mirror of
https://github.com/bevyengine/bevy
synced 2024-11-25 22:20:20 +00:00
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>
284 lines
8.5 KiB
Rust
284 lines
8.5 KiB
Rust
use bevy::{app::MainScheduleOrder, ecs::schedule::*, prelude::*};
|
|
|
|
/// Independent [`Schedule`] for stepping systems.
|
|
///
|
|
/// The stepping systems must run in their own schedule to be able to inspect
|
|
/// all the other schedules in the [`App`]. This is because the currently
|
|
/// executing schedule is removed from the [`Schedules`] resource while it is
|
|
/// being run.
|
|
#[derive(Debug, Hash, PartialEq, Eq, Clone, ScheduleLabel)]
|
|
struct DebugSchedule;
|
|
|
|
/// Plugin to add a stepping UI to an example
|
|
#[derive(Default)]
|
|
pub struct SteppingPlugin {
|
|
schedule_labels: Vec<InternedScheduleLabel>,
|
|
top: Val,
|
|
left: Val,
|
|
}
|
|
|
|
impl SteppingPlugin {
|
|
/// add a schedule to be stepped when stepping is enabled
|
|
pub fn add_schedule(mut self, label: impl ScheduleLabel) -> SteppingPlugin {
|
|
self.schedule_labels.push(label.intern());
|
|
self
|
|
}
|
|
|
|
/// Set the location of the stepping UI when activated
|
|
pub fn at(self, left: Val, top: Val) -> SteppingPlugin {
|
|
SteppingPlugin { top, left, ..self }
|
|
}
|
|
}
|
|
|
|
impl Plugin for SteppingPlugin {
|
|
fn build(&self, app: &mut App) {
|
|
app.add_systems(Startup, build_stepping_hint);
|
|
if cfg!(not(feature = "bevy_debug_stepping")) {
|
|
return;
|
|
}
|
|
|
|
// create and insert our debug schedule into the main schedule order.
|
|
// We need an independent schedule so we have access to all other
|
|
// schedules through the `Stepping` resource
|
|
app.init_schedule(DebugSchedule);
|
|
let mut order = app.world_mut().resource_mut::<MainScheduleOrder>();
|
|
order.insert_after(Update, DebugSchedule);
|
|
|
|
// create our stepping resource
|
|
let mut stepping = Stepping::new();
|
|
for label in &self.schedule_labels {
|
|
stepping.add_schedule(*label);
|
|
}
|
|
app.insert_resource(stepping);
|
|
|
|
// add our startup & stepping systems
|
|
app.insert_resource(State {
|
|
ui_top: self.top,
|
|
ui_left: self.left,
|
|
systems: Vec::new(),
|
|
})
|
|
.add_systems(
|
|
DebugSchedule,
|
|
(
|
|
build_ui.run_if(not(initialized)),
|
|
handle_input,
|
|
update_ui.run_if(initialized),
|
|
)
|
|
.chain(),
|
|
);
|
|
}
|
|
}
|
|
|
|
/// Struct for maintaining stepping state
|
|
#[derive(Resource, Debug)]
|
|
struct State {
|
|
// vector of schedule/nodeid -> text index offset
|
|
systems: Vec<(InternedScheduleLabel, NodeId, usize)>,
|
|
|
|
// ui positioning
|
|
ui_top: Val,
|
|
ui_left: Val,
|
|
}
|
|
|
|
/// condition to check if the stepping UI has been constructed
|
|
fn initialized(state: Res<State>) -> bool {
|
|
!state.systems.is_empty()
|
|
}
|
|
|
|
const FONT_COLOR: Color = Color::srgb(0.2, 0.2, 0.2);
|
|
const FONT_BOLD: &str = "fonts/FiraSans-Bold.ttf";
|
|
|
|
#[derive(Component)]
|
|
struct SteppingUi;
|
|
|
|
/// Construct the stepping UI elements from the [`Schedules`] resource.
|
|
///
|
|
/// This system may run multiple times before constructing the UI as all of the
|
|
/// data may not be available on the first run of the system. This happens if
|
|
/// one of the stepping schedules has not yet been run.
|
|
fn build_ui(
|
|
mut commands: Commands,
|
|
asset_server: Res<AssetServer>,
|
|
schedules: Res<Schedules>,
|
|
mut stepping: ResMut<Stepping>,
|
|
mut state: ResMut<State>,
|
|
) {
|
|
let mut text_spans = Vec::new();
|
|
let mut always_run = Vec::new();
|
|
|
|
let Ok(schedule_order) = stepping.schedules() else {
|
|
return;
|
|
};
|
|
|
|
// go through the stepping schedules and construct a list of systems for
|
|
// each label
|
|
for label in schedule_order {
|
|
let schedule = schedules.get(*label).unwrap();
|
|
text_spans.push((
|
|
TextSpan(format!("{label:?}\n")),
|
|
TextStyle {
|
|
font: asset_server.load(FONT_BOLD),
|
|
color: FONT_COLOR,
|
|
..default()
|
|
},
|
|
));
|
|
|
|
// grab the list of systems in the schedule, in the order the
|
|
// single-threaded executor would run them.
