 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(); } } ```
		
			
				
	
	
		
			221 lines
		
	
	
		
			6.5 KiB
		
	
	
	
		
			Rust
		
	
	
	
	
	
			
		
		
	
	
			221 lines
		
	
	
		
			6.5 KiB
		
	
	
	
		
			Rust
		
	
	
	
	
	
| //! This example shows how to create a node with a shadow
 | |
| 
 | |
| use argh::FromArgs;
 | |
| use bevy::color::palettes::css::DEEP_SKY_BLUE;
 | |
| use bevy::color::palettes::css::LIGHT_SKY_BLUE;
 | |
| use bevy::prelude::*;
 | |
| use bevy::winit::WinitSettings;
 | |
| 
 | |
| #[derive(FromArgs, Resource)]
 | |
| /// `box_shadow` example
 | |
| struct Args {
 | |
|     /// number of samples
 | |
|     #[argh(option, default = "4")]
 | |
|     samples: u32,
 | |
| }
 | |
| 
 | |
| fn main() {
 | |
|     App::new()
 | |
|         .add_plugins(DefaultPlugins)
 | |
|         // Only run the app when there is user input. This will significantly reduce CPU/GPU use.
 | |
|         .insert_resource(WinitSettings::desktop_app())
 | |
|         .add_systems(Startup, setup)
 | |
|         .run();
 | |
| }
 | |
| 
 | |
| fn setup(mut commands: Commands) {
 | |
|     // `from_env` panics on the web
 | |
|     #[cfg(not(target_arch = "wasm32"))]
 | |
|     let args: Args = argh::from_env();
 | |
|     #[cfg(target_arch = "wasm32")]
 | |
|     let args = Args::from_args(&[], &[]).unwrap();
 | |
| 
 | |
|     // ui camera
 | |
|     commands.spawn((Camera2d, UiBoxShadowSamples(args.samples)));
 | |
| 
 | |
|     commands
 | |
|         .spawn((
 | |
|             Node {
 | |
|                 width: Val::Percent(100.0),
 | |
|                 height: Val::Percent(100.0),
 | |
|                 padding: UiRect::all(Val::Px(30.)),
 | |
|                 column_gap: Val::Px(30.),
 | |
|                 flex_wrap: FlexWrap::Wrap,
 | |
|                 ..default()
 | |
|             },
 | |
|             BackgroundColor(DEEP_SKY_BLUE.into()),
 | |
|         ))
 | |
|         .with_children(|commands| {
 | |
|             let example_nodes = [
 | |
|                 (
 | |
|                     Vec2::splat(50.),
 | |
|                     Vec2::ZERO,
 | |
|                     10.,
 | |
|                     0.,
 | |
|                     BorderRadius::bottom_right(Val::Px(10.)),
 | |
|                 ),
 | |
|                 (Vec2::new(50., 25.), Vec2::ZERO, 10., 0., BorderRadius::ZERO),
 | |
|                 (Vec2::splat(50.), Vec2::ZERO, 10., 0., BorderRadius::MAX),
 | |
|                 (Vec2::new(100., 25.), Vec2::ZERO, 10., 0., BorderRadius::MAX),
 | |
|                 (
 | |
|                     Vec2::splat(50.),
 | |
|                     Vec2::ZERO,
 | |
|                     10.,
 | |
|                     0.,
 | |
|                     BorderRadius::bottom_right(Val::Px(10.)),
 | |
|                 ),
 | |
|                 (Vec2::new(50., 25.), Vec2::ZERO, 0., 10., BorderRadius::ZERO),
 | |
|                 (
 | |
|                     Vec2::splat(50.),
 | |
|                     Vec2::ZERO,
 | |
|                     0.,
 | |
|                     10.,
 | |
|                     BorderRadius::bottom_right(Val::Px(10.)),
 | |
|                 ),
 | |
|                 (Vec2::new(100., 25.), Vec2::ZERO, 0., 10., BorderRadius::MAX),
 | |
|                 (
 | |
|                     Vec2::splat(50.),
 | |
|                     Vec2::splat(25.),
 | |
|                     0.,
 | |
|                     0.,
 | |
|                     BorderRadius::ZERO,
 | |
|                 ),
 | |
|                 (
 | |
|                     Vec2::new(50., 25.),
 | |
|                     Vec2::splat(25.),
 | |
|                     0.,
 | |
|                     0.,
 | |
|                     BorderRadius::ZERO,
 | |
|                 ),
 | |
|                 (
 | |
|                     Vec2::splat(50.),
 | |
|                     Vec2::splat(10.),
 | |
|                     0.,
 | |
|                     0.,
 | |
|                     BorderRadius::bottom_right(Val::Px(10.)),
 | |
|                 ),
 | |
|                 (
 | |
|                     Vec2::splat(50.),
 | |
|                     Vec2::splat(25.),
 | |
|                     0.,
 | |
|                     10.,
 | |
|                     BorderRadius::ZERO,
