bevy/examples/window/scale_factor_override.rs
UkoeHB c2c19e5ae4
Text rework (#15591)
**Ready for review. Examples migration progress: 100%.**

# Objective

- Implement https://github.com/bevyengine/bevy/discussions/15014

## Solution

This implements [cart's
proposal](https://github.com/bevyengine/bevy/discussions/15014#discussioncomment-10574459)
faithfully except for one change. I separated `TextSpan` from
`TextSpan2d` because `TextSpan` needs to require the `GhostNode`
component, which is a `bevy_ui` component only usable by UI.

Extra changes:
- Added `EntityCommands::commands_mut` that returns a mutable reference.
This is a blocker for extension methods that return something other than
`self`. Note that `sickle_ui`'s `UiBuilder::commands` returns a mutable
reference for this reason.

## Testing

- [x] Text examples all work.

---

## Showcase

TODO: showcase-worthy

## Migration Guide

TODO: very breaking

### Accessing text spans by index

Text sections are now text sections on different entities in a
hierarchy, Use the new `TextReader` and `TextWriter` system parameters
to access spans by index.

Before:
```rust
fn refresh_text(mut query: Query<&mut Text, With<TimeText>>, time: Res<Time>) {
    let text = query.single_mut();
    text.sections[1].value = format_time(time.elapsed());
}
```

After:
```rust
fn refresh_text(
    query: Query<Entity, With<TimeText>>,
    mut writer: UiTextWriter,
    time: Res<Time>
) {
    let entity = query.single();
    *writer.text(entity, 1) = format_time(time.elapsed());
}
```

### Iterating text spans

Text spans are now entities in a hierarchy, so the new `UiTextReader`
and `UiTextWriter` system parameters provide ways to iterate that
hierarchy. The `UiTextReader::iter` method will give you a normal
iterator over spans, and `UiTextWriter::for_each` lets you visit each of
the spans.

---------

Co-authored-by: ickshonpe <david.curthoys@googlemail.com>
Co-authored-by: Carter Anderson <mcanders1@gmail.com>
2024-10-09 18:35:36 +00:00

114 lines
3.5 KiB
Rust

//! This example illustrates how to override the window scale factor imposed by the
//! operating system.
use bevy::{prelude::*, window::WindowResolution};
#[derive(Component)]
struct CustomText;
fn main() {
App::new()
.add_plugins(DefaultPlugins.set(WindowPlugin {
primary_window: Some(Window {
resolution: WindowResolution::new(500., 300.).with_scale_factor_override(1.0),
..default()
}),
..default()
}))
.add_systems(Startup, setup)
.add_systems(
Update,
(display_override, toggle_override, change_scale_factor),
)
.run();
}
fn setup(mut commands: Commands) {
// camera
commands.spawn(Camera2d);
// root node
commands
.spawn(NodeBundle {
style: Style {
width: Val::Percent(100.0),
height: Val::Percent(100.0),
justify_content: JustifyContent::SpaceBetween,
..default()
},
..default()
})
.with_children(|parent| {
// left vertical fill (border)
parent
.spawn(NodeBundle {
style: Style {
width: Val::Px(300.0),
height: Val::Percent(100.0),
border: UiRect::all(Val::Px(2.0)),
..default()
},
background_color: Color::srgb(0.65, 0.65, 0.65).into(),
..default()
})
.with_child((
CustomText,
Text::new("Example text"),
TextStyle {
font_size: 25.0,
..default()
},
Style {
align_self: AlignSelf::FlexEnd,
..default()
},
));
});
}
/// Set the title of the window to the current override
fn display_override(
mut windows: Query<&mut Window>,
mut custom_text: Query<&mut Text, With<CustomText>>,
) {
let mut window = windows.single_mut();
let text = format!(
"Scale factor: {:.1} {}",
window.scale_factor(),
if window.resolution.scale_factor_override().is_some() {
"(overridden)"
} else {
"(default)"
}
);
window.title.clone_from(&text);
**custom_text.single_mut() = text;
}
/// This system toggles scale factor overrides when enter is pressed
fn toggle_override(input: Res<ButtonInput<KeyCode>>, mut windows: Query<&mut Window>) {
let mut window = windows.single_mut();
if input.just_pressed(KeyCode::Enter) {
let scale_factor_override = window.resolution.scale_factor_override();
window
.resolution
.set_scale_factor_override(scale_factor_override.xor(Some(1.0)));
}
}
/// This system changes the scale factor override when up or down is pressed
fn change_scale_factor(input: Res<ButtonInput<KeyCode>>, mut windows: Query<&mut Window>) {
let mut window = windows.single_mut();
let scale_factor_override = window.resolution.scale_factor_override();
if input.just_pressed(KeyCode::ArrowUp) {
window
.resolution
.set_scale_factor_override(scale_factor_override.map(|n| n + 1.0));
} else if input.just_pressed(KeyCode::ArrowDown) {
window
.resolution
.set_scale_factor_override(scale_factor_override.map(|n| (n - 1.0).max(1.0)));
}
}