 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(); } } ```
		
			
				
	
	
		
			84 lines
		
	
	
		
			2.4 KiB
		
	
	
	
		
			Rust
		
	
	
	
	
	
			
		
		
	
	
			84 lines
		
	
	
		
			2.4 KiB
		
	
	
	
		
			Rust
		
	
	
	
	
	
| //! This example illustrates how to resize windows, and how to respond to a window being resized.
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| use bevy::{prelude::*, window::WindowResized};
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| 
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| fn main() {
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|     App::new()
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|         .insert_resource(ResolutionSettings {
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|             large: Vec2::new(1920.0, 1080.0),
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|             medium: Vec2::new(800.0, 600.0),
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|             small: Vec2::new(640.0, 360.0),
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|         })
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|         .add_plugins(DefaultPlugins)
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|         .add_systems(Startup, (setup_camera, setup_ui))
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|         .add_systems(Update, (on_resize_system, toggle_resolution))
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|         .run();
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| }
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| 
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| /// Marker component for the text that displays the current resolution.
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| #[derive(Component)]
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| struct ResolutionText;
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| 
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| /// Stores the various window-resolutions we can select between.
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| #[derive(Resource)]
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| struct ResolutionSettings {
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|     large: Vec2,
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|     medium: Vec2,
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|     small: Vec2,
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| }
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| 
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| // Spawns the camera that draws UI
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| fn setup_camera(mut commands: Commands) {
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|     commands.spawn(Camera2d);
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| }
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| 
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| // Spawns the UI
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| fn setup_ui(mut commands: Commands) {
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|     // Node that fills entire background
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|     commands
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|         .spawn(Node {
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|             width: Val::Percent(100.),
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|             ..default()
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|         })
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|         // Text where we display current resolution
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|         .with_child((
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|             Text::new("Resolution"),
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|             TextFont {
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|                 font_size: 42.0,
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|                 ..default()
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|             },
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|             ResolutionText,
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|         ));
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| }
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| 
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| /// This system shows how to request the window to a new resolution
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| fn toggle_resolution(
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|     keys: Res<ButtonInput<KeyCode>>,
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|     mut window: Single<&mut Window>,
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|     resolution: Res<ResolutionSettings>,
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| ) {
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|     if keys.just_pressed(KeyCode::Digit1) {
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|         let res = resolution.small;
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|         window.resolution.set(res.x, res.y);
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|     }
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|     if keys.just_pressed(KeyCode::Digit2) {
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|         let res = resolution.medium;
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|         window.resolution.set(res.x, res.y);
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|     }
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|     if keys.just_pressed(KeyCode::Digit3) {
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|         let res = resolution.large;
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|         window.resolution.set(res.x, res.y);
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|     }
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| }
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| 
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| /// This system shows how to respond to a window being resized.
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| /// Whenever the window is resized, the text will update with the new resolution.
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| fn on_resize_system(
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|     mut text: Single<&mut Text, With<ResolutionText>>,
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|     mut resize_reader: EventReader<WindowResized>,
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| ) {
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|     for e in resize_reader.read() {
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|         // When resolution is being changed
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|         text.0 = format!("{:.1} x {:.1}", e.width, e.height);
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|     }
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| }
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