 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(); } } ```
		
			
				
	
	
		
			106 lines
		
	
	
		
			3.1 KiB
		
	
	
	
		
			Rust
		
	
	
	
	
	
			
		
		
	
	
			106 lines
		
	
	
		
			3.1 KiB
		
	
	
	
		
			Rust
		
	
	
	
	
	
| //! Displays information about available monitors (displays).
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| 
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| use bevy::{
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|     prelude::*,
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|     render::camera::RenderTarget,
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|     window::{ExitCondition, Monitor, WindowMode, WindowRef},
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| };
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| 
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| fn main() {
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|     App::new()
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|         .add_plugins(DefaultPlugins.set(WindowPlugin {
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|             primary_window: None,
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|             exit_condition: ExitCondition::DontExit,
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|             ..default()
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|         }))
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|         .add_systems(Update, (update, close_on_esc))
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|         .run();
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| }
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| 
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| #[derive(Component)]
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| struct MonitorRef(Entity);
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| 
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| fn update(
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|     mut commands: Commands,
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|     monitors_added: Query<(Entity, &Monitor), Added<Monitor>>,
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|     mut monitors_removed: RemovedComponents<Monitor>,
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|     monitor_refs: Query<(Entity, &MonitorRef)>,
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| ) {
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|     for (entity, monitor) in monitors_added.iter() {
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|         // Spawn a new window on each monitor
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|         let name = monitor.name.clone().unwrap_or_else(|| "<no name>".into());
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|         let size = format!("{}x{}px", monitor.physical_height, monitor.physical_width);
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|         let hz = monitor
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|             .refresh_rate_millihertz
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|             .map(|x| format!("{}Hz", x as f32 / 1000.0))
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|             .unwrap_or_else(|| "<unknown>".into());
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|         let position = format!(
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|             "x={} y={}",
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|             monitor.physical_position.x, monitor.physical_position.y
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|         );
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|         let scale = format!("{:.2}", monitor.scale_factor);
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| 
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|         let window = commands
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|             .spawn((
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|                 Window {
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|                     title: name.clone(),
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|                     mode: WindowMode::Fullscreen(MonitorSelection::Entity(entity)),
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|                     position: WindowPosition::Centered(MonitorSelection::Entity(entity)),
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|                     ..default()
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|                 },
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|                 MonitorRef(entity),
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|             ))
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|             .id();
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| 
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|         let camera = commands
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|             .spawn((
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|                 Camera2d,
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|                 Camera {
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|                     target: RenderTarget::Window(WindowRef::Entity(window)),
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|                     ..default()
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|                 },
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|             ))
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|             .id();
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| 
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|         let info_text = format!(
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|             "Monitor: {name}\nSize: {size}\nRefresh rate: {hz}\nPosition: {position}\nScale: {scale}\n\n",
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|         );
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|         commands.spawn((
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|             Text(info_text),
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|             Node {
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|                 position_type: PositionType::Relative,
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|                 height: Val::Percent(100.0),
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|                 width: Val::Percent(100.0),
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|                 ..default()
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|             },
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|             TargetCamera(camera),
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|             MonitorRef(entity),
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|         ));
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|     }
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| 
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|     // Remove windows for removed monitors
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|     for monitor_entity in monitors_removed.read() {
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|         for (ref_entity, monitor_ref) in monitor_refs.iter() {
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|             if monitor_ref.0 == monitor_entity {
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|                 commands.entity(ref_entity).despawn_recursive();
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|             }
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|         }
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|     }
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| }
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| 
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| fn close_on_esc(
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|     mut commands: Commands,
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|     focused_windows: Query<(Entity, &Window)>,
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|     input: Res<ButtonInput<KeyCode>>,
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| ) {
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|     for (window, focus) in focused_windows.iter() {
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|         if !focus.focused {
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|             continue;
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|         }
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| 
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|         if input.just_pressed(KeyCode::Escape) {
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|             commands.entity(window).despawn();
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|         }
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|     }
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| }
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