|
|
let Ok(systems) = schedule.systems() else {
|
|
return;
|
|
};
|
|
|
|
for (node_id, system) in systems {
|
|
// skip bevy default systems; we don't want to step those
|
|
if system.name().starts_with("bevy") {
|
|
always_run.push((*label, node_id));
|
|
continue;
|
|
}
|
|
|
|
// Add an entry to our systems list so we can find where to draw
|
|
// the cursor when the stepping cursor is at this system
|
|
// we add plus 1 to account for the empty root span
|
|
state.systems.push((*label, node_id, text_spans.len() + 1));
|
|
|
|
// Add a text section for displaying the cursor for this system
|
|
text_spans.push((
|
|
TextSpan::new(" "),
|
|
TextStyle {
|
|
color: FONT_COLOR,
|
|
..default()
|
|
},
|
|
));
|
|
|
|
// add the name of the system to the ui
|
|
text_spans.push((
|
|
TextSpan(format!("{}\n", system.name())),
|
|
TextStyle {
|
|
color: FONT_COLOR,
|
|
..default()
|
|
},
|
|
));
|
|
}
|
|
}
|
|
|
|
for (label, node) in always_run.drain(..) {
|
|
stepping.always_run_node(label, node);
|
|
}
|
|
|
|
commands
|
|
.spawn((
|
|
Text::default(),
|
|
SteppingUi,
|
|
Style {
|
|
position_type: PositionType::Absolute,
|
|
top: state.ui_top,
|
|
left: state.ui_left,
|
|
padding: UiRect::all(Val::Px(10.0)),
|
|
..default()
|
|
},
|
|
BackgroundColor(Color::srgba(1.0, 1.0, 1.0, 0.33)),
|
|
Visibility::Hidden,
|
|
))
|
|
.with_children(|p| {
|
|
for span in text_spans {
|
|
p.spawn(span);
|
|
}
|
|
});
|
|
}
|
|
|
|
fn build_stepping_hint(mut commands: Commands) {
|
|
let hint_text = if cfg!(feature = "bevy_debug_stepping") {
|
|
"Press ` to toggle stepping mode (S: step system, Space: step frame)"
|
|
} else {
|
|
"Bevy was compiled without stepping support. Run with `--features=bevy_debug_stepping` to enable stepping."
|
|
};
|
|
info!("{}", hint_text);
|
|
// stepping description box
|
|
commands.spawn((
|
|
Text::new(hint_text),
|
|
TextStyle {
|
|
font_size: 15.0,
|
|
color: FONT_COLOR,
|
|
..default()
|
|
},
|
|
Style {
|
|
position_type: PositionType::Absolute,
|
|
bottom: Val::Px(5.0),
|
|
left: Val::Px(5.0),
|
|
..default()
|
|
},
|
|
));
|
|
}
|
|
|
|
fn handle_input(keyboard_input: Res<ButtonInput<KeyCode>>, mut stepping: ResMut<Stepping>) {
|
|
if keyboard_input.just_pressed(KeyCode::Slash) {
|
|
info!("{:#?}", stepping);
|
|
}
|
|
// grave key to toggle stepping mode for the FixedUpdate schedule
|
|
if keyboard_input.just_pressed(KeyCode::Backquote) {
|
|
if stepping.is_enabled() {
|
|
stepping.disable();
|
|
debug!("disabled stepping");
|
|
} else {
|
|
stepping.enable();
|
|
debug!("enabled stepping");
|
|
}
|
|
}
|
|
|
|
if !stepping.is_enabled() {
|
|
return;
|
|
}
|
|
|
|
// space key will step the remainder of this frame
|
|
if keyboard_input.just_pressed(KeyCode::Space) {
|
|
debug!("continue");
|
|
stepping.continue_frame();
|
|
} else if keyboard_input.just_pressed(KeyCode::KeyS) {
|
|
debug!("stepping frame");
|
|
stepping.step_frame();
|
|
}
|
|
}
|
|
|
|
fn update_ui(
|
|
mut commands: Commands,
|
|
state: Res<State>,
|
|
stepping: Res<Stepping>,
|
|
ui: Query<(Entity, &Visibility), With<SteppingUi>>,
|
|
mut writer: UiTextWriter,
|
|
) {
|
|
if ui.is_empty() {
|
|
return;
|
|
}
|
|
|
|
// ensure the UI is only visible when stepping is enabled
|
|
let (ui, vis) = ui.single();
|
|
match (vis, stepping.is_enabled()) {
|
|
(Visibility::Hidden, true) => {
|
|
commands.entity(ui).insert(Visibility::Inherited);
|
|
}
|
|
(Visibility::Hidden, false) | (_, true) => (),
|
|
(_, false) => {
|
|
commands.entity(ui).insert(Visibility::Hidden);
|
|
}
|
|
}
|
|
|
|
// if we're not stepping, there's nothing more to be done here.
|
|
if !stepping.is_enabled() {
|
|
return;
|
|
}
|
|
|
|
let (cursor_schedule, cursor_system) = match stepping.cursor() {
|
|
// no cursor means stepping isn't enabled, so we're done here
|
|
None => return,
|
|
Some(c) => c,
|
|
};
|
|
|
|
for (schedule, system, text_index) in &state.systems {
|
|
let mark = if &cursor_schedule == schedule && *system == cursor_system {
|
|
"-> "
|
|
} else {
|
|
" "
|
|
};
|
|
*writer.text(ui, *text_index) = mark.to_string();
|
|
}
|
|
}
|