Color; 4] = PALETTE.map(|hex| Srgba::hex(hex).unwrap().into());
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let text_font = TextFont {
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font: asset_server.load("fonts/FiraSans-Bold.ttf"),
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..default()
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};
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commands.spawn(Camera2d);
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commands
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.spawn((
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Node {
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width: Val::Percent(100.),
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height: Val::Percent(100.),
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flex_direction: FlexDirection::Column,
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align_items: AlignItems::Center,
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justify_content: JustifyContent::SpaceEvenly,
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..Default::default()
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},
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BackgroundColor(Color::BLACK),
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))
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.with_children(|parent| {
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parent.spawn((
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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"),
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text_font.clone(),
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TextLayout::new_with_justify(JustifyText::Center),
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Node {
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margin: UiRect::bottom(Val::Px(10.)),
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..Default::default()
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},
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));
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parent
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.spawn(Node {
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width: Val::Percent(100.),
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..default()
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})
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.with_children(|parent| {
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let mut target_ids = vec![];
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parent
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.spawn(Node {
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width: Val::Percent(50.),
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height: Val::Px(520.),
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justify_content: JustifyContent::Center,
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..default()
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})
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.with_children(|parent| {
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target_ids = spawn_left_panel(parent, &palette);
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});
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parent
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.spawn(Node {
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width: Val::Percent(50.),
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justify_content: JustifyContent::Center,
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..default()
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})
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.with_children(|parent| {
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spawn_right_panel(parent, text_font, &palette, target_ids);
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});
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});
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parent
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.spawn(Node {
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flex_direction: FlexDirection::Row,
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align_items: AlignItems::Start,
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justify_content: JustifyContent::Start,
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column_gap: Val::Px(10.),
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..default()
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})
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.with_children(|builder| {
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let text_font = TextFont {
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font: asset_server.load("fonts/FiraSans-Bold.ttf"),
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..default()
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};
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builder.spawn((
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Text::new("Display::None\nVisibility::Hidden\nVisibility::Inherited"),
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text_font.clone(),
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TextColor(HIDDEN_COLOR),
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TextLayout::new_with_justify(JustifyText::Center),
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));
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builder.spawn((
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Text::new("-\n-\n-"),
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text_font.clone(),
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TextColor(DARK_GRAY.into()),
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TextLayout::new_with_justify(JustifyText::Center),
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));
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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));
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});
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});
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}
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fn spawn_left_panel(builder: &mut ChildBuilder, palette: &[Color; 4]) -> Vec<Entity> {
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let mut target_ids = vec![];
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builder
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.spawn((
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Node {
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padding: UiRect::all(Val::Px(10.)),
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..default()
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},
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BackgroundColor(Color::WHITE),
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))
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.with_children(|parent| {
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parent
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.spawn((Node::default(), BackgroundColor(Color::BLACK)))
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.with_children(|parent| {
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let id = parent
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.spawn((
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Node {
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align_items: AlignItems::FlexEnd,
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justify_content: JustifyContent::FlexEnd,
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..default()
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},
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BackgroundColor(palette[0]),
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))
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.with_children(|parent| {
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parent.spawn(Node {
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width: Val::Px(100.),
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height: Val::Px(500.),
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..default()
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});
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let id = parent
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.spawn((
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Node {
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height: Val::Px(400.),
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align_items: AlignItems::FlexEnd,
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justify_content: JustifyContent::FlexEnd,
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..default()
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},
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BackgroundColor(palette[1]),
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))
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.with_children(|parent| {
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parent.spawn(Node {
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width: Val::Px(100.),
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height: Val::Px(400.),
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..default()
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});
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let id = parent
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.spawn((
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Node {
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height: Val::Px(300.),
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align_items: AlignItems::FlexEnd,
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justify_content: JustifyContent::FlexEnd,
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..default()
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},
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BackgroundColor(palette[2]),
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))
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.with_children(|parent| {
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parent.spawn(Node {
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width: Val::Px(100.),
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height: Val::Px(300.),
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..default()
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});
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let id = parent
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.spawn((
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Node {
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width: Val::Px(200.),
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height: Val::Px(200.),
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..default()
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},
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BackgroundColor(palette[3]),
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))
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.id();
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target_ids.push(id);
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})
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.id();
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target_ids.push(id);
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})
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.id();
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target_ids.push(id);
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})
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.id();
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target_ids.push(id);
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});
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});
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target_ids
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}
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fn spawn_right_panel(
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parent: &mut ChildBuilder,
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text_font: TextFont,
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palette: &[Color; 4],
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mut target_ids: Vec<Entity>,
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) {
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let spawn_buttons = |parent: &mut ChildBuilder, target_id| {
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spawn_button::<Display>(parent, text_font.clone(), target_id);
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spawn_button::<Visibility>(parent, text_font.clone(), target_id);
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};
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parent
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.spawn((
