 9f906fdc8b
			
		
	
	
		9f906fdc8b
		
	
	
	
	
		
			
			# Objective
Creating UI elements is very boilerplate-y with lots of indentation.
This PR aims to reduce boilerplate around creating text elements.
## Changelog
* Renamed `Text::with_section` to `from_section`.
  It no longer takes a `TextAlignment` as argument, as the vast majority of cases left it `Default::default()`.
* Added `Text::from_sections` which creates a `Text` from a list of `TextSections`.
  Reduces line-count and reduces indentation by one level.
* Added `Text::with_alignment`.
  A builder style method for setting the `TextAlignment` of a `Text`.
* Added `TextSection::new`.
  Does not reduce line count, but reduces character count and made it easier to read. No more `.to_string()` calls!
* Added `TextSection::from_style` which creates an empty `TextSection` with a style.
  No more empty strings! Reduces indentation.
* Added `TextAlignment::CENTER` and friends.
* Added methods to `TextBundle`. `from_section`, `from_sections`, `with_text_alignment` and `with_style`.
## Note for reviewers.
Because of the nature of these changes I recommend setting diff view to 'split'.
~~Look for the book icon~~ cog in the top-left of the Files changed tab.
Have fun reviewing ❤️
<sup> >:D </sup>
## Migration Guide
`Text::with_section` was renamed to `from_section` and no longer takes a `TextAlignment` as argument.
Use `with_alignment` to set the alignment instead.
Co-authored-by: devil-ira <justthecooldude@gmail.com>
		
	
			
		
			
				
	
	
		
			150 lines
		
	
	
		
			4.6 KiB
		
	
	
	
		
			Rust
		
	
	
	
	
	
			
		
		
	
	
			150 lines
		
	
	
		
			4.6 KiB
		
	
	
	
		
			Rust
		
	
	
	
	
	
| use bevy::{input::touch::TouchPhase, prelude::*, window::WindowMode};
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| 
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| // the `bevy_main` proc_macro generates the required ios boilerplate
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| #[bevy_main]
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| fn main() {
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|     App::new()
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|         .insert_resource(WindowDescriptor {
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|             resizable: false,
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|             mode: WindowMode::BorderlessFullscreen,
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|             ..default()
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|         })
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|         .add_plugins(DefaultPlugins)
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|         .add_startup_system(setup_scene)
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|         .add_startup_system(setup_music)
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|         .add_system(touch_camera)
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|         .add_system(button_handler)
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|         .run();
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| }
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| 
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| fn touch_camera(
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|     windows: ResMut<Windows>,
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|     mut touches: EventReader<TouchInput>,
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|     mut camera: Query<&mut Transform, With<Camera3d>>,
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|     mut last_position: Local<Option<Vec2>>,
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| ) {
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|     for touch in touches.iter() {
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|         if touch.phase == TouchPhase::Started {
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|             *last_position = None;
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|         }
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|         if let Some(last_position) = *last_position {
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|             let window = windows.primary();
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|             let mut transform = camera.single_mut();
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|             *transform = Transform::from_xyz(
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|                 transform.translation.x
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|                     + (touch.position.x - last_position.x) / window.width() * 5.0,
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|                 transform.translation.y,
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|                 transform.translation.z
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|                     + (touch.position.y - last_position.y) / window.height() * 5.0,
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|             )
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|             .looking_at(Vec3::ZERO, Vec3::Y);
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|         }
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|         *last_position = Some(touch.position);
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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_scene(
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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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|     asset_server: Res<AssetServer>,
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| ) {
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|     // plane
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|     commands.spawn_bundle(PbrBundle {
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|         mesh: meshes.add(Mesh::from(shape::Plane { size: 5.0 })),
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|         material: materials.add(Color::rgb(0.1, 0.2, 0.1).into()),
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|         ..default()
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|     });
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|     // cube
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|     commands.spawn_bundle(PbrBundle {
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|         mesh: meshes.add(Mesh::from(shape::Cube { size: 1.0 })),
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|         material: materials.add(Color::rgb(0.5, 0.4, 0.3).into()),
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|         transform: Transform::from_xyz(0.0, 0.5, 0.0),
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|         ..default()
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|     });
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|     // sphere
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|     commands.spawn_bundle(PbrBundle {
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|         mesh: meshes.add(Mesh::from(shape::Icosphere {
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|             subdivisions: 4,
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|             radius: 0.5,
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|         })),
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|         material: materials.add(Color::rgb(0.1, 0.4, 0.8).into()),
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|         transform: Transform::from_xyz(1.5, 1.5, 1.5),
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|         ..default()
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|     });
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|     // light
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|     commands.spawn_bundle(PointLightBundle {
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|         transform: Transform::from_xyz(4.0, 8.0, 4.0),
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|         point_light: PointLight {
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|             intensity: 5000.0,
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|             shadows_enabled: true,
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|             ..default()
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|         },
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|         ..default()
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|     });
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|     // camera
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|     commands.spawn_bundle(Camera3dBundle {
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|         transform: Transform::from_xyz(-2.0, 2.5, 5.0).looking_at(Vec3::ZERO, Vec3::Y),
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|         ..default()
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|     });
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| 
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|     // Test ui
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|     commands.spawn_bundle(Camera2dBundle::default());
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|     commands
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|         .spawn_bundle(ButtonBundle {
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|             style: Style {
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|                 justify_content: JustifyContent::Center,
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|                 align_items: AlignItems::Center,
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|                 position_type: PositionType::Absolute,
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|                 position: UiRect {
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|                     left: Val::Px(50.0),
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|                     right: Val::Px(50.0),
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|                     top: Val::Auto,
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|                     bottom: Val::Px(50.0),
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|                 },
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|                 ..default()
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|             },
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|             ..default()
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|         })
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|         .with_children(|b| {
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|             b.spawn_bundle(
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|                 TextBundle::from_section(
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|                     "Test Button",
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|                     TextStyle {
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|                         font: asset_server.load("fonts/FiraSans-Bold.ttf"),
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|                         font_size: 30.0,
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|                         color: Color::BLACK,
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|                     },
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|                 )
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|                 .with_text_alignment(TextAlignment::CENTER),
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|             );
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|         });
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| }
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| 
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| fn button_handler(
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|     mut interaction_query: Query<
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|         (&Interaction, &mut UiColor),
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|         (Changed<Interaction>, With<Button>),
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|     >,
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| ) {
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|     for (interaction, mut color) in &mut interaction_query {
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|         match *interaction {
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|             Interaction::Clicked => {
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|                 *color = Color::BLUE.into();
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|             }
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|             Interaction::Hovered => {
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|                 *color = Color::GRAY.into();
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|             }
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|             Interaction::None => {
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|                 *color = Color::WHITE.into();
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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 setup_music(asset_server: Res<AssetServer>, audio: Res<Audio>) {
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|     let music = asset_server.load("sounds/Windless Slopes.ogg");
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|     audio.play(music);
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| }
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