bevy/examples/animation/animated_ui.rs
UkoeHB c2c19e5ae4
Text rework (#15591)
**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>
2024-10-09 18:35:36 +00:00

190 lines
6.5 KiB
Rust

//! Shows how to use animation clips to animate UI properties.
use bevy::{
animation::{AnimationTarget, AnimationTargetId},
prelude::*,
};
// A type that represents the font size of the first text section.
//
// We implement `AnimatableProperty` on this.
#[derive(Reflect)]
struct FontSizeProperty;
// A type that represents the color of the first text section.
//
// We implement `AnimatableProperty` on this.
#[derive(Reflect)]
struct TextColorProperty;
// Holds information about the animation we programmatically create.
struct AnimationInfo {
// The name of the animation target (in this case, the text).
target_name: Name,
// The ID of the animation target, derived from the name.
target_id: AnimationTargetId,
// The animation graph asset.
graph: Handle<AnimationGraph>,
// The index of the node within that graph.
node_index: AnimationNodeIndex,
}
// The entry point.
fn main() {
App::new()
.add_plugins(DefaultPlugins)
// Note that we don't need any systems other than the setup system,
// because Bevy automatically updates animations every frame.
.add_systems(Startup, setup)
.run();
}
impl AnimatableProperty for FontSizeProperty {
type Component = TextStyle;
type Property = f32;
fn get_mut(component: &mut Self::Component) -> Option<&mut Self::Property> {
Some(&mut component.font_size)
}
}
impl AnimatableProperty for TextColorProperty {
type Component = TextStyle;
type Property = Srgba;
fn get_mut(component: &mut Self::Component) -> Option<&mut Self::Property> {
match component.color {
Color::Srgba(ref mut color) => Some(color),
_ => None,
}
}
}
impl AnimationInfo {
// Programmatically creates the UI animation.
fn create(
animation_graphs: &mut Assets<AnimationGraph>,
animation_clips: &mut Assets<AnimationClip>,
) -> AnimationInfo {
// Create an ID that identifies the text node we're going to animate.
let animation_target_name = Name::new("Text");
let animation_target_id = AnimationTargetId::from_name(&animation_target_name);
// Allocate an animation clip.
let mut animation_clip = AnimationClip::default();
// Create a curve that animates font size.
//
// The curve itself is a `Curve<f32>`, and `f32` is `FontSizeProperty::Property`,
// which is required by `AnimatableCurve::from_curve`.
animation_clip.add_curve_to_target(
animation_target_id,
AnimatableKeyframeCurve::new(
[0.0, 0.5, 1.0, 1.5, 2.0, 2.5, 3.0]
.into_iter()
.zip([24.0, 80.0, 24.0, 80.0, 24.0, 80.0, 24.0]),
)
.map(AnimatableCurve::<FontSizeProperty, _>::from_curve)
.expect("should be able to build translation curve because we pass in valid samples"),
);
// Create a curve that animates font color. Note that this should have
// the same time duration as the previous curve.
//
// Similar to the above, the curve itself is a `Curve<Srgba>`, and `Srgba` is
// `TextColorProperty::Property`, which is required by the `from_curve` method.
animation_clip.add_curve_to_target(
animation_target_id,
AnimatableKeyframeCurve::new([0.0, 1.0, 2.0, 3.0].into_iter().zip([
Srgba::RED,
Srgba::GREEN,
Srgba::BLUE,
Srgba::RED,
]))
.map(AnimatableCurve::<TextColorProperty, _>::from_curve)
.expect("should be able to build translation curve because we pass in valid samples"),
);
// Save our animation clip as an asset.
let animation_clip_handle = animation_clips.add(animation_clip);
// Create an animation graph with that clip.
let (animation_graph, animation_node_index) =
AnimationGraph::from_clip(animation_clip_handle);
let animation_graph_handle = animation_graphs.add(animation_graph);
AnimationInfo {
target_name: animation_target_name,
target_id: animation_target_id,
graph: animation_graph_handle,
node_index: animation_node_index,
}
}
}
// Creates all the entities in the scene.
fn setup(
mut commands: Commands,
asset_server: Res<AssetServer>,
mut animation_graphs: ResMut<Assets<AnimationGraph>>,
mut animation_clips: ResMut<Assets<AnimationClip>>,
) {
// Create the animation.
let AnimationInfo {
target_name: animation_target_name,
target_id: animation_target_id,
graph: animation_graph,
node_index: animation_node_index,
} = AnimationInfo::create(&mut animation_graphs, &mut animation_clips);
// Build an animation player that automatically plays the UI animation.
let mut animation_player = AnimationPlayer::default();
animation_player.play(animation_node_index).repeat();
// Add a camera.
commands.spawn(Camera2d);
// Build the UI. We have a parent node that covers the whole screen and
// contains the `AnimationPlayer`, as well as a child node that contains the
// text to be animated.
commands
.spawn(NodeBundle {
// Cover the whole screen, and center contents.
style: Style {
position_type: PositionType::Absolute,
top: Val::Px(0.0),
left: Val::Px(0.0),
right: Val::Px(0.0),
bottom: Val::Px(0.0),
justify_content: JustifyContent::Center,
align_items: AlignItems::Center,
..default()
},
..default()
})
.insert(animation_player)
.insert(AnimationGraphHandle(animation_graph))
.with_children(|builder| {
// Build the text node.
let player = builder.parent_entity();
builder
.spawn((
Text::new("Bevy"),
TextStyle {
font: asset_server.load("fonts/FiraSans-Bold.ttf"),
font_size: 24.0,
color: Color::Srgba(Srgba::RED),
..default()
},
TextBlock::new_with_justify(JustifyText::Center),
))
// Mark as an animation target.
.insert(AnimationTarget {
id: animation_target_id,
player,
})
.insert(animation_target_name);
});
}