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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>
		
			
				
	
	
		
			106 lines
		
	
	
		
			3.1 KiB
		
	
	
	
		
			Rust
		
	
	
	
	
	
			
		
		
	
	
			106 lines
		
	
	
		
			3.1 KiB
		
	
	
	
		
			Rust
		
	
	
	
	
	
| //! Displays information about available monitors (displays).
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| 
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| use bevy::{
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|     prelude::*,
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|     render::camera::RenderTarget,
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|     window::{ExitCondition, Monitor, WindowMode, WindowRef},
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| };
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| 
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| fn main() {
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|     App::new()
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|         .add_plugins(DefaultPlugins.set(WindowPlugin {
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|             primary_window: None,
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|             exit_condition: ExitCondition::DontExit,
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|             ..default()
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|         }))
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|         .add_systems(Update, (update, close_on_esc))
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|         .run();
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| }
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| 
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| #[derive(Component)]
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| struct MonitorRef(Entity);
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| 
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| fn update(
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|     mut commands: Commands,
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|     monitors_added: Query<(Entity, &Monitor), Added<Monitor>>,
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|     mut monitors_removed: RemovedComponents<Monitor>,
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|     monitor_refs: Query<(Entity, &MonitorRef)>,
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| ) {
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|     for (entity, monitor) in monitors_added.iter() {
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|         // Spawn a new window on each monitor
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|         let name = monitor.name.clone().unwrap_or_else(|| "<no name>".into());
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|         let size = format!("{}x{}px", monitor.physical_height, monitor.physical_width);
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|         let hz = monitor
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|             .refresh_rate_millihertz
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|             .map(|x| format!("{}Hz", x as f32 / 1000.0))
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|             .unwrap_or_else(|| "<unknown>".into());
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|         let position = format!(
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|             "x={} y={}",
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|             monitor.physical_position.x, monitor.physical_position.y
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|         );
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|         let scale = format!("{:.2}", monitor.scale_factor);
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| 
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|         let window = commands
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|             .spawn((
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|                 Window {
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|                     title: name.clone(),
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|                     mode: WindowMode::Fullscreen(MonitorSelection::Entity(entity)),
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|                     position: WindowPosition::Centered(MonitorSelection::Entity(entity)),
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|                     ..default()
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|                 },
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|                 MonitorRef(entity),
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|             ))
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|             .id();
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| 
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|         let camera = commands
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|             .spawn((
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|                 Camera2d,
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|                 Camera {
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|                     target: RenderTarget::Window(WindowRef::Entity(window)),
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|                     ..default()
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|                 },
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|             ))
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|             .id();
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| 
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|         let info_text = format!(
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|             "Monitor: {name}\nSize: {size}\nRefresh rate: {hz}\nPosition: {position}\nScale: {scale}\n\n",
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|         );
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|         commands.spawn((
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|             Text(info_text),
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|             Style {
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|                 position_type: PositionType::Relative,
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|                 height: Val::Percent(100.0),
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|                 width: Val::Percent(100.0),
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|                 ..default()
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|             },
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|             TargetCamera(camera),
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|             MonitorRef(entity),
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|         ));
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|     }
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| 
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|     // Remove windows for removed monitors
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|     for monitor_entity in monitors_removed.read() {
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|         for (ref_entity, monitor_ref) in monitor_refs.iter() {
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|             if monitor_ref.0 == monitor_entity {
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|                 commands.entity(ref_entity).despawn_recursive();
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|             }
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|         }
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|     }
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| }
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| 
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| fn close_on_esc(
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|     mut commands: Commands,
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|     focused_windows: Query<(Entity, &Window)>,
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|     input: Res<ButtonInput<KeyCode>>,
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| ) {
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|     for (window, focus) in focused_windows.iter() {
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|         if !focus.focused {
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|             continue;
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|         }
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| 
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|         if input.just_pressed(KeyCode::Escape) {
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|             commands.entity(window).despawn();
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|         }
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|     }
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| }
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