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# 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(); } } ```
160 lines
6.1 KiB
Rust
160 lines
6.1 KiB
Rust
//! This example illustrates loading scenes from files.
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use bevy::{prelude::*, tasks::IoTaskPool, utils::Duration};
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use std::{fs::File, io::Write};
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fn main() {
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App::new()
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.add_plugins(DefaultPlugins)
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.register_type::<ComponentA>()
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.register_type::<ComponentB>()
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.register_type::<ResourceA>()
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.add_systems(
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Startup,
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(save_scene_system, load_scene_system, infotext_system),
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)
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.add_systems(Update, log_system)
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.run();
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}
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// Registered components must implement the `Reflect` and `FromWorld` traits.
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// The `Reflect` trait enables serialization, deserialization, and dynamic property access.
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// `Reflect` enable a bunch of cool behaviors, so its worth checking out the dedicated `reflect.rs`
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// example. The `FromWorld` trait determines how your component is constructed when it loads.
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// For simple use cases you can just implement the `Default` trait (which automatically implements
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// `FromWorld`). The simplest registered component just needs these three derives:
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#[derive(Component, Reflect, Default)]
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#[reflect(Component)] // this tells the reflect derive to also reflect component behaviors
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struct ComponentA {
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pub x: f32,
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pub y: f32,
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}
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// Some components have fields that cannot (or should not) be written to scene files. These can be
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// ignored with the #[reflect(skip_serializing)] attribute. This is also generally where the `FromWorld`
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// trait comes into play. `FromWorld` gives you access to your App's current ECS `Resources`
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// when you construct your component.
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#[derive(Component, Reflect)]
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#[reflect(Component)]
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struct ComponentB {
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pub value: String,
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#[reflect(skip_serializing)]
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pub _time_since_startup: Duration,
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}
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impl FromWorld for ComponentB {
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fn from_world(world: &mut World) -> Self {
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let time = world.resource::<Time>();
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ComponentB {
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_time_since_startup: time.elapsed(),
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value: "Default Value".to_string(),
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}
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}
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}
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// Resources can be serialized in scenes as well, with the same requirements `Component`s have.
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#[derive(Resource, Reflect, Default)]
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#[reflect(Resource)]
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struct ResourceA {
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pub score: u32,
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}
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// The initial scene file will be loaded below and not change when the scene is saved
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const SCENE_FILE_PATH: &str = "scenes/load_scene_example.scn.ron";
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// The new, updated scene data will be saved here so that you can see the changes
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const NEW_SCENE_FILE_PATH: &str = "scenes/load_scene_example-new.scn.ron";
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fn load_scene_system(mut commands: Commands, asset_server: Res<AssetServer>) {
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// Spawning a DynamicSceneRoot creates a new entity and spawns new instances
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// of the given scene's entities as children of that entity.
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// Scenes can be loaded just like any other asset.
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commands.spawn(DynamicSceneRoot(asset_server.load(SCENE_FILE_PATH)));
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}
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// This system logs all ComponentA components in our world. Try making a change to a ComponentA in
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// load_scene_example.scn. If you enable the `file_watcher` cargo feature you should immediately see
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// the changes appear in the console whenever you make a change.
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fn log_system(
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query: Query<(Entity, &ComponentA), Changed<ComponentA>>,
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res: Option<Res<ResourceA>>,
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) {
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for (entity, component_a) in &query {
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info!(" Entity({})", entity.index());
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info!(
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" ComponentA: {{ x: {} y: {} }}\n",
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component_a.x, component_a.y
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);
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}
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if let Some(res) = res {
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if res.is_added() {
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info!(" New ResourceA: {{ score: {} }}\n", res.score);
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}
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}
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}
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fn save_scene_system(world: &mut World) {
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// Scenes can be created from any ECS World.
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// You can either create a new one for the scene or use the current World.
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// For demonstration purposes, we'll create a new one.
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let mut scene_world = World::new();
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// The `TypeRegistry` resource contains information about all registered types (including components).
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// This is used to construct scenes, so we'll want to ensure that our previous type registrations
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// exist in this new scene world as well.
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// To do this, we can simply clone the `AppTypeRegistry` resource.
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let type_registry = world.resource::<AppTypeRegistry>().clone();
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scene_world.insert_resource(type_registry);
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let mut component_b = ComponentB::from_world(world);
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component_b.value = "hello".to_string();
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scene_world.spawn((
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component_b,
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ComponentA { x: 1.0, y: 2.0 },
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Transform::IDENTITY,
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Name::new("joe"),
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));
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scene_world.spawn(ComponentA { x: 3.0, y: 4.0 });
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scene_world.insert_resource(ResourceA { score: 1 });
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// With our sample world ready to go, we can now create our scene using DynamicScene or DynamicSceneBuilder.
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// For simplicity, we will create our scene using DynamicScene:
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let scene = DynamicScene::from_world(&scene_world);
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// Scenes can be serialized like this:
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let type_registry = world.resource::<AppTypeRegistry>();
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let type_registry = type_registry.read();
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let serialized_scene = scene.serialize(&type_registry).unwrap();
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// Showing the scene in the console
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info!("{}", serialized_scene);
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// Writing the scene to a new file. Using a task to avoid calling the filesystem APIs in a system
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// as they are blocking
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// This can't work in Wasm as there is no filesystem access
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#[cfg(not(target_arch = "wasm32"))]
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IoTaskPool::get()
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.spawn(async move {
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// Write the scene RON data to file
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File::create(format!("assets/{NEW_SCENE_FILE_PATH}"))
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.and_then(|mut file| file.write(serialized_scene.as_bytes()))
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.expect("Error while writing scene to file");
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})
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.detach();
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}
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// This is only necessary for the info message in the UI. See examples/ui/text.rs for a standalone
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// text example.
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fn infotext_system(mut commands: Commands) {
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commands.spawn(Camera2d);
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commands.spawn((
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Text::new("Nothing to see in this window! Check the console output!"),
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TextFont {
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font_size: 42.0,
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..default()
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},
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Node {
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align_self: AlignSelf::FlexEnd,
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..default()
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},
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));
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}
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