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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(); } } ```
170 lines
5.5 KiB
Rust
170 lines
5.5 KiB
Rust
//! Demonstrates the behavior of the built-in easing functions.
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use bevy::{prelude::*, sprite::Anchor};
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#[derive(Component)]
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struct SelectedEaseFunction(EaseFunction, Color);
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fn main() {
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App::new()
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.add_plugins(DefaultPlugins)
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.add_systems(Startup, setup)
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.add_systems(Update, display_curves)
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.run();
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}
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fn setup(mut commands: Commands) {
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commands.spawn(Camera2d);
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let text_font = TextFont {
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font_size: 10.0,
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..default()
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};
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for (i, functions) in [
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EaseFunction::SineIn,
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EaseFunction::SineOut,
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EaseFunction::SineInOut,
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EaseFunction::QuadraticIn,
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EaseFunction::QuadraticOut,
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EaseFunction::QuadraticInOut,
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EaseFunction::CubicIn,
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EaseFunction::CubicOut,
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EaseFunction::CubicInOut,
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EaseFunction::QuarticIn,
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EaseFunction::QuarticOut,
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EaseFunction::QuarticInOut,
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EaseFunction::QuinticIn,
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EaseFunction::QuinticOut,
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EaseFunction::QuinticInOut,
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EaseFunction::CircularIn,
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EaseFunction::CircularOut,
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EaseFunction::CircularInOut,
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EaseFunction::ExponentialIn,
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EaseFunction::ExponentialOut,
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EaseFunction::ExponentialInOut,
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EaseFunction::ElasticIn,
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EaseFunction::ElasticOut,
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EaseFunction::ElasticInOut,
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EaseFunction::BackIn,
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EaseFunction::BackOut,
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EaseFunction::BackInOut,
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EaseFunction::BounceIn,
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EaseFunction::BounceOut,
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EaseFunction::BounceInOut,
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EaseFunction::Linear,
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EaseFunction::Steps(4),
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EaseFunction::Elastic(50.0),
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]
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.chunks(3)
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.enumerate()
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{
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for (j, function) in functions.iter().enumerate() {
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let color = Hsla::hsl(i as f32 / 11.0 * 360.0, 0.8, 0.75).into();
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commands
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.spawn((
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Text2d(format!("{:?}", function)),
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text_font.clone(),
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TextColor(color),
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Transform::from_xyz(
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i as f32 * 113.0 - 1280.0 / 2.0 + 25.0,
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-100.0 - ((j as f32 * 250.0) - 300.0),
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0.0,
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),
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Anchor::TopLeft,
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SelectedEaseFunction(*function, color),
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))
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.with_children(|p| {
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p.spawn((
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Sprite::from_color(color, Vec2::splat(5.0)),
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Transform::from_xyz(SIZE_PER_FUNCTION + 5.0, 15.0, 0.0),
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));
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p.spawn((
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Sprite::from_color(color, Vec2::splat(4.0)),
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Transform::from_xyz(0.0, 0.0, 0.0),
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));
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});
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}
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}
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commands.spawn((
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Text::default(),
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Node {
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position_type: PositionType::Absolute,
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bottom: Val::Px(12.0),
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left: Val::Px(12.0),
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..default()
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},
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));
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}
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const SIZE_PER_FUNCTION: f32 = 95.0;
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fn display_curves(
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mut gizmos: Gizmos,
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ease_functions: Query<(&SelectedEaseFunction, &Transform, &Children)>,
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mut transforms: Query<&mut Transform, Without<SelectedEaseFunction>>,
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mut ui_text: Single<&mut Text>,
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time: Res<Time>,
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) {
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let samples = 100;
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let duration = 2.5;
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let time_margin = 0.5;
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let now = ((time.elapsed_secs() % (duration + time_margin * 2.0) - time_margin) / duration)
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.clamp(0.0, 1.0);
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ui_text.0 = format!("Progress: {:.2}", now);
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for (SelectedEaseFunction(function, color), transform, children) in &ease_functions {
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// Draw a box around the curve
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gizmos.linestrip_2d(
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[
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Vec2::new(transform.translation.x, transform.translation.y + 15.0),
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Vec2::new(
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transform.translation.x + SIZE_PER_FUNCTION,
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transform.translation.y + 15.0,
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),
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Vec2::new(
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transform.translation.x + SIZE_PER_FUNCTION,
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transform.translation.y + 15.0 + SIZE_PER_FUNCTION,
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),
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Vec2::new(
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transform.translation.x,
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transform.translation.y + 15.0 + SIZE_PER_FUNCTION,
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),
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Vec2::new(transform.translation.x, transform.translation.y + 15.0),
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],
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color.darker(0.4),
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);
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// Draw the curve
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let f = easing_curve(0.0, 1.0, *function);
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let drawn_curve = f.by_ref().graph().map(|(x, y)| {
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Vec2::new(
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x * SIZE_PER_FUNCTION + transform.translation.x,
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y * SIZE_PER_FUNCTION + transform.translation.y + 15.0,
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)
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});
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gizmos.curve_2d(
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&drawn_curve,
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drawn_curve.domain().spaced_points(samples).unwrap(),
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*color,
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);
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// Show progress along the curve for the current time
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let y = f.sample(now).unwrap() * SIZE_PER_FUNCTION + 15.0;
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transforms.get_mut(children[0]).unwrap().translation.y = y;
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transforms.get_mut(children[1]).unwrap().translation =
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Vec3::new(now * SIZE_PER_FUNCTION, y, 0.0);
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gizmos.linestrip_2d(
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[
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Vec2::new(transform.translation.x, transform.translation.y + y),
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Vec2::new(
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transform.translation.x + SIZE_PER_FUNCTION,
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transform.translation.y + y,
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),
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],
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color.darker(0.2),
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);
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}
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}
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