mirror of
https://github.com/bevyengine/bevy
synced 2024-12-18 17:13:10 +00:00
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(); } } ```
159 lines
5.3 KiB
Rust
159 lines
5.3 KiB
Rust
//! This example illustrates how to use [`States`] for high-level app control flow.
|
|
//! States are a powerful but intuitive tool for controlling which logic runs when.
|
|
//! You can have multiple independent states, and the [`OnEnter`] and [`OnExit`] schedules
|
|
//! can be used to great effect to ensure that you handle setup and teardown appropriately.
|
|
//!
|
|
//! In this case, we're transitioning from a `Menu` state to an `InGame` state.
|
|
|
|
use bevy::{dev_tools::states::*, prelude::*};
|
|
|
|
fn main() {
|
|
App::new()
|
|
.add_plugins(DefaultPlugins)
|
|
.init_state::<AppState>() // Alternatively we could use .insert_state(AppState::Menu)
|
|
.add_systems(Startup, setup)
|
|
// This system runs when we enter `AppState::Menu`, during the `StateTransition` schedule.
|
|
// All systems from the exit schedule of the state we're leaving are run first,
|
|
// and then all systems from the enter schedule of the state we're entering are run second.
|
|
.add_systems(OnEnter(AppState::Menu), setup_menu)
|
|
// By contrast, update systems are stored in the `Update` schedule. They simply
|
|
// check the value of the `State<T>` resource to see if they should run each frame.
|
|
.add_systems(Update, menu.run_if(in_state(AppState::Menu)))
|
|
.add_systems(OnExit(AppState::Menu), cleanup_menu)
|
|
.add_systems(OnEnter(AppState::InGame), setup_game)
|
|
.add_systems(
|
|
Update,
|
|
(movement, change_color).run_if(in_state(AppState::InGame)),
|
|
)
|
|
.add_systems(Update, log_transitions::<AppState>)
|
|
.run();
|
|
}
|
|
|
|
#[derive(Debug, Clone, Copy, Default, Eq, PartialEq, Hash, States)]
|
|
enum AppState {
|
|
#[default]
|
|
Menu,
|
|
InGame,
|
|
}
|
|
|
|
#[derive(Resource)]
|
|
struct MenuData {
|
|
button_entity: Entity,
|
|
}
|
|
|
|
const NORMAL_BUTTON: Color = Color::srgb(0.15, 0.15, 0.15);
|
|
const HOVERED_BUTTON: Color = Color::srgb(0.25, 0.25, 0.25);
|
|
const PRESSED_BUTTON: Color = Color::srgb(0.35, 0.75, 0.35);
|
|
|
|
fn setup(mut commands: Commands) {
|
|
commands.spawn(Camera2d);
|
|
}
|
|
|
|
fn setup_menu(mut commands: Commands) {
|
|
let button_entity = commands
|
|
.spawn(Node {
|
|
// center button
|
|
width: Val::Percent(100.),
|
|
height: Val::Percent(100.),
|
|
justify_content: JustifyContent::Center,
|
|
align_items: AlignItems::Center,
|
|
..default()
|
|
})
|
|
.with_children(|parent| {
|
|
parent
|
|
.spawn((
|
|
Button,
|
|
Node {
|
|
width: Val::Px(150.),
|
|
height: Val::Px(65.),
|
|
// horizontally center child text
|
|
justify_content: JustifyContent::Center,
|
|
// vertically center child text
|
|
align_items: AlignItems::Center,
|
|
..default()
|
|
},
|
|
BackgroundColor(NORMAL_BUTTON),
|
|
))
|
|
.with_children(|parent| {
|
|
parent.spawn((
|
|
Text::new("Play"),
|
|
TextFont {
|
|
font_size: 33.0,
|
|
..default()
|
|
},
|
|
TextColor(Color::srgb(0.9, 0.9, 0.9)),
|
|
));
|
|
});
|
|
})
|
|
.id();
|
|
commands.insert_resource(MenuData { button_entity });
|
|
}
|
|
|
|
fn menu(
|
|
mut next_state: ResMut<NextState<AppState>>,
|
|
mut interaction_query: Query<
|
|
(&Interaction, &mut BackgroundColor),
|
|
(Changed<Interaction>, With<Button>),
|
|
>,
|
|
) {
|
|
for (interaction, mut color) in &mut interaction_query {
|
|
match *interaction {
|
|
Interaction::Pressed => {
|
|
*color = PRESSED_BUTTON.into();
|
|
next_state.set(AppState::InGame);
|
|
}
|
|
Interaction::Hovered => {
|
|
*color = HOVERED_BUTTON.into();
|
|
}
|
|
Interaction::None => {
|
|
*color = NORMAL_BUTTON.into();
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
fn cleanup_menu(mut commands: Commands, menu_data: Res<MenuData>) {
|
|
commands.entity(menu_data.button_entity).despawn_recursive();
|
|
}
|
|
|
|
fn setup_game(mut commands: Commands, asset_server: Res<AssetServer>) {
|
|
commands.spawn(Sprite::from_image(asset_server.load("branding/icon.png")));
|
|
}
|
|
|
|
const SPEED: f32 = 100.0;
|
|
fn movement(
|
|
time: Res<Time>,
|
|
input: Res<ButtonInput<KeyCode>>,
|
|
mut query: Query<&mut Transform, With<Sprite>>,
|
|
) {
|
|
for mut transform in &mut query {
|
|
let mut direction = Vec3::ZERO;
|
|
if input.pressed(KeyCode::ArrowLeft) {
|
|
direction.x -= 1.0;
|
|
}
|
|
if input.pressed(KeyCode::ArrowRight) {
|
|
direction.x += 1.0;
|
|
}
|
|
if input.pressed(KeyCode::ArrowUp) {
|
|
direction.y += 1.0;
|
|
}
|
|
if input.pressed(KeyCode::ArrowDown) {
|
|
direction.y -= 1.0;
|
|
}
|
|
|
|
if direction != Vec3::ZERO {
|
|
transform.translation += direction.normalize() * SPEED * time.delta_secs();
|
|
}
|
|
}
|
|
}
|
|
|
|
fn change_color(time: Res<Time>, mut query: Query<&mut Sprite>) {
|
|
for mut sprite in &mut query {
|
|
let new_color = LinearRgba {
|
|
blue: ops::sin(time.elapsed_secs() * 0.5) + 2.0,
|
|
..LinearRgba::from(sprite.color)
|
|
};
|
|
|
|
sprite.color = new_color.into();
|
|
}
|
|
}
|