mirror of
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(); } } ```
148 lines
4.5 KiB
Rust
148 lines
4.5 KiB
Rust
//! Showcases wireframe rendering for 2d meshes.
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//!
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//! Wireframes currently do not work when using webgl or webgpu.
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//! Supported platforms:
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//! - DX12
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//! - Vulkan
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//! - Metal
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//!
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//! This is a native only feature.
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use bevy::{
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color::palettes::basic::{GREEN, RED, WHITE},
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prelude::*,
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render::{
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render_resource::WgpuFeatures,
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settings::{RenderCreation, WgpuSettings},
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RenderPlugin,
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},
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sprite::{NoWireframe2d, Wireframe2d, Wireframe2dColor, Wireframe2dConfig, Wireframe2dPlugin},
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};
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fn main() {
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App::new()
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.add_plugins((
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DefaultPlugins.set(RenderPlugin {
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render_creation: RenderCreation::Automatic(WgpuSettings {
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// WARN this is a native only feature. It will not work with webgl or webgpu
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features: WgpuFeatures::POLYGON_MODE_LINE,
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..default()
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}),
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..default()
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}),
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// You need to add this plugin to enable wireframe rendering
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Wireframe2dPlugin,
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))
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// Wireframes can be configured with this resource. This can be changed at runtime.
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.insert_resource(Wireframe2dConfig {
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// The global wireframe config enables drawing of wireframes on every mesh,
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// except those with `NoWireframe2d`. Meshes with `Wireframe2d` will always have a wireframe,
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// regardless of the global configuration.
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global: true,
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// Controls the default color of all wireframes. Used as the default color for global wireframes.
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// Can be changed per mesh using the `Wireframe2dColor` component.
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default_color: WHITE.into(),
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})
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.add_systems(Startup, setup)
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.add_systems(Update, update_colors)
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.run();
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}
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/// Set up a simple 3D scene
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fn setup(
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mut commands: Commands,
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mut meshes: ResMut<Assets<Mesh>>,
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mut materials: ResMut<Assets<ColorMaterial>>,
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) {
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// Triangle: Never renders a wireframe
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commands.spawn((
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Mesh2d(meshes.add(Triangle2d::new(
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Vec2::new(0.0, 50.0),
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Vec2::new(-50.0, -50.0),
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Vec2::new(50.0, -50.0),
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))),
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MeshMaterial2d(materials.add(Color::BLACK)),
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Transform::from_xyz(-150.0, 0.0, 0.0),
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NoWireframe2d,
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));
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// Rectangle: Follows global wireframe setting
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commands.spawn((
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Mesh2d(meshes.add(Rectangle::new(100.0, 100.0))),
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MeshMaterial2d(materials.add(Color::BLACK)),
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Transform::from_xyz(0.0, 0.0, 0.0),
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));
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// Circle: Always renders a wireframe
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commands.spawn((
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Mesh2d(meshes.add(Circle::new(50.0))),
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MeshMaterial2d(materials.add(Color::BLACK)),
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Transform::from_xyz(150.0, 0.0, 0.0),
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Wireframe2d,
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// This lets you configure the wireframe color of this entity.
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// If not set, this will use the color in `WireframeConfig`
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Wireframe2dColor {
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color: GREEN.into(),
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},
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));
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// Camera
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commands.spawn(Camera2d);
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// Text used to show controls
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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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top: 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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/// This system lets you toggle various wireframe settings
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fn update_colors(
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keyboard_input: Res<ButtonInput<KeyCode>>,
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mut config: ResMut<Wireframe2dConfig>,
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mut wireframe_colors: Query<&mut Wireframe2dColor>,
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mut text: Single<&mut Text>,
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) {
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text.0 = format!(
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"Controls
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---------------
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Z - Toggle global
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X - Change global color
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C - Change color of the circle wireframe
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Wireframe2dConfig
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-------------
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Global: {}
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Color: {:?}",
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config.global,
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config.default_color.to_srgba(),
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);
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// Toggle showing a wireframe on all meshes
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if keyboard_input.just_pressed(KeyCode::KeyZ) {
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config.global = !config.global;
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}
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// Toggle the global wireframe color
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if keyboard_input.just_pressed(KeyCode::KeyX) {
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config.default_color = if config.default_color == WHITE.into() {
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RED.into()
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} else {
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WHITE.into()
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};
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}
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// Toggle the color of a wireframe using `Wireframe2dColor` and not the global color
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if keyboard_input.just_pressed(KeyCode::KeyC) {
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for mut color in &mut wireframe_colors {
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color.color = if color.color == GREEN.into() {
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RED.into()
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} else {
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GREEN.into()
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};
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}
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}
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}
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