**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>
		
			
				
	
	
		
			180 lines
		
	
	
		
			5.9 KiB
		
	
	
	
		
			Rust
		
	
	
	
	
	
			
		
		
	
	
			180 lines
		
	
	
		
			5.9 KiB
		
	
	
	
		
			Rust
		
	
	
	
	
	
//! This example demonstrates how to visualize lights properties through the gizmo API.
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use std::f32::consts::{FRAC_PI_2, PI};
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use bevy::{
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    color::palettes::css::{DARK_CYAN, GOLD, GRAY, PURPLE},
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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_systems(Startup, setup)
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        .add_systems(Update, rotate_camera)
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        .add_systems(Update, update_config)
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        .run();
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}
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#[derive(Component)]
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struct GizmoColorText;
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fn gizmo_color_text(config: &LightGizmoConfigGroup) -> String {
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    match config.color {
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        LightGizmoColor::Manual(color) => format!("Manual {}", Srgba::from(color).to_hex()),
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        LightGizmoColor::Varied => "Random from entity".to_owned(),
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        LightGizmoColor::MatchLightColor => "Match light color".to_owned(),
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        LightGizmoColor::ByLightType => {
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            format!(
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                "Point {}, Spot {}, Directional {}",
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                Srgba::from(config.point_light_color).to_hex(),
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                Srgba::from(config.spot_light_color).to_hex(),
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                Srgba::from(config.directional_light_color).to_hex()
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            )
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        }
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    }
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}
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fn setup(
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    mut commands: Commands,
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    mut meshes: ResMut<Assets<Mesh>>,
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    mut materials: ResMut<Assets<StandardMaterial>>,
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    mut config_store: ResMut<GizmoConfigStore>,
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) {
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    // Circular base.
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    commands.spawn((
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        Mesh3d(meshes.add(Circle::new(4.0))),
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        MeshMaterial3d(materials.add(Color::WHITE)),
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        Transform::from_rotation(Quat::from_rotation_x(-FRAC_PI_2)),
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    ));
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    // Cubes.
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    {
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        let mesh = meshes.add(Cuboid::new(1.0, 1.0, 1.0));
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        let material = materials.add(Color::srgb_u8(124, 144, 255));
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        for x in [-2.0, 0.0, 2.0] {
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            commands.spawn((
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                Mesh3d(mesh.clone()),
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                MeshMaterial3d(material.clone()),
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                Transform::from_xyz(x, 0.5, 0.0),
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            ));
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        }
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    }
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    // Lights.
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    {
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        commands.spawn((
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            PointLight {
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                shadows_enabled: true,
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                range: 2.0,
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                color: DARK_CYAN.into(),
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                ..default()
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            },
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            Transform::from_xyz(0.0, 1.5, 0.0),
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        ));
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        commands.spawn((
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            SpotLight {
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                shadows_enabled: true,
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                range: 3.5,
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                color: PURPLE.into(),
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                outer_angle: PI / 4.0,
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                inner_angle: PI / 4.0 * 0.8,
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                ..default()
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            },
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            Transform::from_xyz(4.0, 2.0, 0.0).looking_at(Vec3::X * 1.5, Vec3::Y),
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        ));
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        commands.spawn((
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            DirectionalLight {
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                color: GOLD.into(),
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                illuminance: DirectionalLight::default().illuminance * 0.05,
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                shadows_enabled: true,
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                ..default()
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            },
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            Transform::from_xyz(-4.0, 2.0, 0.0).looking_at(Vec3::NEG_X * 1.5, Vec3::Y),
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        ));
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    }
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    // Camera.
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    commands.spawn((
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        Camera3d::default(),
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        Transform::from_xyz(-2.5, 4.5, 9.0).looking_at(Vec3::ZERO, Vec3::Y),
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    ));
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    // Example instructions and gizmo config.
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    {
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        commands.spawn((
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            Text::new(
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                "Press 'D' to toggle drawing gizmos on top of everything else in the scene\n\
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            Hold 'Left' or 'Right' to change the line width of the gizmos\n\
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            Press 'A' to toggle drawing of the light gizmos\n\
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            Press 'C' to cycle between the light gizmos coloring modes",
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            ),
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            Style {
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                position_type: PositionType::Absolute,
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                top: Val::Px(12.0),
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                left: Val::Px(12.0),
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                ..default()
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            },
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        ));
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        let (_, light_config) = config_store.config_mut::<LightGizmoConfigGroup>();
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        light_config.draw_all = true;
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        light_config.color = LightGizmoColor::MatchLightColor;
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        commands
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            .spawn((
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                Text::new("Gizmo color mode: "),
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                GizmoColorText,
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                Style {
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                    position_type: PositionType::Absolute,
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                    bottom: Val::Px(12.0),
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                    left: Val::Px(12.0),
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                    ..default()
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                },
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            ))
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            .with_child(TextSpan(gizmo_color_text(light_config)));
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    }
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}
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fn rotate_camera(mut query: Query<&mut Transform, With<Camera>>, time: Res<Time>) {
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    let mut transform = query.single_mut();
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    transform.rotate_around(Vec3::ZERO, Quat::from_rotation_y(time.delta_seconds() / 2.));
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}
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fn update_config(
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    mut config_store: ResMut<GizmoConfigStore>,
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    keyboard: Res<ButtonInput<KeyCode>>,
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    time: Res<Time>,
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    color_text_query: Query<Entity, With<GizmoColorText>>,
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    mut writer: UiTextWriter,
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) {
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    if keyboard.just_pressed(KeyCode::KeyD) {
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        for (_, config, _) in config_store.iter_mut() {
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            config.depth_bias = if config.depth_bias == 0. { -1. } else { 0. };
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        }
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    }
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    let (config, light_config) = config_store.config_mut::<LightGizmoConfigGroup>();
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    if keyboard.pressed(KeyCode::ArrowRight) {
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        config.line_width += 5. * time.delta_seconds();
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        config.line_width = config.line_width.clamp(0., 50.);
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    }
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    if keyboard.pressed(KeyCode::ArrowLeft) {
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        config.line_width -= 5. * time.delta_seconds();
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        config.line_width = config.line_width.clamp(0., 50.);
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    }
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    if keyboard.just_pressed(KeyCode::KeyA) {
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        config.enabled ^= true;
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    }
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    if keyboard.just_pressed(KeyCode::KeyC) {
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        light_config.color = match light_config.color {
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            LightGizmoColor::Manual(_) => LightGizmoColor::Varied,
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            LightGizmoColor::Varied => LightGizmoColor::MatchLightColor,
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            LightGizmoColor::MatchLightColor => LightGizmoColor::ByLightType,
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            LightGizmoColor::ByLightType => LightGizmoColor::Manual(GRAY.into()),
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        };
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        *writer.text(color_text_query.single(), 1) = gizmo_color_text(light_config);
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    }
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}
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