# 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(); } } ```
		
			
				
	
	
		
			145 lines
		
	
	
		
			4.7 KiB
		
	
	
	
		
			Rust
		
	
	
	
	
	
			
		
		
	
	
			145 lines
		
	
	
		
			4.7 KiB
		
	
	
	
		
			Rust
		
	
	
	
	
	
//! This example illustrates how to create UI text and update it in a system.
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//!
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//! It displays the current FPS in the top left corner, as well as text that changes color
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//! in the bottom right. For text within a scene, please see the text2d example.
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use bevy::{
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    color::palettes::css::GOLD,
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    diagnostic::{DiagnosticsStore, FrameTimeDiagnosticsPlugin},
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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, FrameTimeDiagnosticsPlugin))
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        .add_systems(Startup, setup)
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        .add_systems(Update, (text_update_system, text_color_system))
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        .run();
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}
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// A unit struct to help identify the FPS UI component, since there may be many Text components
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#[derive(Component)]
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struct FpsText;
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// A unit struct to help identify the color-changing Text component
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#[derive(Component)]
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struct ColorText;
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fn setup(mut commands: Commands, asset_server: Res<AssetServer>) {
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    // UI camera
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    commands.spawn(Camera2d);
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    // Text with one section
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    commands.spawn((
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        // Accepts a `String` or any type that converts into a `String`, such as `&str`
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        Text::new("hello\nbevy!"),
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        TextFont {
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            // This font is loaded and will be used instead of the default font.
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            font: asset_server.load("fonts/FiraSans-Bold.ttf"),
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            font_size: 67.0,
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            ..default()
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        },
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        // Set the justification of the Text
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        TextLayout::new_with_justify(JustifyText::Center),
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        // Set the style of the Node itself.
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        Node {
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            position_type: PositionType::Absolute,
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            bottom: Val::Px(5.0),
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            right: Val::Px(5.0),
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            ..default()
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        },
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        ColorText,
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    ));
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    // Text with multiple sections
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    commands
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        .spawn((
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            // Create a Text with multiple child spans.
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            Text::new("FPS: "),
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            TextFont {
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                // This font is loaded and will be used instead of the default font.
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                font: asset_server.load("fonts/FiraSans-Bold.ttf"),
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                font_size: 42.0,
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                ..default()
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            },
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        ))
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        .with_child((
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            TextSpan::default(),
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            if cfg!(feature = "default_font") {
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                (
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                    TextFont {
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                        font_size: 33.0,
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                        // If no font is specified, the default font (a minimal subset of FiraMono) will be used.
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                        ..default()
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                    },
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                    TextColor(GOLD.into()),
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                )
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            } else {
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                (
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                    // "default_font" feature is unavailable, load a font to use instead.
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                    TextFont {
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                        font: asset_server.load("fonts/FiraMono-Medium.ttf"),
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                        font_size: 33.0,
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                        ..Default::default()
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                    },
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                    TextColor(GOLD.into()),
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                )
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            },
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            FpsText,
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        ));
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    #[cfg(feature = "default_font")]
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    commands.spawn((
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        // Here we are able to call the `From` method instead of creating a new `TextSection`.
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        // This will use the default font (a minimal subset of FiraMono) and apply the default styling.
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        Text::new("From an &str into a Text with the default font!"),
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        Node {
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            position_type: PositionType::Absolute,
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            bottom: Val::Px(5.0),
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            left: Val::Px(15.0),
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            ..default()
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        },
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    ));
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    #[cfg(not(feature = "default_font"))]
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    commands.spawn((
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        Text::new("Default font disabled"),
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        TextFont {
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            font: asset_server.load("fonts/FiraMono-Medium.ttf"),
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            ..default()
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        },
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        Node {
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            position_type: PositionType::Absolute,
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            bottom: Val::Px(5.0),
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            left: Val::Px(15.0),
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            ..default()
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        },
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    ));
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}
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fn text_color_system(time: Res<Time>, mut query: Query<&mut TextColor, With<ColorText>>) {
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    for mut text_color in &mut query {
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        let seconds = time.elapsed_secs();
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        // Update the color of the ColorText span.
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        text_color.0 = Color::srgb(
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            ops::sin(1.25 * seconds) / 2.0 + 0.5,
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            ops::sin(0.75 * seconds) / 2.0 + 0.5,
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            ops::sin(0.50 * seconds) / 2.0 + 0.5,
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        );
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    }
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}
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fn text_update_system(
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    diagnostics: Res<DiagnosticsStore>,
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    mut query: Query<&mut TextSpan, With<FpsText>>,
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) {
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    for mut span in &mut query {
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        if let Some(fps) = diagnostics.get(&FrameTimeDiagnosticsPlugin::FPS) {
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            if let Some(value) = fps.smoothed() {
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                // Update the value of the second section
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                **span = format!("{value:.2}");
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            }
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        }
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    }
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}
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