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https://github.com/bevyengine/bevy
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81b53d15d4
Resolves #1253 #1562 This makes the Commands apis consistent with World apis. This moves to a "type state" pattern (like World) where the "current entity" is stored in an `EntityCommands` builder. In general this tends to cuts down on indentation and line count. It comes at the cost of needing to type `commands` more and adding more semicolons to terminate expressions. I also added `spawn_bundle` to Commands because this is a common enough operation that I think its worth providing a shorthand.
117 lines
4.3 KiB
Rust
117 lines
4.3 KiB
Rust
use bevy::{
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diagnostic::{Diagnostics, FrameTimeDiagnosticsPlugin},
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prelude::*,
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};
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/// This example illustrates how to create UI text and update it in a system. It displays the
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/// current FPS in the top left corner, as well as text that changes colour in the bottom right.
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/// For text within a scene, please see the text2d example.
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fn main() {
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App::build()
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.add_plugins(DefaultPlugins)
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.add_plugin(FrameTimeDiagnosticsPlugin::default())
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.add_startup_system(setup.system())
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.add_system(text_update_system.system())
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.add_system(text_color_system.system())
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.run();
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}
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// A unit struct to help identify the FPS UI component, since there may be many Text components
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struct FpsText;
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// A unit struct to help identify the color-changing Text component
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struct ColorText;
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fn setup(mut commands: Commands, asset_server: Res<AssetServer>) {
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// UI camera
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commands.spawn_bundle(UiCameraBundle::default());
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// Text with one section
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commands
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.spawn_bundle(TextBundle {
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style: Style {
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align_self: AlignSelf::FlexEnd,
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position_type: PositionType::Absolute,
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position: Rect {
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bottom: Val::Px(5.0),
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right: Val::Px(15.0),
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..Default::default()
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},
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..Default::default()
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},
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// Use the `Text::with_section` constructor
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text: Text::with_section(
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// Accepts a `String` or any type that converts into a `String`, such as `&str`
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"hello\nbevy!",
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TextStyle {
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font: asset_server.load("fonts/FiraSans-Bold.ttf"),
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font_size: 100.0,
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color: Color::WHITE,
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},
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// Note: You can use `Default::default()` in place of the `TextAlignment`
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TextAlignment {
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horizontal: HorizontalAlign::Center,
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..Default::default()
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},
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),
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..Default::default()
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})
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.insert(ColorText);
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// Rich text with multiple sections
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commands
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.spawn_bundle(TextBundle {
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style: Style {
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align_self: AlignSelf::FlexEnd,
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..Default::default()
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},
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// Use `Text` directly
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text: Text {
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// Construct a `Vec` of `TextSection`s
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sections: vec![
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TextSection {
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value: "FPS: ".to_string(),
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style: TextStyle {
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font: asset_server.load("fonts/FiraSans-Bold.ttf"),
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font_size: 60.0,
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color: Color::WHITE,
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},
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},
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TextSection {
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value: "".to_string(),
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style: TextStyle {
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font: asset_server.load("fonts/FiraMono-Medium.ttf"),
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font_size: 60.0,
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color: Color::GOLD,
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},
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},
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],
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..Default::default()
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},
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..Default::default()
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})
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.insert(FpsText);
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}
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fn text_update_system(diagnostics: Res<Diagnostics>, mut query: Query<&mut Text, With<FpsText>>) {
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for mut text in query.iter_mut() {
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if let Some(fps) = diagnostics.get(FrameTimeDiagnosticsPlugin::FPS) {
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if let Some(average) = fps.average() {
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// Update the value of the second section
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text.sections[1].value = format!("{:.2}", average);
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}
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}
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}
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}
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fn text_color_system(time: Res<Time>, mut query: Query<&mut Text, With<ColorText>>) {
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for mut text in query.iter_mut() {
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let seconds = time.seconds_since_startup() as f32;
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// We used the `Text::with_section` helper method, but it is still just a `Text`,
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// so to update it, we are still updating the one and only section
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text.sections[0].style.color = Color::Rgba {
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red: (1.25 * seconds).sin() / 2.0 + 0.5,
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green: (0.75 * seconds).sin() / 2.0 + 0.5,
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blue: (0.50 * seconds).sin() / 2.0 + 0.5,
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alpha: 1.0,
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};
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}
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}
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