bevy/examples/ui_bench.rs

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Rust
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2020-03-14 19:56:37 +00:00
use bevy::prelude::*;
fn main() {
AppBuilder::new()
.add_defaults()
.setup_world(setup)
.add_system(build_move_system())
.add_system(bevy::diagnostics::build_fps_printer_system())
.run();
}
fn build_move_system() -> Box<dyn Schedulable> {
SystemBuilder::new("Move")
.read_resource::<Time>()
.with_query(<Write<Node>>::query())
.build(move |_, world, time, query| {
for (i, mut node) in query.iter_mut(world).enumerate() {
if node.color.r > 0.2 {
node.position += Vec2::new(0.1 * time.delta_seconds, 0.0);
// println!("{}", node.position.x());
}
}
})
}
fn setup(world: &mut World, _resources: &mut Resources) {
let mut builder = world.build().add_entity(Camera2dEntity {
camera: Camera::new(CameraType::Orthographic {
left: 0.0,
right: 0.0,
bottom: 0.0,
top: 0.0,
near: 0.0,
far: 1.0,
}),
active_camera_2d: ActiveCamera2d,
});
let mut prev = Vec2::default();
let count = 1000;
for i in 0..count {
// 2d camera
let cur = Vec2::new(1.0, 1.0) * 1.0 + prev;
builder = builder.add_entity(UiEntity {
node: Node::new(
math::vec2(75.0, 75.0) + cur,
Anchors::new(0.5, 0.5, 0.5, 0.5),
Margins::new(0.0, 100.0, 0.0, 100.0),
Color::rgb(0.0 + i as f32 / count as f32, 0.1, 0.1),
),
});
prev = cur;
}
builder.build();
}