 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(); } } ```
		
			
				
	
	
		
			149 lines
		
	
	
		
			4.5 KiB
		
	
	
	
		
			Rust
		
	
	
	
	
	
			
		
		
	
	
			149 lines
		
	
	
		
			4.5 KiB
		
	
	
	
		
			Rust
		
	
	
	
	
	
| //! Showcases wireframe rendering for 2d meshes.
 | |
| //!
 | |
| //! Wireframes currently do not work when using webgl or webgpu.
 | |
| //! Supported platforms:
 | |
| //! - DX12
 | |
| //! - Vulkan
 | |
| //! - Metal
 | |
| //!
 | |
| //! This is a native only feature.
 | |
| 
 | |
| use bevy::{
 | |
|     color::palettes::basic::{GREEN, RED, WHITE},
 | |
|     prelude::*,
 | |
|     render::{
 | |
|         render_resource::WgpuFeatures,
 | |
|         settings::{RenderCreation, WgpuSettings},
 | |
|         RenderPlugin,
 | |
|     },
 | |
|     sprite::{NoWireframe2d, Wireframe2d, Wireframe2dColor, Wireframe2dConfig, Wireframe2dPlugin},
 | |
| };
 | |
| 
 | |
| fn main() {
 | |
|     App::new()
 | |
|         .add_plugins((
 | |
|             DefaultPlugins.set(RenderPlugin {
 | |
|                 render_creation: RenderCreation::Automatic(WgpuSettings {
 | |
|                     // WARN this is a native only feature. It will not work with webgl or webgpu
 | |
|                     features: WgpuFeatures::POLYGON_MODE_LINE,
 | |
|                     ..default()
 | |
|                 }),
 | |
|                 ..default()
 | |
|             }),
 | |
|             // You need to add this plugin to enable wireframe rendering
 | |
|             Wireframe2dPlugin,
 | |
|         ))
 | |
|         // Wireframes can be configured with this resource. This can be changed at runtime.
 | |
|         .insert_resource(Wireframe2dConfig {
 | |
|             // The global wireframe config enables drawing of wireframes on every mesh,
 | |
|             // except those with `NoWireframe2d`. Meshes with `Wireframe2d` will always have a wireframe,
 | |
|             // regardless of the global configuration.
 | |
|             global: true,
 | |
|             // Controls the default color of all wireframes. Used as the default color for global wireframes.
 | |
|             // Can be changed per mesh using the `Wireframe2dColor` component.
 | |
|             default_color: WHITE.into(),
 | |
|         })
 | |
|         .add_systems(Startup, setup)
 | |
|         .add_systems(Update, update_colors)
 | |
|         .run();
 | |
| }
 | |
| 
 | |
| /// Set up a simple 3D scene
 | |
| fn setup(
 | |
|     mut commands: Commands,
 | |
|     mut meshes: ResMut<Assets<Mesh>>,
 | |
|     mut materials: ResMut<Assets<ColorMaterial>>,
 | |
| ) {
 | |
|     // Triangle: Never renders a wireframe
 | |
|     commands.spawn((
 | |
|         Mesh2d(meshes.add(Triangle2d::new(
 | |
|             Vec2::new(0.0, 50.0),
 | |
|             Vec2::new(-50.0, -50.0),
 | |
|             Vec2::new(50.0, -50.0),
 | |
|         ))),
 | |
|         MeshMaterial2d(materials.add(Color::BLACK)),
 | |
|         Transform::from_xyz(-150.0, 0.0, 0.0),
 | |
|         NoWireframe2d,
 | |
|     ));
 | |
|     // Rectangle: Follows global wireframe setting
 | |
|     commands.spawn((
 | |
|         Mesh2d(meshes.add(Rectangle::new(100.0, 100.0))),
 | |
|         MeshMaterial2d(materials.add(Color::BLACK)),
 | |
|         Transform::from_xyz(0.0, 0.0, 0.0),
 | |
|     ));
 | |
|     // Circle: Always renders a wireframe
 | |
|     commands.spawn((
 | |
|         Mesh2d(meshes.add(Circle::new(50.0))),
 | |
|         MeshMaterial2d(materials.add(Color::BLACK)),
 | |
|         Transform::from_xyz(150.0, 0.0, 0.0),
 | |
|         Wireframe2d,
 | |
|         // This lets you configure the wireframe color of this entity.
 | |
|         // If not set, this will use the color in `WireframeConfig`
 | |
|         Wireframe2dColor {
 | |
|             color: GREEN.into(),
 | |
|         },
 | |
|     ));
 | |
| 
 | |
|     // Camera
 | |
|     commands.spawn(Camera2d);
 | |
| 
 | |
|     // Text used to show controls
 | |
|     commands.spawn((
 | |
|         Text::default(),
 | |
|         Node {
 | |
|             position_type: PositionType::Absolute,
 | |
|             top: Val::Px(12.0),
 | |
|             left: Val::Px(12.0),
 | |
|             ..default()
 | |
|         },
 | |
|     ));
 | |
| }
 | |
| 
 | |
| /// This system lets you toggle various wireframe settings
 | |
| fn update_colors(
 | |
|     keyboard_input: Res<ButtonInput<KeyCode>>,
 | |
|     mut config: ResMut<Wireframe2dConfig>,
 | |
|     mut wireframe_colors: Query<&mut Wireframe2dColor>,
 | |
|     mut text: Single<&mut Text>,
 | |
| ) {
 | |
|     text.0 = format!(
 | |
|         "Controls
 | |
| ---------------
 | |
| Z - Toggle global
 | |
| X - Change global color
 | |
| C - Change color of the circle wireframe
 | |
| 
 | |
| Wireframe2dConfig
 | |
| -------------
 | |
| Global: {}
 | |
| Color: {:?}",
 | |
|         config.global,
 | |
|         config.default_color.to_srgba(),
 | |
|     );
 | |
| 
 | |
|     // Toggle showing a wireframe on all meshes
 | |
|     if keyboard_input.just_pressed(KeyCode::KeyZ) {
 | |
|         config.global = !config.global;
 | |
|     }
 | |
| 
 | |
|     // Toggle the global wireframe color
 | |
|     if keyboard_input.just_pressed(KeyCode::KeyX) {
 | |
|         config.default_color = if config.default_color == WHITE.into() {
 | |
|             RED.into()
 | |
|         } else {
 | |
|             WHITE.into()
 | |
|         };
 | |
|     }
 | |
| 
 | |
|     // Toggle the color of a wireframe using `Wireframe2dColor` and not the global color
 | |
|     if keyboard_input.just_pressed(KeyCode::KeyC) {
 | |
|         for mut color in &mut wireframe_colors {
 | |
|             color.color = if color.color == GREEN.into() {
 | |
|                 RED.into()
 | |
|             } else {
 | |
|                 GREEN.into()
 | |
|             };
 | |
|         }
 | |
|     }
 | |
| }
 |