mirror of
https://github.com/bevyengine/bevy
synced 2024-11-10 07:04:33 +00:00
522d82b21a
# Objective - Fixes #14265 ## Solution - Go through Pixel Eagle examples (and examples all in all) - If default size is used it is usually left there - If size of font is touched try dividing with 1.2 and round it to nearest whole number ## Testing - Run example before and after - Make sure examples text are readable or like before cosmic-text change --- ## Showcase Before: ![image](https://github.com/user-attachments/assets/beb2d5af-d1ee-4c2c-89c4-8e59c53b53b4) After: ![image](https://github.com/user-attachments/assets/fef28a8d-dc26-4e0e-9870-6b216de906e8)
165 lines
6.2 KiB
Rust
165 lines
6.2 KiB
Rust
//! This example illustrates loading scenes from files.
|
|
use bevy::{prelude::*, tasks::IoTaskPool, utils::Duration};
|
|
use std::{fs::File, io::Write};
|
|
|
|
fn main() {
|
|
App::new()
|
|
.add_plugins(DefaultPlugins)
|
|
.register_type::<ComponentA>()
|
|
.register_type::<ComponentB>()
|
|
.register_type::<ResourceA>()
|
|
.add_systems(
|
|
Startup,
|
|
(save_scene_system, load_scene_system, infotext_system),
|
|
)
|
|
.add_systems(Update, log_system)
|
|
.run();
|
|
}
|
|
|
|
// Registered components must implement the `Reflect` and `FromWorld` traits.
|
|
// The `Reflect` trait enables serialization, deserialization, and dynamic property access.
|
|
// `Reflect` enable a bunch of cool behaviors, so its worth checking out the dedicated `reflect.rs`
|
|
// example. The `FromWorld` trait determines how your component is constructed when it loads.
|
|
// For simple use cases you can just implement the `Default` trait (which automatically implements
|
|
// `FromWorld`). The simplest registered component just needs these three derives:
|
|
#[derive(Component, Reflect, Default)]
|
|
#[reflect(Component)] // this tells the reflect derive to also reflect component behaviors
|
|
struct ComponentA {
|
|
pub x: f32,
|
|
pub y: f32,
|
|
}
|
|
|
|
// Some components have fields that cannot (or should not) be written to scene files. These can be
|
|
// ignored with the #[reflect(skip_serializing)] attribute. This is also generally where the `FromWorld`
|
|
// trait comes into play. `FromWorld` gives you access to your App's current ECS `Resources`
|
|
// when you construct your component.
|
|
#[derive(Component, Reflect)]
|
|
#[reflect(Component)]
|
|
struct ComponentB {
|
|
pub value: String,
|
|
#[reflect(skip_serializing)]
|
|
pub _time_since_startup: Duration,
|
|
}
|
|
|
|
impl FromWorld for ComponentB {
|
|
fn from_world(world: &mut World) -> Self {
|
|
let time = world.resource::<Time>();
|
|
ComponentB {
|
|
_time_since_startup: time.elapsed(),
|
|
value: "Default Value".to_string(),
|
|
}
|
|
}
|
|
}
|
|
|
|
// Resources can be serialized in scenes as well, with the same requirements `Component`s have.
|
|
#[derive(Resource, Reflect, Default)]
|
|
#[reflect(Resource)]
|
|
struct ResourceA {
|
|
pub score: u32,
|
|
}
|
|
|
|
// The initial scene file will be loaded below and not change when the scene is saved
|
|
const SCENE_FILE_PATH: &str = "scenes/load_scene_example.scn.ron";
|
|
|
|
// The new, updated scene data will be saved here so that you can see the changes
|
|
const NEW_SCENE_FILE_PATH: &str = "scenes/load_scene_example-new.scn.ron";
|
|
|
|
fn load_scene_system(mut commands: Commands, asset_server: Res<AssetServer>) {
|
|
// "Spawning" a scene bundle creates a new entity and spawns new instances
|
|
// of the given scene's entities as children of that entity.
|
|
commands.spawn(DynamicSceneBundle {
|
|
// Scenes are loaded just like any other asset.
