 015f2c69ca
			
		
	
	
		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(); } } ```
		
			
				
	
	
		
			204 lines
		
	
	
		
			6.5 KiB
		
	
	
	
		
			Rust
		
	
	
	
	
	
			
		
		
	
	
			204 lines
		
	
	
		
			6.5 KiB
		
	
	
	
		
			Rust
		
	
	
	
	
	
| //! Shows how `Time<Virtual>` can be used to pause, resume, slow down
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| //! and speed up a game.
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| 
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| use std::time::Duration;
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| 
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| use bevy::{
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|     color::palettes::css::*, input::common_conditions::input_just_pressed, prelude::*,
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|     time::common_conditions::on_real_timer,
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| };
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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(
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|             Update,
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|             (
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|                 move_virtual_time_sprites,
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|                 move_real_time_sprites,
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|                 toggle_pause.run_if(input_just_pressed(KeyCode::Space)),
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|                 change_time_speed::<1>.run_if(input_just_pressed(KeyCode::ArrowUp)),
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|                 change_time_speed::<-1>.run_if(input_just_pressed(KeyCode::ArrowDown)),
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|                 (update_virtual_time_info_text, update_real_time_info_text)
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|                     // update the texts on a timer to make them more readable
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|                     // `on_timer` run condition uses `Virtual` time meaning it's scaled
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|                     // and would result in the UI updating at different intervals based
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|                     // on `Time<Virtual>::relative_speed` and `Time<Virtual>::is_paused()`
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|                     .run_if(on_real_timer(Duration::from_millis(250))),
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|             ),
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|         )
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|         .run();
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| }
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| 
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| /// `Real` time related marker
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| #[derive(Component)]
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| struct RealTime;
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| 
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| /// `Virtual` time related marker
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| #[derive(Component)]
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| struct VirtualTime;
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| 
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| /// Setup the example
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| fn setup(mut commands: Commands, asset_server: Res<AssetServer>, mut time: ResMut<Time<Virtual>>) {
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|     // start with double `Virtual` time resulting in one of the sprites moving at twice the speed
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|     // of the other sprite which moves based on `Real` (unscaled) time
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|     time.set_relative_speed(2.);
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| 
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|     commands.spawn(Camera2d);
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| 
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|     let virtual_color = GOLD.into();
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|     let sprite_scale = Vec2::splat(0.5).extend(1.);
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|     let texture_handle = asset_server.load("branding/icon.png");
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| 
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|     // the sprite moving based on real time
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|     commands.spawn((
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|         Sprite::from_image(texture_handle.clone()),
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|         Transform::from_scale(sprite_scale),
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|         RealTime,
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|     ));
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| 
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|     // the sprite moving based on virtual time
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|     commands.spawn((
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|         Sprite {
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|             image: texture_handle,
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|             color: virtual_color,
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|             ..Default::default()
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|         },
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|         Transform {
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|             scale: sprite_scale,
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|             translation: Vec3::new(0., -160., 0.),
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|             ..default()
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|         },
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|         VirtualTime,
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|     ));
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| 
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|     // info UI
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|     let font_size = 33.;
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| 
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|     commands
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|         .spawn(Node {
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|             display: Display::Flex,
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|             justify_content: JustifyContent::SpaceBetween,
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|             width: Val::Percent(100.),
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|             position_type: PositionType::Absolute,
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|             top: Val::Px(0.),
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|             padding: UiRect::all(Val::Px(20.0)),
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|             ..default()
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|         })
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|         .with_children(|builder| {
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|             // real time info
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|             builder.spawn((
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|                 Text::default(),
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|                 TextFont {
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|                     font_size,
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|                     ..default()
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|                 },
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|                 RealTime,
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|             ));
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| 
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|             // keybindings
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|             builder.spawn((
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|                 Text::new("CONTROLS\nUn/Pause: Space\nSpeed+: Up\nSpeed-: Down"),
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|                 TextFont {
