bevy/examples/ui/font_atlas_debug.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

110 lines
3.2 KiB
Rust

//! This example illustrates how `FontAtlas`'s are populated.
//! Bevy uses `FontAtlas`'s under the hood to optimize text rendering.
use bevy::{color::palettes::basic::YELLOW, prelude::*, text::FontAtlasSets};
use rand::{Rng, SeedableRng};
use rand_chacha::ChaCha8Rng;
fn main() {
App::new()
.init_resource::<State>()
.insert_resource(ClearColor(Color::BLACK))
.add_plugins(DefaultPlugins)
.add_systems(Startup, setup)
.add_systems(Update, (text_update_system, atlas_render_system))
.run();
}
#[derive(Resource)]
struct State {
atlas_count: u32,
handle: Handle<Font>,
timer: Timer,
}
impl Default for State {
fn default() -> Self {
Self {
atlas_count: 0,
handle: Handle::default(),
timer: Timer::from_seconds(0.05, TimerMode::Repeating),
}
}
}
#[derive(Resource, Deref, DerefMut)]
struct SeededRng(ChaCha8Rng);
fn atlas_render_system(
mut commands: Commands,
mut state: ResMut<State>,
font_atlas_sets: Res<FontAtlasSets>,
) {
if let Some(set) = font_atlas_sets.get(&state.handle) {
if let Some((_size, font_atlas)) = set.iter().next() {
let x_offset = state.atlas_count as f32;
if state.atlas_count == font_atlas.len() as u32 {
return;
}
let font_atlas = &font_atlas[state.atlas_count as usize];
state.atlas_count += 1;
commands.spawn((
UiImage::new(font_atlas.texture.clone()),
Node {
position_type: PositionType::Absolute,
top: Val::ZERO,
left: Val::Px(512.0 * x_offset),
..default()
},
));
}
}
}
fn text_update_system(
mut state: ResMut<State>,
time: Res<Time>,
mut query: Query<&mut Text>,
mut seeded_rng: ResMut<SeededRng>,
) {
if state.timer.tick(time.delta()).finished() {
for mut text in &mut query {
let c = seeded_rng.gen::<u8>() as char;
let string = &mut **text;
if !string.contains(c) {
string.push(c);
}
}
state.timer.reset();
}
}
fn setup(mut commands: Commands, asset_server: Res<AssetServer>, mut state: ResMut<State>) {
let font_handle = asset_server.load("fonts/FiraSans-Bold.ttf");
state.handle = font_handle.clone();
commands.spawn(Camera2d);
commands
.spawn((
Node {
position_type: PositionType::Absolute,
bottom: Val::ZERO,
..default()
},
BackgroundColor(Color::NONE),
))
.with_children(|parent| {
parent.spawn((
Text::new("a"),
TextFont {
font: font_handle,
font_size: 50.0,
..default()
},
TextColor(YELLOW.into()),
));
});
// We're seeding the PRNG here to make this example deterministic for testing purposes.
// This isn't strictly required in practical use unless you need your app to be deterministic.
commands.insert_resource(SeededRng(ChaCha8Rng::seed_from_u64(19878367467713)));
}