|
|
scene: asset_server.load(SCENE_FILE_PATH),
|
|
..default()
|
|
});
|
|
}
|
|
|
|
// This system logs all ComponentA components in our world. Try making a change to a ComponentA in
|
|
// load_scene_example.scn. If you enable the `file_watcher` cargo feature you should immediately see
|
|
// the changes appear in the console whenever you make a change.
|
|
fn log_system(
|
|
query: Query<(Entity, &ComponentA), Changed<ComponentA>>,
|
|
res: Option<Res<ResourceA>>,
|
|
) {
|
|
for (entity, component_a) in &query {
|
|
info!(" Entity({})", entity.index());
|
|
info!(
|
|
" ComponentA: {{ x: {} y: {} }}\n",
|
|
component_a.x, component_a.y
|
|
);
|
|
}
|
|
if let Some(res) = res {
|
|
if res.is_added() {
|
|
info!(" New ResourceA: {{ score: {} }}\n", res.score);
|
|
}
|
|
}
|
|
}
|
|
|
|
fn save_scene_system(world: &mut World) {
|
|
// Scenes can be created from any ECS World.
|
|
// You can either create a new one for the scene or use the current World.
|
|
// For demonstration purposes, we'll create a new one.
|
|
let mut scene_world = World::new();
|
|
|
|
// The `TypeRegistry` resource contains information about all registered types (including components).
|
|
// This is used to construct scenes, so we'll want to ensure that our previous type registrations
|
|
// exist in this new scene world as well.
|
|
// To do this, we can simply clone the `AppTypeRegistry` resource.
|
|
let type_registry = world.resource::<AppTypeRegistry>().clone();
|
|
scene_world.insert_resource(type_registry);
|
|
|
|
let mut component_b = ComponentB::from_world(world);
|
|
component_b.value = "hello".to_string();
|
|
scene_world.spawn((
|
|
component_b,
|
|
ComponentA { x: 1.0, y: 2.0 },
|
|
Transform::IDENTITY,
|
|
Name::new("joe"),
|
|
));
|
|
scene_world.spawn(ComponentA { x: 3.0, y: 4.0 });
|
|
scene_world.insert_resource(ResourceA { score: 1 });
|
|
|
|
// With our sample world ready to go, we can now create our scene using DynamicScene or DynamicSceneBuilder.
|
|
// For simplicity, we will create our scene using DynamicScene:
|
|
let scene = DynamicScene::from_world(&scene_world);
|
|
|
|
// Scenes can be serialized like this:
|
|
let type_registry = world.resource::<AppTypeRegistry>();
|
|
let type_registry = type_registry.read();
|
|
let serialized_scene = scene.serialize(&type_registry).unwrap();
|
|
|
|
// Showing the scene in the console
|
|
info!("{}", serialized_scene);
|
|
|
|
// Writing the scene to a new file. Using a task to avoid calling the filesystem APIs in a system
|
|
// as they are blocking
|
|
// This can't work in Wasm as there is no filesystem access
|
|
#[cfg(not(target_arch = "wasm32"))]
|
|
IoTaskPool::get()
|
|
.spawn(async move {
|
|
// Write the scene RON data to file
|
|
File::create(format!("assets/{NEW_SCENE_FILE_PATH}"))
|
|
.and_then(|mut file| file.write(serialized_scene.as_bytes()))
|
|
.expect("Error while writing scene to file");
|
|
})
|
|
.detach();
|
|
}
|
|
|
|
// This is only necessary for the info message in the UI. See examples/ui/text.rs for a standalone
|
|
// text example.
|
|
fn infotext_system(mut commands: Commands) {
|
|
commands.spawn(Camera2dBundle::default());
|
|
commands.spawn(
|
|
TextBundle::from_section(
|
|
"Nothing to see in this window! Check the console output!",
|
|
TextStyle {
|
|
font_size: 42.0,
|
|
..default()
|
|
},
|
|
)
|
|
.with_style(Style {
|
|
align_self: AlignSelf::FlexEnd,
|
|
..default()
|
|
}),
|
|
);
|
|
}
|