**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>
		
			
				
	
	
		
			124 lines
		
	
	
		
			4.1 KiB
		
	
	
	
		
			Rust
		
	
	
	
	
	
			
		
		
	
	
			124 lines
		
	
	
		
			4.1 KiB
		
	
	
	
		
			Rust
		
	
	
	
	
	
//! This example demonstrates the use of Ghost Nodes.
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//!
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//! UI layout will ignore ghost nodes, and treat their children as if they were direct descendants of the first non-ghost ancestor.
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use bevy::{prelude::*, ui::GhostNode, winit::WinitSettings};
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fn main() {
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    App::new()
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        .add_plugins(DefaultPlugins)
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        .insert_resource(WinitSettings::desktop_app())
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        .add_systems(Startup, setup)
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        .add_systems(Update, button_system)
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        .run();
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}
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#[derive(Component)]
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struct Counter(i32);
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fn setup(mut commands: Commands, asset_server: Res<AssetServer>) {
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    let font_handle = asset_server.load("fonts/FiraSans-Bold.ttf");
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    commands.spawn(Camera2d);
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    // Ghost UI root
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    commands.spawn(GhostNode).with_children(|ghost_root| {
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        ghost_root
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            .spawn(NodeBundle::default())
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            .with_child(create_label(
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                "This text node is rendered under a ghost root",
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                font_handle.clone(),
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            ));
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    });
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    // Normal UI root
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    commands
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        .spawn(NodeBundle {
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            style: Style {
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                width: Val::Percent(100.0),
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                height: Val::Percent(100.0),
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                align_items: AlignItems::Center,
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                justify_content: JustifyContent::Center,
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                ..default()
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            },
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            ..default()
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        })
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        .with_children(|parent| {
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            parent
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                .spawn((NodeBundle::default(), Counter(0)))
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                .with_children(|layout_parent| {
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                    layout_parent
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                        .spawn((GhostNode, Counter(0)))
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                        .with_children(|ghost_parent| {
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                            // Ghost children using a separate counter state
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                            // These buttons are being treated as children of layout_parent in the context of UI
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                            ghost_parent
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                                .spawn(create_button())
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                                .with_child(create_label("0", font_handle.clone()));
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                            ghost_parent
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                                .spawn(create_button())
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                                .with_child(create_label("0", font_handle.clone()));
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                        });
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                    // A normal child using the layout parent counter
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                    layout_parent
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                        .spawn(create_button())
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                        .with_child(create_label("0", font_handle.clone()));
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                });
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        });
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}
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fn create_button() -> ButtonBundle {
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    ButtonBundle {
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        style: Style {
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            width: Val::Px(150.0),
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            height: Val::Px(65.0),
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            border: UiRect::all(Val::Px(5.0)),
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            // horizontally center child text
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            justify_content: JustifyContent::Center,
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            // vertically center child text
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            align_items: AlignItems::Center,
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            ..default()
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        },
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        border_color: BorderColor(Color::BLACK),
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        border_radius: BorderRadius::MAX,
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        background_color: Color::srgb(0.15, 0.15, 0.15).into(),
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        ..default()
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    }
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}
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fn create_label(text: &str, font: Handle<Font>) -> (Text, TextStyle) {
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    (
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        Text::new(text),
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        TextStyle {
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            font,
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            font_size: 33.0,
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            color: Color::srgb(0.9, 0.9, 0.9),
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            ..default()
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        },
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    )
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}
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fn button_system(
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    mut interaction_query: Query<(&Interaction, &Parent), (Changed<Interaction>, With<Button>)>,
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    labels_query: Query<(&Children, &Parent), With<Button>>,
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    mut text_query: Query<&mut Text>,
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    mut counter_query: Query<&mut Counter>,
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) {
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    // Update parent counter on click
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    for (interaction, parent) in &mut interaction_query {
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        if matches!(interaction, Interaction::Pressed) {
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            let mut counter = counter_query.get_mut(parent.get()).unwrap();
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            counter.0 += 1;
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        }
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    }
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    // Update button labels to match their parent counter
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    for (children, parent) in &labels_query {
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        let counter = counter_query.get(parent.get()).unwrap();
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        let mut text = text_query.get_mut(children[0]).unwrap();
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        **text = counter.0.to_string();
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    }
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}
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