# Objective Yet another PR for migrating stuff to required components. This time, cameras! ## Solution As per the [selected proposal](https://hackmd.io/tsYID4CGRiWxzsgawzxG_g#Combined-Proposal-1-Selected), deprecate `Camera2dBundle` and `Camera3dBundle` in favor of `Camera2d` and `Camera3d`. Adding a `Camera` without `Camera2d` or `Camera3d` now logs a warning, as suggested by Cart [on Discord](https://discord.com/channels/691052431525675048/1264881140007702558/1291506402832945273). I would personally like cameras to work a bit differently and be split into a few more components, to avoid some footguns and confusing semantics, but that is more controversial, and shouldn't block this core migration. ## Testing I ran a few 2D and 3D examples, and tried cameras with and without render graphs. --- ## Migration Guide `Camera2dBundle` and `Camera3dBundle` have been deprecated in favor of `Camera2d` and `Camera3d`. Inserting them will now also insert the other components required by them automatically.
		
			
				
	
	
		
			71 lines
		
	
	
		
			2.2 KiB
		
	
	
	
		
			Rust
		
	
	
	
	
	
			
		
		
	
	
			71 lines
		
	
	
		
			2.2 KiB
		
	
	
	
		
			Rust
		
	
	
	
	
	
//! Showcase how to use and configure FPS overlay.
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use bevy::{
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    dev_tools::fps_overlay::{FpsOverlayConfig, FpsOverlayPlugin},
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    prelude::*,
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};
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fn main() {
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    App::new()
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        .add_plugins((
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            DefaultPlugins,
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            FpsOverlayPlugin {
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                config: FpsOverlayConfig {
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                    text_config: TextStyle {
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                        // Here we define size of our overlay
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                        font_size: 42.0,
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                        // We can also change color of the overlay
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                        color: Color::srgb(0.0, 1.0, 0.0),
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                        // If we want, we can use a custom font
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                        font: default(),
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                    },
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                    enabled: true,
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                },
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            },
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        ))
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        .add_systems(Startup, setup)
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        .add_systems(Update, customize_config)
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        .run();
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}
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fn setup(mut commands: Commands) {
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    // We need to spawn a camera (2d or 3d) to see the overlay
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    commands.spawn(Camera2d);
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    // Instruction text
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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(|c| {
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            c.spawn(TextBundle::from_section(
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                concat!(
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                    "Press 1 to change color of the overlay.\n",
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                    "Press 2 to change size of the overlay.\n",
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                    "Press 3 to toggle the overlay."
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                ),
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                TextStyle::default(),
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            ));
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        });
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}
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fn customize_config(input: Res<ButtonInput<KeyCode>>, mut overlay: ResMut<FpsOverlayConfig>) {
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    if input.just_pressed(KeyCode::Digit1) {
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        // Changing resource will affect overlay
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        overlay.text_config.color = Color::srgb(1.0, 0.0, 0.0);
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    }
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    if input.just_pressed(KeyCode::Digit2) {
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        overlay.text_config.font_size -= 2.0;
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    }
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    if input.just_pressed(KeyCode::Digit3) {
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        overlay.enabled = !overlay.enabled;
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    }
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}
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