bevy/examples/ui/text.rs
ira 4847f7e3ad Update codebase to use IntoIterator where possible. (#5269)
Remove unnecessary calls to `iter()`/`iter_mut()`.
Mainly updates the use of queries in our code, docs, and examples.

```rust
// From
for _ in list.iter() {
for _ in list.iter_mut() {

// To
for _ in &list {
for _ in &mut list {
```

We already enable the pedantic lint [clippy::explicit_iter_loop](https://rust-lang.github.io/rust-clippy/stable/) inside of Bevy. However, this only warns for a few known types from the standard library.

## Note for reviewers
As you can see the additions and deletions are exactly equal.
Maybe give it a quick skim to check I didn't sneak in a crypto miner, but you don't have to torture yourself by reading every line.
I already experienced enough pain making this PR :) 


Co-authored-by: devil-ira <justthecooldude@gmail.com>
2022-07-11 15:28:50 +00:00

121 lines
4.2 KiB
Rust

//! This example illustrates how to create UI text and update it in a system.
//!
//! It displays the current FPS in the top left corner, as well as text that changes color
//! in the bottom right. For text within a scene, please see the text2d example.
use bevy::{
diagnostic::{Diagnostics, FrameTimeDiagnosticsPlugin},
prelude::*,
};
fn main() {
App::new()
.add_plugins(DefaultPlugins)
.add_plugin(FrameTimeDiagnosticsPlugin::default())
.add_startup_system(setup)
.add_system(text_update_system)
.add_system(text_color_system)
.run();
}
// A unit struct to help identify the FPS UI component, since there may be many Text components
#[derive(Component)]
struct FpsText;
// A unit struct to help identify the color-changing Text component
#[derive(Component)]
struct ColorText;
fn setup(mut commands: Commands, asset_server: Res<AssetServer>) {
// UI camera
commands.spawn_bundle(Camera2dBundle::default());
// Text with one section
commands
.spawn_bundle(TextBundle {
style: Style {
align_self: AlignSelf::FlexEnd,
position_type: PositionType::Absolute,
position: UiRect {
bottom: Val::Px(5.0),
right: Val::Px(15.0),
..default()
},
..default()
},
// Use the `Text::with_section` constructor
text: Text::with_section(
// Accepts a `String` or any type that converts into a `String`, such as `&str`
"hello\nbevy!",
TextStyle {
font: asset_server.load("fonts/FiraSans-Bold.ttf"),
font_size: 100.0,
color: Color::WHITE,
},
// Note: You can use `Default::default()` in place of the `TextAlignment`
TextAlignment {
horizontal: HorizontalAlign::Center,
..default()
},
),
..default()
})
.insert(ColorText);
// Rich text with multiple sections
commands
.spawn_bundle(TextBundle {
style: Style {
align_self: AlignSelf::FlexEnd,
..default()
},
// Use `Text` directly
text: Text {
// Construct a `Vec` of `TextSection`s
sections: vec![
TextSection {
value: "FPS: ".to_string(),
style: TextStyle {
font: asset_server.load("fonts/FiraSans-Bold.ttf"),
font_size: 60.0,
color: Color::WHITE,
},
},
TextSection {
value: "".to_string(),
style: TextStyle {
font: asset_server.load("fonts/FiraMono-Medium.ttf"),
font_size: 60.0,
color: Color::GOLD,
},
},
],
..default()
},
..default()
})
.insert(FpsText);
}
fn text_update_system(diagnostics: Res<Diagnostics>, mut query: Query<&mut Text, With<FpsText>>) {
for mut text in &mut query {
if let Some(fps) = diagnostics.get(FrameTimeDiagnosticsPlugin::FPS) {
if let Some(average) = fps.average() {
// Update the value of the second section
text.sections[1].value = format!("{:.2}", average);
}
}
}
}
fn text_color_system(time: Res<Time>, mut query: Query<&mut Text, With<ColorText>>) {
for mut text in &mut query {
let seconds = time.seconds_since_startup() as f32;
// We used the `Text::with_section` helper method, but it is still just a `Text`,
// so to update it, we are still updating the one and only section
text.sections[0].style.color = Color::Rgba {
red: (1.25 * seconds).sin() / 2.0 + 0.5,
green: (0.75 * seconds).sin() / 2.0 + 0.5,
blue: (0.50 * seconds).sin() / 2.0 + 0.5,
alpha: 1.0,
};
}
}