# 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(); } } ```
		
			
				
	
	
		
			88 lines
		
	
	
		
			2.5 KiB
		
	
	
	
		
			Rust
		
	
	
	
	
	
			
		
		
	
	
			88 lines
		
	
	
		
			2.5 KiB
		
	
	
	
		
			Rust
		
	
	
	
	
	
//! Simple text rendering benchmark.
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//!
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//! Creates a text block with a single span containing `100_000` glyphs,
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//! and renders it with the UI in a white color and with Text2d in a red color.
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//!
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//! To recompute all text each frame run
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//! `cargo run --example many_glyphs --release recompute-text`
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use bevy::{
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    color::palettes::basic::RED,
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    diagnostic::{FrameTimeDiagnosticsPlugin, LogDiagnosticsPlugin},
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    prelude::*,
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    text::{LineBreak, TextBounds},
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    window::{PresentMode, WindowResolution},
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    winit::{UpdateMode, WinitSettings},
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};
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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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                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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        LogDiagnosticsPlugin::default(),
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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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    .add_systems(Startup, setup);
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    if std::env::args().any(|arg| arg == "recompute-text") {
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        app.add_systems(Update, force_text_recomputation);
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    }
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    app.run();
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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(Camera2d);
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    let text_string = "0123456789".repeat(10_000);
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    let text_font = TextFont {
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        font_size: 4.,
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        ..Default::default()
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    };
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    let text_block = TextLayout {
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        justify: JustifyText::Left,
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        linebreak: LineBreak::AnyCharacter,
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    };
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    commands
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        .spawn(Node {
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            width: Val::Percent(100.),
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            align_items: AlignItems::Center,
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            justify_content: JustifyContent::Center,
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            ..default()
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        })
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        .with_children(|commands| {
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            commands
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                .spawn(Node {
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                    width: Val::Px(1000.),
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                    ..Default::default()
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                })
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                .with_child((Text(text_string.clone()), text_font.clone(), text_block));
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        });
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    commands.spawn((
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        Text2d::new(text_string),
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        TextColor(RED.into()),
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        bevy::sprite::Anchor::Center,
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        TextBounds::new_horizontal(1000.),
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        text_block,
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    ));
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}
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fn force_text_recomputation(mut text_query: Query<&mut TextLayout>) {
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    for mut block in &mut text_query {
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        block.set_changed();
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    }
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}
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