mirror of
https://github.com/bevyengine/bevy
synced 2024-12-01 08:59:11 +00:00
25bfa80e60
# Objective Yet another PR for migrating stuff to required components. This time, cameras! ## Solution As per the [selected proposal](https://hackmd.io/tsYID4CGRiWxzsgawzxG_g#Combined-Proposal-1-Selected), deprecate `Camera2dBundle` and `Camera3dBundle` in favor of `Camera2d` and `Camera3d`. Adding a `Camera` without `Camera2d` or `Camera3d` now logs a warning, as suggested by Cart [on Discord](https://discord.com/channels/691052431525675048/1264881140007702558/1291506402832945273). I would personally like cameras to work a bit differently and be split into a few more components, to avoid some footguns and confusing semantics, but that is more controversial, and shouldn't block this core migration. ## Testing I ran a few 2D and 3D examples, and tried cameras with and without render graphs. --- ## Migration Guide `Camera2dBundle` and `Camera3dBundle` have been deprecated in favor of `Camera2d` and `Camera3d`. Inserting them will now also insert the other components required by them automatically.
144 lines
4.8 KiB
Rust
144 lines
4.8 KiB
Rust
//! This example illustrates how to create UI text and update it in a system.
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//!
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//! It displays the current FPS in the top left corner, as well as text that changes color
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//! in the bottom right. For text within a scene, please see the text2d example.
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use bevy::{
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color::palettes::css::GOLD,
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diagnostic::{DiagnosticsStore, FrameTimeDiagnosticsPlugin},
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prelude::*,
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};
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fn main() {
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App::new()
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.add_plugins((DefaultPlugins, FrameTimeDiagnosticsPlugin))
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.add_systems(Startup, setup)
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.add_systems(Update, (text_update_system, text_color_system))
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.run();
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}
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// A unit struct to help identify the FPS UI component, since there may be many Text components
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#[derive(Component)]
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struct FpsText;
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// A unit struct to help identify the color-changing Text component
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#[derive(Component)]
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struct ColorText;
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fn setup(mut commands: Commands, asset_server: Res<AssetServer>) {
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// UI camera
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commands.spawn(Camera2d);
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// Text with one section
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commands.spawn((
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// Create a TextBundle that has a Text with a single section.
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TextBundle::from_section(
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// Accepts a `String` or any type that converts into a `String`, such as `&str`
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"hello\nbevy!",
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TextStyle {
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// This font is loaded and will be used instead of the default font.
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font: asset_server.load("fonts/FiraSans-Bold.ttf"),
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font_size: 67.0,
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..default()
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},
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) // Set the justification of the Text
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.with_text_justify(JustifyText::Center)
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// Set the style of the TextBundle itself.
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.with_style(Style {
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position_type: PositionType::Absolute,
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bottom: Val::Px(5.0),
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right: Val::Px(5.0),
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..default()
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}),
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ColorText,
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));
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// Text with multiple sections
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commands.spawn((
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// Create a TextBundle that has a Text with a list of sections.
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TextBundle::from_sections([
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TextSection::new(
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"FPS: ",
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TextStyle {
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// This font is loaded and will be used instead of the default font.
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font: asset_server.load("fonts/FiraSans-Bold.ttf"),
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font_size: 42.0,
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..default()
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},
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),
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TextSection::from_style(if cfg!(feature = "default_font") {
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TextStyle {
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font_size: 33.0,
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color: GOLD.into(),
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// If no font is specified, the default font (a minimal subset of FiraMono) will be used.
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..default()
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}
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} else {
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// "default_font" feature is unavailable, load a font to use instead.
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TextStyle {
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font: asset_server.load("fonts/FiraMono-Medium.ttf"),
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font_size: 33.0,
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color: GOLD.into(),
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}
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}),
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]),
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FpsText,
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));
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#[cfg(feature = "default_font")]
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commands.spawn(
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// Here we are able to call the `From` method instead of creating a new `TextSection`.
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// This will use the default font (a minimal subset of FiraMono) and apply the default styling.
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TextBundle::from("From an &str into a TextBundle with the default font!").with_style(
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Style {
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position_type: PositionType::Absolute,
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bottom: Val::Px(5.0),
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left: Val::Px(15.0),
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..default()
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},
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),
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);
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#[cfg(not(feature = "default_font"))]
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commands.spawn(
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TextBundle::from_section(
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"Default font disabled",
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TextStyle {
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font: asset_server.load("fonts/FiraMono-Medium.ttf"),
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..default()
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},
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)
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.with_style(Style {
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position_type: PositionType::Absolute,
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bottom: Val::Px(5.0),
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left: Val::Px(15.0),
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..default()
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}),
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);
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}
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fn text_color_system(time: Res<Time>, mut query: Query<&mut Text, With<ColorText>>) {
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for mut text in &mut query {
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let seconds = time.elapsed_seconds();
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// Update the color of the first and only section.
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text.sections[0].style.color = Color::srgb(
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ops::sin(1.25 * seconds) / 2.0 + 0.5,
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ops::sin(0.75 * seconds) / 2.0 + 0.5,
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ops::sin(0.50 * seconds) / 2.0 + 0.5,
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);
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}
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}
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fn text_update_system(
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diagnostics: Res<DiagnosticsStore>,
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mut query: Query<&mut Text, With<FpsText>>,
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) {
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for mut text in &mut query {
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if let Some(fps) = diagnostics.get(&FrameTimeDiagnosticsPlugin::FPS) {
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if let Some(value) = fps.smoothed() {
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// Update the value of the second section
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text.sections[1].value = format!("{value:.2}");
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}
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}
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}
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}
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