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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>
57 lines
1.8 KiB
Rust
57 lines
1.8 KiB
Rust
//! Uses two windows to visualize a 3D model from different angles.
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use bevy::{prelude::*, render::camera::RenderTarget, window::WindowRef};
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fn main() {
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App::new()
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// By default, a primary window gets spawned by `WindowPlugin`, contained in `DefaultPlugins`
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.add_plugins(DefaultPlugins)
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.add_systems(Startup, setup_scene)
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.run();
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}
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fn setup_scene(mut commands: Commands, asset_server: Res<AssetServer>) {
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// add entities to the world
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commands.spawn(SceneRoot(
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asset_server.load(GltfAssetLabel::Scene(0).from_asset("models/torus/torus.gltf")),
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));
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// light
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commands.spawn((
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DirectionalLight::default(),
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Transform::from_xyz(3.0, 3.0, 3.0).looking_at(Vec3::ZERO, Vec3::Y),
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));
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let first_window_camera = commands
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.spawn((
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Camera3d::default(),
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Transform::from_xyz(0.0, 0.0, 6.0).looking_at(Vec3::ZERO, Vec3::Y),
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))
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.id();
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// Spawn a second window
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let second_window = commands
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.spawn(Window {
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title: "Second window".to_owned(),
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..default()
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})
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.id();
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let second_window_camera = commands
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.spawn((
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Camera3d::default(),
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Transform::from_xyz(6.0, 0.0, 0.0).looking_at(Vec3::ZERO, Vec3::Y),
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Camera {
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target: RenderTarget::Window(WindowRef::Entity(second_window)),
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..default()
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},
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))
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.id();
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// Since we are using multiple cameras, we need to specify which camera UI should be rendered to
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commands
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.spawn((NodeBundle::default(), TargetCamera(first_window_camera)))
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.with_child(Text::new("First window"));
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commands
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.spawn((NodeBundle::default(), TargetCamera(second_window_camera)))
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.with_child(Text::new("Second window"));
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}
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