# 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(); } } ```
		
			
				
	
	
		
			87 lines
		
	
	
		
			2.8 KiB
		
	
	
	
		
			Rust
		
	
	
	
	
	
			
		
		
	
	
			87 lines
		
	
	
		
			2.8 KiB
		
	
	
	
		
			Rust
		
	
	
	
	
	
//! Showcases the [`RelativeCursorPosition`] component, used to check the position of the cursor relative to a UI node.
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use bevy::{
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    prelude::*, render::camera::Viewport, ui::RelativeCursorPosition, 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)
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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, relative_cursor_position_system)
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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((
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        Camera2d,
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        Camera {
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            // Cursor position will take the viewport offset into account
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            viewport: Some(Viewport {
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                physical_position: [200, 100].into(),
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                physical_size: [600, 600].into(),
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                ..default()
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            }),
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            ..default()
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        },
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    ));
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    commands
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        .spawn(Node {
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            width: Val::Percent(100.),
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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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            flex_direction: FlexDirection::Column,
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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((
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                    Node {
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                        width: Val::Px(250.),
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                        height: Val::Px(250.),
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                        margin: UiRect::bottom(Val::Px(15.)),
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                        ..default()
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                    },
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                    BackgroundColor(Color::srgb(235., 35., 12.)),
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                ))
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                .insert(RelativeCursorPosition::default());
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            parent.spawn((
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                Text::new("(0.0, 0.0)"),
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                TextFont {
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                    font: asset_server.load("fonts/FiraSans-Bold.ttf"),
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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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}
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/// This systems polls the relative cursor position and displays its value in a text component.
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fn relative_cursor_position_system(
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    relative_cursor_position: Single<&RelativeCursorPosition>,
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    output_query: Single<(&mut Text, &mut TextColor)>,
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) {
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    let (mut output, mut text_color) = output_query.into_inner();
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    **output = if let Some(relative_cursor_position) = relative_cursor_position.normalized {
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        format!(
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            "({:.1}, {:.1})",
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            relative_cursor_position.x, relative_cursor_position.y
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        )
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    } else {
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        "unknown".to_string()
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    };
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    text_color.0 = if relative_cursor_position.mouse_over() {
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        Color::srgb(0.1, 0.9, 0.1)
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    } else {
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        Color::srgb(0.9, 0.1, 0.1)
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    };
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}
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