bevy/examples/ios/src/lib.rs
ira 9f906fdc8b Improve ergonomics and reduce boilerplate around creating text elements. (#5343)
# Objective

Creating UI elements is very boilerplate-y with lots of indentation.
This PR aims to reduce boilerplate around creating text elements.

## Changelog

* Renamed `Text::with_section` to `from_section`.
  It no longer takes a `TextAlignment` as argument, as the vast majority of cases left it `Default::default()`.
* Added `Text::from_sections` which creates a `Text` from a list of `TextSections`.
  Reduces line-count and reduces indentation by one level.
* Added `Text::with_alignment`.
  A builder style method for setting the `TextAlignment` of a `Text`.
* Added `TextSection::new`.
  Does not reduce line count, but reduces character count and made it easier to read. No more `.to_string()` calls!
* Added `TextSection::from_style` which creates an empty `TextSection` with a style.
  No more empty strings! Reduces indentation.
* Added `TextAlignment::CENTER` and friends.
* Added methods to `TextBundle`. `from_section`, `from_sections`, `with_text_alignment` and `with_style`.

## Note for reviewers.
Because of the nature of these changes I recommend setting diff view to 'split'.
~~Look for the book icon~~ cog in the top-left of the Files changed tab.

Have fun reviewing ❤️
<sup> >:D </sup>

## Migration Guide

`Text::with_section` was renamed to `from_section` and no longer takes a `TextAlignment` as argument.
Use `with_alignment` to set the alignment instead.

Co-authored-by: devil-ira <justthecooldude@gmail.com>
2022-07-20 14:14:29 +00:00

150 lines
4.6 KiB
Rust

use bevy::{input::touch::TouchPhase, prelude::*, window::WindowMode};
// the `bevy_main` proc_macro generates the required ios boilerplate
#[bevy_main]
fn main() {
App::new()
.insert_resource(WindowDescriptor {
resizable: false,
mode: WindowMode::BorderlessFullscreen,
..default()
})
.add_plugins(DefaultPlugins)
.add_startup_system(setup_scene)
.add_startup_system(setup_music)
.add_system(touch_camera)
.add_system(button_handler)
.run();
}
fn touch_camera(
windows: ResMut<Windows>,
mut touches: EventReader<TouchInput>,
mut camera: Query<&mut Transform, With<Camera3d>>,
mut last_position: Local<Option<Vec2>>,
) {
for touch in touches.iter() {
if touch.phase == TouchPhase::Started {
*last_position = None;
}
if let Some(last_position) = *last_position {
let window = windows.primary();
let mut transform = camera.single_mut();
*transform = Transform::from_xyz(
transform.translation.x
+ (touch.position.x - last_position.x) / window.width() * 5.0,
transform.translation.y,
transform.translation.z
+ (touch.position.y - last_position.y) / window.height() * 5.0,
)
.looking_at(Vec3::ZERO, Vec3::Y);
}
*last_position = Some(touch.position);
}
}
/// set up a simple 3D scene
fn setup_scene(
mut commands: Commands,
mut meshes: ResMut<Assets<Mesh>>,
mut materials: ResMut<Assets<StandardMaterial>>,
asset_server: Res<AssetServer>,
) {
// plane
commands.spawn_bundle(PbrBundle {
mesh: meshes.add(Mesh::from(shape::Plane { size: 5.0 })),
material: materials.add(Color::rgb(0.1, 0.2, 0.1).into()),
..default()
});
// cube
commands.spawn_bundle(PbrBundle {
mesh: meshes.add(Mesh::from(shape::Cube { size: 1.0 })),
material: materials.add(Color::rgb(0.5, 0.4, 0.3).into()),
transform: Transform::from_xyz(0.0, 0.5, 0.0),
..default()
});
// sphere
commands.spawn_bundle(PbrBundle {
mesh: meshes.add(Mesh::from(shape::Icosphere {
subdivisions: 4,
radius: 0.5,
})),
material: materials.add(Color::rgb(0.1, 0.4, 0.8).into()),
transform: Transform::from_xyz(1.5, 1.5, 1.5),
..default()
});
// light
commands.spawn_bundle(PointLightBundle {
transform: Transform::from_xyz(4.0, 8.0, 4.0),
point_light: PointLight {
intensity: 5000.0,
shadows_enabled: true,
..default()
},
..default()
});
// camera
commands.spawn_bundle(Camera3dBundle {
transform: Transform::from_xyz(-2.0, 2.5, 5.0).looking_at(Vec3::ZERO, Vec3::Y),
..default()
});
// Test ui
commands.spawn_bundle(Camera2dBundle::default());
commands
.spawn_bundle(ButtonBundle {
style: Style {
justify_content: JustifyContent::Center,
align_items: AlignItems::Center,
position_type: PositionType::Absolute,
position: UiRect {
left: Val::Px(50.0),
right: Val::Px(50.0),
top: Val::Auto,
bottom: Val::Px(50.0),
},
..default()
},
..default()
})
.with_children(|b| {
b.spawn_bundle(
TextBundle::from_section(
"Test Button",
TextStyle {
font: asset_server.load("fonts/FiraSans-Bold.ttf"),
font_size: 30.0,
color: Color::BLACK,
},
)
.with_text_alignment(TextAlignment::CENTER),
);
});
}
fn button_handler(
mut interaction_query: Query<
(&Interaction, &mut UiColor),
(Changed<Interaction>, With<Button>),
>,
) {
for (interaction, mut color) in &mut interaction_query {
match *interaction {
Interaction::Clicked => {
*color = Color::BLUE.into();
}
Interaction::Hovered => {
*color = Color::GRAY.into();
}
Interaction::None => {
*color = Color::WHITE.into();
}
}
}
}
fn setup_music(asset_server: Res<AssetServer>, audio: Res<Audio>) {
let music = asset_server.load("sounds/Windless Slopes.ogg");
audio.play(music);
}