 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(); } } ```
		
			
				
	
	
		
			146 lines
		
	
	
		
			5.0 KiB
		
	
	
	
		
			Rust
		
	
	
	
	
	
			
		
		
	
	
			146 lines
		
	
	
		
			5.0 KiB
		
	
	
	
		
			Rust
		
	
	
	
	
	
| //! Animates a sprite in response to a keyboard event.
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| //!
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| //! See `sprite_sheet.rs` for an example where the sprite animation loops indefinitely.
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| 
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| use std::time::Duration;
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| 
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| use bevy::{input::common_conditions::input_just_pressed, prelude::*};
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| 
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| fn main() {
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|     App::new()
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|         .add_plugins(DefaultPlugins.set(ImagePlugin::default_nearest())) // prevents blurry sprites
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|         .add_systems(Startup, setup)
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|         .add_systems(Update, execute_animations)
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|         .add_systems(
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|             Update,
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|             (
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|                 // press the right arrow key to animate the right sprite
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|                 trigger_animation::<RightSprite>.run_if(input_just_pressed(KeyCode::ArrowRight)),
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|                 // press the left arrow key to animate the left sprite
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|                 trigger_animation::<LeftSprite>.run_if(input_just_pressed(KeyCode::ArrowLeft)),
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|             ),
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|         )
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|         .run();
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| }
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| 
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| // This system runs when the user clicks the left arrow key or right arrow key
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| fn trigger_animation<S: Component>(mut animation: Single<&mut AnimationConfig, With<S>>) {
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|     // we create a new timer when the animation is triggered
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|     animation.frame_timer = AnimationConfig::timer_from_fps(animation.fps);
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| }
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| 
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| #[derive(Component)]
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| struct AnimationConfig {
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|     first_sprite_index: usize,
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|     last_sprite_index: usize,
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|     fps: u8,
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|     frame_timer: Timer,
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| }
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| 
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| impl AnimationConfig {
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|     fn new(first: usize, last: usize, fps: u8) -> Self {
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|         Self {
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|             first_sprite_index: first,
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|             last_sprite_index: last,
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|             fps,
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|             frame_timer: Self::timer_from_fps(fps),
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|         }
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|     }
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| 
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|     fn timer_from_fps(fps: u8) -> Timer {
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|         Timer::new(Duration::from_secs_f32(1.0 / (fps as f32)), TimerMode::Once)
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|     }
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| }
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| 
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| // This system loops through all the sprites in the `TextureAtlas`, from  `first_sprite_index` to
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| // `last_sprite_index` (both defined in `AnimationConfig`).
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| fn execute_animations(time: Res<Time>, mut query: Query<(&mut AnimationConfig, &mut Sprite)>) {
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|     for (mut config, mut sprite) in &mut query {
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|         // we track how long the current sprite has been displayed for
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|         config.frame_timer.tick(time.delta());
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| 
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|         // If it has been displayed for the user-defined amount of time (fps)...
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|         if config.frame_timer.just_finished() {
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|             if let Some(atlas) = &mut sprite.texture_atlas {
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|                 if atlas.index == config.last_sprite_index {
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|                     // ...and it IS the last frame, then we move back to the first frame and stop.
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|                     atlas.index = config.first_sprite_index;
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|                 } else {
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|                     // ...and it is NOT the last frame, then we move to the next frame...
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|                     atlas.index += 1;
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|                     // ...and reset the frame timer to start counting all over again
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|                     config.frame_timer = AnimationConfig::timer_from_fps(config.fps);
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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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| #[derive(Component)]
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| struct LeftSprite;
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| 
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| #[derive(Component)]
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| struct RightSprite;
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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_atlas_layouts: ResMut<Assets<TextureAtlasLayout>>,
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| ) {
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|     commands.spawn(Camera2d);
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| 
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|     // load the sprite sheet using the `AssetServer`
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|     let texture = asset_server.load("textures/rpg/chars/gabe/gabe-idle-run.png");
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| 
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|     // the sprite sheet has 7 sprites arranged in a row, and they are all 24px x 24px
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|     let layout = TextureAtlasLayout::from_grid(UVec2::splat(24), 7, 1, None, None);
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|     let texture_atlas_layout = texture_atlas_layouts.add(layout);
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| 
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|     // the first (left-hand) sprite runs at 10 FPS
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|     let animation_config_1 = AnimationConfig::new(1, 6, 10);
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| 
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|     // create the first (left-hand) sprite
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|     commands.spawn((
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|         Sprite {
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|             image: texture.clone(),
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|             texture_atlas: Some(TextureAtlas {
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|                 layout: texture_atlas_layout.clone(),
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|                 index: animation_config_1.first_sprite_index,
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|             }),
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|             ..default()
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|         },
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|         Transform::from_scale(Vec3::splat(6.0)).with_translation(Vec3::new(-50.0, 0.0, 0.0)),
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|         LeftSprite,
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|         animation_config_1,
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|     ));
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| 
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|     // the second (right-hand) sprite runs at 20 FPS
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|     let animation_config_2 = AnimationConfig::new(1, 6, 20);
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| 
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|     // create the second (right-hand) sprite
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|     commands.spawn((
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|         Sprite {
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|             image: texture.clone(),
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|             texture_atlas: Some(TextureAtlas {
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|                 layout: texture_atlas_layout.clone(),
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|                 index: animation_config_2.first_sprite_index,
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|             }),
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|             ..Default::default()
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|         },
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|         Transform::from_scale(Vec3::splat(6.0)).with_translation(Vec3::new(50.0, 0.0, 0.0)),
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|         RightSprite,
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|         animation_config_2,
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|     ));
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| 
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|     // create a minimal UI explaining how to interact with the example
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|     commands.spawn((
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|         Text::new("Left Arrow Key: Animate Left Sprite\nRight Arrow Key: Animate Right Sprite"),
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|         Node {
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|             position_type: PositionType::Absolute,
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|             top: Val::Px(12.0),
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|             left: Val::Px(12.0),
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|             ..default()
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|         },
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|     ));
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| }
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