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