bevy/examples/window/monitor_info.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

105 lines
3.1 KiB
Rust

//! Displays information about available monitors (displays).
use bevy::{
prelude::*,
render::camera::RenderTarget,
window::{ExitCondition, Monitor, WindowMode, WindowRef},
};
fn main() {
App::new()
.add_plugins(DefaultPlugins.set(WindowPlugin {
primary_window: None,
exit_condition: ExitCondition::DontExit,
..default()
}))
.add_systems(Update, (update, close_on_esc))
.run();
}
#[derive(Component)]
struct MonitorRef(Entity);
fn update(
mut commands: Commands,
monitors_added: Query<(Entity, &Monitor), Added<Monitor>>,
mut monitors_removed: RemovedComponents<Monitor>,
monitor_refs: Query<(Entity, &MonitorRef)>,
) {
for (entity, monitor) in monitors_added.iter() {
// Spawn a new window on each monitor
let name = monitor.name.clone().unwrap_or_else(|| "<no name>".into());
let size = format!("{}x{}px", monitor.physical_height, monitor.physical_width);
let hz = monitor
.refresh_rate_millihertz
.map(|x| format!("{}Hz", x as f32 / 1000.0))
.unwrap_or_else(|| "<unknown>".into());
let position = format!(
"x={} y={}",
monitor.physical_position.x, monitor.physical_position.y
);
let scale = format!("{:.2}", monitor.scale_factor);
let window = commands
.spawn((
Window {
title: name.clone(),
mode: WindowMode::Fullscreen(MonitorSelection::Entity(entity)),
position: WindowPosition::Centered(MonitorSelection::Entity(entity)),
..default()
},
MonitorRef(entity),
))
.id();
let camera = commands
.spawn((
Camera2d,
Camera {
target: RenderTarget::Window(WindowRef::Entity(window)),
..default()
},
))
.id();
let info_text = format!(
"Monitor: {name}\nSize: {size}\nRefresh rate: {hz}\nPosition: {position}\nScale: {scale}\n\n",
);
commands.spawn((
Text(info_text),
Node {
position_type: PositionType::Relative,
height: Val::Percent(100.0),
width: Val::Percent(100.0),
..default()
},
TargetCamera(camera),
MonitorRef(entity),
));
}
// Remove windows for removed monitors
for monitor_entity in monitors_removed.read() {
for (ref_entity, monitor_ref) in monitor_refs.iter() {
if monitor_ref.0 == monitor_entity {
commands.entity(ref_entity).despawn_recursive();
}
}
}
}
fn close_on_esc(
mut commands: Commands,
focused_windows: Query<(Entity, &Window)>,
input: Res<ButtonInput<KeyCode>>,
) {
for (window, focus) in focused_windows.iter() {
if !focus.focused {
continue;
}
if input.just_pressed(KeyCode::Escape) {
commands.entity(window).despawn();
}
}
}