mirror of
https://github.com/bevyengine/bevy
synced 2024-11-26 14:40:19 +00:00
dcc03724a5
# Objective NOTE: This depends on #7267 and should not be merged until #7267 is merged. If you are reviewing this before that is merged, I highly recommend viewing the Base Sets commit instead of trying to find my changes amongst those from #7267. "Default sets" as described by the [Stageless RFC](https://github.com/bevyengine/rfcs/pull/45) have some [unfortunate consequences](https://github.com/bevyengine/bevy/discussions/7365). ## Solution This adds "base sets" as a variant of `SystemSet`: A set is a "base set" if `SystemSet::is_base` returns `true`. Typically this will be opted-in to using the `SystemSet` derive: ```rust #[derive(SystemSet, Clone, Hash, Debug, PartialEq, Eq)] #[system_set(base)] enum MyBaseSet { A, B, } ``` **Base sets are exclusive**: a system can belong to at most one "base set". Adding a system to more than one will result in an error. When possible we fail immediately during system-config-time with a nice file + line number. For the more nested graph-ey cases, this will fail at the final schedule build. **Base sets cannot belong to other sets**: this is where the word "base" comes from Systems and Sets can only be added to base sets using `in_base_set`. Calling `in_set` with a base set will fail. As will calling `in_base_set` with a normal set. ```rust app.add_system(foo.in_base_set(MyBaseSet::A)) // X must be a normal set ... base sets cannot be added to base sets .configure_set(X.in_base_set(MyBaseSet::A)) ``` Base sets can still be configured like normal sets: ```rust app.add_system(MyBaseSet::B.after(MyBaseSet::Ap)) ``` The primary use case for base sets is enabling a "default base set": ```rust schedule.set_default_base_set(CoreSet::Update) // this will belong to CoreSet::Update by default .add_system(foo) // this will override the default base set with PostUpdate .add_system(bar.in_base_set(CoreSet::PostUpdate)) ``` This allows us to build apis that work by default in the standard Bevy style. This is a rough analog to the "default stage" model, but it use the new "stageless sets" model instead, with all of the ordering flexibility (including exclusive systems) that it provides. --- ## Changelog - Added "base sets" and ported CoreSet to use them. ## Migration Guide TODO
167 lines
5.5 KiB
Rust
167 lines
5.5 KiB
Rust
//! Shows text rendering with moving, rotating and scaling text.
|
|
//!
|
|
//! Note that this uses [`Text2dBundle`] to display text alongside your other entities in a 2D scene.
|
|
//!
|
|
//! For an example on how to render text as part of a user interface, independent from the world
|
|
//! viewport, you may want to look at `2d/contributors.rs` or `ui/text.rs`.
|
|
|
|
use bevy::{
|
|
prelude::*,
|
|
text::{BreakLineOn, Text2dBounds},
|
|
};
|
|
|
|
fn main() {
|
|
App::new()
|
|
.add_plugins(DefaultPlugins)
|
|
.add_startup_system(setup)
|
|
.add_system(animate_translation)
|
|
.add_system(animate_rotation)
|
|
.add_system(animate_scale)
|
|
.run();
|
|
}
|
|
|
|
#[derive(Component)]
|
|
struct AnimateTranslation;
|
|
|
|
#[derive(Component)]
|
|
struct AnimateRotation;
|
|
|
|
#[derive(Component)]
|
|
struct AnimateScale;
|
|
|
|
fn setup(mut commands: Commands, asset_server: Res<AssetServer>) {
|
|
let font = asset_server.load("fonts/FiraSans-Bold.ttf");
|
|
let text_style = TextStyle {
|
|
font: font.clone(),
|
|
font_size: 60.0,
|
|
color: Color::WHITE,
|
|
};
|
|
let text_alignment = TextAlignment::Center;
|
|
// 2d camera
|
|
commands.spawn(Camera2dBundle::default());
|
|
// Demonstrate changing translation
|
|
commands.spawn((
|
|
Text2dBundle {
|
|
