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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(); } } ```
222 lines
6.8 KiB
Rust
222 lines
6.8 KiB
Rust
//! A simple example for debugging viewport coordinates
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//!
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//! This example creates two uinode trees, one using viewport coordinates and one using pixel coordinates,
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//! and then switches between them once per second using the `Display` style property.
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//! If there are no problems both layouts should be identical, except for the color of the margin changing which is used to signal that the displayed uinode tree has changed
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//! (red for viewport, yellow for pixel).
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use bevy::{color::palettes::css::*, prelude::*};
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const PALETTE: [Srgba; 10] = [
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RED, YELLOW, WHITE, BEIGE, AQUA, CRIMSON, NAVY, AZURE, LIME, BLACK,
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];
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#[derive(Component, Default, PartialEq)]
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enum Coords {
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#[default]
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Viewport,
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Pixel,
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}
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fn main() {
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App::new()
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.insert_resource(UiScale(2.0))
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.add_plugins(DefaultPlugins.set(WindowPlugin {
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primary_window: Some(Window {
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title: "Viewport Coordinates Debug".to_string(),
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// This example relies on these specific viewport dimensions, so let's explicitly
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// define them.
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resolution: [1280., 720.].into(),
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resizable: false,
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..Default::default()
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}),
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..Default::default()
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}))
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.add_systems(Startup, setup)
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.add_systems(Update, update)
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.run();
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}
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fn update(
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mut timer: Local<f32>,
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mut visible_tree: Local<Coords>,
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time: Res<Time>,
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mut coords_nodes: Query<(&Coords, &mut Node)>,
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) {
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*timer -= time.delta_secs();
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if *timer <= 0. {
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*timer = 1.;
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*visible_tree = match *visible_tree {
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Coords::Viewport => Coords::Pixel,
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Coords::Pixel => Coords::Viewport,
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};
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for (coords, mut node) in coords_nodes.iter_mut() {
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node.display = if *coords == *visible_tree {
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Display::Flex
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} else {
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Display::None
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};
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}
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}
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}
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fn setup(mut commands: Commands) {
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commands.spawn(Camera2d);
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spawn_with_viewport_coords(&mut commands);
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spawn_with_pixel_coords(&mut commands);
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}
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fn spawn_with_viewport_coords(commands: &mut Commands) {
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commands
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.spawn((
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Node {
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width: Val::Vw(100.),
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height: Val::Vh(100.),
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border: UiRect::axes(Val::Vw(5.), Val::Vh(5.)),
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flex_wrap: FlexWrap::Wrap,
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..default()
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},
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BorderColor(PALETTE[0].into()),
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Coords::Viewport,
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))
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.with_children(|builder| {
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builder.spawn((
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Node {
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width: Val::Vw(30.),
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height: Val::Vh(30.),
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border: UiRect::all(Val::VMin(5.)),
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..default()
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},
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BackgroundColor(PALETTE[2].into()),
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BorderColor(PALETTE[9].into()),
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));
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builder.spawn((
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Node {
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width: Val::Vw(60.),
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height: Val::Vh(30.),
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..default()
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},
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BackgroundColor(PALETTE[3].into()),
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));
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builder.spawn((
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Node {
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width: Val::Vw(45.),
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height: Val::Vh(30.),
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border: UiRect::left(Val::VMax(45. / 2.)),
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..default()
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},
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BackgroundColor(PALETTE[4].into()),
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BorderColor(PALETTE[8].into()),
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));
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builder.spawn((
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Node {
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width: Val::Vw(45.),
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height: Val::Vh(30.),
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border: UiRect::right(Val::VMax(45. / 2.)),
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..default()
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},
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BackgroundColor(PALETTE[5].into()),
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BorderColor(PALETTE[8].into()),
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));
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builder.spawn((
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Node {
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width: Val::Vw(60.),
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height: Val::Vh(30.),
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..default()
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},
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BackgroundColor(PALETTE[6].into()),
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));
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builder.spawn((
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Node {
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width: Val::Vw(30.),
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height: Val::Vh(30.),
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border: UiRect::all(Val::VMin(5.)),
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..default()
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},
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BackgroundColor(PALETTE[7].into()),
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BorderColor(PALETTE[9].into()),
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));
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});
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}
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fn spawn_with_pixel_coords(commands: &mut Commands) {
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commands
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.spawn((
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Node {
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width: Val::Px(640.),
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height: Val::Px(360.),
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border: UiRect::axes(Val::Px(32.), Val::Px(18.)),
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flex_wrap: FlexWrap::Wrap,
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..default()
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},
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BorderColor(PALETTE[1].into()),
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Coords::Pixel,
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))
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.with_children(|builder| {
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builder.spawn((
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Node {
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width: Val::Px(192.),
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height: Val::Px(108.),
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border: UiRect::axes(Val::Px(18.), Val::Px(18.)),
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..default()
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},
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BackgroundColor(PALETTE[2].into()),
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BorderColor(PALETTE[9].into()),
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));
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builder.spawn((
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Node {
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width: Val::Px(384.),
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height: Val::Px(108.),
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..default()
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},
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BackgroundColor(PALETTE[3].into()),
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));
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builder.spawn((
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Node {
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width: Val::Px(288.),
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height: Val::Px(108.),
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border: UiRect::left(Val::Px(144.)),
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..default()
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},
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BackgroundColor(PALETTE[4].into()),
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BorderColor(PALETTE[8].into()),
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));
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builder.spawn((
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Node {
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width: Val::Px(288.),
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height: Val::Px(108.),
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border: UiRect::right(Val::Px(144.)),
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..default()
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},
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BackgroundColor(PALETTE[5].into()),
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BorderColor(PALETTE[8].into()),
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));
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builder.spawn((
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Node {
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width: Val::Px(384.),
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height: Val::Px(108.),
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..default()
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},
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BackgroundColor(PALETTE[6].into()),
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));
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builder.spawn((
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Node {
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width: Val::Px(192.),
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height: Val::Px(108.),
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border: UiRect::axes(Val::Px(18.), Val::Px(18.)),
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..default()
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},
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BackgroundColor(PALETTE[7].into()),
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BorderColor(PALETTE[9].into()),
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));
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});
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}
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