# 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(); } } ```
		
			
				
	
	
		
			172 lines
		
	
	
		
			5.9 KiB
		
	
	
	
		
			Rust
		
	
	
	
	
	
			
		
		
	
	
			172 lines
		
	
	
		
			5.9 KiB
		
	
	
	
		
			Rust
		
	
	
	
	
	
//! This example illustrates how to transfer log events from the [`Layer`] to Bevy's ECS.
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//!
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//! The way we will do this is via a [`mpsc`] channel. [`mpsc`] channels allow 2 unrelated
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//! parts of the program to communicate (in this case, [`Layer`]s and Bevy's ECS).
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//!
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//! Inside the `custom_layer` function we will create a [`mpsc::Sender`] and a [`mpsc::Receiver`] from a
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//! [`mpsc::channel`]. The [`Sender`](mpsc::Sender) will go into the `AdvancedLayer` and the [`Receiver`](mpsc::Receiver) will
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//! go into a non-send resource called `LogEvents` (It has to be non-send because [`Receiver`](mpsc::Receiver) is [`!Sync`](Sync)).
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//! From there we will use `transfer_log_events` to transfer log events from `LogEvents` to an ECS event called `LogEvent`.
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//!
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//! Finally, after all that we can access the `LogEvent` event from our systems and use it.
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//! In this example we build a simple log viewer.
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use std::sync::mpsc;
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use bevy::{
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    log::{
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        tracing_subscriber::{self, Layer},
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        BoxedLayer, Level,
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    },
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    prelude::*,
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    utils::tracing::{self, Subscriber},
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};
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fn main() {
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    App::new()
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        .add_plugins(DefaultPlugins.set(bevy::log::LogPlugin {
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            // Show logs all the way up to the trace level, but only for logs
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            // produced by this example.
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            level: Level::TRACE,
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            filter: "warn,log_layers_ecs=trace".to_string(),
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            custom_layer,
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        }))
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        .add_systems(Startup, (log_system, setup))
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        .add_systems(Update, print_logs)
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        .run();
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}
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/// A basic message. This is what we will be sending from the [`CaptureLayer`] to [`CapturedLogEvents`] non-send resource.
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#[derive(Debug, Event)]
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struct LogEvent {
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    message: String,
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    level: Level,
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}
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/// This non-send resource temporarily stores [`LogEvent`]s before they are
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/// written to [`Events<LogEvent>`] by [`transfer_log_events`].
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#[derive(Deref, DerefMut)]
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struct CapturedLogEvents(mpsc::Receiver<LogEvent>);
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/// Transfers information from the `LogEvents` resource to [`Events<LogEvent>`](LogEvent).
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fn transfer_log_events(
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    receiver: NonSend<CapturedLogEvents>,
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    mut log_events: EventWriter<LogEvent>,
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) {
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    // Make sure to use `try_iter()` and not `iter()` to prevent blocking.
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    log_events.send_batch(receiver.try_iter());
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}
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/// This is the [`Layer`] that we will use to capture log events and then send them to Bevy's
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/// ECS via it's [`mpsc::Sender`].
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struct CaptureLayer {
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    sender: mpsc::Sender<LogEvent>,
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}
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impl<S: Subscriber> Layer<S> for CaptureLayer {
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    fn on_event(
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        &self,
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        event: &tracing::Event<'_>,
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        _ctx: tracing_subscriber::layer::Context<'_, S>,
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    ) {
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        // In order to obtain the log message, we have to create a struct that implements
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        // Visit and holds a reference to our string. Then we use the `record` method and
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        // the struct to modify the reference to hold the message string.
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        let mut message = None;
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        event.record(&mut CaptureLayerVisitor(&mut message));
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        if let Some(message) = message {
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            let metadata = event.metadata();
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            self.sender
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                .send(LogEvent {
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                    message,
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                    level: *metadata.level(),
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                })
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                .expect("LogEvents resource no longer exists!");
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        }
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    }
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}
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/// A [`Visit`](tracing::field::Visit)or that records log messages that are transferred to [`CaptureLayer`].
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struct CaptureLayerVisitor<'a>(&'a mut Option<String>);
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impl tracing::field::Visit for CaptureLayerVisitor<'_> {
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    fn record_debug(&mut self, field: &tracing::field::Field, value: &dyn std::fmt::Debug) {
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        // This if statement filters out unneeded events sometimes show up
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        if field.name() == "message" {
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            *self.0 = Some(format!("{value:?}"));
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        }
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    }
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}
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fn custom_layer(app: &mut App) -> Option<BoxedLayer> {
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    let (sender, receiver) = mpsc::channel();
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    let layer = CaptureLayer { sender };
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    let resource = CapturedLogEvents(receiver);
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    app.insert_non_send_resource(resource);
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    app.add_event::<LogEvent>();
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    app.add_systems(Update, transfer_log_events);
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    Some(layer.boxed())
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}
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fn log_system() {
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    // Here is how you write new logs at each "log level" (in "most important" to
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    // "least important" order)
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    error!("Something failed");
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    warn!("Something bad happened that isn't a failure, but thats worth calling out");
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    info!("Helpful information that is worth printing by default");
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    debug!("Helpful for debugging");
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    trace!("Very noisy");
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}
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#[derive(Component)]
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struct LogViewerRoot;
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fn setup(mut commands: Commands) {
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    commands.spawn(Camera2d);
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    commands.spawn((
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        Node {
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            width: Val::Vw(100.0),
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            height: Val::Vh(100.0),
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            flex_direction: FlexDirection::Column,
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            padding: UiRect::all(Val::Px(12.)),
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            ..default()
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        },
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        LogViewerRoot,
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    ));
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}
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// This is how we can read our LogEvents.
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// In this example we are reading the LogEvents and inserting them as text into our log viewer.
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fn print_logs(
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    mut events: EventReader<LogEvent>,
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    mut commands: Commands,
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    log_viewer_root: Single<Entity, With<LogViewerRoot>>,
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) {
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    let root_entity = *log_viewer_root;
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    commands.entity(root_entity).with_children(|child| {
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        for event in events.read() {
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            child.spawn(Text::default()).with_children(|child| {
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                child.spawn((
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                    TextSpan::new(format!("{:5} ", event.level)),
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                    TextColor(level_color(&event.level)),
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                ));
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                child.spawn(TextSpan::new(&event.message));
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            });
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        }
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    });
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}
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fn level_color(level: &Level) -> Color {
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    use bevy::color::palettes::tailwind::*;
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    Color::from(match *level {
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        Level::WARN => ORANGE_400,
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        Level::ERROR => RED_400,
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        Level::INFO => GREEN_400,
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        Level::TRACE => PURPLE_400,
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        Level::DEBUG => BLUE_400,
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    })
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}
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