**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
		
	
	
		
			2.9 KiB
		
	
	
	
		
			Rust
		
	
	
	
	
	
			
		
		
	
	
			86 lines
		
	
	
		
			2.9 KiB
		
	
	
	
		
			Rust
		
	
	
	
	
	
//! This example illustrates how to use `TextureAtlases` within ui
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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.set(
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            // This sets image filtering to nearest
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            // This is done to prevent textures with low resolution (e.g. pixel art) from being blurred
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            // by linear filtering.
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            ImagePlugin::default_nearest(),
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        ))
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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, increment_atlas_index)
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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 texture_atlases: ResMut<Assets<TextureAtlasLayout>>,
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) {
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    // Camera
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    commands.spawn(Camera2d);
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    let text_style = TextStyle::default();
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    let texture_handle = asset_server.load("textures/rpg/chars/gabe/gabe-idle-run.png");
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    let texture_atlas = TextureAtlasLayout::from_grid(UVec2::splat(24), 7, 1, None, None);
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    let texture_atlas_handle = texture_atlases.add(texture_atlas);
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    // root node
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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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                flex_direction: FlexDirection::Column,
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                justify_content: JustifyContent::Center,
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                align_items: AlignItems::Center,
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                row_gap: Val::Px(text_style.font_size * 2.),
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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.spawn((
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                ImageBundle {
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                    style: Style {
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                        width: Val::Px(256.),
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                        height: Val::Px(256.),
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                        ..default()
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                    },
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                    image: UiImage::new(texture_handle),
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                    background_color: BackgroundColor(ANTIQUE_WHITE.into()),
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                    ..default()
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                },
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                TextureAtlas::from(texture_atlas_handle),
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                Outline::new(Val::Px(8.0), Val::ZERO, CRIMSON.into()),
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            ));
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            parent
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                .spawn((Text::new("press "), text_style.clone()))
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                .with_child((
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                    TextSpan::new("space"),
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                    TextStyle {
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                        color: YELLOW.into(),
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                        ..text_style.clone()
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                    },
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                ))
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                .with_child((TextSpan::new(" to advance frames"), text_style));
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        });
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}
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fn increment_atlas_index(
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    mut atlas_images: Query<&mut TextureAtlas>,
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    keyboard: Res<ButtonInput<KeyCode>>,
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) {
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    if keyboard.just_pressed(KeyCode::Space) {
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        for mut atlas_image in &mut atlas_images {
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            atlas_image.index = (atlas_image.index + 1) % 6;
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        }
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    }
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}
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