mirror of
https://github.com/bevyengine/bevy
synced 2024-12-23 19:43:07 +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(); } } ```
81 lines
2.4 KiB
Rust
81 lines
2.4 KiB
Rust
//! Showcase how to use and configure FPS overlay.
|
|
|
|
use bevy::{
|
|
dev_tools::fps_overlay::{FpsOverlayConfig, FpsOverlayPlugin},
|
|
prelude::*,
|
|
text::FontSmoothing,
|
|
};
|
|
|
|
struct OverlayColor;
|
|
|
|
impl OverlayColor {
|
|
const RED: Color = Color::srgb(1.0, 0.0, 0.0);
|
|
const GREEN: Color = Color::srgb(0.0, 1.0, 0.0);
|
|
}
|
|
|
|
fn main() {
|
|
App::new()
|
|
.add_plugins((
|
|
DefaultPlugins,
|
|
FpsOverlayPlugin {
|
|
config: FpsOverlayConfig {
|
|
text_config: TextFont {
|
|
// Here we define size of our overlay
|
|
font_size: 42.0,
|
|
// If we want, we can use a custom font
|
|
font: default(),
|
|
// We could also disable font smoothing,
|
|
font_smoothing: FontSmoothing::default(),
|
|
},
|
|
// We can also change color of the overlay
|
|
text_color: OverlayColor::GREEN,
|
|
enabled: true,
|
|
},
|
|
},
|
|
))
|
|
.add_systems(Startup, setup)
|
|
.add_systems(Update, customize_config)
|
|
.run();
|
|
}
|
|
|
|
fn setup(mut commands: Commands) {
|
|
// We need to spawn a camera (2d or 3d) to see the overlay
|
|
commands.spawn(Camera2d);
|
|
|
|
// Instruction text
|
|
|
|
commands.spawn((
|
|
Text::new(concat!(
|
|
"Press 1 to toggle the overlay color.\n",
|
|
"Press 2 to decrease the overlay size.\n",
|
|
"Press 3 to increase the overlay size.\n",
|
|
"Press 4 to toggle the overlay visibility."
|
|
)),
|
|
Node {
|
|
position_type: PositionType::Absolute,
|
|
bottom: Val::Px(12.),
|
|
left: Val::Px(12.),
|
|
..default()
|
|
},
|
|
));
|
|
}
|
|
|
|
fn customize_config(input: Res<ButtonInput<KeyCode>>, mut overlay: ResMut<FpsOverlayConfig>) {
|
|
if input.just_pressed(KeyCode::Digit1) {
|
|
// Changing resource will affect overlay
|
|
if overlay.text_color == OverlayColor::GREEN {
|
|
overlay.text_color = OverlayColor::RED;
|
|
} else {
|
|
overlay.text_color = OverlayColor::GREEN;
|
|
}
|
|
}
|
|
if input.just_pressed(KeyCode::Digit2) {
|
|
overlay.text_config.font_size -= 2.0;
|
|
}
|
|
if input.just_pressed(KeyCode::Digit3) {
|
|
overlay.text_config.font_size += 2.0;
|
|
}
|
|
if input.just_pressed(KeyCode::Digit4) {
|
|
overlay.enabled = !overlay.enabled;
|
|
}
|
|
}
|