bevy/examples/dev_tools/fps_overlay.rs

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//! Showcase how to use and configure FPS overlay.
use bevy::{
dev_tools::fps_overlay::{FpsOverlayConfig, FpsOverlayPlugin},
prelude::*,
Text rework (#15591) **Ready for review. Examples migration progress: 100%.** # Objective - Implement https://github.com/bevyengine/bevy/discussions/15014 ## Solution This implements [cart's proposal](https://github.com/bevyengine/bevy/discussions/15014#discussioncomment-10574459) faithfully except for one change. I separated `TextSpan` from `TextSpan2d` because `TextSpan` needs to require the `GhostNode` component, which is a `bevy_ui` component only usable by UI. Extra changes: - Added `EntityCommands::commands_mut` that returns a mutable reference. This is a blocker for extension methods that return something other than `self`. Note that `sickle_ui`'s `UiBuilder::commands` returns a mutable reference for this reason. ## Testing - [x] Text examples all work. --- ## Showcase TODO: showcase-worthy ## Migration Guide TODO: very breaking ### Accessing text spans by index Text sections are now text sections on different entities in a hierarchy, Use the new `TextReader` and `TextWriter` system parameters to access spans by index. Before: ```rust fn refresh_text(mut query: Query<&mut Text, With<TimeText>>, time: Res<Time>) { let text = query.single_mut(); text.sections[1].value = format_time(time.elapsed()); } ``` After: ```rust fn refresh_text( query: Query<Entity, With<TimeText>>, mut writer: UiTextWriter, time: Res<Time> ) { let entity = query.single(); *writer.text(entity, 1) = format_time(time.elapsed()); } ``` ### Iterating text spans Text spans are now entities in a hierarchy, so the new `UiTextReader` and `UiTextWriter` system parameters provide ways to iterate that hierarchy. The `UiTextReader::iter` method will give you a normal iterator over spans, and `UiTextWriter::for_each` lets you visit each of the spans. --------- Co-authored-by: ickshonpe <david.curthoys@googlemail.com> Co-authored-by: Carter Anderson <mcanders1@gmail.com>
2024-10-09 18:35:36 +00:00
text::FontSmoothing,
};
struct OverlayColor;
impl OverlayColor {
const RED: Color = Color::srgb(1.0, 0.0, 0.0);
const GREEN: Color = Color::srgb(0.0, 1.0, 0.0);
}
fn main() {
App::new()
.add_plugins((
DefaultPlugins,
FpsOverlayPlugin {
config: FpsOverlayConfig {
text_config: TextFont {
// Here we define size of our overlay
font_size: 42.0,
// If we want, we can use a custom font
font: default(),
Text rework (#15591) **Ready for review. Examples migration progress: 100%.** # Objective - Implement https://github.com/bevyengine/bevy/discussions/15014 ## Solution This implements [cart's proposal](https://github.com/bevyengine/bevy/discussions/15014#discussioncomment-10574459) faithfully except for one change. I separated `TextSpan` from `TextSpan2d` because `TextSpan` needs to require the `GhostNode` component, which is a `bevy_ui` component only usable by UI. Extra changes: - Added `EntityCommands::commands_mut` that returns a mutable reference. This is a blocker for extension methods that return something other than `self`. Note that `sickle_ui`'s `UiBuilder::commands` returns a mutable reference for this reason. ## Testing - [x] Text examples all work. --- ## Showcase TODO: showcase-worthy ## Migration Guide TODO: very breaking ### Accessing text spans by index Text sections are now text sections on different entities in a hierarchy, Use the new `TextReader` and `TextWriter` system parameters to access spans by index. Before: ```rust fn refresh_text(mut query: Query<&mut Text, With<TimeText>>, time: Res<Time>) { let text = query.single_mut(); text.sections[1].value = format_time(time.elapsed()); } ``` After: ```rust fn refresh_text( query: Query<Entity, With<TimeText>>, mut writer: UiTextWriter, time: Res<Time> ) { let entity = query.single(); *writer.text(entity, 1) = format_time(time.elapsed()); } ``` ### Iterating text spans Text spans are now entities in a hierarchy, so the new `UiTextReader` and `UiTextWriter` system parameters provide ways to iterate that hierarchy. The `UiTextReader::iter` method will give you a normal iterator over spans, and `UiTextWriter::for_each` lets you visit each of the spans. --------- Co-authored-by: ickshonpe <david.curthoys@googlemail.com> Co-authored-by: Carter Anderson <mcanders1@gmail.com>
