bevy/examples/ui/viewport_debug.rs
Carter Anderson 015f2c69ca
Merge Style properties into Node. Use ComputedNode for computed properties. (#15975)
# 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();
    }
}
```
2024-10-18 22:25:33 +00:00

222 lines
6.8 KiB
Rust

//! A simple example for debugging viewport coordinates
//!
//! This example creates two uinode trees, one using viewport coordinates and one using pixel coordinates,
//! and then switches between them once per second using the `Display` style property.
//! 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
//! (red for viewport, yellow for pixel).
use bevy::{color::palettes::css::*, prelude::*};
const PALETTE: [Srgba; 10] = [
RED, YELLOW, WHITE, BEIGE, AQUA, CRIMSON, NAVY, AZURE, LIME, BLACK,
];
#[derive(Component, Default, PartialEq)]
enum Coords {
#[default]
Viewport,
Pixel,
}
fn main() {
App::new()
.insert_resource(UiScale(2.0))
.add_plugins(DefaultPlugins.set(WindowPlugin {
primary_window: Some(Window {
title: "Viewport Coordinates Debug".to_string(),
// This example relies on these specific viewport dimensions, so let's explicitly
// define them.
resolution: [1280., 720.].into(),
resizable: false,
..Default::default()
}),
..Default::default()
}))
.add_systems(Startup, setup)
.add_systems(Update, update)
.run();
}
fn update(
mut timer: Local<f32>,
mut visible_tree: Local<Coords>,
time: Res<Time>,
mut coords_nodes: Query<(&Coords, &mut Node)>,
) {
*timer -= time.delta_secs();
if *timer <= 0. {
*timer = 1.;
*visible_tree = match *visible_tree {
Coords::Viewport => Coords::Pixel,
Coords::Pixel => Coords::Viewport,
};
for (coords, mut node) in coords_nodes.iter_mut() {
node.display = if *coords == *visible_tree {
Display::Flex
} else {
Display::None
};
}
}
}
fn setup(mut commands: Commands) {
commands.spawn(Camera2d);
spawn_with_viewport_coords(&mut commands);
spawn_with_pixel_coords(&mut commands);
}
fn spawn_with_viewport_coords(commands: &mut Commands) {
commands
.spawn((
Node {
width: Val::Vw(100.),
height: Val::Vh(100.),
border: UiRect::axes(Val::Vw(5.), Val::Vh(5.)),
flex_wrap: FlexWrap::Wrap,
..default()
},
BorderColor(PALETTE[0].into()),
Coords::Viewport,
))
.with_children(|builder| {
builder.spawn((
Node {
width: Val::Vw(30.),
height: Val::Vh(30.),
border: UiRect::all(Val::VMin(5.)),
..default()
},
BackgroundColor(PALETTE[2].into()),
BorderColor(PALETTE[9].into()),
));
builder.spawn((
Node {
width: Val::Vw(60.),
height: Val::Vh(30.),
..default()
},
BackgroundColor(PALETTE[3].into()),
));
builder.spawn((
Node {
width: Val::Vw(45.),
height: Val::Vh(30.),
border: UiRect::left(Val::VMax(45. / 2.)),
..default()
},
BackgroundColor(PALETTE[4].into()),
BorderColor(PALETTE[8].into()),
));
builder.spawn((
Node {
width: Val::Vw(45.),
height: Val::Vh(30.),
border: UiRect::right(Val::VMax(45. / 2.)),
..default()
},
BackgroundColor(PALETTE[5].into()),
BorderColor(PALETTE[8].into()),
));
builder.spawn((
Node {
width: Val::Vw(60.),
height: Val::Vh(30.),
..default()
},
BackgroundColor(PALETTE[6].into()),
));
builder.spawn((
Node {
width: Val::Vw(30.),
height: Val::Vh(30.),
border: UiRect::all(Val::VMin(5.)),
..default()
},
BackgroundColor(PALETTE[7].into()),
BorderColor(PALETTE[9].into()),
));
});
}
fn spawn_with_pixel_coords(commands: &mut Commands) {
commands
.spawn((
Node {
width: Val::Px(640.),
height: Val::Px(360.),
border: UiRect::axes(Val::Px(32.), Val::Px(18.)),
flex_wrap: FlexWrap::Wrap,
..default()
},
BorderColor(PALETTE[1].into()),
Coords::Pixel,
))
.with_children(|builder| {
builder.spawn((
Node {
width: Val::Px(192.),
height: Val::Px(108.),
border: UiRect::axes(Val::Px(18.), Val::Px(18.)),
..default()
},
BackgroundColor(PALETTE[2].into()),
BorderColor(PALETTE[9].into()),
));
builder.spawn((
Node {
width: Val::Px(384.),
height: Val::Px(108.),
..default()
},
BackgroundColor(PALETTE[3].into()),
));
builder.spawn((
Node {
width: Val::Px(288.),
height: Val::Px(108.),
border: UiRect::left(Val::Px(144.)),
..default()
},
BackgroundColor(PALETTE[4].into()),
BorderColor(PALETTE[8].into()),
));
builder.spawn((
Node {
width: Val::Px(288.),
height: Val::Px(108.),
border: UiRect::right(Val::Px(144.)),
..default()
},
BackgroundColor(PALETTE[5].into()),
BorderColor(PALETTE[8].into()),
));
builder.spawn((
Node {
width: Val::Px(384.),
height: Val::Px(108.),
..default()
},
BackgroundColor(PALETTE[6].into()),
));
builder.spawn((
Node {
width: Val::Px(192.),
height: Val::Px(108.),
border: UiRect::axes(Val::Px(18.), Val::Px(18.)),
..default()
},
BackgroundColor(PALETTE[7].into()),
BorderColor(PALETTE[9].into()),
));
});
}