 bcd5318247
			
		
	
	
		bcd5318247
		
	
	
	
	
		
			
			`Color` can now be from different color spaces or representation: - sRGB - linear RGB - HSL This fixes #1193 by allowing the creation of const colors of all types, and writing it to the linear RGB color space for rendering. I went with an enum after trying with two different types (`Color` and `LinearColor`) to be able to use the different variants in all place where a `Color` is expected. I also added the HLS representation because: - I like it - it's useful for some case, see example `contributors`: I can just change the saturation and lightness while keeping the hue of the color - I think adding another variant not using `red`, `green`, `blue` makes it clearer there are differences Co-authored-by: Carter Anderson <mcanders1@gmail.com>
		
			
				
	
	
		
			117 lines
		
	
	
		
			4.3 KiB
		
	
	
	
		
			Rust
		
	
	
	
	
	
			
		
		
	
	
			117 lines
		
	
	
		
			4.3 KiB
		
	
	
	
		
			Rust
		
	
	
	
	
	
| use bevy::{
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|     diagnostic::{Diagnostics, FrameTimeDiagnosticsPlugin},
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|     prelude::*,
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| };
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| 
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| /// This example illustrates how to create UI text and update it in a system. It displays the
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| /// current FPS in the top left corner, as well as text that changes colour in the bottom right.
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| /// For text within a scene, please see the text2d example.
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| fn main() {
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|     App::build()
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|         .add_plugins(DefaultPlugins)
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|         .add_plugin(FrameTimeDiagnosticsPlugin::default())
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|         .add_startup_system(setup.system())
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|         .add_system(text_update_system.system())
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|         .add_system(text_color_system.system())
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|         .run();
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| }
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| 
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| // A unit struct to help identify the FPS UI component, since there may be many Text components
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| struct FpsText;
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| 
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| // A unit struct to help identify the color-changing Text component
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| struct ColorText;
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| 
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| fn setup(mut commands: Commands, asset_server: Res<AssetServer>) {
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|     commands
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|         // UI camera
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|         .spawn(UiCameraBundle::default())
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|         // Text with one section
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|         .spawn(TextBundle {
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|             style: Style {
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|                 align_self: AlignSelf::FlexEnd,
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|                 position_type: PositionType::Absolute,
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|                 position: Rect {
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|                     bottom: Val::Px(5.0),
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|                     right: Val::Px(15.0),
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|                     ..Default::default()
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|                 },
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|                 ..Default::default()
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|             },
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|             // Use the `Text::with_section` constructor
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|             text: Text::with_section(
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|                 // Accepts a `String` or any type that converts into a `String`, such as `&str`
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|                 "hello\nbevy!",
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|                 TextStyle {
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|                     font: asset_server.load("fonts/FiraSans-Bold.ttf"),
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|                     font_size: 100.0,
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|                     color: Color::WHITE,
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|                 },
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|                 // Note: You can use `Default::default()` in place of the `TextAlignment`
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|                 TextAlignment {
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|                     horizontal: HorizontalAlign::Center,
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|                     ..Default::default()
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|                 },
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|             ),
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|             ..Default::default()
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|         })
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|         .with(ColorText)
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|         // Rich text with multiple sections
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|         .spawn(TextBundle {
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|             style: Style {
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|                 align_self: AlignSelf::FlexEnd,
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|                 ..Default::default()
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|             },
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|             // Use `Text` directly
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|             text: Text {
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|                 // Construct a `Vec` of `TextSection`s
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|                 sections: vec![
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|                     TextSection {
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|                         value: "FPS: ".to_string(),
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|                         style: TextStyle {
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|                             font: asset_server.load("fonts/FiraSans-Bold.ttf"),
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|                             font_size: 60.0,
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|                             color: Color::WHITE,
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|                         },
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|                     },
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|                     TextSection {
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|                         value: "".to_string(),
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|                         style: TextStyle {
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|                             font: asset_server.load("fonts/FiraMono-Medium.ttf"),
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|                             font_size: 60.0,
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|                             color: Color::GOLD,
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|                         },
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|                     },
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|                 ],
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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(FpsText);
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| }
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| 
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| fn text_update_system(diagnostics: Res<Diagnostics>, mut query: Query<&mut Text, With<FpsText>>) {
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|     for mut text in query.iter_mut() {
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|         if let Some(fps) = diagnostics.get(FrameTimeDiagnosticsPlugin::FPS) {
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|             if let Some(average) = fps.average() {
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|                 // Update the value of the second section
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|                 text.sections[1].value = format!("{:.2}", average);
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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 text_color_system(time: Res<Time>, mut query: Query<&mut Text, With<ColorText>>) {
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|     for mut text in query.iter_mut() {
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|         let seconds = time.seconds_since_startup() as f32;
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|         // We used the `Text::with_section` helper method, but it is still just a `Text`,
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|         // so to update it, we are still updating the one and only section
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|         text.sections[0].style.color = Color::Rgba {
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|             red: (1.25 * seconds).sin() / 2.0 + 0.5,
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|             green: (0.75 * seconds).sin() / 2.0 + 0.5,
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|             blue: (0.50 * seconds).sin() / 2.0 + 0.5,
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|             alpha: 1.0,
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|         };
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|     }
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| }
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