bevy/examples/window/monitor_info.rs

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3.1 KiB
Rust
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//! Displays information about available monitors (displays).
use bevy::{
prelude::*,
render::camera::RenderTarget,
window::{ExitCondition, Monitor, WindowMode, WindowRef},
};
fn main() {
App::new()
.add_plugins(DefaultPlugins.set(WindowPlugin {
primary_window: None,
exit_condition: ExitCondition::DontExit,
..default()
}))
.add_systems(Update, (update, close_on_esc))
.run();
}
#[derive(Component)]
struct MonitorRef(Entity);
fn update(
mut commands: Commands,
monitors_added: Query<(Entity, &Monitor), Added<Monitor>>,
mut monitors_removed: RemovedComponents<Monitor>,
monitor_refs: Query<(Entity, &MonitorRef)>,
) {
for (entity, monitor) in monitors_added.iter() {
// Spawn a new window on each monitor
let name = monitor.name.clone().unwrap_or_else(|| "<no name>".into());
let size = format!("{}x{}px", monitor.physical_height, monitor.physical_width);
let hz = monitor
.refresh_rate_millihertz
.map(|x| format!("{}Hz", x as f32 / 1000.0))
.unwrap_or_else(|| "<unknown>".into());
let position = format!(
"x={} y={}",
monitor.physical_position.x, monitor.physical_position.y
);
let scale = format!("{:.2}", monitor.scale_factor);
let window = commands
.spawn((
Window {
title: name.clone(),
mode: WindowMode::Fullscreen(MonitorSelection::Entity(entity)),
position: WindowPosition::Centered(MonitorSelection::Entity(entity)),
..default()
},
MonitorRef(entity),
))
.id();
let camera = commands
.spawn((
Camera2d,
Camera {
target: RenderTarget::Window(WindowRef::Entity(window)),
..default()
},
))
.id();
let info_text = format!(
"Monitor: {name}\nSize: {size}\nRefresh rate: {hz}\nPosition: {position}\nScale: {scale}\n\n",
);
commands.spawn((
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(info_text),
Merge Style properties into Node. Use ComputedNode for computed properties. (#15975) # 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(); } } ```
2024-10-18 22:25:33 +00:00
Node {
position_type: PositionType::Relative,
height: Val::Percent(100.0),
width: Val::Percent(100.0),
..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
},
TargetCamera(camera),
MonitorRef(entity),
));
}
// Remove windows for removed monitors
for monitor_entity in monitors_removed.read() {
for (ref_entity, monitor_ref) in monitor_refs.iter() {
if monitor_ref.0 == monitor_entity {
commands.entity(ref_entity).despawn_recursive();
}
}
}
}
fn close_on_esc(
mut commands: Commands,
focused_windows: Query<(Entity, &Window)>,
input: Res<ButtonInput<KeyCode>>,
) {
for (window, focus) in focused_windows.iter() {
if !focus.focused {
continue;
}
if input.just_pressed(KeyCode::Escape) {
commands.entity(window).despawn();
}
}
}