bevy/examples/stress_tests/many_gizmos.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

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,
);
}