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https://github.com/bevyengine/bevy
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c2c19e5ae4
**Ready for review. Examples migration progress: 100%.** # Objective - Implement https://github.com/bevyengine/bevy/discussions/15014 ## Solution This implements [cart's proposal](https://github.com/bevyengine/bevy/discussions/15014#discussioncomment-10574459) faithfully except for one change. I separated `TextSpan` from `TextSpan2d` because `TextSpan` needs to require the `GhostNode` component, which is a `bevy_ui` component only usable by UI. Extra changes: - Added `EntityCommands::commands_mut` that returns a mutable reference. This is a blocker for extension methods that return something other than `self`. Note that `sickle_ui`'s `UiBuilder::commands` returns a mutable reference for this reason. ## Testing - [x] Text examples all work. --- ## Showcase TODO: showcase-worthy ## Migration Guide TODO: very breaking ### Accessing text spans by index Text sections are now text sections on different entities in a hierarchy, Use the new `TextReader` and `TextWriter` system parameters to access spans by index. Before: ```rust fn refresh_text(mut query: Query<&mut Text, With<TimeText>>, time: Res<Time>) { let text = query.single_mut(); text.sections[1].value = format_time(time.elapsed()); } ``` After: ```rust fn refresh_text( query: Query<Entity, With<TimeText>>, mut writer: UiTextWriter, time: Res<Time> ) { let entity = query.single(); *writer.text(entity, 1) = format_time(time.elapsed()); } ``` ### Iterating text spans Text spans are now entities in a hierarchy, so the new `UiTextReader` and `UiTextWriter` system parameters provide ways to iterate that hierarchy. The `UiTextReader::iter` method will give you a normal iterator over spans, and `UiTextWriter::for_each` lets you visit each of the spans. --------- Co-authored-by: ickshonpe <david.curthoys@googlemail.com> Co-authored-by: Carter Anderson <mcanders1@gmail.com>
81 lines
2.8 KiB
Rust
81 lines
2.8 KiB
Rust
//! This example illustrates how to use logs in bevy.
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use bevy::{log::once, prelude::*};
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fn main() {
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App::new()
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.add_plugins(DefaultPlugins.set(bevy::log::LogPlugin {
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// Uncomment this to override the default log settings:
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// level: bevy::log::Level::TRACE,
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// filter: "wgpu=warn,bevy_ecs=info".to_string(),
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..default()
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}))
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.add_systems(Startup, setup)
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.add_systems(Update, log_system)
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.add_systems(Update, log_once_system)
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.add_systems(Update, panic_on_p)
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.run();
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}
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fn setup(mut commands: Commands) {
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commands.spawn(Camera2d);
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commands.spawn((
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Text::new("Press P to panic"),
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Style {
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position_type: PositionType::Absolute,
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top: Val::Px(12.0),
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left: Val::Px(12.0),
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..default()
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},
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));
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}
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fn panic_on_p(keys: Res<ButtonInput<KeyCode>>) {
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if keys.just_pressed(KeyCode::KeyP) {
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panic!("P pressed, panicking");
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}
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}
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fn log_system() {
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// here is how you write new logs at each "log level" (in "least important" to "most important"
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// order)
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trace!("very noisy");
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debug!("helpful for debugging");
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info!("helpful information that is worth printing by default");
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warn!("something bad happened that isn't a failure, but thats worth calling out");
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error!("something failed");
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// by default, trace and debug logs are ignored because they are "noisy"
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// you can control what level is logged by setting up the LogPlugin
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// alternatively you can set the log level via the RUST_LOG=LEVEL environment variable
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// ex: RUST_LOG=trace, RUST_LOG=info,bevy_ecs=warn
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// the format used here is super flexible. check out this documentation for more info:
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// https://docs.rs/tracing-subscriber/*/tracing_subscriber/filter/struct.EnvFilter.html
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}
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fn log_once_system() {
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// The 'once' variants of each log level are useful when a system is called every frame,
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// but we still wish to inform the user only once. In other words, use these to prevent spam :)
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trace_once!("one time noisy message");
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debug_once!("one time debug message");
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info_once!("some info which is printed only once");
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warn_once!("some warning we wish to call out only once");
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error_once!("some error we wish to report only once");
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for i in 0..10 {
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info_once!("logs once per call site, so this works just fine: {}", i);
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}
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// you can also use the `once!` macro directly,
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// in situations where you want to do something expensive only once
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// within the context of a continuous system.
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once!({
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info!("doing expensive things");
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let mut a: u64 = 0;
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for i in 0..100000000 {
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a += i;
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}
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info!("result of some expensive one time calculation: {}", a);
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});
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}
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