 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(); } } ```
		
			
				
	
	
		
			78 lines
		
	
	
		
			2.6 KiB
		
	
	
	
		
			Rust
		
	
	
	
	
	
			
		
		
	
	
			78 lines
		
	
	
		
			2.6 KiB
		
	
	
	
		
			Rust
		
	
	
	
	
	
| //! This example illustrates how to use `TextureAtlases` within ui
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| 
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| use bevy::{color::palettes::css::*, prelude::*, winit::WinitSettings};
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| 
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| fn main() {
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|     App::new()
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|         .add_plugins(DefaultPlugins.set(
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|             // This sets image filtering to nearest
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|             // This is done to prevent textures with low resolution (e.g. pixel art) from being blurred
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|             // by linear filtering.
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|             ImagePlugin::default_nearest(),
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|         ))
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|         // Only run the app when there is user input. This will significantly reduce CPU/GPU use.
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|         .insert_resource(WinitSettings::desktop_app())
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|         .add_systems(Startup, setup)
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|         .add_systems(Update, increment_atlas_index)
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|         .run();
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| }
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| 
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| fn setup(
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|     mut commands: Commands,
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|     asset_server: Res<AssetServer>,
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|     mut texture_atlases: ResMut<Assets<TextureAtlasLayout>>,
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| ) {
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|     // Camera
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|     commands.spawn(Camera2d);
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| 
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|     let text_font = TextFont::default();
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| 
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|     let texture_handle = asset_server.load("textures/rpg/chars/gabe/gabe-idle-run.png");
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|     let texture_atlas = TextureAtlasLayout::from_grid(UVec2::splat(24), 7, 1, None, None);
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|     let texture_atlas_handle = texture_atlases.add(texture_atlas);
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| 
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|     // root node
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|     commands
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|         .spawn(Node {
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|             width: Val::Percent(100.0),
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|             height: Val::Percent(100.0),
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|             flex_direction: FlexDirection::Column,
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|             justify_content: JustifyContent::Center,
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|             align_items: AlignItems::Center,
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|             row_gap: Val::Px(text_font.font_size * 2.),
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|             ..default()
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|         })
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|         .with_children(|parent| {
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|             parent.spawn((
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|                 UiImage::new(texture_handle),
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|                 Node {
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|                     width: Val::Px(256.),
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|                     height: Val::Px(256.),
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|                     ..default()
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|                 },
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|                 BackgroundColor(ANTIQUE_WHITE.into()),
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|                 TextureAtlas::from(texture_atlas_handle),
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|                 Outline::new(Val::Px(8.0), Val::ZERO, CRIMSON.into()),
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|             ));
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|             parent
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|                 .spawn((Text::new("press "), text_font.clone()))
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|                 .with_child((
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|                     TextSpan::new("space"),
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|                     TextColor(YELLOW.into()),
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|                     text_font.clone(),
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|                 ))
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|                 .with_child((TextSpan::new(" to advance frames"), text_font));
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|         });
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| }
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| 
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| fn increment_atlas_index(
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|     mut atlas_images: Query<&mut TextureAtlas>,
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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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|         for mut atlas_image in &mut atlas_images {
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|             atlas_image.index = (atlas_image.index + 1) % 6;
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|         }
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|     }
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| }
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