# 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(); } } ```
		
			
				
	
	
		
			110 lines
		
	
	
		
			4.3 KiB
		
	
	
	
		
			Rust
		
	
	
	
	
	
			
		
		
	
	
			110 lines
		
	
	
		
			4.3 KiB
		
	
	
	
		
			Rust
		
	
	
	
	
	
//! Simple example demonstrating overflow behavior.
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use bevy::{color::palettes::css::*, prelude::*, 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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        // 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, update_outlines)
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        .run();
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}
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fn setup(mut commands: Commands, asset_server: Res<AssetServer>) {
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    commands.spawn(Camera2d);
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    let text_style = TextFont::default();
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    let image = asset_server.load("branding/icon.png");
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    commands
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        .spawn((
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            Node {
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                width: Val::Percent(100.),
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                height: Val::Percent(100.),
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                align_items: AlignItems::Center,
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                justify_content: JustifyContent::Center,
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                ..Default::default()
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            },
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            BackgroundColor(ANTIQUE_WHITE.into()),
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        ))
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        .with_children(|parent| {
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            for overflow in [
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                Overflow::visible(),
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                Overflow::clip_x(),
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                Overflow::clip_y(),
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                Overflow::clip(),
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            ] {
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                parent
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                    .spawn(Node {
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                        flex_direction: FlexDirection::Column,
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                        align_items: AlignItems::Center,
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                        margin: UiRect::horizontal(Val::Px(25.)),
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                        ..Default::default()
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                    })
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                    .with_children(|parent| {
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                        let label = format!("{overflow:#?}");
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                        parent
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                            .spawn((
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                                Node {
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                                    padding: UiRect::all(Val::Px(10.)),
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                                    margin: UiRect::bottom(Val::Px(25.)),
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                                    ..Default::default()
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                                },
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                                BackgroundColor(Color::srgb(0.25, 0.25, 0.25)),
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                            ))
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                            .with_children(|parent| {
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                                parent.spawn((Text::new(label), text_style.clone()));
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                            });
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                        parent
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                            .spawn((
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                                Node {
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                                    width: Val::Px(100.),
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                                    height: Val::Px(100.),
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                                    padding: UiRect {
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                                        left: Val::Px(25.),
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                                        top: Val::Px(25.),
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                                        ..Default::default()
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                                    },
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                                    border: UiRect::all(Val::Px(5.)),
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                                    overflow,
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                                    ..default()
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                                },
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                                BorderColor(Color::BLACK),
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                                BackgroundColor(GRAY.into()),
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                            ))
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                            .with_children(|parent| {
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                                parent.spawn((
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                                    UiImage::new(image.clone()),
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                                    Node {
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                                        min_width: Val::Px(100.),
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                                        min_height: Val::Px(100.),
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                                        ..default()
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                                    },
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                                    Interaction::default(),
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                                    Outline {
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                                        width: Val::Px(2.),
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                                        offset: Val::Px(2.),
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                                        color: Color::NONE,
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                                    },
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                                ));
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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 update_outlines(mut outlines_query: Query<(&mut Outline, Ref<Interaction>)>) {
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    for (mut outline, interaction) in outlines_query.iter_mut() {
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        if interaction.is_changed() {
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            outline.color = match *interaction {
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                Interaction::Pressed => RED.into(),
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                Interaction::Hovered => WHITE.into(),
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                Interaction::None => Color::NONE,
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            };
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        }
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    }
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}
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