mirror of
https://github.com/bevyengine/bevy
synced 2025-02-16 14:08:32 +00:00
**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>
140 lines
4.5 KiB
Rust
140 lines
4.5 KiB
Rust
//! This example illustrates how to create UI text and update it in a system.
|
|
//!
|
|
//! It displays the current FPS in the top left corner, as well as text that changes color
|
|
//! in the bottom right. For text within a scene, please see the text2d example.
|
|
|
|
use bevy::{
|
|
color::palettes::css::GOLD,
|
|
diagnostic::{DiagnosticsStore, FrameTimeDiagnosticsPlugin},
|
|
prelude::*,
|
|
};
|
|
|
|
fn main() {
|
|
App::new()
|
|
.add_plugins((DefaultPlugins, FrameTimeDiagnosticsPlugin))
|
|
.add_systems(Startup, setup)
|
|
.add_systems(Update, (text_update_system, text_color_system))
|
|
.run();
|
|
}
|
|
|
|
// A unit struct to help identify the FPS UI component, since there may be many Text components
|
|
#[derive(Component)]
|
|
struct FpsText;
|
|
|
|
// A unit struct to help identify the color-changing Text component
|
|
#[derive(Component)]
|
|
struct ColorText;
|
|
|
|
fn setup(mut commands: Commands, asset_server: Res<AssetServer>) {
|
|
// UI camera
|
|
commands.spawn(Camera2d);
|
|
// Text with one section
|
|
commands.spawn((
|
|
// Accepts a `String` or any type that converts into a `String`, such as `&str`
|
|
Text::new("hello\nbevy!"),
|
|
TextStyle {
|
|
// This font is loaded and will be used instead of the default font.
|
|
font: asset_server.load("fonts/FiraSans-Bold.ttf"),
|
|
font_size: 67.0,
|
|
..default()
|
|
},
|
|
// Set the justification of the Text
|
|
TextBlock::new_with_justify(JustifyText::Center),
|
|
// Set the style of the Node itself.
|
|
Style {
|
|
position_type: PositionType::Absolute,
|
|
bottom: Val::Px(5.0),
|
|
right: Val::Px(5.0),
|
|
..default()
|
|
},
|
|
ColorText,
|
|
));
|
|
|
|
// Text with multiple sections
|
|
commands
|
|
.spawn((
|
|
// Create a Text with multiple child spans.
|
|
Text::new("FPS: "),
|
|
TextStyle {
|
|
// This font is loaded and will be used instead of the default font.
|
|
font: asset_server.load("fonts/FiraSans-Bold.ttf"),
|
|
font_size: 42.0,
|
|
..default()
|
|
},
|
|
))
|
|
.with_child((
|
|
TextSpan::default(),
|
|
if cfg!(feature = "default_font") {
|
|
TextStyle {
|
|
font_size: 33.0,
|
|
color: GOLD.into(),
|
|
// If no font is specified, the default font (a minimal subset of FiraMono) will be used.
|
|
..default()
|
|
}
|
|
} else {
|
|
// "default_font" feature is unavailable, load a font to use instead.
|
|
TextStyle {
|
|
font: asset_server.load("fonts/FiraMono-Medium.ttf"),
|
|
font_size: 33.0,
|
|
color: GOLD.into(),
|
|
..default()
|
|
}
|
|
},
|
|
FpsText,
|
|
));
|
|
|
|
#[cfg(feature = "default_font")]
|
|
commands.spawn((
|
|
// Here we are able to call the `From` method instead of creating a new `TextSection`.
|
|
// This will use the default font (a minimal subset of FiraMono) and apply the default styling.
|
|
Text::new("From an &str into a Text with the default font!"),
|
|
Style {
|
|
position_type: PositionType::Absolute,
|
|
bottom: Val::Px(5.0),
|
|
left: Val::Px(15.0),
|
|
..default()
|
|
},
|
|
));
|
|
|
|
#[cfg(not(feature = "default_font"))]
|
|
commands.spawn((
|
|
Text::new("Default font disabled"),
|
|
TextStyle {
|
|
font: asset_server.load("fonts/FiraMono-Medium.ttf"),
|
|
..default()
|
|
},
|
|
Style {
|
|
position_type: PositionType::Absolute,
|
|
bottom: Val::Px(5.0),
|
|
left: Val::Px(15.0),
|
|
..default()
|
|
},
|
|
));
|
|
}
|
|
|
|
fn text_color_system(time: Res<Time>, mut query: Query<&mut TextStyle, With<ColorText>>) {
|
|
for mut style in &mut query {
|
|
let seconds = time.elapsed_seconds();
|
|
|
|
// Update the color of the ColorText span.
|
|
style.color = Color::srgb(
|
|
ops::sin(1.25 * seconds) / 2.0 + 0.5,
|
|
ops::sin(0.75 * seconds) / 2.0 + 0.5,
|
|
ops::sin(0.50 * seconds) / 2.0 + 0.5,
|
|
);
|
|
}
|
|
}
|
|
|
|
fn text_update_system(
|
|
diagnostics: Res<DiagnosticsStore>,
|
|
mut query: Query<&mut TextSpan, With<FpsText>>,
|
|
) {
|
|
for mut span in &mut query {
|
|
if let Some(fps) = diagnostics.get(&FrameTimeDiagnosticsPlugin::FPS) {
|
|
if let Some(value) = fps.smoothed() {
|
|
// Update the value of the second section
|
|
**span = format!("{value:.2}");
|
|
}
|
|
}
|
|
}
|
|
}
|