**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>
		
			
				
	
	
		
			117 lines
		
	
	
		
			4.7 KiB
		
	
	
	
		
			Rust
		
	
	
	
	
	
			
		
		
	
	
			117 lines
		
	
	
		
			4.7 KiB
		
	
	
	
		
			Rust
		
	
	
	
	
	
//! Simple example demonstrating overflow behavior.
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use bevy::{color::palettes::css::*, prelude::*, 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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        // Only run the app when there is user input. This will significantly reduce CPU/GPU use.
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        .insert_resource(WinitSettings::desktop_app())
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        .add_systems(Startup, setup)
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        .add_systems(Update, update_outlines)
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        .run();
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}
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fn setup(mut commands: Commands, asset_server: Res<AssetServer>) {
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    commands.spawn(Camera2d);
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    let text_style = TextStyle::default();
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    let image = asset_server.load("branding/icon.png");
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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.),
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                height: Val::Percent(100.),
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                align_items: AlignItems::Center,
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                justify_content: JustifyContent::Center,
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                ..Default::default()
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            },
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            background_color: ANTIQUE_WHITE.into(),
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            ..Default::default()
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        })
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        .with_children(|parent| {
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            for overflow in [
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                Overflow::visible(),
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                Overflow::clip_x(),
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                Overflow::clip_y(),
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                Overflow::clip(),
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            ] {
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                parent
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                    .spawn(NodeBundle {
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                        style: Style {
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                            flex_direction: FlexDirection::Column,
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                            align_items: AlignItems::Center,
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                            margin: UiRect::horizontal(Val::Px(25.)),
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                            ..Default::default()
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                        },
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                        ..Default::default()
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                    })
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                    .with_children(|parent| {
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                        let label = format!("{overflow:#?}");
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                        parent
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                            .spawn(NodeBundle {
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                                style: Style {
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                                    padding: UiRect::all(Val::Px(10.)),
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                                    margin: UiRect::bottom(Val::Px(25.)),
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                                    ..Default::default()
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                                },
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                                background_color: Color::srgb(0.25, 0.25, 0.25).into(),
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                                ..Default::default()
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                            })
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                            .with_children(|parent| {
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                                parent.spawn((Text::new(label), text_style.clone()));
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                            });
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                        parent
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                            .spawn(NodeBundle {
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                                style: Style {
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                                    width: Val::Px(100.),
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                                    height: Val::Px(100.),
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                                    padding: UiRect {
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                                        left: Val::Px(25.),
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                                        top: Val::Px(25.),
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                                        ..Default::default()
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                                    },
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                                    overflow,
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                                    ..Default::default()
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                                },
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                                background_color: GRAY.into(),
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                                ..Default::default()
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                            })
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                            .with_children(|parent| {
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                                parent.spawn((
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                                    ImageBundle {
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                                        image: UiImage::new(image.clone()),
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                                        style: Style {
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                                            min_width: Val::Px(100.),
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                                            min_height: Val::Px(100.),
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                                            ..Default::default()
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                                        },
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                                        ..Default::default()
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                                    },
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                                    Interaction::default(),
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                                    Outline {
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                                        width: Val::Px(2.),
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                                        offset: Val::Px(2.),
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                                        color: Color::NONE,
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                                    },
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                                ));
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                            });
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                    });
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            }
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        });
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}
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fn update_outlines(mut outlines_query: Query<(&mut Outline, Ref<Interaction>)>) {
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    for (mut outline, interaction) in outlines_query.iter_mut() {
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        if interaction.is_changed() {
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            outline.color = match *interaction {
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                Interaction::Pressed => RED.into(),
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                Interaction::Hovered => WHITE.into(),
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                Interaction::None => Color::NONE,
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            };
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        }
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    }
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}
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