# 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(); } } ```
		
			
				
	
	
		
			128 lines
		
	
	
		
			3.7 KiB
		
	
	
	
		
			Rust
		
	
	
	
	
	
			
		
		
	
	
			128 lines
		
	
	
		
			3.7 KiB
		
	
	
	
		
			Rust
		
	
	
	
	
	
//! This example illustrates how to load and play an audio file, and control where the sounds seems to come from.
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use bevy::{
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    audio::{AudioPlugin, SpatialScale},
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    color::palettes::css::*,
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    prelude::*,
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    time::Stopwatch,
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};
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/// Spatial audio uses the distance to attenuate the sound volume. In 2D with the default camera,
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/// 1 pixel is 1 unit of distance, so we use a scale so that 100 pixels is 1 unit of distance for
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/// audio.
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const AUDIO_SCALE: f32 = 1. / 100.0;
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fn main() {
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    App::new()
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        .add_plugins(DefaultPlugins.set(AudioPlugin {
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            default_spatial_scale: SpatialScale::new_2d(AUDIO_SCALE),
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            ..default()
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        }))
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        .add_systems(Startup, setup)
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        .add_systems(Update, update_emitters)
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        .add_systems(Update, update_listener)
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        .run();
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}
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fn setup(
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    mut commands: Commands,
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    mut meshes: ResMut<Assets<Mesh>>,
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    mut materials: ResMut<Assets<ColorMaterial>>,
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    asset_server: Res<AssetServer>,
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) {
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    // Space between the two ears
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    let gap = 400.0;
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    // sound emitter
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    commands.spawn((
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        Mesh2d(meshes.add(Circle::new(15.0))),
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        MeshMaterial2d(materials.add(Color::from(BLUE))),
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        Transform::from_translation(Vec3::new(0.0, 50.0, 0.0)),
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        Emitter::default(),
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        AudioPlayer::<AudioSource>(asset_server.load("sounds/Windless Slopes.ogg")),
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        PlaybackSettings::LOOP.with_spatial(true),
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    ));
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    let listener = SpatialListener::new(gap);
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    commands
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        .spawn((
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            Transform::default(),
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            Visibility::default(),
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            listener.clone(),
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        ))
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        .with_children(|parent| {
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            // left ear
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            parent.spawn((
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                Sprite::from_color(RED, Vec2::splat(20.0)),
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                Transform::from_xyz(-gap / 2.0, 0.0, 0.0),
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            ));
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            // right ear
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            parent.spawn((
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                Sprite::from_color(LIME, Vec2::splat(20.0)),
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                Transform::from_xyz(gap / 2.0, 0.0, 0.0),
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            ));
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        });
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    // example instructions
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    commands.spawn((
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        Text::new("Up/Down/Left/Right: Move Listener\nSpace: Toggle Emitter Movement"),
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        Node {
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            position_type: PositionType::Absolute,
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            bottom: Val::Px(12.0),
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            left: Val::Px(12.0),
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            ..default()
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        },
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    ));
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    // camera
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    commands.spawn(Camera2d);
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}
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#[derive(Component, Default)]
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struct Emitter {
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    stopwatch: Stopwatch,
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}
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fn update_emitters(
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    time: Res<Time>,
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    mut emitters: Query<(&mut Transform, &mut Emitter), With<Emitter>>,
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    keyboard: Res<ButtonInput<KeyCode>>,
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) {
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    for (mut emitter_transform, mut emitter) in emitters.iter_mut() {
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        if keyboard.just_pressed(KeyCode::Space) {
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            if emitter.stopwatch.is_paused() {
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                emitter.stopwatch.unpause();
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            } else {
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                emitter.stopwatch.pause();
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            }
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        }
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        emitter.stopwatch.tick(time.delta());
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        if !emitter.stopwatch.is_paused() {
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            emitter_transform.translation.x = ops::sin(emitter.stopwatch.elapsed_secs()) * 500.0;
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        }
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    }
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}
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fn update_listener(
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    keyboard: Res<ButtonInput<KeyCode>>,
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    time: Res<Time>,
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    mut listener: Single<&mut Transform, With<SpatialListener>>,
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) {
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    let speed = 200.;
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    if keyboard.pressed(KeyCode::ArrowRight) {
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        listener.translation.x += speed * time.delta_secs();
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    }
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    if keyboard.pressed(KeyCode::ArrowLeft) {
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        listener.translation.x -= speed * time.delta_secs();
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    }
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    if keyboard.pressed(KeyCode::ArrowUp) {
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        listener.translation.y += speed * time.delta_secs();
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    }
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    if keyboard.pressed(KeyCode::ArrowDown) {
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        listener.translation.y -= speed * time.delta_secs();
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    }
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}
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