# Objective NOTE: This depends on #7267 and should not be merged until #7267 is merged. If you are reviewing this before that is merged, I highly recommend viewing the Base Sets commit instead of trying to find my changes amongst those from #7267. "Default sets" as described by the [Stageless RFC](https://github.com/bevyengine/rfcs/pull/45) have some [unfortunate consequences](https://github.com/bevyengine/bevy/discussions/7365). ## Solution This adds "base sets" as a variant of `SystemSet`: A set is a "base set" if `SystemSet::is_base` returns `true`. Typically this will be opted-in to using the `SystemSet` derive: ```rust #[derive(SystemSet, Clone, Hash, Debug, PartialEq, Eq)] #[system_set(base)] enum MyBaseSet { A, B, } ``` **Base sets are exclusive**: a system can belong to at most one "base set". Adding a system to more than one will result in an error. When possible we fail immediately during system-config-time with a nice file + line number. For the more nested graph-ey cases, this will fail at the final schedule build. **Base sets cannot belong to other sets**: this is where the word "base" comes from Systems and Sets can only be added to base sets using `in_base_set`. Calling `in_set` with a base set will fail. As will calling `in_base_set` with a normal set. ```rust app.add_system(foo.in_base_set(MyBaseSet::A)) // X must be a normal set ... base sets cannot be added to base sets .configure_set(X.in_base_set(MyBaseSet::A)) ``` Base sets can still be configured like normal sets: ```rust app.add_system(MyBaseSet::B.after(MyBaseSet::Ap)) ``` The primary use case for base sets is enabling a "default base set": ```rust schedule.set_default_base_set(CoreSet::Update) // this will belong to CoreSet::Update by default .add_system(foo) // this will override the default base set with PostUpdate .add_system(bar.in_base_set(CoreSet::PostUpdate)) ``` This allows us to build apis that work by default in the standard Bevy style. This is a rough analog to the "default stage" model, but it use the new "stageless sets" model instead, with all of the ordering flexibility (including exclusive systems) that it provides. --- ## Changelog - Added "base sets" and ported CoreSet to use them. ## Migration Guide TODO
		
			
				
	
	
		
			103 lines
		
	
	
		
			3.4 KiB
		
	
	
	
		
			Rust
		
	
	
	
	
	
			
		
		
	
	
			103 lines
		
	
	
		
			3.4 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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    diagnostic::{Diagnostics, 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)
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        .add_plugin(FrameTimeDiagnosticsPlugin::default())
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        .add_startup_system(setup)
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        .add_system(text_update_system)
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        .add_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(Camera2dBundle::default());
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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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                font: asset_server.load("fonts/FiraSans-Bold.ttf"),
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                font_size: 100.0,
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                color: Color::WHITE,
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            },
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        ) // Set the alignment of the Text
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        .with_text_alignment(TextAlignment::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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            position: UiRect {
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                bottom: Val::Px(5.0),
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                right: Val::Px(15.0),
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                ..default()
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            },
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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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                    font: asset_server.load("fonts/FiraSans-Bold.ttf"),
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                    font_size: 60.0,
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                    color: Color::WHITE,
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                },
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            ),
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            TextSection::from_style(TextStyle {
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                font: asset_server.load("fonts/FiraMono-Medium.ttf"),
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                font_size: 60.0,
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                color: Color::GOLD,
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            }),
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        ]),
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        FpsText,
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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::Rgba {
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            red: (1.25 * seconds).sin() / 2.0 + 0.5,
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            green: (0.75 * seconds).sin() / 2.0 + 0.5,
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            blue: (0.50 * seconds).sin() / 2.0 + 0.5,
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            alpha: 1.0,
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        };
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    }
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}
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fn text_update_system(diagnostics: Res<Diagnostics>, mut query: Query<&mut Text, With<FpsText>>) {
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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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