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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(); } } ```
159 lines
5.3 KiB
Rust
159 lines
5.3 KiB
Rust
//! This example illustrates how to use [`States`] for high-level app control flow.
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//! States are a powerful but intuitive tool for controlling which logic runs when.
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//! You can have multiple independent states, and the [`OnEnter`] and [`OnExit`] schedules
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//! can be used to great effect to ensure that you handle setup and teardown appropriately.
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//!
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//! In this case, we're transitioning from a `Menu` state to an `InGame` state.
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use bevy::{dev_tools::states::*, prelude::*};
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fn main() {
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App::new()
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.add_plugins(DefaultPlugins)
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.init_state::<AppState>() // Alternatively we could use .insert_state(AppState::Menu)
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.add_systems(Startup, setup)
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// This system runs when we enter `AppState::Menu`, during the `StateTransition` schedule.
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// All systems from the exit schedule of the state we're leaving are run first,
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// and then all systems from the enter schedule of the state we're entering are run second.
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.add_systems(OnEnter(AppState::Menu), setup_menu)
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// By contrast, update systems are stored in the `Update` schedule. They simply
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// check the value of the `State<T>` resource to see if they should run each frame.
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.add_systems(Update, menu.run_if(in_state(AppState::Menu)))
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.add_systems(OnExit(AppState::Menu), cleanup_menu)
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.add_systems(OnEnter(AppState::InGame), setup_game)
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.add_systems(
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Update,
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(movement, change_color).run_if(in_state(AppState::InGame)),
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)
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.add_systems(Update, log_transitions::<AppState>)
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.run();
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}
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#[derive(Debug, Clone, Copy, Default, Eq, PartialEq, Hash, States)]
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enum AppState {
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#[default]
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Menu,
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InGame,
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}
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#[derive(Resource)]
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struct MenuData {
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button_entity: Entity,
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}
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const NORMAL_BUTTON: Color = Color::srgb(0.15, 0.15, 0.15);
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const HOVERED_BUTTON: Color = Color::srgb(0.25, 0.25, 0.25);
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const PRESSED_BUTTON: Color = Color::srgb(0.35, 0.75, 0.35);
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fn setup(mut commands: Commands) {
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commands.spawn(Camera2d);
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}
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fn setup_menu(mut commands: Commands) {
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let button_entity = commands
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.spawn(Node {
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// center button
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width: Val::Percent(100.),
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height: Val::Percent(100.),
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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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.with_children(|parent| {
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parent
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.spawn((
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Button,
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Node {
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width: Val::Px(150.),
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height: Val::Px(65.),
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// horizontally center child text
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justify_content: JustifyContent::Center,
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// vertically center child text
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align_items: AlignItems::Center,
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..default()
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},
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BackgroundColor(NORMAL_BUTTON),
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))
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.with_children(|parent| {
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parent.spawn((
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Text::new("Play"),
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TextFont {
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font_size: 33.0,
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..default()
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},
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TextColor(Color::srgb(0.9, 0.9, 0.9)),
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));
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});
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})
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.id();
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commands.insert_resource(MenuData { button_entity });
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}
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fn menu(
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mut next_state: ResMut<NextState<AppState>>,
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mut interaction_query: Query<
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(&Interaction, &mut BackgroundColor),
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(Changed<Interaction>, With<Button>),
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>,
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) {
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for (interaction, mut color) in &mut interaction_query {
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match *interaction {
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Interaction::Pressed => {
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*color = PRESSED_BUTTON.into();
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next_state.set(AppState::InGame);
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}
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Interaction::Hovered => {
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*color = HOVERED_BUTTON.into();
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}
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Interaction::None => {
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*color = NORMAL_BUTTON.into();
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}
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}
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}
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}
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fn cleanup_menu(mut commands: Commands, menu_data: Res<MenuData>) {
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commands.entity(menu_data.button_entity).despawn_recursive();
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}
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fn setup_game(mut commands: Commands, asset_server: Res<AssetServer>) {
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commands.spawn(Sprite::from_image(asset_server.load("branding/icon.png")));
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}
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const SPEED: f32 = 100.0;
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fn movement(
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time: Res<Time>,
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input: Res<ButtonInput<KeyCode>>,
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mut query: Query<&mut Transform, With<Sprite>>,
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) {
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for mut transform in &mut query {
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let mut direction = Vec3::ZERO;
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if input.pressed(KeyCode::ArrowLeft) {
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direction.x -= 1.0;
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}
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if input.pressed(KeyCode::ArrowRight) {
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direction.x += 1.0;
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}
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if input.pressed(KeyCode::ArrowUp) {
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direction.y += 1.0;
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}
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if input.pressed(KeyCode::ArrowDown) {
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direction.y -= 1.0;
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}
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if direction != Vec3::ZERO {
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transform.translation += direction.normalize() * SPEED * time.delta_secs();
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}
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}
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}
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fn change_color(time: Res<Time>, mut query: Query<&mut Sprite>) {
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for mut sprite in &mut query {
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let new_color = LinearRgba {
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blue: ops::sin(time.elapsed_secs() * 0.5) + 2.0,
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..LinearRgba::from(sprite.color)
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};
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sprite.color = new_color.into();
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}
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}
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