mirror of
https://github.com/bevyengine/bevy
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989fb8a78d
# Objective - Closes #335. - Related #4285. - Part of the splitting process of #3503. ## Solution - Move `Rect` to `bevy_ui` and rename it to `UiRect`. ## Reasons - `Rect` is only used in `bevy_ui` and therefore calling it `UiRect` makes the intent clearer. - We have two types that are called `Rect` currently and it's missleading (see `bevy_sprite::Rect` and #335). - Discussion in #3503. ## Changelog ### Changed - The `Rect` type got moved from `bevy_math` to `bevy_ui` and renamed to `UiRect`. ## Migration Guide - The `Rect` type got renamed to `UiRect`. To migrate you just have to change every occurrence of `Rect` to `UiRect`. Co-authored-by: KDecay <KDecayMusic@protonmail.com>
119 lines
4.2 KiB
Rust
119 lines
4.2 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::new()
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.add_plugins(DefaultPlugins)
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.add_plugin(FrameTimeDiagnosticsPlugin::default())
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.add_startup_system(setup)
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.add_system(text_update_system)
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.add_system(text_color_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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#[derive(Component)]
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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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#[derive(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: UiRect {
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bottom: Val::Px(5.0),
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right: Val::Px(15.0),
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..default()
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},
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..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()
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},
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),
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..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()
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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()
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},
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..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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