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|                     font_size,
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|                     ..default()
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|                 },
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|                 TextColor(Color::srgb(0.85, 0.85, 0.85)),
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|                 TextLayout::new_with_justify(JustifyText::Center),
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|             ));
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| 
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|             // virtual time info
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|             builder.spawn((
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|                 Text::default(),
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|                 TextFont {
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|                     font_size,
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|                     ..default()
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|                 },
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|                 TextColor(virtual_color),
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|                 TextLayout::new_with_justify(JustifyText::Right),
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|                 VirtualTime,
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|             ));
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|         });
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| }
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| 
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| /// Move sprites using `Real` (unscaled) time
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| fn move_real_time_sprites(
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|     mut sprite_query: Query<&mut Transform, (With<Sprite>, With<RealTime>)>,
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|     // `Real` time which is not scaled or paused
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|     time: Res<Time<Real>>,
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| ) {
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|     for mut transform in sprite_query.iter_mut() {
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|         // move roughly half the screen in a `Real` second
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|         // when the time is scaled the speed is going to change
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|         // and the sprite will stay still the time is paused
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|         transform.translation.x = get_sprite_translation_x(time.elapsed_secs());
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|     }
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| }
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| 
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| /// Move sprites using `Virtual` (scaled) time
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| fn move_virtual_time_sprites(
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|     mut sprite_query: Query<&mut Transform, (With<Sprite>, With<VirtualTime>)>,
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|     // the default `Time` is either `Time<Virtual>` in regular systems
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|     // or `Time<Fixed>` in fixed timestep systems so `Time::delta()`,
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|     // `Time::elapsed()` will return the appropriate values either way
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|     time: Res<Time>,
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| ) {
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|     for mut transform in sprite_query.iter_mut() {
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|         // move roughly half the screen in a `Virtual` second
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|         // when time is scaled using `Time<Virtual>::set_relative_speed` it's going
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|         // to move at a different pace and the sprite will stay still when time is
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|         // `Time<Virtual>::is_paused()`
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|         transform.translation.x = get_sprite_translation_x(time.elapsed_secs());
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|     }
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| }
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| 
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| fn get_sprite_translation_x(elapsed: f32) -> f32 {
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|     ops::sin(elapsed) * 500.
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| }
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| 
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| /// Update the speed of `Time<Virtual>.` by `DELTA`
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| fn change_time_speed<const DELTA: i8>(mut time: ResMut<Time<Virtual>>) {
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|     let time_speed = (time.relative_speed() + DELTA as f32)
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|         .round()
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|         .clamp(0.25, 5.);
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| 
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|     // set the speed of the virtual time to speed it up or slow it down
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|     time.set_relative_speed(time_speed);
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| }
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| 
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| /// pause or resume `Relative` time
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| fn toggle_pause(mut time: ResMut<Time<Virtual>>) {
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|     if time.is_paused() {
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|         time.unpause();
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|     } else {
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|         time.pause();
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|     }
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| }
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| 
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| /// Update the `Real` time info text
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| fn update_real_time_info_text(time: Res<Time<Real>>, mut query: Query<&mut Text, With<RealTime>>) {
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|     for mut text in &mut query {
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|         **text = format!(
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|             "REAL TIME\nElapsed: {:.1}\nDelta: {:.5}\n",
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|             time.elapsed_secs(),
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|             time.delta_secs(),
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|         );
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|     }
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| }
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| 
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| /// Update the `Virtual` time info text
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| fn update_virtual_time_info_text(
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|     time: Res<Time<Virtual>>,
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|     mut query: Query<&mut Text, With<VirtualTime>>,
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| ) {
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|     for mut text in &mut query {
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|         **text = format!(
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|             "VIRTUAL TIME\nElapsed: {:.1}\nDelta: {:.5}\nSpeed: {:.2}",
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|             time.elapsed_secs(),
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|             time.delta_secs(),
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|             time.relative_speed()
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|         );
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|     }
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| }
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