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https://github.com/bevyengine/bevy
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07ed1d053e
This implements the most minimal variant of #1843 - a derive for marker trait. This is a prerequisite to more complicated features like statically defined storage type or opt-out component reflection. In order to make component struct's purpose explicit and avoid misuse, it must be annotated with `#[derive(Component)]` (manual impl is discouraged for compatibility). Right now this is just a marker trait, but in the future it might be expanded. Making this change early allows us to make further changes later without breaking backward compatibility for derive macro users. This already prevents a lot of issues, like using bundles in `insert` calls. Primitive types are no longer valid components as well. This can be easily worked around by adding newtype wrappers and deriving `Component` for them. One funny example of prevented bad code (from our own tests) is when an newtype struct or enum variant is used. Previously, it was possible to write `insert(Newtype)` instead of `insert(Newtype(value))`. That code compiled, because function pointers (in this case newtype struct constructor) implement `Send + Sync + 'static`, so we allowed them to be used as components. This is no longer the case and such invalid code will trigger a compile error. Co-authored-by: = <=> Co-authored-by: TheRawMeatball <therawmeatball@gmail.com> Co-authored-by: Carter Anderson <mcanders1@gmail.com>
119 lines
4.3 KiB
Rust
119 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::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: 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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