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Node {
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padding: UiRect::all(Val::Px(10.)),
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..default()
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},
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BackgroundColor(Color::WHITE),
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))
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.with_children(|parent| {
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parent
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.spawn((
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Node {
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width: Val::Px(500.),
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height: Val::Px(500.),
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flex_direction: FlexDirection::Column,
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align_items: AlignItems::FlexEnd,
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justify_content: JustifyContent::SpaceBetween,
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padding: UiRect {
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left: Val::Px(5.),
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top: Val::Px(5.),
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..default()
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},
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..default()
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},
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BackgroundColor(palette[0]),
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))
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.with_children(|parent| {
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spawn_buttons(parent, target_ids.pop().unwrap());
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parent
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.spawn((
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Node {
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width: Val::Px(400.),
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height: Val::Px(400.),
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flex_direction: FlexDirection::Column,
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align_items: AlignItems::FlexEnd,
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justify_content: JustifyContent::SpaceBetween,
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padding: UiRect {
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left: Val::Px(5.),
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top: Val::Px(5.),
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..default()
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},
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..default()
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},
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BackgroundColor(palette[1]),
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))
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.with_children(|parent| {
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spawn_buttons(parent, target_ids.pop().unwrap());
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parent
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.spawn((
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Node {
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width: Val::Px(300.),
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height: Val::Px(300.),
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flex_direction: FlexDirection::Column,
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align_items: AlignItems::FlexEnd,
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justify_content: JustifyContent::SpaceBetween,
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padding: UiRect {
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left: Val::Px(5.),
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top: Val::Px(5.),
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..default()
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},
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..default()
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},
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BackgroundColor(palette[2]),
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))
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.with_children(|parent| {
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spawn_buttons(parent, target_ids.pop().unwrap());
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parent
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.spawn((
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Node {
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width: Val::Px(200.),
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height: Val::Px(200.),
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align_items: AlignItems::FlexStart,
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justify_content: JustifyContent::SpaceBetween,
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flex_direction: FlexDirection::Column,
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padding: UiRect {
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left: Val::Px(5.),
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top: Val::Px(5.),
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..default()
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},
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..default()
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},
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BackgroundColor(palette[3]),
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))
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.with_children(|parent| {
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spawn_buttons(parent, target_ids.pop().unwrap());
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parent.spawn(Node {
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width: Val::Px(100.),
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height: Val::Px(100.),
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..default()
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});
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});
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});
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});
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});
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});
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}
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fn spawn_button<T>(parent: &mut ChildBuilder, text_font: TextFont, target: Entity)
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where
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T: Default + std::fmt::Debug + Send + Sync + 'static,
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Target<T>: TargetUpdate,
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{
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parent
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.spawn((
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Button,
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Node {
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align_self: AlignSelf::FlexStart,
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padding: UiRect::axes(Val::Px(5.), Val::Px(1.)),
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..default()
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},
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BackgroundColor(Color::BLACK.with_alpha(0.5)),
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Target::<T>::new(target),
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))
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.with_children(|builder| {
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builder.spawn((
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Text(format!("{}::{:?}", Target::<T>::NAME, T::default())),
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text_font,
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TextLayout::new_with_justify(JustifyText::Center),
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));
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});
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}
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fn buttons_handler<T>(
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mut left_panel_query: Query<&mut <Target<T> as TargetUpdate>::TargetComponent>,
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mut visibility_button_query: Query<(&Target<T>, &Interaction, &Children), Changed<Interaction>>,
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mut text_query: Query<(&mut Text, &mut TextColor)>,
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) where
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T: Send + Sync,
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Target<T>: TargetUpdate + Component,
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{
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for (target, interaction, children) in visibility_button_query.iter_mut() {
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if matches!(interaction, Interaction::Pressed) {
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let mut target_value = left_panel_query.get_mut(target.id).unwrap();
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for &child in children {
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if let Ok((mut text, mut text_color)) = text_query.get_mut(child) {
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**text = target.update_target(target_value.as_mut());
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text_color.0 = if text.contains("None") || text.contains("Hidden") {
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Color::srgb(1.0, 0.7, 0.7)
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} else {
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Color::WHITE
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};
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}
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}
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}
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}
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}
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fn text_hover(
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mut button_query: Query<(&Interaction, &mut BackgroundColor, &Children), Changed<Interaction>>,
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mut text_query: Query<(&Text, &mut TextColor)>,
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) {
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for (interaction, mut color, children) in button_query.iter_mut() {
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match interaction {
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Interaction::Hovered => {
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*color = Color::BLACK.with_alpha(0.6).into();
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for &child in children {
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if let Ok((_, mut text_color)) = text_query.get_mut(child) {
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// Bypass change detection to avoid recomputation of the text when only changing the color
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text_color.bypass_change_detection().0 = YELLOW.into();
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}
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}
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}
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_ => {
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*color = Color::BLACK.with_alpha(0.5).into();
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for &child in children {
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if let Ok((text, mut text_color)) = text_query.get_mut(child) {
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text_color.bypass_change_detection().0 =
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if text.contains("None") || text.contains("Hidden") {
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HIDDEN_COLOR
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} else {
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Color::WHITE
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};
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}
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}
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}
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}
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}
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}
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