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992681b59b
*This PR description is an edited copy of #5007, written by @alice-i-cecile.* # Objective Follow-up to https://github.com/bevyengine/bevy/pull/2254. The `Resource` trait currently has a blanket implementation for all types that meet its bounds. While ergonomic, this results in several drawbacks: * it is possible to make confusing, silent mistakes such as inserting a function pointer (Foo) rather than a value (Foo::Bar) as a resource * it is challenging to discover if a type is intended to be used as a resource * we cannot later add customization options (see the [RFC](https://github.com/bevyengine/rfcs/blob/main/rfcs/27-derive-component.md) for the equivalent choice for Component). * dependencies can use the same Rust type as a resource in invisibly conflicting ways * raw Rust types used as resources cannot preserve privacy appropriately, as anyone able to access that type can read and write to internal values * we cannot capture a definitive list of possible resources to display to users in an editor ## Notes to reviewers * Review this commit-by-commit; there's effectively no back-tracking and there's a lot of churn in some of these commits. *ira: My commits are not as well organized :')* * I've relaxed the bound on Local to Send + Sync + 'static: I don't think these concerns apply there, so this can keep things simple. Storing e.g. a u32 in a Local is fine, because there's a variable name attached explaining what it does. * I think this is a bad place for the Resource trait to live, but I've left it in place to make reviewing easier. IMO that's best tackled with https://github.com/bevyengine/bevy/issues/4981. ## Changelog `Resource` is no longer automatically implemented for all matching types. Instead, use the new `#[derive(Resource)]` macro. ## Migration Guide Add `#[derive(Resource)]` to all types you are using as a resource. If you are using a third party type as a resource, wrap it in a tuple struct to bypass orphan rules. Consider deriving `Deref` and `DerefMut` to improve ergonomics. `ClearColor` no longer implements `Component`. Using `ClearColor` as a component in 0.8 did nothing. Use the `ClearColorConfig` in the `Camera3d` and `Camera2d` components instead. Co-authored-by: Alice <alice.i.cecile@gmail.com> Co-authored-by: Alice Cecile <alice.i.cecile@gmail.com> Co-authored-by: devil-ira <justthecooldude@gmail.com> Co-authored-by: Carter Anderson <mcanders1@gmail.com>
111 lines
3.3 KiB
Rust
111 lines
3.3 KiB
Rust
use bevy::{
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diagnostic::{FrameTimeDiagnosticsPlugin, LogDiagnosticsPlugin},
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prelude::*,
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window::PresentMode,
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};
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// For a total of 110 * 110 = 12100 buttons with text
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const ROW_COLUMN_COUNT: usize = 110;
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const FONT_SIZE: f32 = 7.0;
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/// This example shows what happens when there is a lot of buttons on screen.
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fn main() {
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App::new()
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.insert_resource(WindowDescriptor {
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present_mode: PresentMode::Immediate,
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..default()
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})
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.add_plugins(DefaultPlugins)
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.add_plugin(FrameTimeDiagnosticsPlugin::default())
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.add_plugin(LogDiagnosticsPlugin::default())
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.init_resource::<UiFont>()
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.add_startup_system(setup)
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.add_system(button_system)
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.run();
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}
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#[derive(Component)]
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struct IdleColor(UiColor);
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fn button_system(
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mut interaction_query: Query<(&Interaction, &mut UiColor, &IdleColor), Changed<Interaction>>,
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) {
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for (interaction, mut material, IdleColor(idle_color)) in interaction_query.iter_mut() {
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if matches!(interaction, Interaction::Hovered) {
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*material = Color::ORANGE_RED.into();
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} else {
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*material = *idle_color;
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}
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}
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}
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#[derive(Resource)]
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struct UiFont(Handle<Font>);
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impl FromWorld for UiFont {
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fn from_world(world: &mut World) -> Self {
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let asset_server = world.get_resource::<AssetServer>().unwrap();
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UiFont(asset_server.load("fonts/FiraSans-Bold.ttf"))
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}
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}
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fn setup(mut commands: Commands, font: Res<UiFont>) {
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let count = ROW_COLUMN_COUNT;
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let count_f = count as f32;
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let as_rainbow = |i: usize| Color::hsl((i as f32 / count_f) * 360.0, 0.9, 0.8);
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commands.spawn_bundle(Camera2dBundle::default());
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commands
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.spawn_bundle(NodeBundle {
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style: Style {
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size: Size::new(Val::Percent(100.0), Val::Percent(100.0)),
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..default()
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},
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..default()
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})
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.with_children(|commands| {
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for i in 0..count {
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for j in 0..count {
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let color = as_rainbow(j % i.max(1)).into();
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spawn_button(commands, font.0.clone_weak(), color, count_f, i, j);
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}
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}
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});
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}
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fn spawn_button(
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commands: &mut ChildBuilder,
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font: Handle<Font>,
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color: UiColor,
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total: f32,
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i: usize,
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j: usize,
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) {
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let width = 90.0 / total;
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commands
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.spawn_bundle(ButtonBundle {
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style: Style {
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size: Size::new(Val::Percent(width), Val::Percent(width)),
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position: UiRect {
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bottom: Val::Percent(100.0 / total * i as f32),
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left: Val::Percent(100.0 / total * j as f32),
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..default()
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},
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align_items: AlignItems::Center,
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position_type: PositionType::Absolute,
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..default()
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},
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color,
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..default()
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})
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.with_children(|commands| {
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commands.spawn_bundle(TextBundle::from_section(
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format!("{i}, {j}"),
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TextStyle {
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font,
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font_size: FONT_SIZE,
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color: Color::rgb(0.2, 0.2, 0.2),
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},
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));
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})
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.insert(IdleColor(color));
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}
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