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https://github.com/bevyengine/bevy
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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(); } } ```
189 lines
6.5 KiB
Rust
189 lines
6.5 KiB
Rust
//! Shows how to use animation clips to animate UI properties.
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use bevy::{
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animation::{AnimationTarget, AnimationTargetId},
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prelude::*,
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};
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// A type that represents the font size of the first text section.
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//
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// We implement `AnimatableProperty` on this.
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#[derive(Reflect)]
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struct FontSizeProperty;
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// A type that represents the color of the first text section.
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//
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// We implement `AnimatableProperty` on this.
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#[derive(Reflect)]
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struct TextColorProperty;
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// Holds information about the animation we programmatically create.
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struct AnimationInfo {
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// The name of the animation target (in this case, the text).
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target_name: Name,
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// The ID of the animation target, derived from the name.
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target_id: AnimationTargetId,
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// The animation graph asset.
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graph: Handle<AnimationGraph>,
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// The index of the node within that graph.
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node_index: AnimationNodeIndex,
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}
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// The entry point.
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fn main() {
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App::new()
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.add_plugins(DefaultPlugins)
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// Note that we don't need any systems other than the setup system,
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// because Bevy automatically updates animations every frame.
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.add_systems(Startup, setup)
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.run();
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}
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impl AnimatableProperty for FontSizeProperty {
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type Component = TextFont;
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type Property = f32;
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fn get_mut(component: &mut Self::Component) -> Option<&mut Self::Property> {
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Some(&mut component.font_size)
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}
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}
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impl AnimatableProperty for TextColorProperty {
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type Component = TextColor;
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type Property = Srgba;
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fn get_mut(component: &mut Self::Component) -> Option<&mut Self::Property> {
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match component.0 {
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Color::Srgba(ref mut color) => Some(color),
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_ => None,
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}
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}
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}
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impl AnimationInfo {
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// Programmatically creates the UI animation.
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fn create(
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animation_graphs: &mut Assets<AnimationGraph>,
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animation_clips: &mut Assets<AnimationClip>,
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) -> AnimationInfo {
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// Create an ID that identifies the text node we're going to animate.
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let animation_target_name = Name::new("Text");
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let animation_target_id = AnimationTargetId::from_name(&animation_target_name);
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// Allocate an animation clip.
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let mut animation_clip = AnimationClip::default();
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// Create a curve that animates font size.
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//
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// The curve itself is a `Curve<f32>`, and `f32` is `FontSizeProperty::Property`,
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// which is required by `AnimatableCurve::from_curve`.
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animation_clip.add_curve_to_target(
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animation_target_id,
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AnimatableKeyframeCurve::new(
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[0.0, 0.5, 1.0, 1.5, 2.0, 2.5, 3.0]
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.into_iter()
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.zip([24.0, 80.0, 24.0, 80.0, 24.0, 80.0, 24.0]),
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)
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.map(AnimatableCurve::<FontSizeProperty, _>::from_curve)
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.expect("should be able to build translation curve because we pass in valid samples"),
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);
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// Create a curve that animates font color. Note that this should have
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// the same time duration as the previous curve.
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//
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// Similar to the above, the curve itself is a `Curve<Srgba>`, and `Srgba` is
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// `TextColorProperty::Property`, which is required by the `from_curve` method.
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animation_clip.add_curve_to_target(
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animation_target_id,
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AnimatableKeyframeCurve::new([0.0, 1.0, 2.0, 3.0].into_iter().zip([
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Srgba::RED,
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Srgba::GREEN,
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Srgba::BLUE,
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Srgba::RED,
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]))
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.map(AnimatableCurve::<TextColorProperty, _>::from_curve)
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.expect("should be able to build translation curve because we pass in valid samples"),
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);
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// Save our animation clip as an asset.
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let animation_clip_handle = animation_clips.add(animation_clip);
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// Create an animation graph with that clip.
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let (animation_graph, animation_node_index) =
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AnimationGraph::from_clip(animation_clip_handle);
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let animation_graph_handle = animation_graphs.add(animation_graph);
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AnimationInfo {
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target_name: animation_target_name,
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target_id: animation_target_id,
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graph: animation_graph_handle,
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node_index: animation_node_index,
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}
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}
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}
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// Creates all the entities in the scene.
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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 animation_graphs: ResMut<Assets<AnimationGraph>>,
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mut animation_clips: ResMut<Assets<AnimationClip>>,
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) {
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// Create the animation.
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let AnimationInfo {
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target_name: animation_target_name,
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target_id: animation_target_id,
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graph: animation_graph,
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node_index: animation_node_index,
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} = AnimationInfo::create(&mut animation_graphs, &mut animation_clips);
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// Build an animation player that automatically plays the UI animation.
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let mut animation_player = AnimationPlayer::default();
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animation_player.play(animation_node_index).repeat();
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// Add a camera.
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commands.spawn(Camera2d);
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// Build the UI. We have a parent node that covers the whole screen and
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// contains the `AnimationPlayer`, as well as a child node that contains the
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// text to be animated.
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commands
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.spawn((
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// Cover the whole screen, and center contents.
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Node {
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position_type: PositionType::Absolute,
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top: Val::Px(0.0),
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left: Val::Px(0.0),
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right: Val::Px(0.0),
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bottom: Val::Px(0.0),
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justify_content: JustifyContent::Center,
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align_items: AlignItems::Center,
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..default()
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},
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animation_player,
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AnimationGraphHandle(animation_graph),
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))
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.with_children(|builder| {
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// Build the text node.
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let player = builder.parent_entity();
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builder
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.spawn((
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Text::new("Bevy"),
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TextFont {
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font: asset_server.load("fonts/FiraSans-Bold.ttf"),
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font_size: 24.0,
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..default()
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},
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TextColor(Color::Srgba(Srgba::RED)),
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TextLayout::new_with_justify(JustifyText::Center),
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))
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// Mark as an animation target.
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.insert(AnimationTarget {
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id: animation_target_id,
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player,
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})
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.insert(animation_target_name);
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});
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}
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