**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>
		
			
				
	
	
		
			92 lines
		
	
	
		
			2.4 KiB
		
	
	
	
		
			Rust
		
	
	
	
	
	
			
		
		
	
	
			92 lines
		
	
	
		
			2.4 KiB
		
	
	
	
		
			Rust
		
	
	
	
	
	
//! Loads and renders a glTF file as a scene, and list all the different `gltf_extras`.
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use bevy::{
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    gltf::{GltfExtras, GltfMaterialExtras, GltfMeshExtras, GltfSceneExtras},
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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, check_for_gltf_extras)
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        .run();
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}
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#[derive(Component)]
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struct ExampleDisplay;
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fn setup(mut commands: Commands, asset_server: Res<AssetServer>) {
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    commands.spawn((
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        Camera3d::default(),
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        Transform::from_xyz(2.0, 2.0, 2.0).looking_at(Vec3::ZERO, Vec3::Y),
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    ));
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    commands.spawn(DirectionalLight {
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        shadows_enabled: true,
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        ..default()
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    });
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    // a barebones scene containing one of each gltf_extra type
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    commands.spawn(SceneRoot(asset_server.load(
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        GltfAssetLabel::Scene(0).from_asset("models/extras/gltf_extras.glb"),
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    )));
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    // a place to display the extras on screen
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    commands.spawn((
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        Text::default(),
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        TextStyle {
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            font_size: 15.,
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            ..default()
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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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        ExampleDisplay,
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    ));
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}
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fn check_for_gltf_extras(
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    gltf_extras_per_entity: Query<(
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        Entity,
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        Option<&Name>,
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        Option<&GltfSceneExtras>,
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        Option<&GltfExtras>,
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        Option<&GltfMeshExtras>,
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        Option<&GltfMaterialExtras>,
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    )>,
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    mut display: Query<&mut Text, With<ExampleDisplay>>,
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) {
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    let mut gltf_extra_infos_lines: Vec<String> = vec![];
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    for (id, name, scene_extras, extras, mesh_extras, material_extras) in
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        gltf_extras_per_entity.iter()
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    {
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        if scene_extras.is_some()
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            || extras.is_some()
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            || mesh_extras.is_some()
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            || material_extras.is_some()
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        {
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            let formatted_extras = format!(
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                "Extras per entity {} ('Name: {}'):
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    - scene extras:     {:?}
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    - primitive extras: {:?}
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    - mesh extras:      {:?}
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    - material extras:  {:?}
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                ",
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                id,
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                name.unwrap_or(&Name::default()),
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                scene_extras,
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                extras,
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                mesh_extras,
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                material_extras
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            );
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            gltf_extra_infos_lines.push(formatted_extras);
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        }
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        **display.single_mut() = gltf_extra_infos_lines.join("\n");
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    }
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}
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