bevy/examples/ui/text.rs
Edgar Geier f18f28874a
Allow tuples and single plugins in add_plugins, deprecate add_plugin (#8097)
# Objective

- Better consistency with `add_systems`.
- Deprecating `add_plugin` in favor of a more powerful `add_plugins`.
- Allow passing `Plugin` to `add_plugins`.
- Allow passing tuples to `add_plugins`.

## Solution

- `App::add_plugins` now takes an `impl Plugins` parameter.
- `App::add_plugin` is deprecated.
- `Plugins` is a new sealed trait that is only implemented for `Plugin`,
`PluginGroup` and tuples over `Plugins`.
- All examples, benchmarks and tests are changed to use `add_plugins`,
using tuples where appropriate.

---

## Changelog

### Changed

- `App::add_plugins` now accepts all types that implement `Plugins`,
which is implemented for:
  - Types that implement `Plugin`.
  - Types that implement `PluginGroup`.
  - Tuples (up to 16 elements) over types that implement `Plugins`.
- Deprecated `App::add_plugin` in favor of `App::add_plugins`.

## Migration Guide

- Replace `app.add_plugin(plugin)` calls with `app.add_plugins(plugin)`.

---------

Co-authored-by: Carter Anderson <mcanders1@gmail.com>
2023-06-21 20:51:03 +00:00

100 lines
3.3 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::{
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(Camera2dBundle::default());
// Text with one section
commands.spawn((
// Create a TextBundle that has a Text with a single section.
TextBundle::from_section(
// Accepts a `String` or any type that converts into a `String`, such as `&str`
"hello\nbevy!",
TextStyle {
font: asset_server.load("fonts/FiraSans-Bold.ttf"),
font_size: 100.0,
color: Color::WHITE,
},
) // Set the alignment of the Text
.with_text_alignment(TextAlignment::Center)
// Set the style of the TextBundle itself.
.with_style(Style {
position_type: PositionType::Absolute,
bottom: Val::Px(5.0),
right: Val::Px(15.0),
..default()
}),
ColorText,
));
// Text with multiple sections
commands.spawn((
// Create a TextBundle that has a Text with a list of sections.
TextBundle::from_sections([
TextSection::new(
"FPS: ",
TextStyle {
font: asset_server.load("fonts/FiraSans-Bold.ttf"),
font_size: 60.0,
color: Color::WHITE,
},
),
TextSection::from_style(TextStyle {
font: asset_server.load("fonts/FiraMono-Medium.ttf"),
font_size: 60.0,
color: Color::GOLD,
}),
]),
FpsText,
));
}
fn text_color_system(time: Res<Time>, mut query: Query<&mut Text, With<ColorText>>) {
for mut text in &mut query {
let seconds = time.elapsed_seconds();
// Update the color of the first and only section.
text.sections[0].style.color = Color::Rgba {
red: (1.25 * seconds).sin() / 2.0 + 0.5,
green: (0.75 * seconds).sin() / 2.0 + 0.5,
blue: (0.50 * seconds).sin() / 2.0 + 0.5,
alpha: 1.0,
};
}
}
fn text_update_system(
diagnostics: Res<DiagnosticsStore>,
mut query: Query<&mut Text, With<FpsText>>,
) {
for mut text in &mut query {
if let Some(fps) = diagnostics.get(FrameTimeDiagnosticsPlugin::FPS) {
if let Some(value) = fps.smoothed() {
// Update the value of the second section
text.sections[1].value = format!("{value:.2}");
}
}
}
}