# 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(); } } ```
		
			
				
	
	
		
			92 lines
		
	
	
		
			2.4 KiB
		
	
	
	
		
			Rust
		
	
	
	
	
	
			
		
		
	
	
			92 lines
		
	
	
		
			2.4 KiB
		
	
	
	
		
			Rust
		
	
	
	
	
	
//! Loads and renders a glTF file as a scene, and list all the different `gltf_extras`.
 | 
						|
 | 
						|
use bevy::{
 | 
						|
    gltf::{GltfExtras, GltfMaterialExtras, GltfMeshExtras, GltfSceneExtras},
 | 
						|
    prelude::*,
 | 
						|
};
 | 
						|
 | 
						|
fn main() {
 | 
						|
    App::new()
 | 
						|
        .add_plugins(DefaultPlugins)
 | 
						|
        .add_systems(Startup, setup)
 | 
						|
        .add_systems(Update, check_for_gltf_extras)
 | 
						|
        .run();
 | 
						|
}
 | 
						|
 | 
						|
#[derive(Component)]
 | 
						|
struct ExampleDisplay;
 | 
						|
 | 
						|
fn setup(mut commands: Commands, asset_server: Res<AssetServer>) {
 | 
						|
    commands.spawn((
 | 
						|
        Camera3d::default(),
 | 
						|
        Transform::from_xyz(2.0, 2.0, 2.0).looking_at(Vec3::ZERO, Vec3::Y),
 | 
						|
    ));
 | 
						|
 | 
						|
    commands.spawn(DirectionalLight {
 | 
						|
        shadows_enabled: true,
 | 
						|
        ..default()
 | 
						|
    });
 | 
						|
 | 
						|
    // a barebones scene containing one of each gltf_extra type
 | 
						|
    commands.spawn(SceneRoot(asset_server.load(
 | 
						|
        GltfAssetLabel::Scene(0).from_asset("models/extras/gltf_extras.glb"),
 | 
						|
    )));
 | 
						|
 | 
						|
    // a place to display the extras on screen
 | 
						|
    commands.spawn((
 | 
						|
        Text::default(),
 | 
						|
        TextFont {
 | 
						|
            font_size: 15.,
 | 
						|
            ..default()
 | 
						|
        },
 | 
						|
        Node {
 | 
						|
            position_type: PositionType::Absolute,
 | 
						|
            top: Val::Px(12.0),
 | 
						|
            left: Val::Px(12.0),
 | 
						|
            ..default()
 | 
						|
        },
 | 
						|
        ExampleDisplay,
 | 
						|
    ));
 | 
						|
}
 | 
						|
 | 
						|
fn check_for_gltf_extras(
 | 
						|
    gltf_extras_per_entity: Query<(
 | 
						|
        Entity,
 | 
						|
        Option<&Name>,
 | 
						|
        Option<&GltfSceneExtras>,
 | 
						|
        Option<&GltfExtras>,
 | 
						|
        Option<&GltfMeshExtras>,
 | 
						|
        Option<&GltfMaterialExtras>,
 | 
						|
    )>,
 | 
						|
    mut display: Single<&mut Text, With<ExampleDisplay>>,
 | 
						|
) {
 | 
						|
    let mut gltf_extra_infos_lines: Vec<String> = vec![];
 | 
						|
 | 
						|
    for (id, name, scene_extras, extras, mesh_extras, material_extras) in
 | 
						|
        gltf_extras_per_entity.iter()
 | 
						|
    {
 | 
						|
        if scene_extras.is_some()
 | 
						|
            || extras.is_some()
 | 
						|
            || mesh_extras.is_some()
 | 
						|
            || material_extras.is_some()
 | 
						|
        {
 | 
						|
            let formatted_extras = format!(
 | 
						|
                "Extras per entity {} ('Name: {}'):
 | 
						|
    - scene extras:     {:?}
 | 
						|
    - primitive extras: {:?}
 | 
						|
    - mesh extras:      {:?}
 | 
						|
    - material extras:  {:?}
 | 
						|
                ",
 | 
						|
                id,
 | 
						|
                name.unwrap_or(&Name::default()),
 | 
						|
                scene_extras,
 | 
						|
                extras,
 | 
						|
                mesh_extras,
 | 
						|
                material_extras
 | 
						|
            );
 | 
						|
            gltf_extra_infos_lines.push(formatted_extras);
 | 
						|
        }
 | 
						|
        display.0 = gltf_extra_infos_lines.join("\n");
 | 
						|
    }
 | 
						|
}
 |