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