2024-03-11 19:26:14 +00:00
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//! Showcase how to use and configure FPS overlay.
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use bevy::{
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dev_tools::fps_overlay::{FpsOverlayConfig, FpsOverlayPlugin},
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prelude::*,
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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
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text::FontSmoothing,
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2024-03-11 19:26:14 +00:00
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};
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2024-10-08 22:17:55 +00:00
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struct OverlayColor;
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impl OverlayColor {
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const RED: Color = Color::srgb(1.0, 0.0, 0.0);
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const GREEN: Color = Color::srgb(0.0, 1.0, 0.0);
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}
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2024-03-11 19:26:14 +00:00
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fn main() {
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App::new()
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.add_plugins((
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DefaultPlugins,
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FpsOverlayPlugin {
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config: FpsOverlayConfig {
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2024-10-13 17:06:22 +00:00
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text_config: TextFont {
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2024-03-11 19:26:14 +00:00
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// Here we define size of our overlay
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2024-09-16 23:14:37 +00:00
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font_size: 42.0,
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2024-03-11 19:26:14 +00:00
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// If we want, we can use a custom font
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font: default(),
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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
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// We could also disable font smoothing,
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font_smoothing: FontSmoothing::default(),
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2024-03-11 19:26:14 +00:00
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},
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2024-10-13 17:06:22 +00:00
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// We can also change color of the overlay
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text_color: OverlayColor::GREEN,
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2024-09-17 15:16:28 +00:00
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enabled: true,
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2024-03-11 19:26:14 +00:00
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},
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},
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))
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.add_systems(Startup, setup)
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.add_systems(Update, customize_config)
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.run();
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}
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fn setup(mut commands: Commands) {
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2024-03-20 13:11:48 +00:00
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// We need to spawn a camera (2d or 3d) to see the overlay
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2024-10-05 01:59:52 +00:00
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commands.spawn(Camera2d);
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2024-03-20 13:11:48 +00:00
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// Instruction text
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2024-10-17 01:01:32 +00:00
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commands.spawn((
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Text::new(concat!(
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"Press 1 to toggle the overlay color.\n",
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"Press 2 to decrease the overlay size.\n",
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"Press 3 to increase the overlay size.\n",
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"Press 4 to toggle the overlay visibility."
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)),
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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
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Node {
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2024-10-17 01:01:32 +00:00
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position_type: PositionType::Absolute,
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bottom: Val::Px(12.),
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left: Val::Px(12.),
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2024-03-20 13:11:48 +00:00
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..default()
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2024-10-17 01:01:32 +00:00
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},
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));
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2024-03-11 19:26:14 +00:00
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}
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fn customize_config(input: Res<ButtonInput<KeyCode>>, mut overlay: ResMut<FpsOverlayConfig>) {
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if input.just_pressed(KeyCode::Digit1) {
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// Changing resource will affect overlay
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2024-10-13 17:06:22 +00:00
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if overlay.text_color == OverlayColor::GREEN {
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overlay.text_color = OverlayColor::RED;
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2024-10-08 22:17:55 +00:00
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} else {
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2024-10-13 17:06:22 +00:00
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overlay.text_color = OverlayColor::GREEN;
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2024-10-08 22:17:55 +00:00
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}
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2024-03-11 19:26:14 +00:00
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}
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if input.just_pressed(KeyCode::Digit2) {
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overlay.text_config.font_size -= 2.0;
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}
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2024-09-17 15:16:28 +00:00
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if input.just_pressed(KeyCode::Digit3) {
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2024-10-08 22:17:55 +00:00
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overlay.text_config.font_size += 2.0;
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}
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if input.just_pressed(KeyCode::Digit4) {
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2024-09-17 15:16:28 +00:00
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overlay.enabled = !overlay.enabled;
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}
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2024-03-11 19:26:14 +00:00
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}
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