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		c2c19e5ae4
		
			
		
	
	
	
	
		
			
			**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>
		
			
				
	
	
		
			94 lines
		
	
	
		
			2.4 KiB
		
	
	
	
		
			Rust
		
	
	
	
	
	
			
		
		
	
	
			94 lines
		
	
	
		
			2.4 KiB
		
	
	
	
		
			Rust
		
	
	
	
	
	
| //! An example showing how to save screenshots to disk
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| 
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| use bevy::{
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|     prelude::*,
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|     render::view::screenshot::{save_to_disk, Capturing, Screenshot},
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|     window::SystemCursorIcon,
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|     winit::cursor::CursorIcon,
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| };
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| 
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| fn main() {
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|     App::new()
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|         .add_plugins(DefaultPlugins)
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|         .add_systems(Startup, setup)
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|         .add_systems(Update, (screenshot_on_spacebar, screenshot_saving))
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|         .run();
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| }
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| 
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| fn screenshot_on_spacebar(
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|     mut commands: Commands,
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|     input: Res<ButtonInput<KeyCode>>,
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|     mut counter: Local<u32>,
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| ) {
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|     if input.just_pressed(KeyCode::Space) {
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|         let path = format!("./screenshot-{}.png", *counter);
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|         *counter += 1;
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|         commands
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|             .spawn(Screenshot::primary_window())
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|             .observe(save_to_disk(path));
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|     }
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| }
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| 
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| fn screenshot_saving(
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|     mut commands: Commands,
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|     screenshot_saving: Query<Entity, With<Capturing>>,
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|     windows: Query<Entity, With<Window>>,
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| ) {
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|     let Ok(window) = windows.get_single() else {
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|         return;
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|     };
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|     match screenshot_saving.iter().count() {
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|         0 => {
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|             commands.entity(window).remove::<CursorIcon>();
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|         }
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|         x if x > 0 => {
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|             commands
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|                 .entity(window)
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|                 .insert(CursorIcon::from(SystemCursorIcon::Progress));
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|         }
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|         _ => {}
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|     }
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| }
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| 
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| /// set up a simple 3D scene
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| fn setup(
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|     mut commands: Commands,
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|     mut meshes: ResMut<Assets<Mesh>>,
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|     mut materials: ResMut<Assets<StandardMaterial>>,
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| ) {
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|     // plane
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|     commands.spawn((
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|         Mesh3d(meshes.add(Plane3d::default().mesh().size(5.0, 5.0))),
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|         MeshMaterial3d(materials.add(Color::srgb(0.3, 0.5, 0.3))),
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|     ));
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|     // cube
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|     commands.spawn((
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|         Mesh3d(meshes.add(Cuboid::default())),
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|         MeshMaterial3d(materials.add(Color::srgb(0.8, 0.7, 0.6))),
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|         Transform::from_xyz(0.0, 0.5, 0.0),
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|     ));
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|     // light
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|     commands.spawn((
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|         PointLight {
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|             shadows_enabled: true,
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|             ..default()
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|         },
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|         Transform::from_xyz(4.0, 8.0, 4.0),
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|     ));
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|     // camera
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|     commands.spawn((
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|         Camera3d::default(),
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|         Transform::from_xyz(-2.0, 2.5, 5.0).looking_at(Vec3::ZERO, Vec3::Y),
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|     ));
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| 
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|     commands.spawn((
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|         Text::new("Press <spacebar> to save a screenshot to disk"),
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|         Style {
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|             position_type: PositionType::Absolute,
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|             top: Val::Px(12.0),
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|             left: Val::Px(12.0),
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|             ..default()
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|         },
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|     ));
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| }
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