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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(); } } ```
276 lines
8.3 KiB
Rust
276 lines
8.3 KiB
Rust
use bevy::{app::MainScheduleOrder, ecs::schedule::*, prelude::*};
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/// Independent [`Schedule`] for stepping systems.
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///
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/// The stepping systems must run in their own schedule to be able to inspect
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/// all the other schedules in the [`App`]. This is because the currently
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/// executing schedule is removed from the [`Schedules`] resource while it is
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/// being run.
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#[derive(Debug, Hash, PartialEq, Eq, Clone, ScheduleLabel)]
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struct DebugSchedule;
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/// Plugin to add a stepping UI to an example
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#[derive(Default)]
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pub struct SteppingPlugin {
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schedule_labels: Vec<InternedScheduleLabel>,
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top: Val,
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left: Val,
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}
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impl SteppingPlugin {
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/// add a schedule to be stepped when stepping is enabled
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pub fn add_schedule(mut self, label: impl ScheduleLabel) -> SteppingPlugin {
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self.schedule_labels.push(label.intern());
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self
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}
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/// Set the location of the stepping UI when activated
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pub fn at(self, left: Val, top: Val) -> SteppingPlugin {
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SteppingPlugin { top, left, ..self }
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}
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}
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impl Plugin for SteppingPlugin {
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fn build(&self, app: &mut App) {
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app.add_systems(Startup, build_stepping_hint);
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if cfg!(not(feature = "bevy_debug_stepping")) {
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return;
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}
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// create and insert our debug schedule into the main schedule order.
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// We need an independent schedule so we have access to all other
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// schedules through the `Stepping` resource
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app.init_schedule(DebugSchedule);
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let mut order = app.world_mut().resource_mut::<MainScheduleOrder>();
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order.insert_after(Update, DebugSchedule);
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// create our stepping resource
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let mut stepping = Stepping::new();
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for label in &self.schedule_labels {
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stepping.add_schedule(*label);
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}
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app.insert_resource(stepping);
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// add our startup & stepping systems
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app.insert_resource(State {
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ui_top: self.top,
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ui_left: self.left,
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systems: Vec::new(),
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})
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.add_systems(
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DebugSchedule,
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(
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build_ui.run_if(not(initialized)),
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handle_input,
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update_ui.run_if(initialized),
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)
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.chain(),
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);
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}
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}
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/// Struct for maintaining stepping state
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#[derive(Resource, Debug)]
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struct State {
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// vector of schedule/nodeid -> text index offset
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systems: Vec<(InternedScheduleLabel, NodeId, usize)>,
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// ui positioning
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ui_top: Val,
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ui_left: Val,
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}
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/// condition to check if the stepping UI has been constructed
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fn initialized(state: Res<State>) -> bool {
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!state.systems.is_empty()
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}
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const FONT_COLOR: Color = Color::srgb(0.2, 0.2, 0.2);
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const FONT_BOLD: &str = "fonts/FiraSans-Bold.ttf";
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#[derive(Component)]
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struct SteppingUi;
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/// Construct the stepping UI elements from the [`Schedules`] resource.
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///
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/// This system may run multiple times before constructing the UI as all of the
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/// data may not be available on the first run of the system. This happens if
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/// one of the stepping schedules has not yet been run.
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fn build_ui(
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mut commands: Commands,
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asset_server: Res<AssetServer>,
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schedules: Res<Schedules>,
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mut stepping: ResMut<Stepping>,
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mut state: ResMut<State>,
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) {
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let mut text_spans = Vec::new();
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let mut always_run = Vec::new();
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let Ok(schedule_order) = stepping.schedules() else {
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return;
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};
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// go through the stepping schedules and construct a list of systems for
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// each label
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for label in schedule_order {
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let schedule = schedules.get(*label).unwrap();
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text_spans.push((
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TextSpan(format!("{label:?}\n")),
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TextFont {
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font: asset_server.load(FONT_BOLD),
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..default()
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},
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TextColor(FONT_COLOR),
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));
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// grab the list of systems in the schedule, in the order the
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// single-threaded executor would run them.
