# 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(); } } ```
		
			
				
	
	
		
			129 lines
		
	
	
		
			4.3 KiB
		
	
	
	
		
			Rust
		
	
	
	
	
	
			
		
		
	
	
			129 lines
		
	
	
		
			4.3 KiB
		
	
	
	
		
			Rust
		
	
	
	
	
	
//! This example demonstrates the use of Ghost Nodes.
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//!
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//! UI layout will ignore ghost nodes, and treat their children as if they were direct descendants of the first non-ghost ancestor.
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//!
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//! # Warning
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//!
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//! This is an experimental feature, and should be used with caution,
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//! especially in concert with 3rd party plugins or systems that may not be aware of ghost nodes.
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//!
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//! To add [`GhostNode`] components to entities, you must enable the `ghost_nodes` feature flag,
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//! as they are otherwise unconstructable even though the type is defined.
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use bevy::{prelude::*, ui::experimental::GhostNode, winit::WinitSettings};
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fn main() {
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    App::new()
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        .add_plugins(DefaultPlugins)
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        .insert_resource(WinitSettings::desktop_app())
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        .add_systems(Startup, setup)
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        .add_systems(Update, button_system)
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        .run();
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}
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#[derive(Component)]
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struct Counter(i32);
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fn setup(mut commands: Commands, asset_server: Res<AssetServer>) {
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    let font_handle = asset_server.load("fonts/FiraSans-Bold.ttf");
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    commands.spawn(Camera2d);
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    // Ghost UI root
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    commands
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        .spawn(GhostNode::new())
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        .with_children(|ghost_root| {
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            ghost_root.spawn(Node::default()).with_child(create_label(
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                "This text node is rendered under a ghost root",
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                font_handle.clone(),
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            ));
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        });
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    // Normal UI root
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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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            align_items: AlignItems::Center,
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            justify_content: JustifyContent::Center,
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            ..default()
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        })
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        .with_children(|parent| {
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            parent
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                .spawn((Node::default(), Counter(0)))
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                .with_children(|layout_parent| {
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                    layout_parent
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                        .spawn((GhostNode::new(), Counter(0)))
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                        .with_children(|ghost_parent| {
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                            // Ghost children using a separate counter state
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                            // These buttons are being treated as children of layout_parent in the context of UI
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                            ghost_parent
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                                .spawn(create_button())
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                                .with_child(create_label("0", font_handle.clone()));
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                            ghost_parent
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                                .spawn(create_button())
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                                .with_child(create_label("0", font_handle.clone()));
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                        });
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                    // A normal child using the layout parent counter
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                    layout_parent
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                        .spawn(create_button())
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                        .with_child(create_label("0", font_handle.clone()));
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                });
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        });
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}
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fn create_button() -> impl Bundle {
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    (
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        Button,
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        Node {
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            width: Val::Px(150.0),
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            height: Val::Px(65.0),
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            border: UiRect::all(Val::Px(5.0)),
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            // horizontally center child text
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            justify_content: JustifyContent::Center,
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            // vertically center child text
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            align_items: AlignItems::Center,
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            ..default()
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        },
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        BorderColor(Color::BLACK),
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        BorderRadius::MAX,
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        BackgroundColor(Color::srgb(0.15, 0.15, 0.15)),
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    )
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}
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fn create_label(text: &str, font: Handle<Font>) -> (Text, TextFont, TextColor) {
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    (
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        Text::new(text),
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        TextFont {
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            font,
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            font_size: 33.0,
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            ..default()
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        },
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        TextColor(Color::srgb(0.9, 0.9, 0.9)),
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    )
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}
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fn button_system(
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    mut interaction_query: Query<(&Interaction, &Parent), (Changed<Interaction>, With<Button>)>,
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    labels_query: Query<(&Children, &Parent), With<Button>>,
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    mut text_query: Query<&mut Text>,
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    mut counter_query: Query<&mut Counter>,
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) {
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    // Update parent counter on click
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    for (interaction, parent) in &mut interaction_query {
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        if matches!(interaction, Interaction::Pressed) {
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            let mut counter = counter_query.get_mut(parent.get()).unwrap();
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            counter.0 += 1;
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        }
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    }
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    // Update button labels to match their parent counter
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    for (children, parent) in &labels_query {
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        let counter = counter_query.get(parent.get()).unwrap();
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        let mut text = text_query.get_mut(children[0]).unwrap();
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        **text = counter.0.to_string();
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    }
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}
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