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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(); } } ```
242 lines
8.2 KiB
Rust
242 lines
8.2 KiB
Rust
//! This example illustrates the use of [`SubStates`] for more complex state handling patterns.
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//!
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//! [`SubStates`] are [`States`] that only exist while the App is in another [`State`]. They can
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//! be used to create more complex patterns while relying on simple enums, or to de-couple certain
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//! elements of complex state objects.
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//!
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//! In this case, we're transitioning from a `Menu` state to an `InGame` state, at which point we create
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//! a substate called `IsPaused` to track whether the game is paused or not.
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use bevy::{dev_tools::states::*, prelude::*};
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use ui::*;
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#[derive(Debug, Clone, Copy, Default, Eq, PartialEq, Hash, States)]
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enum AppState {
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#[default]
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Menu,
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InGame,
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}
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// In this case, instead of deriving `States`, we derive `SubStates`
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#[derive(Debug, Clone, Copy, Default, Eq, PartialEq, Hash, SubStates)]
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// And we need to add an attribute to let us know what the source state is
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// and what value it needs to have. This will ensure that unless we're
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// in [`AppState::InGame`], the [`IsPaused`] state resource
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// will not exist.
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#[source(AppState = AppState::InGame)]
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enum IsPaused {
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#[default]
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Running,
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Paused,
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}
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fn main() {
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App::new()
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.add_plugins(DefaultPlugins)
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.init_state::<AppState>()
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.add_sub_state::<IsPaused>() // We set the substate up here.
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// Most of these remain the same
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.add_systems(Startup, setup)
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.add_systems(OnEnter(AppState::Menu), setup_menu)
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.add_systems(Update, menu.run_if(in_state(AppState::Menu)))
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.add_systems(OnExit(AppState::Menu), cleanup_menu)
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.add_systems(OnEnter(AppState::InGame), setup_game)
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.add_systems(OnEnter(IsPaused::Paused), setup_paused_screen)
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.enable_state_scoped_entities::<IsPaused>()
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.add_systems(
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Update,
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(
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// Instead of relying on [`AppState::InGame`] here, we're relying on
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// [`IsPaused::Running`], since we don't want movement or color changes
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// if we're paused
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(movement, change_color).run_if(in_state(IsPaused::Running)),
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// The pause toggle, on the other hand, needs to work whether we're
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// paused or not, so it uses [`AppState::InGame`] instead.
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toggle_pause.run_if(in_state(AppState::InGame)),
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),
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)
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.add_systems(Update, log_transitions::<AppState>)
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.run();
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}
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fn menu(
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mut next_state: ResMut<NextState<AppState>>,
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mut interaction_query: Query<
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(&Interaction, &mut BackgroundColor),
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(Changed<Interaction>, With<Button>),
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>,
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) {
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for (interaction, mut color) in &mut interaction_query {
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match *interaction {
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Interaction::Pressed => {
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*color = PRESSED_BUTTON.into();
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next_state.set(AppState::InGame);
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}
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Interaction::Hovered => {
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*color = HOVERED_BUTTON.into();
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}
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Interaction::None => {
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*color = NORMAL_BUTTON.into();
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}
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}
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}
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}
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fn cleanup_menu(mut commands: Commands, menu_data: Res<MenuData>) {
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commands.entity(menu_data.button_entity).despawn_recursive();
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}
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const SPEED: f32 = 100.0;
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fn movement(
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time: Res<Time>,
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input: Res<ButtonInput<KeyCode>>,
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mut query: Query<&mut Transform, With<Sprite>>,
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) {
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for mut transform in &mut query {
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let mut direction = Vec3::ZERO;
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if input.pressed(KeyCode::ArrowLeft) {
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direction.x -= 1.0;
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}
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if input.pressed(KeyCode::ArrowRight) {
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direction.x += 1.0;
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}
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if input.pressed(KeyCode::ArrowUp) {
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direction.y += 1.0;
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}
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if input.pressed(KeyCode::ArrowDown) {
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direction.y -= 1.0;
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}
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if direction != Vec3::ZERO {
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transform.translation += direction.normalize() * SPEED * time.delta_secs();
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}
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}
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}
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fn change_color(time: Res<Time>, mut query: Query<&mut Sprite>) {
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for mut sprite in &mut query {
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let new_color = LinearRgba {
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blue: ops::sin(time.elapsed_secs() * 0.5) + 2.0,
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..LinearRgba::from(sprite.color)
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};
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sprite.color = new_color.into();
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}
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}
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fn toggle_pause(
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input: Res<ButtonInput<KeyCode>>,
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current_state: Res<State<IsPaused>>,
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mut next_state: ResMut<NextState<IsPaused>>,
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) {
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if input.just_pressed(KeyCode::Space) {
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next_state.set(match current_state.get() {
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IsPaused::Running => IsPaused::Paused,
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IsPaused::Paused => IsPaused::Running,
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});
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}
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}
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mod ui {
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use crate::*;
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#[derive(Resource)]
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pub struct MenuData {
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pub button_entity: Entity,
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}
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pub const NORMAL_BUTTON: Color = Color::srgb(0.15, 0.15, 0.15);
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pub const HOVERED_BUTTON: Color = Color::srgb(0.25, 0.25, 0.25);
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pub const PRESSED_BUTTON: Color = Color::srgb(0.35, 0.75, 0.35);
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pub fn setup(mut commands: Commands) {
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commands.spawn(Camera2d);
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}
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pub fn setup_menu(mut commands: Commands) {
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let button_entity = commands
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.spawn(Node {
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// center button
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width: Val::Percent(100.),
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height: Val::Percent(100.),
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justify_content: JustifyContent::Center,
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align_items: AlignItems::Center,
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..default()
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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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Button,
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Node {
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width: Val::Px(150.),
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height: Val::Px(65.),
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// horizontally center child text
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justify_content: JustifyContent::Center,
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// vertically center child text
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align_items: AlignItems::Center,
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..default()
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},
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BackgroundColor(NORMAL_BUTTON),
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))
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.with_children(|parent| {
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parent.spawn((
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Text::new("Play"),
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TextFont {
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font_size: 33.0,
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..default()
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},
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TextColor(Color::srgb(0.9, 0.9, 0.9)),
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));
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});
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})
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.id();
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commands.insert_resource(MenuData { button_entity });
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}
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pub fn setup_game(mut commands: Commands, asset_server: Res<AssetServer>) {
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commands.spawn(Sprite::from_image(asset_server.load("branding/icon.png")));
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}
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pub fn setup_paused_screen(mut commands: Commands) {
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commands
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.spawn((
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StateScoped(IsPaused::Paused),
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Node {
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// center button
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width: Val::Percent(100.),
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height: Val::Percent(100.),
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justify_content: JustifyContent::Center,
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align_items: AlignItems::Center,
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flex_direction: FlexDirection::Column,
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row_gap: Val::Px(10.),
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..default()
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},
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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(400.),
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height: Val::Px(400.),
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// horizontally center child text
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justify_content: JustifyContent::Center,
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// vertically center child text
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align_items: AlignItems::Center,
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..default()
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},
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BackgroundColor(NORMAL_BUTTON),
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))
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.with_children(|parent| {
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parent.spawn((
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Text::new("Paused"),
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TextFont {
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font_size: 33.0,
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..default()
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},
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TextColor(Color::srgb(0.9, 0.9, 0.9)),
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));
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});
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});
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}
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}
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