**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>
		
			
				
	
	
		
			86 lines
		
	
	
		
			2.6 KiB
		
	
	
	
		
			Rust
		
	
	
	
	
	
			
		
		
	
	
			86 lines
		
	
	
		
			2.6 KiB
		
	
	
	
		
			Rust
		
	
	
	
	
	
//! Showcase how to use and configure FPS overlay.
 | 
						|
 | 
						|
use bevy::{
 | 
						|
    dev_tools::fps_overlay::{FpsOverlayConfig, FpsOverlayPlugin},
 | 
						|
    prelude::*,
 | 
						|
    text::FontSmoothing,
 | 
						|
};
 | 
						|
 | 
						|
struct OverlayColor;
 | 
						|
 | 
						|
impl OverlayColor {
 | 
						|
    const RED: Color = Color::srgb(1.0, 0.0, 0.0);
 | 
						|
    const GREEN: Color = Color::srgb(0.0, 1.0, 0.0);
 | 
						|
}
 | 
						|
 | 
						|
fn main() {
 | 
						|
    App::new()
 | 
						|
        .add_plugins((
 | 
						|
            DefaultPlugins,
 | 
						|
            FpsOverlayPlugin {
 | 
						|
                config: FpsOverlayConfig {
 | 
						|
                    text_config: TextStyle {
 | 
						|
                        // Here we define size of our overlay
 | 
						|
                        font_size: 42.0,
 | 
						|
                        // We can also change color of the overlay
 | 
						|
                        color: OverlayColor::GREEN,
 | 
						|
                        // If we want, we can use a custom font
 | 
						|
                        font: default(),
 | 
						|
                        // We could also disable font smoothing,
 | 
						|
                        font_smoothing: FontSmoothing::default(),
 | 
						|
                    },
 | 
						|
                    enabled: true,
 | 
						|
                },
 | 
						|
            },
 | 
						|
        ))
 | 
						|
        .add_systems(Startup, setup)
 | 
						|
        .add_systems(Update, customize_config)
 | 
						|
        .run();
 | 
						|
}
 | 
						|
 | 
						|
fn setup(mut commands: Commands) {
 | 
						|
    // We need to spawn a camera (2d or 3d) to see the overlay
 | 
						|
    commands.spawn(Camera2d);
 | 
						|
 | 
						|
    // Instruction text
 | 
						|
    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(|c| {
 | 
						|
            c.spawn(Text::new(concat!(
 | 
						|
                "Press 1 to toggle the overlay color.\n",
 | 
						|
                "Press 2 to decrease the overlay size.\n",
 | 
						|
                "Press 3 to increase the overlay size.\n",
 | 
						|
                "Press 4 to toggle the overlay visibility."
 | 
						|
            )));
 | 
						|
        });
 | 
						|
}
 | 
						|
 | 
						|
fn customize_config(input: Res<ButtonInput<KeyCode>>, mut overlay: ResMut<FpsOverlayConfig>) {
 | 
						|
    if input.just_pressed(KeyCode::Digit1) {
 | 
						|
        // Changing resource will affect overlay
 | 
						|
        if overlay.text_config.color == OverlayColor::GREEN {
 | 
						|
            overlay.text_config.color = OverlayColor::RED;
 | 
						|
        } else {
 | 
						|
            overlay.text_config.color = OverlayColor::GREEN;
 | 
						|
        }
 | 
						|
    }
 | 
						|
    if input.just_pressed(KeyCode::Digit2) {
 | 
						|
        overlay.text_config.font_size -= 2.0;
 | 
						|
    }
 | 
						|
    if input.just_pressed(KeyCode::Digit3) {
 | 
						|
        overlay.text_config.font_size += 2.0;
 | 
						|
    }
 | 
						|
    if input.just_pressed(KeyCode::Digit4) {
 | 
						|
        overlay.enabled = !overlay.enabled;
 | 
						|
    }
 | 
						|
}
 |