# 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(); } } ```
		
			
				
	
	
		
			175 lines
		
	
	
		
			5.0 KiB
		
	
	
	
		
			Rust
		
	
	
	
	
	
			
		
		
	
	
			175 lines
		
	
	
		
			5.0 KiB
		
	
	
	
		
			Rust
		
	
	
	
	
	
//! Simple text input support
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//!
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//! Return creates a new line, backspace removes the last character.
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//! Clicking toggle IME (Input Method Editor) support, but the font used as limited support of characters.
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//! You should change the provided font with another one to test other languages input.
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use std::mem;
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use bevy::{
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    input::keyboard::{Key, KeyboardInput},
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    prelude::*,
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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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        .add_systems(Startup, setup_scene)
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        .add_systems(
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            Update,
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            (
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                toggle_ime,
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                listen_ime_events,
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                listen_keyboard_input_events,
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                bubbling_text,
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            ),
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        )
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        .run();
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}
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fn setup_scene(mut commands: Commands, asset_server: Res<AssetServer>) {
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    commands.spawn(Camera2d);
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    // The default font has a limited number of glyphs, so use the full version for
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    // sections that will hold text input.
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    let font = asset_server.load("fonts/FiraMono-Medium.ttf");
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    commands
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        .spawn((
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            Text::default(),
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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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        .with_children(|p| {
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            p.spawn(TextSpan::new(
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                "Click to toggle IME. Press return to start a new line.\n\n",
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            ));
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            p.spawn(TextSpan::new("IME Enabled: "));
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            p.spawn(TextSpan::new("false\n"));
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            p.spawn(TextSpan::new("IME Active:  "));
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            p.spawn(TextSpan::new("false\n"));
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            p.spawn(TextSpan::new("IME Buffer:  "));
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            p.spawn((
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                TextSpan::new("\n"),
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                TextFont {
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                    font: font.clone(),
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                    ..default()
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                },
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            ));
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        });
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    commands.spawn((
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        Text2d::new(""),
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        TextFont {
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            font,
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            font_size: 100.0,
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            ..default()
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        },
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    ));
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}
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fn toggle_ime(
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    input: Res<ButtonInput<MouseButton>>,
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    mut window: Single<&mut Window>,
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    status_text: Single<Entity, (With<Node>, With<Text>)>,
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    mut ui_writer: TextUiWriter,
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) {
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    if input.just_pressed(MouseButton::Left) {
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        window.ime_position = window.cursor_position().unwrap();
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        window.ime_enabled = !window.ime_enabled;
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        *ui_writer.text(*status_text, 3) = format!("{}\n", window.ime_enabled);
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    }
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}
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#[derive(Component)]
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struct Bubble {
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    timer: Timer,
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}
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fn bubbling_text(
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    mut commands: Commands,
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    mut bubbles: Query<(Entity, &mut Transform, &mut Bubble)>,
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    time: Res<Time>,
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) {
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    for (entity, mut transform, mut bubble) in bubbles.iter_mut() {
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        if bubble.timer.tick(time.delta()).just_finished() {
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            commands.entity(entity).despawn();
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        }
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        transform.translation.y += time.delta_secs() * 100.0;
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    }
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}
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fn listen_ime_events(
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    mut events: EventReader<Ime>,
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    status_text: Single<Entity, (With<Node>, With<Text>)>,
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    mut edit_text: Single<&mut Text2d, (Without<Node>, Without<Bubble>)>,
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    mut ui_writer: TextUiWriter,
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) {
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    for event in events.read() {
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        match event {
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            Ime::Preedit { value, cursor, .. } if !cursor.is_none() => {
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                *ui_writer.text(*status_text, 7) = format!("{value}\n");
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            }
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            Ime::Preedit { cursor, .. } if cursor.is_none() => {
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                *ui_writer.text(*status_text, 7) = "\n".to_string();
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            }
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            Ime::Commit { value, .. } => {
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                edit_text.push_str(value);
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            }
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            Ime::Enabled { .. } => {
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                *ui_writer.text(*status_text, 5) = "true\n".to_string();
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            }
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            Ime::Disabled { .. } => {
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                *ui_writer.text(*status_text, 5) = "false\n".to_string();
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            }
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            _ => (),
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        }
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    }
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}
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fn listen_keyboard_input_events(
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    mut commands: Commands,
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    mut events: EventReader<KeyboardInput>,
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    edit_text: Single<(&mut Text2d, &TextFont), (Without<Node>, Without<Bubble>)>,
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) {
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    let (mut text, style) = edit_text.into_inner();
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    for event in events.read() {
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        // Only trigger changes when the key is first pressed.
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        if !event.state.is_pressed() {
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            continue;
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        }
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        match &event.logical_key {
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            Key::Enter => {
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                if text.is_empty() {
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                    continue;
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                }
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                let old_value = mem::take(&mut **text);
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                commands.spawn((
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                    Text2d::new(old_value),
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                    style.clone(),
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                    Bubble {
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                        timer: Timer::from_seconds(5.0, TimerMode::Once),
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                    },
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                ));
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            }
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            Key::Space => {
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                text.push(' ');
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            }
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            Key::Backspace => {
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                text.pop();
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            }
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            Key::Character(character) => {
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                text.push_str(character);
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            }
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            _ => continue,
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        }
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    }
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}
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