 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(); } } ```
		
			
				
	
	
		
			113 lines
		
	
	
		
			3.5 KiB
		
	
	
	
		
			Rust
		
	
	
	
	
	
			
		
		
	
	
			113 lines
		
	
	
		
			3.5 KiB
		
	
	
	
		
			Rust
		
	
	
	
	
	
| //! Demonstrates the use of "one-shot systems", which run once when triggered.
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| //!
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| //! These can be useful to help structure your logic in a push-based fashion,
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| //! reducing the overhead of running extremely rarely run systems
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| //! and improving schedule flexibility.
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| //!
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| //! See the [`World::run_system`](World::run_system) or
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| //! [`World::run_system_once`](World#method.run_system_once_with)
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| //! docs for more details.
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| 
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| use bevy::{
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|     ecs::system::{RunSystemOnce, SystemId},
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|     prelude::*,
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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)
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|         .add_systems(
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|             Startup,
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|             (
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|                 setup_ui,
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|                 setup_with_commands,
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|                 setup_with_world.after(setup_ui), // since we run `system_b` once in world it needs to run after `setup_ui`
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|             ),
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|         )
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|         .add_systems(Update, (trigger_system, evaluate_callbacks).chain())
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|         .run();
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| }
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| 
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| #[derive(Component)]
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| struct Callback(SystemId);
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| 
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| #[derive(Component)]
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| struct Triggered;
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| 
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| #[derive(Component)]
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| struct A;
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| #[derive(Component)]
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| struct B;
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| 
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| fn setup_with_commands(mut commands: Commands) {
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|     let system_id = commands.register_system(system_a);
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|     commands.spawn((Callback(system_id), A));
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| }
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| 
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| fn setup_with_world(world: &mut World) {
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|     // We can run it once manually
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|     world.run_system_once(system_b).unwrap();
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|     // Or with a Callback
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|     let system_id = world.register_system(system_b);
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|     world.spawn((Callback(system_id), B));
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| }
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| 
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| /// Tag entities that have callbacks we want to run with the `Triggered` component.
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| fn trigger_system(
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|     mut commands: Commands,
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|     query_a: Single<Entity, With<A>>,
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|     query_b: Single<Entity, With<B>>,
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|     input: Res<ButtonInput<KeyCode>>,
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| ) {
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|     if input.just_pressed(KeyCode::KeyA) {
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|         let entity = *query_a;
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|         commands.entity(entity).insert(Triggered);
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|     }
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|     if input.just_pressed(KeyCode::KeyB) {
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|         let entity = *query_b;
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|         commands.entity(entity).insert(Triggered);
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|     }
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| }
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| 
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| /// Runs the systems associated with each `Callback` component if the entity also has a `Triggered` component.
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| ///
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| /// This could be done in an exclusive system rather than using `Commands` if preferred.
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| fn evaluate_callbacks(query: Query<(Entity, &Callback), With<Triggered>>, mut commands: Commands) {
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|     for (entity, callback) in query.iter() {
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|         commands.run_system(callback.0);
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|         commands.entity(entity).remove::<Triggered>();
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|     }
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| }
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| 
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| fn system_a(entity_a: Single<Entity, With<Text>>, mut writer: TextUiWriter) {
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|     *writer.text(*entity_a, 3) = String::from("A");
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|     info!("A: One shot system registered with Commands was triggered");
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| }
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| 
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| fn system_b(entity_b: Single<Entity, With<Text>>, mut writer: TextUiWriter) {
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|     *writer.text(*entity_b, 3) = String::from("B");
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|     info!("B: One shot system registered with World was triggered");
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| }
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| 
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| fn setup_ui(mut commands: Commands) {
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|     commands.spawn(Camera2d);
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|     commands
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|         .spawn((
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|             Text::default(),
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|             TextLayout::new_with_justify(JustifyText::Center),
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|             Node {
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|                 align_self: AlignSelf::Center,
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|                 justify_self: JustifySelf::Center,
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|                 ..default()
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|             },
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|         ))
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|         .with_children(|p| {
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|             p.spawn(TextSpan::new("Press A or B to trigger a one-shot system\n"));
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|             p.spawn(TextSpan::new("Last Triggered: "));
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|             p.spawn((
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|                 TextSpan::new("-"),
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|                 TextColor(bevy::color::palettes::css::ORANGE.into()),
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|             ));
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|         });
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| }
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