bevy/examples/ui/window_fallthrough.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

55 lines
2.1 KiB
Rust

//! This example illustrates how have a mouse's clicks/wheel/movement etc fall through the spawned transparent window to a window below.
//! If you build this, and hit 'P' it should toggle on/off the mouse's passthrough.
//! Note: this example will not work on following platforms: iOS / Android / Web / X11. Window fall through is not supported there.
use bevy::prelude::*;
fn main() {
App::new()
.insert_resource(ClearColor(Color::NONE)) // Use a transparent window, to make effects obvious.
.add_plugins(DefaultPlugins.set(WindowPlugin {
primary_window: Some(Window {
// Set the window's parameters, note we're setting the window to always be on top.
transparent: true,
decorations: true,
window_level: bevy::window::WindowLevel::AlwaysOnTop,
..default()
}),
..default()
}))
.add_systems(Startup, setup)
.add_systems(Update, toggle_mouse_passthrough) // This allows us to hit 'P' to toggle on/off the mouse's passthrough
.run();
}
fn setup(mut commands: Commands, asset_server: Res<AssetServer>) {
// UI camera
commands.spawn(Camera2d);
// Text with one span
commands.spawn((
// Accepts a `String` or any type that converts into a `String`, such as `&str`
Text::new("Hit 'P' then scroll/click around!"),
TextStyle {
font: asset_server.load("fonts/FiraSans-Bold.ttf"),
font_size: 83.0, // Nice and big so you can see it!
..default()
},
// Set the style of the TextBundle itself.
Style {
position_type: PositionType::Absolute,
bottom: Val::Px(5.),
right: Val::Px(10.),
..default()
},
));
}
// A simple system to handle some keyboard input and toggle on/off the hittest.
fn toggle_mouse_passthrough(
keyboard_input: Res<ButtonInput<KeyCode>>,
mut windows: Query<&mut Window>,
) {
if keyboard_input.just_pressed(KeyCode::KeyP) {
let mut window = windows.single_mut();
window.cursor_options.hit_test = !window.cursor_options.hit_test;
}
}