# 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(); } } ```
		
			
				
	
	
		
			118 lines
		
	
	
		
			3.2 KiB
		
	
	
	
		
			Rust
		
	
	
	
	
	
			
		
		
	
	
			118 lines
		
	
	
		
			3.2 KiB
		
	
	
	
		
			Rust
		
	
	
	
	
	
//! Test rendering of many gizmos.
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use std::f32::consts::TAU;
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use bevy::{
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    diagnostic::{Diagnostic, DiagnosticsStore, FrameTimeDiagnosticsPlugin},
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    prelude::*,
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    window::{PresentMode, WindowResolution},
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    winit::{UpdateMode, WinitSettings},
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};
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const SYSTEM_COUNT: u32 = 10;
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fn main() {
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    let mut app = App::new();
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    app.add_plugins((
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        DefaultPlugins.set(WindowPlugin {
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            primary_window: Some(Window {
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                title: "Many Debug Lines".to_string(),
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                present_mode: PresentMode::AutoNoVsync,
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                resolution: WindowResolution::new(1920.0, 1080.0).with_scale_factor_override(1.0),
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                ..default()
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            }),
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            ..default()
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        }),
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        FrameTimeDiagnosticsPlugin,
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    ))
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    .insert_resource(WinitSettings {
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        focused_mode: UpdateMode::Continuous,
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        unfocused_mode: UpdateMode::Continuous,
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    })
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    .insert_resource(Config {
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        line_count: 50_000,
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        fancy: false,
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    })
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    .add_systems(Startup, setup)
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    .add_systems(Update, (input, ui_system));
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    for _ in 0..SYSTEM_COUNT {
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        app.add_systems(Update, system);
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    }
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    app.run();
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}
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#[derive(Resource, Debug)]
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struct Config {
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    line_count: u32,
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    fancy: bool,
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}
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fn input(mut config: ResMut<Config>, input: Res<ButtonInput<KeyCode>>) {
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    if input.just_pressed(KeyCode::ArrowUp) {
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        config.line_count += 10_000;
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    }
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    if input.just_pressed(KeyCode::ArrowDown) {
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        config.line_count = config.line_count.saturating_sub(10_000);
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    }
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    if input.just_pressed(KeyCode::Space) {
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        config.fancy = !config.fancy;
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    }
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}
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fn system(config: Res<Config>, time: Res<Time>, mut draw: Gizmos) {
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    if !config.fancy {
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        for _ in 0..(config.line_count / SYSTEM_COUNT) {
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            draw.line(Vec3::NEG_Y, Vec3::Y, Color::BLACK);
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        }
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    } else {
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        for i in 0..(config.line_count / SYSTEM_COUNT) {
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            let angle = i as f32 / (config.line_count / SYSTEM_COUNT) as f32 * TAU;
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            let vector = Vec2::from(ops::sin_cos(angle)).extend(ops::sin(time.elapsed_secs()));
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            let start_color = LinearRgba::rgb(vector.x, vector.z, 0.5);
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            let end_color = LinearRgba::rgb(-vector.z, -vector.y, 0.5);
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            draw.line_gradient(vector, -vector, start_color, end_color);
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        }
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    }
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}
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fn setup(mut commands: Commands) {
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    warn!(include_str!("warning_string.txt"));
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    commands.spawn((
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        Camera3d::default(),
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        Transform::from_xyz(3., 1., 5.).looking_at(Vec3::ZERO, Vec3::Y),
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    ));
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    commands.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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}
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fn ui_system(mut text: Single<&mut Text>, config: Res<Config>, diag: Res<DiagnosticsStore>) {
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    let Some(fps) = diag
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        .get(&FrameTimeDiagnosticsPlugin::FPS)
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        .and_then(Diagnostic::smoothed)
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    else {
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        return;
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    };
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    text.0 = format!(
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        "Line count: {}\n\
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        FPS: {:.0}\n\n\
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        Controls:\n\
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        Up/Down: Raise or lower the line count.\n\
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        Spacebar: Toggle fancy mode.",
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        config.line_count, fps,
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    );
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}
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