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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(); } } ```
130 lines
3.8 KiB
Rust
130 lines
3.8 KiB
Rust
//! This example illustrates how to load and play an audio file, and control where the sounds seems to come from.
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use bevy::{
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color::palettes::basic::{BLUE, LIME, RED},
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prelude::*,
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time::Stopwatch,
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};
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fn main() {
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App::new()
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.add_plugins(DefaultPlugins)
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.add_systems(Startup, setup)
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.add_systems(Update, update_positions)
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.add_systems(Update, update_listener)
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.run();
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}
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fn setup(
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mut commands: Commands,
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asset_server: Res<AssetServer>,
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mut meshes: ResMut<Assets<Mesh>>,
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mut materials: ResMut<Assets<StandardMaterial>>,
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) {
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// Space between the two ears
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let gap = 4.0;
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// sound emitter
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commands.spawn((
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Mesh3d(meshes.add(Sphere::new(0.2).mesh().uv(32, 18))),
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MeshMaterial3d(materials.add(Color::from(BLUE))),
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Transform::from_xyz(0.0, 0.0, 0.0),
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Emitter::default(),
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AudioPlayer::<AudioSource>(asset_server.load("sounds/Windless Slopes.ogg")),
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PlaybackSettings::LOOP.with_spatial(true),
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));
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let listener = SpatialListener::new(gap);
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commands
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.spawn((
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Transform::default(),
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Visibility::default(),
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listener.clone(),
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))
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.with_children(|parent| {
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// left ear indicator
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parent.spawn((
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Mesh3d(meshes.add(Cuboid::new(0.2, 0.2, 0.2))),
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MeshMaterial3d(materials.add(Color::from(RED))),
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Transform::from_translation(listener.left_ear_offset),
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));
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// right ear indicator
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parent.spawn((
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Mesh3d(meshes.add(Cuboid::new(0.2, 0.2, 0.2))),
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MeshMaterial3d(materials.add(Color::from(LIME))),
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Transform::from_translation(listener.right_ear_offset),
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));
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});
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// light
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commands.spawn((
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DirectionalLight::default(),
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Transform::from_xyz(4.0, 8.0, 4.0).looking_at(Vec3::ZERO, Vec3::Y),
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));
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// example instructions
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commands.spawn((
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Text::new("Up/Down/Left/Right: Move Listener\nSpace: Toggle Emitter Movement"),
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Node {
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position_type: PositionType::Absolute,
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bottom: Val::Px(12.0),
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left: Val::Px(12.0),
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..default()
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},
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));
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// camera
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commands.spawn((
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Camera3d::default(),
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Transform::from_xyz(0.0, 5.0, 5.0).looking_at(Vec3::ZERO, Vec3::Y),
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));
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}
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#[derive(Component, Default)]
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struct Emitter {
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stopwatch: Stopwatch,
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}
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fn update_positions(
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time: Res<Time>,
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mut emitters: Query<(&mut Transform, &mut Emitter), With<Emitter>>,
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keyboard: Res<ButtonInput<KeyCode>>,
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) {
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for (mut emitter_transform, mut emitter) in emitters.iter_mut() {
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if keyboard.just_pressed(KeyCode::Space) {
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if emitter.stopwatch.is_paused() {
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emitter.stopwatch.unpause();
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} else {
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emitter.stopwatch.pause();
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}
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}
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emitter.stopwatch.tick(time.delta());
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if !emitter.stopwatch.is_paused() {
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emitter_transform.translation.x = ops::sin(emitter.stopwatch.elapsed_secs()) * 3.0;
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emitter_transform.translation.z = ops::cos(emitter.stopwatch.elapsed_secs()) * 3.0;
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}
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}
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}
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fn update_listener(
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keyboard: Res<ButtonInput<KeyCode>>,
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time: Res<Time>,
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mut listeners: Single<&mut Transform, With<SpatialListener>>,
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) {
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let speed = 2.;
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if keyboard.pressed(KeyCode::ArrowRight) {
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listeners.translation.x += speed * time.delta_secs();
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}
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if keyboard.pressed(KeyCode::ArrowLeft) {
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listeners.translation.x -= speed * time.delta_secs();
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}
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if keyboard.pressed(KeyCode::ArrowDown) {
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listeners.translation.z += speed * time.delta_secs();
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}
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if keyboard.pressed(KeyCode::ArrowUp) {
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listeners.translation.z -= speed * time.delta_secs();
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}
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}
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