**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>
		
			
				
	
	
		
			56 lines
		
	
	
		
			2.1 KiB
		
	
	
	
		
			Rust
		
	
	
	
	
	
			
		
		
	
	
			56 lines
		
	
	
		
			2.1 KiB
		
	
	
	
		
			Rust
		
	
	
	
	
	
//! This example illustrates how have a mouse's clicks/wheel/movement etc fall through the spawned transparent window to a window below.
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//! If you build this, and hit 'P' it should toggle on/off the mouse's passthrough.
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//! Note: this example will not work on following platforms: iOS / Android / Web / X11. Window fall through is not supported there.
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use bevy::prelude::*;
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fn main() {
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    App::new()
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        .insert_resource(ClearColor(Color::NONE)) // Use a transparent window, to make effects obvious.
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        .add_plugins(DefaultPlugins.set(WindowPlugin {
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            primary_window: Some(Window {
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                // Set the window's parameters, note we're setting the window to always be on top.
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                transparent: true,
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                decorations: true,
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                window_level: bevy::window::WindowLevel::AlwaysOnTop,
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                ..default()
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            }),
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            ..default()
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        }))
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        .add_systems(Startup, setup)
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        .add_systems(Update, toggle_mouse_passthrough) // This allows us to hit 'P' to toggle on/off the mouse's passthrough
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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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    // UI camera
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    commands.spawn(Camera2d);
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    // Text with one span
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    commands.spawn((
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        // Accepts a `String` or any type that converts into a `String`, such as `&str`
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        Text::new("Hit 'P' then scroll/click around!"),
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        TextStyle {
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            font: asset_server.load("fonts/FiraSans-Bold.ttf"),
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            font_size: 83.0, // Nice and big so you can see it!
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            ..default()
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        },
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        // Set the style of the TextBundle itself.
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        Style {
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            position_type: PositionType::Absolute,
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            bottom: Val::Px(5.),
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            right: Val::Px(10.),
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            ..default()
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        },
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    ));
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}
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// A simple system to handle some keyboard input and toggle on/off the hittest.
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fn toggle_mouse_passthrough(
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    keyboard_input: Res<ButtonInput<KeyCode>>,
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    mut windows: Query<&mut Window>,
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) {
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    if keyboard_input.just_pressed(KeyCode::KeyP) {
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        let mut window = windows.single_mut();
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        window.cursor_options.hit_test = !window.cursor_options.hit_test;
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    }
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}
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