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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(); } } ```
144 lines
4.7 KiB
Rust
144 lines
4.7 KiB
Rust
//! This example illustrates how to create UI text and update it in a system.
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//!
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//! It displays the current FPS in the top left corner, as well as text that changes color
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//! in the bottom right. For text within a scene, please see the text2d example.
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use bevy::{
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color::palettes::css::GOLD,
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diagnostic::{DiagnosticsStore, FrameTimeDiagnosticsPlugin},
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prelude::*,
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};
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fn main() {
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App::new()
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.add_plugins((DefaultPlugins, FrameTimeDiagnosticsPlugin))
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.add_systems(Startup, setup)
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.add_systems(Update, (text_update_system, text_color_system))
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.run();
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}
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// A unit struct to help identify the FPS UI component, since there may be many Text components
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#[derive(Component)]
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struct FpsText;
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// A unit struct to help identify the color-changing Text component
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#[derive(Component)]
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struct ColorText;
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fn setup(mut commands: Commands, asset_server: Res<AssetServer>) {
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// UI camera
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commands.spawn(Camera2d);
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// Text with one section
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commands.spawn((
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// Accepts a `String` or any type that converts into a `String`, such as `&str`
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Text::new("hello\nbevy!"),
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TextFont {
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// This font is loaded and will be used instead of the default font.
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font: asset_server.load("fonts/FiraSans-Bold.ttf"),
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font_size: 67.0,
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..default()
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},
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// Set the justification of the Text
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TextLayout::new_with_justify(JustifyText::Center),
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// Set the style of the Node itself.
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Node {
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position_type: PositionType::Absolute,
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bottom: Val::Px(5.0),
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right: Val::Px(5.0),
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..default()
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},
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ColorText,
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));
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// Text with multiple sections
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commands
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.spawn((
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// Create a Text with multiple child spans.
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Text::new("FPS: "),
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TextFont {
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// This font is loaded and will be used instead of the default font.
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font: asset_server.load("fonts/FiraSans-Bold.ttf"),
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font_size: 42.0,
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..default()
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},
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))
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.with_child((
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TextSpan::default(),
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if cfg!(feature = "default_font") {
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(
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TextFont {
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font_size: 33.0,
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// If no font is specified, the default font (a minimal subset of FiraMono) will be used.
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..default()
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},
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TextColor(GOLD.into()),
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)
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} else {
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(
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// "default_font" feature is unavailable, load a font to use instead.
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TextFont {
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font: asset_server.load("fonts/FiraMono-Medium.ttf"),
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font_size: 33.0,
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..Default::default()
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},
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TextColor(GOLD.into()),
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)
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},
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FpsText,
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));
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#[cfg(feature = "default_font")]
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commands.spawn((
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// Here we are able to call the `From` method instead of creating a new `TextSection`.
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// This will use the default font (a minimal subset of FiraMono) and apply the default styling.
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Text::new("From an &str into a Text with the default font!"),
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Node {
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position_type: PositionType::Absolute,
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bottom: Val::Px(5.0),
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left: Val::Px(15.0),
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..default()
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},
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));
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#[cfg(not(feature = "default_font"))]
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commands.spawn((
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Text::new("Default font disabled"),
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TextFont {
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font: asset_server.load("fonts/FiraMono-Medium.ttf"),
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..default()
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},
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Node {
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position_type: PositionType::Absolute,
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bottom: Val::Px(5.0),
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left: Val::Px(15.0),
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..default()
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},
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));
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}
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fn text_color_system(time: Res<Time>, mut query: Query<&mut TextColor, With<ColorText>>) {
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for mut text_color in &mut query {
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let seconds = time.elapsed_secs();
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// Update the color of the ColorText span.
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text_color.0 = Color::srgb(
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ops::sin(1.25 * seconds) / 2.0 + 0.5,
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ops::sin(0.75 * seconds) / 2.0 + 0.5,
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ops::sin(0.50 * seconds) / 2.0 + 0.5,
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);
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}
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}
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fn text_update_system(
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diagnostics: Res<DiagnosticsStore>,
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mut query: Query<&mut TextSpan, With<FpsText>>,
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) {
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for mut span in &mut query {
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if let Some(fps) = diagnostics.get(&FrameTimeDiagnosticsPlugin::FPS) {
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if let Some(value) = fps.smoothed() {
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// Update the value of the second section
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**span = format!("{value:.2}");
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}
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}
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}
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}
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