bevy/examples/scene/scene.rs
ira 9f906fdc8b Improve ergonomics and reduce boilerplate around creating text elements. (#5343)
# Objective

Creating UI elements is very boilerplate-y with lots of indentation.
This PR aims to reduce boilerplate around creating text elements.

## Changelog

* Renamed `Text::with_section` to `from_section`.
  It no longer takes a `TextAlignment` as argument, as the vast majority of cases left it `Default::default()`.
* Added `Text::from_sections` which creates a `Text` from a list of `TextSections`.
  Reduces line-count and reduces indentation by one level.
* Added `Text::with_alignment`.
  A builder style method for setting the `TextAlignment` of a `Text`.
* Added `TextSection::new`.
  Does not reduce line count, but reduces character count and made it easier to read. No more `.to_string()` calls!
* Added `TextSection::from_style` which creates an empty `TextSection` with a style.
  No more empty strings! Reduces indentation.
* Added `TextAlignment::CENTER` and friends.
* Added methods to `TextBundle`. `from_section`, `from_sections`, `with_text_alignment` and `with_style`.

## Note for reviewers.
Because of the nature of these changes I recommend setting diff view to 'split'.
~~Look for the book icon~~ cog in the top-left of the Files changed tab.

Have fun reviewing ❤️
<sup> >:D </sup>

## Migration Guide

`Text::with_section` was renamed to `from_section` and no longer takes a `TextAlignment` as argument.
Use `with_alignment` to set the alignment instead.

Co-authored-by: devil-ira <justthecooldude@gmail.com>
2022-07-20 14:14:29 +00:00

122 lines
4.6 KiB
Rust

//! This example illustrates loading scenes from files.
use bevy::{prelude::*, reflect::TypeRegistry, utils::Duration};
fn main() {
App::new()
.add_plugins(DefaultPlugins)
.register_type::<ComponentA>()
.register_type::<ComponentB>()
.add_startup_system(save_scene_system.exclusive_system())
.add_startup_system(load_scene_system)
.add_startup_system(infotext_system)
.add_system(log_system)
.run();
}
// Registered components must implement the `Reflect` and `FromWorld` traits.
// The `Reflect` trait enables serialization, deserialization, and dynamic property access.
// `Reflect` enable a bunch of cool behaviors, so its worth checking out the dedicated `reflect.rs`
// example. The `FromWorld` trait determines how your component is constructed when it loads.
// For simple use cases you can just implement the `Default` trait (which automatically implements
// FromResources). The simplest registered component just needs these two derives:
#[derive(Component, Reflect, Default)]
#[reflect(Component)] // this tells the reflect derive to also reflect component behaviors
struct ComponentA {
pub x: f32,
pub y: f32,
}
// Some components have fields that cannot (or should not) be written to scene files. These can be
// ignored with the #[reflect(ignore)] attribute. This is also generally where the `FromWorld`
// trait comes into play. `FromWorld` gives you access to your App's current ECS `Resources`
// when you construct your component.
#[derive(Component, Reflect)]
#[reflect(Component)]
struct ComponentB {
pub value: String,
#[reflect(ignore)]
pub _time_since_startup: Duration,
}
impl FromWorld for ComponentB {
fn from_world(world: &mut World) -> Self {
let time = world.resource::<Time>();
ComponentB {
_time_since_startup: time.time_since_startup(),
value: "Default Value".to_string(),
}
}
}
fn load_scene_system(mut commands: Commands, asset_server: Res<AssetServer>) {
// "Spawning" a scene bundle creates a new entity and spawns new instances
// of the given scene's entities as children of that entity.
commands.spawn_bundle(DynamicSceneBundle {
// Scenes are loaded just like any other asset.
scene: asset_server.load("scenes/load_scene_example.scn.ron"),
..default()
});
// This tells the AssetServer to watch for changes to assets.
// It enables our scenes to automatically reload in game when we modify their files
asset_server.watch_for_changes().unwrap();
}
// This system logs all ComponentA components in our world. Try making a change to a ComponentA in
// load_scene_example.scn. You should immediately see the changes appear in the console.
fn log_system(query: Query<(Entity, &ComponentA), Changed<ComponentA>>) {
for (entity, component_a) in &query {
info!(" Entity({})", entity.id());
info!(
" ComponentA: {{ x: {} y: {} }}\n",
component_a.x, component_a.y
);
}
}
fn save_scene_system(world: &mut World) {
// Scenes can be created from any ECS World. You can either create a new one for the scene or
// use the current World.
let mut scene_world = World::new();
let mut component_b = ComponentB::from_world(world);
component_b.value = "hello".to_string();
scene_world.spawn().insert_bundle((
component_b,
ComponentA { x: 1.0, y: 2.0 },
Transform::identity(),
));
scene_world
.spawn()
.insert_bundle((ComponentA { x: 3.0, y: 4.0 },));
// The TypeRegistry resource contains information about all registered types (including
// components). This is used to construct scenes.
let type_registry = world.resource::<TypeRegistry>();
let scene = DynamicScene::from_world(&scene_world, type_registry);
// Scenes can be serialized like this:
info!("{}", scene.serialize_ron(type_registry).unwrap());
// TODO: save scene
}
// This is only necessary for the info message in the UI. See examples/ui/text.rs for a standalone
// text example.
fn infotext_system(mut commands: Commands, asset_server: Res<AssetServer>) {
commands.spawn_bundle(Camera2dBundle::default());
commands.spawn_bundle(
TextBundle::from_section(
"Nothing to see in this window! Check the console output!",
TextStyle {
font: asset_server.load("fonts/FiraSans-Bold.ttf"),
font_size: 50.0,
color: Color::WHITE,
},
)
.with_style(Style {
align_self: AlignSelf::FlexEnd,
..default()
}),
);
}