# Objective
This idea came up in the context of a hypothetical "text sections as
entities" where text sections are children of a text bundle.
```rust
commands
    .spawn(TextBundle::default())
    .with_children(|parent} {
        parent.spawn(TextSection::from("Hello"));
    });
```
This is a bit cumbersome (but powerful and probably the way things are
headed). [`bsn!`](https://github.com/bevyengine/bevy/discussions/14437)
will eventually make this nicer, but in the mean time, this might
improve ergonomics for the common case where there is only one
`TextSection`.
## Solution
Add a `with_child` method to the `BuildChildren` trait that spawns a
single bundle and adds it as a child to the entity.
```rust
commands
    .spawn(TextBundle::default())
    .with_child(TextSection::from("Hello"));
```
## Testing
I added some tests, and modified the `button` example to use the new
method.
If any potential co-authors want to improve the tests, that would be
great.
## Alternatives
- Some sort of macro. See
https://github.com/tigregalis/bevy_spans_ent/blob/main/examples/macro.rs#L20.
I don't love this, personally, and it would probably be obsoleted by
`bsn!`.
- Wait for `bsn!`
- Add `with_children_batch` that takes an `Into<Iterator>` of bundles.
  ```rust
  with_children_batch(vec![TextSection::from("Hello")])
  ```
This is maybe not as useful as it sounds -- it only works with
homogeneous bundles, so no marker components or styles.
- If this doesn't seem valuable, doing nothing is cool with me.
		
	
			
		
			
				
	
	
		
			96 lines
		
	
	
		
			3.3 KiB
		
	
	
	
		
			Rust
		
	
	
	
	
	
			
		
		
	
	
			96 lines
		
	
	
		
			3.3 KiB
		
	
	
	
		
			Rust
		
	
	
	
	
	
//! This example illustrates how to create a button that changes color and text based on its
 | 
						|
//! interaction state.
 | 
						|
 | 
						|
use bevy::{color::palettes::basic::*, prelude::*, winit::WinitSettings};
 | 
						|
 | 
						|
fn main() {
 | 
						|
    App::new()
 | 
						|
        .add_plugins(DefaultPlugins)
 | 
						|
        // Only run the app when there is user input. This will significantly reduce CPU/GPU use.
 | 
						|
        .insert_resource(WinitSettings::desktop_app())
 | 
						|
        .add_systems(Startup, setup)
 | 
						|
        .add_systems(Update, button_system)
 | 
						|
        .run();
 | 
						|
}
 | 
						|
 | 
						|
const NORMAL_BUTTON: Color = Color::srgb(0.15, 0.15, 0.15);
 | 
						|
const HOVERED_BUTTON: Color = Color::srgb(0.25, 0.25, 0.25);
 | 
						|
const PRESSED_BUTTON: Color = Color::srgb(0.35, 0.75, 0.35);
 | 
						|
 | 
						|
fn button_system(
 | 
						|
    mut interaction_query: Query<
 | 
						|
        (
 | 
						|
            &Interaction,
 | 
						|
            &mut BackgroundColor,
 | 
						|
            &mut BorderColor,
 | 
						|
            &Children,
 | 
						|
        ),
 | 
						|
        (Changed<Interaction>, With<Button>),
 | 
						|
    >,
 | 
						|
    mut text_query: Query<&mut Text>,
 | 
						|
) {
 | 
						|
    for (interaction, mut color, mut border_color, children) in &mut interaction_query {
 | 
						|
        let mut text = text_query.get_mut(children[0]).unwrap();
 | 
						|
        match *interaction {
 | 
						|
            Interaction::Pressed => {
 | 
						|
                text.sections[0].value = "Press".to_string();
 | 
						|
                *color = PRESSED_BUTTON.into();
 | 
						|
                border_color.0 = RED.into();
 | 
						|
            }
 | 
						|
            Interaction::Hovered => {
 | 
						|
                text.sections[0].value = "Hover".to_string();
 | 
						|
                *color = HOVERED_BUTTON.into();
 | 
						|
                border_color.0 = Color::WHITE;
 | 
						|
            }
 | 
						|
            Interaction::None => {
 | 
						|
                text.sections[0].value = "Button".to_string();
 | 
						|
                *color = NORMAL_BUTTON.into();
 | 
						|
                border_color.0 = Color::BLACK;
 | 
						|
            }
 | 
						|
        }
 | 
						|
    }
 | 
						|
}
 | 
						|
 | 
						|
fn setup(mut commands: Commands, asset_server: Res<AssetServer>) {
 | 
						|
    // ui camera
 | 
						|
    commands.spawn(Camera2dBundle::default());
 | 
						|
    commands
 | 
						|
        .spawn(NodeBundle {
 | 
						|
            style: Style {
 | 
						|
                width: Val::Percent(100.0),
 | 
						|
                height: Val::Percent(100.0),
 | 
						|
                align_items: AlignItems::Center,
 | 
						|
                justify_content: JustifyContent::Center,
 | 
						|
                ..default()
 | 
						|
            },
 | 
						|
            ..default()
 | 
						|
        })
 | 
						|
        .with_children(|parent| {
 | 
						|
            parent
 | 
						|
                .spawn(ButtonBundle {
 | 
						|
                    style: Style {
 | 
						|
                        width: Val::Px(150.0),
 | 
						|
                        height: Val::Px(65.0),
 | 
						|
                        border: UiRect::all(Val::Px(5.0)),
 | 
						|
                        // horizontally center child text
 | 
						|
                        justify_content: JustifyContent::Center,
 | 
						|
                        // vertically center child text
 | 
						|
                        align_items: AlignItems::Center,
 | 
						|
                        ..default()
 | 
						|
                    },
 | 
						|
                    border_color: BorderColor(Color::BLACK),
 | 
						|
                    border_radius: BorderRadius::MAX,
 | 
						|
                    background_color: NORMAL_BUTTON.into(),
 | 
						|
                    ..default()
 | 
						|
                })
 | 
						|
                .with_child(TextBundle::from_section(
 | 
						|
                    "Button",
 | 
						|
                    TextStyle {
 | 
						|
                        font: asset_server.load("fonts/FiraSans-Bold.ttf"),
 | 
						|
                        font_size: 40.0,
 | 
						|
                        color: Color::srgb(0.9, 0.9, 0.9),
 | 
						|
                    },
 | 
						|
                ));
 | 
						|
        });
 | 
						|
}
 |