text: Text::from_section("translation", text_style.clone())
|
|
.with_alignment(text_alignment),
|
|
..default()
|
|
},
|
|
AnimateTranslation,
|
|
));
|
|
// Demonstrate changing rotation
|
|
commands.spawn((
|
|
Text2dBundle {
|
|
text: Text::from_section("rotation", text_style.clone()).with_alignment(text_alignment),
|
|
..default()
|
|
},
|
|
AnimateRotation,
|
|
));
|
|
// Demonstrate changing scale
|
|
commands.spawn((
|
|
Text2dBundle {
|
|
text: Text::from_section("scale", text_style).with_alignment(text_alignment),
|
|
..default()
|
|
},
|
|
AnimateScale,
|
|
));
|
|
// Demonstrate text wrapping
|
|
let slightly_smaller_text_style = TextStyle {
|
|
font,
|
|
font_size: 42.0,
|
|
color: Color::WHITE,
|
|
};
|
|
let box_size = Vec2::new(300.0, 200.0);
|
|
let box_position = Vec2::new(0.0, -250.0);
|
|
commands
|
|
.spawn(SpriteBundle {
|
|
sprite: Sprite {
|
|
color: Color::rgb(0.25, 0.25, 0.75),
|
|
custom_size: Some(Vec2::new(box_size.x, box_size.y)),
|
|
..default()
|
|
},
|
|
transform: Transform::from_translation(box_position.extend(0.0)),
|
|
..default()
|
|
})
|
|
.with_children(|builder| {
|
|
builder.spawn(Text2dBundle {
|
|
text: Text {
|
|
sections: vec![TextSection::new(
|
|
"this text wraps in the box\n(Unicode linebreaks)",
|
|
slightly_smaller_text_style.clone(),
|
|
)],
|
|
alignment: TextAlignment::Left,
|
|
linebreak_behaviour: BreakLineOn::WordBoundary,
|
|
},
|
|
text_2d_bounds: Text2dBounds {
|
|
// Wrap text in the rectangle
|
|
size: box_size,
|
|
},
|
|
// ensure the text is drawn on top of the box
|
|
transform: Transform::from_translation(Vec3::Z),
|
|
..default()
|
|
});
|
|
});
|
|
|
|
let other_box_size = Vec2::new(300.0, 200.0);
|
|
let other_box_position = Vec2::new(320.0, -250.0);
|
|
commands
|
|
.spawn(SpriteBundle {
|
|
sprite: Sprite {
|
|
color: Color::rgb(0.20, 0.3, 0.70),
|
|
custom_size: Some(Vec2::new(other_box_size.x, other_box_size.y)),
|
|
..default()
|
|
},
|
|
transform: Transform::from_translation(other_box_position.extend(0.0)),
|
|
..default()
|
|
})
|
|
.with_children(|builder| {
|
|
builder.spawn(Text2dBundle {
|
|
text: Text {
|
|
sections: vec![TextSection::new(
|
|
"this text wraps in the box\n(AnyCharacter linebreaks)",
|
|
slightly_smaller_text_style.clone(),
|
|
)],
|
|
alignment: TextAlignment::Left,
|
|
linebreak_behaviour: BreakLineOn::AnyCharacter,
|
|
},
|
|
text_2d_bounds: Text2dBounds {
|
|
// Wrap text in the rectangle
|
|
size: other_box_size,
|
|
},
|
|
// ensure the text is drawn on top of the box
|
|
transform: Transform::from_translation(Vec3::Z),
|
|
..default()
|
|
});
|
|
});
|
|
}
|
|
|
|
fn animate_translation(
|
|
time: Res<Time>,
|
|
mut query: Query<&mut Transform, (With<Text>, With<AnimateTranslation>)>,
|
|
) {
|
|
for mut transform in &mut query {
|
|
transform.translation.x = 100.0 * time.elapsed_seconds().sin() - 400.0;
|
|
transform.translation.y = 100.0 * time.elapsed_seconds().cos();
|
|
}
|
|
}
|
|
|
|
fn animate_rotation(
|
|
time: Res<Time>,
|
|
mut query: Query<&mut Transform, (With<Text>, With<AnimateRotation>)>,
|
|
) {
|
|
for mut transform in &mut query {
|
|
transform.rotation = Quat::from_rotation_z(time.elapsed_seconds().cos());
|
|
}
|
|
}
|
|
|
|
fn animate_scale(
|
|
time: Res<Time>,
|
|
mut query: Query<&mut Transform, (With<Text>, With<AnimateScale>)>,
|
|
) {
|
|
// Consider changing font-size instead of scaling the transform. Scaling a Text2D will scale the
|
|
// rendered quad, resulting in a pixellated look.
|
|
for mut transform in &mut query {
|
|
transform.translation = Vec3::new(400.0, 0.0, 0.0);
|
|
transform.scale = Vec3::splat((time.elapsed_seconds().sin() + 1.1) * 2.0);
|
|
}
|
|
}
|