 | |
|                 ),
 | |
|                 (
 | |
|                     Vec2::new(50., 25.),
 | |
|                     Vec2::splat(25.),
 | |
|                     0.,
 | |
|                     10.,
 | |
|                     BorderRadius::ZERO,
 | |
|                 ),
 | |
|                 (
 | |
|                     Vec2::splat(50.),
 | |
|                     Vec2::splat(10.),
 | |
|                     0.,
 | |
|                     10.,
 | |
|                     BorderRadius::bottom_right(Val::Px(10.)),
 | |
|                 ),
 | |
|                 (
 | |
|                     Vec2::splat(50.),
 | |
|                     Vec2::splat(10.),
 | |
|                     0.,
 | |
|                     3.,
 | |
|                     BorderRadius::ZERO,
 | |
|                 ),
 | |
|                 (
 | |
|                     Vec2::new(50., 25.),
 | |
|                     Vec2::splat(10.),
 | |
|                     0.,
 | |
|                     3.,
 | |
|                     BorderRadius::ZERO,
 | |
|                 ),
 | |
|                 (
 | |
|                     Vec2::splat(50.),
 | |
|                     Vec2::splat(10.),
 | |
|                     0.,
 | |
|                     3.,
 | |
|                     BorderRadius::bottom_right(Val::Px(10.)),
 | |
|                 ),
 | |
|                 (
 | |
|                     Vec2::splat(50.),
 | |
|                     Vec2::splat(10.),
 | |
|                     0.,
 | |
|                     3.,
 | |
|                     BorderRadius::all(Val::Px(20.)),
 | |
|                 ),
 | |
|                 (
 | |
|                     Vec2::new(50., 25.),
 | |
|                     Vec2::splat(10.),
 | |
|                     0.,
 | |
|                     3.,
 | |
|                     BorderRadius::all(Val::Px(20.)),
 | |
|                 ),
 | |
|                 (
 | |
|                     Vec2::new(25., 50.),
 | |
|                     Vec2::splat(10.),
 | |
|                     0.,
 | |
|                     3.,
 | |
|                     BorderRadius::MAX,
 | |
|                 ),
 | |
|                 (
 | |
|                     Vec2::splat(50.),
 | |
|                     Vec2::splat(10.),
 | |
|                     0.,
 | |
|                     10.,
 | |
|                     BorderRadius::all(Val::Px(20.)),
 | |
|                 ),
 | |
|                 (
 | |
|                     Vec2::new(50., 25.),
 | |
|                     Vec2::splat(10.),
 | |
|                     0.,
 | |
|                     10.,
 | |
|                     BorderRadius::all(Val::Px(20.)),
 | |
|                 ),
 | |
|                 (
 | |
|                     Vec2::new(25., 50.),
 | |
|                     Vec2::splat(10.),
 | |
|                     0.,
 | |
|                     10.,
 | |
|                     BorderRadius::MAX,
 | |
|                 ),
 | |
|             ];
 | |
| 
 | |
|             for (size, offset, spread, blur, border_radius) in example_nodes {
 | |
|                 commands.spawn(box_shadow_node_bundle(
 | |
|                     size,
 | |
|                     offset,
 | |
|                     spread,
 | |
|                     blur,
 | |
|                     border_radius,
 | |
|                 ));
 | |
|             }
 | |
|         });
 | |
| }
 | |
| 
 | |
| fn box_shadow_node_bundle(
 | |
|     size: Vec2,
 | |
|     offset: Vec2,
 | |
|     spread: f32,
 | |
|     blur: f32,
 | |
|     border_radius: BorderRadius,
 | |
| ) -> impl Bundle {
 | |
|     (
 | |
|         Node {
 | |
|             width: Val::Px(size.x),
 | |
|             height: Val::Px(size.y),
 | |
|             border: UiRect::all(Val::Px(4.)),
 | |
|             ..default()
 | |
|         },
 | |
|         BorderColor(LIGHT_SKY_BLUE.into()),
 | |
|         border_radius,
 | |
|         BackgroundColor(DEEP_SKY_BLUE.into()),
 | |
|         BoxShadow {
 | |
|             color: Color::BLACK.with_alpha(0.8),
 | |
|             x_offset: Val::Percent(offset.x),
 | |
|             y_offset: Val::Percent(offset.y),
 | |
|             spread_radius: Val::Percent(spread),
 | |
|             blur_radius: Val::Px(blur),
 | |
|         },
 | |
|     )
 | |
| }
 |