 015f2c69ca
			
		
	
	
		015f2c69ca
		
			
		
	
	
	
	
		
			
			# 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(); } } ```
		
			
				
	
	
		
			55 lines
		
	
	
		
			2.1 KiB
		
	
	
	
		
			Rust
		
	
	
	
	
	
			
		
		
	
	
			55 lines
		
	
	
		
			2.1 KiB
		
	
	
	
		
			Rust
		
	
	
	
	
	
| //! This example illustrates how have a mouse's clicks/wheel/movement etc fall through the spawned transparent window to a window below.
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| //! If you build this, and hit 'P' it should toggle on/off the mouse's passthrough.
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| //! Note: this example will not work on following platforms: iOS / Android / Web / X11. Window fall through is not supported there.
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| 
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| use bevy::prelude::*;
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| 
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| fn main() {
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|     App::new()
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|         .insert_resource(ClearColor(Color::NONE)) // Use a transparent window, to make effects obvious.
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|         .add_plugins(DefaultPlugins.set(WindowPlugin {
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|             primary_window: Some(Window {
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|                 // Set the window's parameters, note we're setting the window to always be on top.
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|                 transparent: true,
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|                 decorations: true,
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|                 window_level: bevy::window::WindowLevel::AlwaysOnTop,
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|                 ..default()
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|             }),
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|             ..default()
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|         }))
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|         .add_systems(Startup, setup)
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|         .add_systems(Update, toggle_mouse_passthrough) // This allows us to hit 'P' to toggle on/off the mouse's passthrough
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|         .run();
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| }
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| 
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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 span
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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("Hit 'P' then scroll/click around!"),
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|         TextFont {
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|             font: asset_server.load("fonts/FiraSans-Bold.ttf"),
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|             font_size: 83.0, // Nice and big so you can see it!
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|             ..default()
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|         },
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|         // Set the style of the TextBundle itself.
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|         Node {
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|             position_type: PositionType::Absolute,
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|             bottom: Val::Px(5.),
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|             right: Val::Px(10.),
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|             ..default()
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|         },
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|     ));
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| }
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| // A simple system to handle some keyboard input and toggle on/off the hittest.
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| fn toggle_mouse_passthrough(
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|     keyboard_input: Res<ButtonInput<KeyCode>>,
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|     mut window: Single<&mut Window>,
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| ) {
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|     if keyboard_input.just_pressed(KeyCode::KeyP) {
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|         window.cursor_options.hit_test = !window.cursor_options.hit_test;
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|     }
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| }
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