
# 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>
150 lines
4.6 KiB
Rust
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);
|
|
}
|