mirror of
https://github.com/bevyengine/bevy
synced 2024-12-30 06:53:13 +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(); } } ```
117 lines
3.2 KiB
Rust
117 lines
3.2 KiB
Rust
//! Test rendering of many gizmos.
|
|
|
|
use std::f32::consts::TAU;
|
|
|
|
use bevy::{
|
|
diagnostic::{Diagnostic, DiagnosticsStore, FrameTimeDiagnosticsPlugin},
|
|
prelude::*,
|
|
window::{PresentMode, WindowResolution},
|
|
winit::{UpdateMode, WinitSettings},
|
|
};
|
|
|
|
const SYSTEM_COUNT: u32 = 10;
|
|
|
|
fn main() {
|
|
let mut app = App::new();
|
|
app.add_plugins((
|
|
DefaultPlugins.set(WindowPlugin {
|
|
primary_window: Some(Window {
|
|
title: "Many Debug Lines".to_string(),
|
|
present_mode: PresentMode::AutoNoVsync,
|
|
resolution: WindowResolution::new(1920.0, 1080.0).with_scale_factor_override(1.0),
|
|
..default()
|
|
}),
|
|
..default()
|
|
}),
|
|
FrameTimeDiagnosticsPlugin,
|
|
))
|
|
.insert_resource(WinitSettings {
|
|
focused_mode: UpdateMode::Continuous,
|
|
unfocused_mode: UpdateMode::Continuous,
|
|
})
|
|
.insert_resource(Config {
|
|
line_count: 50_000,
|
|
fancy: false,
|
|
})
|
|
.add_systems(Startup, setup)
|
|
.add_systems(Update, (input, ui_system));
|
|
|
|
for _ in 0..SYSTEM_COUNT {
|
|
app.add_systems(Update, system);
|
|
}
|
|
|
|
app.run();
|
|
}
|
|
|
|
#[derive(Resource, Debug)]
|
|
struct Config {
|
|
line_count: u32,
|
|
fancy: bool,
|
|
}
|
|
|
|
fn input(mut config: ResMut<Config>, input: Res<ButtonInput<KeyCode>>) {
|
|
if input.just_pressed(KeyCode::ArrowUp) {
|
|
config.line_count += 10_000;
|
|
}
|
|
if input.just_pressed(KeyCode::ArrowDown) {
|
|
config.line_count = config.line_count.saturating_sub(10_000);
|
|
}
|
|
if input.just_pressed(KeyCode::Space) {
|
|
config.fancy = !config.fancy;
|
|
}
|
|
}
|
|
|
|
fn system(config: Res<Config>, time: Res<Time>, mut draw: Gizmos) {
|
|
if !config.fancy {
|
|
for _ in 0..(config.line_count / SYSTEM_COUNT) {
|
|
draw.line(Vec3::NEG_Y, Vec3::Y, Color::BLACK);
|
|
}
|
|
} else {
|
|
for i in 0..(config.line_count / SYSTEM_COUNT) {
|
|
let angle = i as f32 / (config.line_count / SYSTEM_COUNT) as f32 * TAU;
|
|
|
|
let vector = Vec2::from(ops::sin_cos(angle)).extend(ops::sin(time.elapsed_secs()));
|
|
let start_color = LinearRgba::rgb(vector.x, vector.z, 0.5);
|
|
let end_color = LinearRgba::rgb(-vector.z, -vector.y, 0.5);
|
|
|
|
draw.line_gradient(vector, -vector, start_color, end_color);
|
|
}
|
|
}
|
|
}
|
|
|
|
fn setup(mut commands: Commands) {
|
|
warn!(include_str!("warning_string.txt"));
|
|
|
|
commands.spawn((
|
|
Camera3d::default(),
|
|
Transform::from_xyz(3., 1., 5.).looking_at(Vec3::ZERO, Vec3::Y),
|
|
));
|
|
|
|
commands.spawn((
|
|
Text::default(),
|
|
Node {
|
|
position_type: PositionType::Absolute,
|
|
top: Val::Px(12.0),
|
|
left: Val::Px(12.0),
|
|
..default()
|
|
},
|
|
));
|
|
}
|
|
|
|
fn ui_system(mut text: Single<&mut Text>, config: Res<Config>, diag: Res<DiagnosticsStore>) {
|
|
let Some(fps) = diag
|
|
.get(&FrameTimeDiagnosticsPlugin::FPS)
|
|
.and_then(Diagnostic::smoothed)
|
|
else {
|
|
return;
|
|
};
|
|
|
|
text.0 = format!(
|
|
"Line count: {}\n\
|
|
FPS: {:.0}\n\n\
|
|
Controls:\n\
|
|
Up/Down: Raise or lower the line count.\n\
|
|
Spacebar: Toggle fancy mode.",
|
|
config.line_count, fps,
|
|
);
|
|
}
|