2024-10-09 18:35:36 +00:00
// We could also disable font smoothing,
font_smoothing: FontSmoothing::default(),
},
// We can also change color of the overlay
text_color: OverlayColor::GREEN,
enabled: true,
},
},
))
.add_systems(Startup, setup)
.add_systems(Update, customize_config)
.run();
}
fn setup(mut commands: Commands) {
// We need to spawn a camera (2d or 3d) to see the overlay
commands.spawn(Camera2d);
// Instruction text
commands
.spawn(NodeBundle {
style: Style {
width: Val::Percent(100.0),
height: Val::Percent(100.0),
align_items: AlignItems::Center,
justify_content: JustifyContent::Center,
..default()
},
..default()
})
.with_children(|c| {
Text rework (#15591) **Ready for review. Examples migration progress: 100%.** # Objective - Implement https://github.com/bevyengine/bevy/discussions/15014 ## Solution This implements [cart's proposal](https://github.com/bevyengine/bevy/discussions/15014#discussioncomment-10574459) faithfully except for one change. I separated `TextSpan` from `TextSpan2d` because `TextSpan` needs to require the `GhostNode` component, which is a `bevy_ui` component only usable by UI. Extra changes: - Added `EntityCommands::commands_mut` that returns a mutable reference. This is a blocker for extension methods that return something other than `self`. Note that `sickle_ui`'s `UiBuilder::commands` returns a mutable reference for this reason. ## Testing - [x] Text examples all work. --- ## Showcase TODO: showcase-worthy ## Migration Guide TODO: very breaking ### Accessing text spans by index Text sections are now text sections on different entities in a hierarchy, Use the new `TextReader` and `TextWriter` system parameters to access spans by index. Before: ```rust fn refresh_text(mut query: Query<&mut Text, With<TimeText>>, time: Res<Time>) { let text = query.single_mut(); text.sections[1].value = format_time(time.elapsed()); } ``` After: ```rust fn refresh_text( query: Query<Entity, With<TimeText>>, mut writer: UiTextWriter, time: Res<Time> ) { let entity = query.single(); *writer.text(entity, 1) = format_time(time.elapsed()); } ``` ### Iterating text spans Text spans are now entities in a hierarchy, so the new `UiTextReader` and `UiTextWriter` system parameters provide ways to iterate that hierarchy. The `UiTextReader::iter` method will give you a normal iterator over spans, and `UiTextWriter::for_each` lets you visit each of the spans. --------- Co-authored-by: ickshonpe <david.curthoys@googlemail.com> Co-authored-by: Carter Anderson <mcanders1@gmail.com>
2024-10-09 18:35:36 +00:00
c.spawn(Text::new(concat!(
"Press 1 to toggle the overlay color.\n",
"Press 2 to decrease the overlay size.\n",
"Press 3 to increase the overlay size.\n",
"Press 4 to toggle the overlay visibility."
)));
});
}
fn customize_config(input: Res<ButtonInput<KeyCode>>, mut overlay: ResMut<FpsOverlayConfig>) {
if input.just_pressed(KeyCode::Digit1) {
// Changing resource will affect overlay
if overlay.text_color == OverlayColor::GREEN {
overlay.text_color = OverlayColor::RED;
} else {
overlay.text_color = OverlayColor::GREEN;
}
}
if input.just_pressed(KeyCode::Digit2) {
overlay.text_config.font_size -= 2.0;
}
if input.just_pressed(KeyCode::Digit3) {
overlay.text_config.font_size += 2.0;
}
if input.just_pressed(KeyCode::Digit4) {
overlay.enabled = !overlay.enabled;
}
}