mirror of
https://github.com/bevyengine/bevy
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9f906fdc8b
# 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>
184 lines
7.5 KiB
Rust
184 lines
7.5 KiB
Rust
//! Illustrates the difference between direction of a translation in respect to local object or
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//! global object Transform.
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use bevy::{math::Vec3A, prelude::*};
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// Define a marker for entities that should be changed via their global transform.
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#[derive(Component)]
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struct ChangeGlobal;
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// Define a marker for entities that should be changed via their local transform.
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#[derive(Component)]
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struct ChangeLocal;
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// Define a marker for entities that should move.
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#[derive(Component)]
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struct Move;
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// Define a resource for the current movement direction;
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#[derive(Default)]
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struct Direction(Vec3);
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// Define component to decide when an entity should be ignored by the movement systems.
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#[derive(Component)]
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struct ToggledBy(KeyCode);
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fn main() {
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App::new()
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.add_plugins(DefaultPlugins)
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.add_startup_system(setup)
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.init_resource::<Direction>()
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.add_system(move_cubes_according_to_global_transform)
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.add_system(move_cubes_according_to_local_transform)
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.add_system(update_directional_input)
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.add_system(toggle_movement)
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.run();
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}
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// Startup system to setup the scene and spawn all relevant entities.
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fn setup(
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mut commands: Commands,
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mut meshes: ResMut<Assets<Mesh>>,
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mut materials: ResMut<Assets<StandardMaterial>>,
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asset_server: Res<AssetServer>,
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) {
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// To show the difference between a local transform (rotation, scale and position in respect to a given entity)
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// and global transform (rotation, scale and position in respect to the base coordinate system of the visible scene)
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// it's helpful to add multiple entities that are attached to each other.
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// This way we'll see that the transform in respect to an entity's parent is different to the
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// global transform within the visible scene.
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// This example focuses on translation only to clearly demonstrate the differences.
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// Spawn a basic cube to have an entity as reference.
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let mut main_entity = commands.spawn();
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main_entity
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.insert_bundle(PbrBundle {
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mesh: meshes.add(Mesh::from(shape::Cube { size: 1.0 })),
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material: materials.add(Color::YELLOW.into()),
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..default()
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})
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.insert(ChangeGlobal)
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.insert(Move)
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.insert(ToggledBy(KeyCode::Key1));
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// Spawn two entities as children above the original main entity.
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// The red entity spawned here will be changed via its global transform
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// where the green one will be changed via its local transform.
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main_entity.with_children(|child_builder| {
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// also see parenting example
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child_builder
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.spawn_bundle(PbrBundle {
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mesh: meshes.add(Mesh::from(shape::Cube { size: 0.5 })),
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material: materials.add(Color::RED.into()),
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transform: Transform::from_translation(Vec3::Y - Vec3::Z),
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..default()
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})
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.insert(ChangeGlobal)
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.insert(Move)
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.insert(ToggledBy(KeyCode::Key2));
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child_builder
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.spawn_bundle(PbrBundle {
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mesh: meshes.add(Mesh::from(shape::Cube { size: 0.5 })),
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material: materials.add(Color::GREEN.into()),
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transform: Transform::from_translation(Vec3::Y + Vec3::Z),
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..default()
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})
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.insert(ChangeLocal)
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.insert(Move)
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.insert(ToggledBy(KeyCode::Key3));
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});
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// Spawn a camera looking at the entities to show what's happening in this example.
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commands.spawn_bundle(Camera3dBundle {
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transform: Transform::from_xyz(0.0, 10.0, 20.0).looking_at(Vec3::ZERO, Vec3::Y),
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..default()
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});
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// Add a light source for better 3d visibility.
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commands.spawn_bundle(PointLightBundle {
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transform: Transform::from_translation(Vec3::splat(3.0)),
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..default()
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});
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// Add text to explain inputs and what is happening.
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commands.spawn_bundle(TextBundle::from_section(
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"Press the arrow keys to move the cubes. Toggle movement for yellow (1), red (2) and green (3) cubes via number keys.
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Notice how the green cube will translate further in respect to the yellow in contrast to the red cube.
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This is due to the use of its LocalTransform that is relative to the yellow cubes transform instead of the GlobalTransform as in the case of the red cube.
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The red cube is moved through its GlobalTransform and thus is unaffected by the yellows transform.",
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TextStyle {
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font: asset_server.load("fonts/FiraSans-Bold.ttf"),
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font_size: 22.0,
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color: Color::WHITE,
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},
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));
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}
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// This system will move all cubes that are marked as ChangeGlobal according to their global transform.
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fn move_cubes_according_to_global_transform(
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mut cubes: Query<&mut GlobalTransform, (With<ChangeGlobal>, With<Move>)>,
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direction: Res<Direction>,
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timer: Res<Time>,
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) {
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for mut global_transform in &mut cubes {
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*global_transform.translation_mut() += Vec3A::from(direction.0) * timer.delta_seconds();
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}
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}
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// This system will move all cubes that are marked as ChangeLocal according to their local transform.
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fn move_cubes_according_to_local_transform(
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mut cubes: Query<&mut Transform, (With<ChangeLocal>, With<Move>)>,
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direction: Res<Direction>,
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timer: Res<Time>,
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) {
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for mut transform in &mut cubes {
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transform.translation += direction.0 * timer.delta_seconds();
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}
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}
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// This system updates a resource that defines in which direction the cubes should move.
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// The direction is defined by the input of arrow keys and is only in left/right and up/down direction.
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fn update_directional_input(mut direction: ResMut<Direction>, keyboard_input: Res<Input<KeyCode>>) {
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let horizontal_movement = Vec3::X
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* (keyboard_input.pressed(KeyCode::Right) as i32
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- keyboard_input.pressed(KeyCode::Left) as i32) as f32;
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let vertical_movement = Vec3::Y
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* (keyboard_input.pressed(KeyCode::Up) as i32
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- keyboard_input.pressed(KeyCode::Down) as i32) as f32;
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direction.0 = horizontal_movement + vertical_movement;
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}
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// This system enables and disables the movement for each entity if their assigned key is pressed.
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fn toggle_movement(
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mut commands: Commands,
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movable_entities: Query<(Entity, &Handle<StandardMaterial>, &ToggledBy), With<Move>>,
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static_entities: Query<(Entity, &Handle<StandardMaterial>, &ToggledBy), Without<Move>>,
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mut materials: ResMut<Assets<StandardMaterial>>,
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keyboard_input: Res<Input<KeyCode>>,
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) {
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// Update the currently movable entities and remove their Move component if the assigned key was pressed to disable their movement.
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// This will also make them transparent so they can be identified as 'disabled' in the scene.
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for (entity, material_handle, toggled_by) in &movable_entities {
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if keyboard_input.just_pressed(toggled_by.0) {
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materials
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.get_mut(material_handle)
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.unwrap()
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.base_color
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.set_a(0.5);
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commands.entity(entity).remove::<Move>();
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}
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}
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// Update the currently non-movable entities and add a Move component if the assigned key was pressed to enable their movement.
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// This will also make them opaque so they can be identified as 'enabled' in the scene.
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for (entity, material_handle, toggled_by) in &static_entities {
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if keyboard_input.just_pressed(toggled_by.0) {
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materials
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.get_mut(material_handle)
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.unwrap()
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.base_color
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.set_a(1.0);
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commands.entity(entity).insert(Move);
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}
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}
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}
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