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let Ok(systems) = schedule.systems() else {
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return;
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};
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for (node_id, system) in systems {
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// skip bevy default systems; we don't want to step those
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if system.name().starts_with("bevy") {
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always_run.push((*label, node_id));
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continue;
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}
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// Add an entry to our systems list so we can find where to draw
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// the cursor when the stepping cursor is at this system
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// we add plus 1 to account for the empty root span
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state.systems.push((*label, node_id, text_spans.len() + 1));
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// Add a text section for displaying the cursor for this system
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text_spans.push((
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TextSpan::new(" "),
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TextFont::default(),
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TextColor(FONT_COLOR),
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));
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// add the name of the system to the ui
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text_spans.push((
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TextSpan(format!("{}\n", system.name())),
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TextFont::default(),
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TextColor(FONT_COLOR),
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));
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}
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}
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for (label, node) in always_run.drain(..) {
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stepping.always_run_node(label, node);
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}
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commands
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.spawn((
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Text::default(),
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SteppingUi,
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Node {
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position_type: PositionType::Absolute,
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top: state.ui_top,
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left: state.ui_left,
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padding: UiRect::all(Val::Px(10.0)),
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..default()
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},
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BackgroundColor(Color::srgba(1.0, 1.0, 1.0, 0.33)),
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Visibility::Hidden,
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))
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.with_children(|p| {
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for span in text_spans {
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p.spawn(span);
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}
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});
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}
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fn build_stepping_hint(mut commands: Commands) {
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let hint_text = if cfg!(feature = "bevy_debug_stepping") {
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"Press ` to toggle stepping mode (S: step system, Space: step frame)"
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} else {
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"Bevy was compiled without stepping support. Run with `--features=bevy_debug_stepping` to enable stepping."
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};
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info!("{}", hint_text);
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// stepping description box
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commands.spawn((
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Text::new(hint_text),
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TextFont {
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font_size: 15.0,
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..default()
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},
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TextColor(FONT_COLOR),
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Node {
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position_type: PositionType::Absolute,
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bottom: Val::Px(5.0),
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left: Val::Px(5.0),
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..default()
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},
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));
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}
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fn handle_input(keyboard_input: Res<ButtonInput<KeyCode>>, mut stepping: ResMut<Stepping>) {
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if keyboard_input.just_pressed(KeyCode::Slash) {
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info!("{:#?}", stepping);
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}
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// grave key to toggle stepping mode for the FixedUpdate schedule
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if keyboard_input.just_pressed(KeyCode::Backquote) {
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if stepping.is_enabled() {
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stepping.disable();
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debug!("disabled stepping");
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} else {
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stepping.enable();
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debug!("enabled stepping");
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}
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}
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if !stepping.is_enabled() {
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return;
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}
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// space key will step the remainder of this frame
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if keyboard_input.just_pressed(KeyCode::Space) {
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debug!("continue");
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stepping.continue_frame();
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} else if keyboard_input.just_pressed(KeyCode::KeyS) {
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debug!("stepping frame");
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stepping.step_frame();
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}
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}
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fn update_ui(
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mut commands: Commands,
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state: Res<State>,
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stepping: Res<Stepping>,
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ui: Single<(Entity, &Visibility), With<SteppingUi>>,
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mut writer: TextUiWriter,
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) {
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// ensure the UI is only visible when stepping is enabled
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let (ui, vis) = *ui;
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match (vis, stepping.is_enabled()) {
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(Visibility::Hidden, true) => {
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commands.entity(ui).insert(Visibility::Inherited);
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}
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(Visibility::Hidden, false) | (_, true) => (),
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(_, false) => {
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commands.entity(ui).insert(Visibility::Hidden);
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}
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}
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// if we're not stepping, there's nothing more to be done here.
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if !stepping.is_enabled() {
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return;
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}
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let (cursor_schedule, cursor_system) = match stepping.cursor() {
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// no cursor means stepping isn't enabled, so we're done here
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None => return,
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Some(c) => c,
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};
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for (schedule, system, text_index) in &state.systems {
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let mark = if &cursor_schedule == schedule && *system == cursor_system {
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"-> "
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} else {
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" "
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};
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*writer.text(ui, *text_index) = mark.to_string();
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}
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}
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