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