mirror of
https://github.com/bevyengine/bevy
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dcc03724a5
# Objective NOTE: This depends on #7267 and should not be merged until #7267 is merged. If you are reviewing this before that is merged, I highly recommend viewing the Base Sets commit instead of trying to find my changes amongst those from #7267. "Default sets" as described by the [Stageless RFC](https://github.com/bevyengine/rfcs/pull/45) have some [unfortunate consequences](https://github.com/bevyengine/bevy/discussions/7365). ## Solution This adds "base sets" as a variant of `SystemSet`: A set is a "base set" if `SystemSet::is_base` returns `true`. Typically this will be opted-in to using the `SystemSet` derive: ```rust #[derive(SystemSet, Clone, Hash, Debug, PartialEq, Eq)] #[system_set(base)] enum MyBaseSet { A, B, } ``` **Base sets are exclusive**: a system can belong to at most one "base set". Adding a system to more than one will result in an error. When possible we fail immediately during system-config-time with a nice file + line number. For the more nested graph-ey cases, this will fail at the final schedule build. **Base sets cannot belong to other sets**: this is where the word "base" comes from Systems and Sets can only be added to base sets using `in_base_set`. Calling `in_set` with a base set will fail. As will calling `in_base_set` with a normal set. ```rust app.add_system(foo.in_base_set(MyBaseSet::A)) // X must be a normal set ... base sets cannot be added to base sets .configure_set(X.in_base_set(MyBaseSet::A)) ``` Base sets can still be configured like normal sets: ```rust app.add_system(MyBaseSet::B.after(MyBaseSet::Ap)) ``` The primary use case for base sets is enabling a "default base set": ```rust schedule.set_default_base_set(CoreSet::Update) // this will belong to CoreSet::Update by default .add_system(foo) // this will override the default base set with PostUpdate .add_system(bar.in_base_set(CoreSet::PostUpdate)) ``` This allows us to build apis that work by default in the standard Bevy style. This is a rough analog to the "default stage" model, but it use the new "stageless sets" model instead, with all of the ordering flexibility (including exclusive systems) that it provides. --- ## Changelog - Added "base sets" and ported CoreSet to use them. ## Migration Guide TODO
167 lines
5.5 KiB
Rust
167 lines
5.5 KiB
Rust
//! Shows text rendering with moving, rotating and scaling text.
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//!
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//! Note that this uses [`Text2dBundle`] to display text alongside your other entities in a 2D scene.
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//!
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//! For an example on how to render text as part of a user interface, independent from the world
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//! viewport, you may want to look at `2d/contributors.rs` or `ui/text.rs`.
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use bevy::{
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prelude::*,
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text::{BreakLineOn, Text2dBounds},
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};
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fn main() {
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App::new()
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.add_plugins(DefaultPlugins)
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.add_startup_system(setup)
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.add_system(animate_translation)
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.add_system(animate_rotation)
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.add_system(animate_scale)
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.run();
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}
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#[derive(Component)]
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struct AnimateTranslation;
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#[derive(Component)]
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struct AnimateRotation;
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#[derive(Component)]
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struct AnimateScale;
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fn setup(mut commands: Commands, asset_server: Res<AssetServer>) {
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let font = asset_server.load("fonts/FiraSans-Bold.ttf");
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let text_style = TextStyle {
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font: font.clone(),
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font_size: 60.0,
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color: Color::WHITE,
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};
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let text_alignment = TextAlignment::Center;
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// 2d camera
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commands.spawn(Camera2dBundle::default());
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// Demonstrate changing translation
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commands.spawn((
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Text2dBundle {
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text: Text::from_section("translation", text_style.clone())
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.with_alignment(text_alignment),
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..default()
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},
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AnimateTranslation,
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));
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// Demonstrate changing rotation
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commands.spawn((
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Text2dBundle {
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text: Text::from_section("rotation", text_style.clone()).with_alignment(text_alignment),
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..default()
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},
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AnimateRotation,
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));
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// Demonstrate changing scale
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commands.spawn((
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Text2dBundle {
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text: Text::from_section("scale", text_style).with_alignment(text_alignment),
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..default()
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},
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AnimateScale,
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));
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// Demonstrate text wrapping
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let slightly_smaller_text_style = TextStyle {
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font,
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font_size: 42.0,
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color: Color::WHITE,
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};
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let box_size = Vec2::new(300.0, 200.0);
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let box_position = Vec2::new(0.0, -250.0);
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commands
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.spawn(SpriteBundle {
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sprite: Sprite {
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color: Color::rgb(0.25, 0.25, 0.75),
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custom_size: Some(Vec2::new(box_size.x, box_size.y)),
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..default()
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},
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transform: Transform::from_translation(box_position.extend(0.0)),
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..default()
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})
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.with_children(|builder| {
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builder.spawn(Text2dBundle {
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text: Text {
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sections: vec![TextSection::new(
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"this text wraps in the box\n(Unicode linebreaks)",
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slightly_smaller_text_style.clone(),
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)],
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alignment: TextAlignment::Left,
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linebreak_behaviour: BreakLineOn::WordBoundary,
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},
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text_2d_bounds: Text2dBounds {
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// Wrap text in the rectangle
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size: box_size,
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},
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// ensure the text is drawn on top of the box
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transform: Transform::from_translation(Vec3::Z),
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..default()
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});
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});
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let other_box_size = Vec2::new(300.0, 200.0);
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let other_box_position = Vec2::new(320.0, -250.0);
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commands
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.spawn(SpriteBundle {
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sprite: Sprite {
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color: Color::rgb(0.20, 0.3, 0.70),
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custom_size: Some(Vec2::new(other_box_size.x, other_box_size.y)),
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..default()
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},
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transform: Transform::from_translation(other_box_position.extend(0.0)),
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..default()
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})
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.with_children(|builder| {
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builder.spawn(Text2dBundle {
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text: Text {
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sections: vec![TextSection::new(
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"this text wraps in the box\n(AnyCharacter linebreaks)",
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slightly_smaller_text_style.clone(),
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)],
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alignment: TextAlignment::Left,
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linebreak_behaviour: BreakLineOn::AnyCharacter,
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},
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text_2d_bounds: Text2dBounds {
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// Wrap text in the rectangle
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size: other_box_size,
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},
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// ensure the text is drawn on top of the box
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transform: Transform::from_translation(Vec3::Z),
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..default()
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});
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});
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}
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fn animate_translation(
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time: Res<Time>,
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mut query: Query<&mut Transform, (With<Text>, With<AnimateTranslation>)>,
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) {
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for mut transform in &mut query {
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transform.translation.x = 100.0 * time.elapsed_seconds().sin() - 400.0;
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transform.translation.y = 100.0 * time.elapsed_seconds().cos();
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}
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}
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fn animate_rotation(
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time: Res<Time>,
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mut query: Query<&mut Transform, (With<Text>, With<AnimateRotation>)>,
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) {
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for mut transform in &mut query {
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transform.rotation = Quat::from_rotation_z(time.elapsed_seconds().cos());
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}
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}
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fn animate_scale(
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time: Res<Time>,
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mut query: Query<&mut Transform, (With<Text>, With<AnimateScale>)>,
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) {
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// Consider changing font-size instead of scaling the transform. Scaling a Text2D will scale the
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// rendered quad, resulting in a pixellated look.
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for mut transform in &mut query {
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transform.translation = Vec3::new(400.0, 0.0, 0.0);
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transform.scale = Vec3::splat((time.elapsed_seconds().sin() + 1.1) * 2.0);
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}
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}
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