**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>
		
			
				
	
	
		
			122 lines
		
	
	
		
			3.6 KiB
		
	
	
	
		
			Rust
		
	
	
	
	
	
			
		
		
	
	
			122 lines
		
	
	
		
			3.6 KiB
		
	
	
	
		
			Rust
		
	
	
	
	
	
//! This example illustrates how to load and play an audio file, and control where the sounds seems to come from.
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use bevy::{
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    color::palettes::basic::{BLUE, LIME, RED},
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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, update_positions)
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        .add_systems(Update, update_listener)
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        .run();
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}
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fn setup(
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    mut commands: Commands,
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    asset_server: Res<AssetServer>,
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    mut meshes: ResMut<Assets<Mesh>>,
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    mut materials: ResMut<Assets<StandardMaterial>>,
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) {
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    // Space between the two ears
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    let gap = 4.0;
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    // sound emitter
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    commands.spawn((
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        Mesh3d(meshes.add(Sphere::new(0.2).mesh().uv(32, 18))),
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        MeshMaterial3d(materials.add(Color::from(BLUE))),
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        Transform::from_xyz(0.0, 0.0, 0.0),
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        Emitter::default(),
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        AudioPlayer::<AudioSource>(asset_server.load("sounds/Windless Slopes.ogg")),
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        PlaybackSettings::LOOP.with_spatial(true),
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    ));
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    let listener = SpatialListener::new(gap);
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    commands
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        .spawn((SpatialBundle::default(), listener.clone()))
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        .with_children(|parent| {
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            // left ear indicator
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            parent.spawn((
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                Mesh3d(meshes.add(Cuboid::new(0.2, 0.2, 0.2))),
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                MeshMaterial3d(materials.add(Color::from(RED))),
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                Transform::from_translation(listener.left_ear_offset),
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            ));
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            // right ear indicator
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            parent.spawn((
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                Mesh3d(meshes.add(Cuboid::new(0.2, 0.2, 0.2))),
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                MeshMaterial3d(materials.add(Color::from(LIME))),
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                Transform::from_translation(listener.right_ear_offset),
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            ));
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        });
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    // light
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    commands.spawn((
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        DirectionalLight::default(),
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        Transform::from_xyz(4.0, 8.0, 4.0).looking_at(Vec3::ZERO, Vec3::Y),
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    ));
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    // example instructions
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    commands.spawn((
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        Text::new("Up/Down/Left/Right: Move Listener\nSpace: Toggle Emitter Movement"),
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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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    // camera
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    commands.spawn((
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        Camera3d::default(),
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        Transform::from_xyz(0.0, 5.0, 5.0).looking_at(Vec3::ZERO, Vec3::Y),
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    ));
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}
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#[derive(Component, Default)]
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struct Emitter {
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    stopped: bool,
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}
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fn update_positions(
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    time: Res<Time>,
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    mut emitters: Query<(&mut Transform, &mut Emitter), With<Emitter>>,
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    keyboard: Res<ButtonInput<KeyCode>>,
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) {
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    for (mut emitter_transform, mut emitter) in emitters.iter_mut() {
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        if keyboard.just_pressed(KeyCode::Space) {
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            emitter.stopped = !emitter.stopped;
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        }
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        if !emitter.stopped {
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            emitter_transform.translation.x = ops::sin(time.elapsed_seconds()) * 3.0;
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            emitter_transform.translation.z = ops::cos(time.elapsed_seconds()) * 3.0;
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        }
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    }
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}
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fn update_listener(
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    keyboard: Res<ButtonInput<KeyCode>>,
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    time: Res<Time>,
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    mut listeners: Query<&mut Transform, With<SpatialListener>>,
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) {
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    let mut transform = listeners.single_mut();
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    let speed = 2.;
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    if keyboard.pressed(KeyCode::ArrowRight) {
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        transform.translation.x += speed * time.delta_seconds();
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    }
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    if keyboard.pressed(KeyCode::ArrowLeft) {
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        transform.translation.x -= speed * time.delta_seconds();
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    }
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    if keyboard.pressed(KeyCode::ArrowDown) {
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        transform.translation.z += speed * time.delta_seconds();
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    }
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    if keyboard.pressed(KeyCode::ArrowUp) {
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        transform.translation.z -= speed * time.delta_seconds();
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    }
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}
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