 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(); } } ```
		
			
				
	
	
		
			87 lines
		
	
	
		
			2.5 KiB
		
	
	
	
		
			Rust
		
	
	
	
	
	
			
		
		
	
	
			87 lines
		
	
	
		
			2.5 KiB
		
	
	
	
		
			Rust
		
	
	
	
	
	
| //! Shows how to render simple primitive shapes with a single color.
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| //!
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| //! You can toggle wireframes with the space bar except on wasm. Wasm does not support
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| //! `POLYGON_MODE_LINE` on the gpu.
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| 
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| use bevy::prelude::*;
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| #[cfg(not(target_arch = "wasm32"))]
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| use bevy::sprite::{Wireframe2dConfig, Wireframe2dPlugin};
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| 
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| fn main() {
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|     let mut app = App::new();
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|     app.add_plugins((
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|         DefaultPlugins,
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|         #[cfg(not(target_arch = "wasm32"))]
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|         Wireframe2dPlugin,
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|     ))
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|     .add_systems(Startup, setup);
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|     #[cfg(not(target_arch = "wasm32"))]
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|     app.add_systems(Update, toggle_wireframe);
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|     app.run();
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| }
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| 
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| const X_EXTENT: f32 = 900.;
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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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| ) {
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|     commands.spawn(Camera2d);
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| 
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|     let shapes = [
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|         meshes.add(Circle::new(50.0)),
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|         meshes.add(CircularSector::new(50.0, 1.0)),
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|         meshes.add(CircularSegment::new(50.0, 1.25)),
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|         meshes.add(Ellipse::new(25.0, 50.0)),
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|         meshes.add(Annulus::new(25.0, 50.0)),
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|         meshes.add(Capsule2d::new(25.0, 50.0)),
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|         meshes.add(Rhombus::new(75.0, 100.0)),
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|         meshes.add(Rectangle::new(50.0, 100.0)),
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|         meshes.add(RegularPolygon::new(50.0, 6)),
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|         meshes.add(Triangle2d::new(
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|             Vec2::Y * 50.0,
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|             Vec2::new(-50.0, -50.0),
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|             Vec2::new(50.0, -50.0),
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|         )),
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|     ];
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|     let num_shapes = shapes.len();
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| 
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|     for (i, shape) in shapes.into_iter().enumerate() {
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|         // Distribute colors evenly across the rainbow.
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|         let color = Color::hsl(360. * i as f32 / num_shapes as f32, 0.95, 0.7);
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| 
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|         commands.spawn((
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|             Mesh2d(shape),
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|             MeshMaterial2d(materials.add(color)),
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|             Transform::from_xyz(
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|                 // Distribute shapes from -X_EXTENT/2 to +X_EXTENT/2.
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|                 -X_EXTENT / 2. + i as f32 / (num_shapes - 1) as f32 * X_EXTENT,
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|                 0.0,
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|                 0.0,
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|             ),
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|         ));
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|     }
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| 
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|     #[cfg(not(target_arch = "wasm32"))]
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|     commands.spawn((
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|         Text::new("Press space to toggle wireframes"),
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|         Node {
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|             position_type: PositionType::Absolute,
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|             top: 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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| }
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| 
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| #[cfg(not(target_arch = "wasm32"))]
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| fn toggle_wireframe(
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|     mut wireframe_config: ResMut<Wireframe2dConfig>,
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|     keyboard: Res<ButtonInput<KeyCode>>,
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| ) {
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|     if keyboard.just_pressed(KeyCode::Space) {
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|         wireframe_config.global = !wireframe_config.global;
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|     }
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| }
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