bevy/examples/ui/text.rs
Joona Aalto 25bfa80e60
Migrate cameras to required components (#15641)
# Objective

Yet another PR for migrating stuff to required components. This time,
cameras!

## Solution

As per the [selected
proposal](https://hackmd.io/tsYID4CGRiWxzsgawzxG_g#Combined-Proposal-1-Selected),
deprecate `Camera2dBundle` and `Camera3dBundle` in favor of `Camera2d`
and `Camera3d`.

Adding a `Camera` without `Camera2d` or `Camera3d` now logs a warning,
as suggested by Cart [on
Discord](https://discord.com/channels/691052431525675048/1264881140007702558/1291506402832945273).
I would personally like cameras to work a bit differently and be split
into a few more components, to avoid some footguns and confusing
semantics, but that is more controversial, and shouldn't block this core
migration.

## Testing

I ran a few 2D and 3D examples, and tried cameras with and without
render graphs.

---

## Migration Guide

`Camera2dBundle` and `Camera3dBundle` have been deprecated in favor of
`Camera2d` and `Camera3d`. Inserting them will now also insert the other
components required by them automatically.
2024-10-05 01:59:52 +00:00

144 lines
4.8 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((
// Create a TextBundle that has a Text with a single section.
TextBundle::from_section(
// Accepts a `String` or any type that converts into a `String`, such as `&str`
"hello\nbevy!",
TextStyle {
// 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
.with_text_justify(JustifyText::Center)
// Set the style of the TextBundle itself.
.with_style(Style {
position_type: PositionType::Absolute,
bottom: Val::Px(5.0),
right: Val::Px(5.0),
..default()
}),
ColorText,
));
// Text with multiple sections
commands.spawn((
// Create a TextBundle that has a Text with a list of sections.
TextBundle::from_sections([
TextSection::new(
"FPS: ",
TextStyle {
// 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()
},
),
TextSection::from_style(if cfg!(feature = "default_font") {
TextStyle {
font_size: 33.0,
color: GOLD.into(),
// If no font is specified, the default font (a minimal subset of FiraMono) will be used.
..default()
}
} else {
// "default_font" feature is unavailable, load a font to use instead.
TextStyle {
font: asset_server.load("fonts/FiraMono-Medium.ttf"),
font_size: 33.0,
color: 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.
TextBundle::from("From an &str into a TextBundle with the default font!").with_style(
Style {
position_type: PositionType::Absolute,
bottom: Val::Px(5.0),
left: Val::Px(15.0),
..default()
},
),
);
#[cfg(not(feature = "default_font"))]
commands.spawn(
TextBundle::from_section(
"Default font disabled",
TextStyle {
font: asset_server.load("fonts/FiraMono-Medium.ttf"),
..default()
},
)
.with_style(Style {
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 Text, With<ColorText>>) {
for mut text in &mut query {
let seconds = time.elapsed_seconds();
// Update the color of the first and only section.
text.sections[0].style.color = 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 Text, With<FpsText>>,
) {
for mut text in &mut query {
if let Some(fps) = diagnostics.get(&FrameTimeDiagnosticsPlugin::FPS) {
if let Some(value) = fps.smoothed() {
// Update the value of the second section
text.sections[1].value = format!("{value:.2}");
}
}
}
}