# Objective - Make `Time` API more consistent. - Support time accel/decel/pause. ## Solution This is just the `Time` half of #3002. I was told that part isn't controversial. - Give the "delta time" and "total elapsed time" methods `f32`, `f64`, and `Duration` variants with consistent naming. - Implement accelerating / decelerating the passage of time. - Implement stopping time. --- ## Changelog - Changed `time_since_startup` to `elapsed` because `time.time_*` is just silly. - Added `relative_speed` and `set_relative_speed` methods. - Added `is_paused`, `pause`, `unpause` , and methods. (I'd prefer `resume`, but `unpause` matches `Timer` API.) - Added `raw_*` variants of the "delta time" and "total elapsed time" methods. - Added `first_update` method because there's a non-zero duration between startup and the first update. ## Migration Guide - `time.time_since_startup()` -> `time.elapsed()` - `time.seconds_since_startup()` -> `time.elapsed_seconds_f64()` - `time.seconds_since_startup_wrapped_f32()` -> `time.elapsed_seconds_wrapped()` If you aren't sure which to use, most systems should continue to use "scaled" time (e.g. `time.delta_seconds()`). The realtime "unscaled" time measurements (e.g. `time.raw_delta_seconds()`) are mostly for debugging and profiling.
		
			
				
	
	
		
			124 lines
		
	
	
		
			3.9 KiB
		
	
	
	
		
			Rust
		
	
	
	
	
	
			
		
		
	
	
			124 lines
		
	
	
		
			3.9 KiB
		
	
	
	
		
			Rust
		
	
	
	
	
	
//! Shows text rendering with moving, rotating and scaling text.
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//!
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//! Note that this uses [`Text2dBundle`] to display text alongside your other entities in a 2D scene.
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//!
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//! For an example on how to render text as part of a user interface, independent from the world
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//! viewport, you may want to look at `2d/contributors.rs` or `ui/text.rs`.
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use bevy::{prelude::*, text::Text2dBounds};
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fn main() {
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    App::new()
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        .add_plugins(DefaultPlugins)
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        .add_startup_system(setup)
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        .add_system(animate_translation)
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        .add_system(animate_rotation)
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        .add_system(animate_scale)
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        .run();
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}
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#[derive(Component)]
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struct AnimateTranslation;
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#[derive(Component)]
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struct AnimateRotation;
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#[derive(Component)]
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struct AnimateScale;
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fn setup(mut commands: Commands, asset_server: Res<AssetServer>) {
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    let font = asset_server.load("fonts/FiraSans-Bold.ttf");
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    let text_style = TextStyle {
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        font,
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        font_size: 60.0,
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        color: Color::WHITE,
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    };
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    let text_alignment = TextAlignment::CENTER;
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    // 2d camera
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    commands.spawn(Camera2dBundle::default());
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    // Demonstrate changing translation
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    commands.spawn((
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        Text2dBundle {
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            text: Text::from_section("translation", text_style.clone())
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                .with_alignment(text_alignment),
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            ..default()
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        },
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        AnimateTranslation,
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    ));
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    // Demonstrate changing rotation
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    commands.spawn((
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        Text2dBundle {
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            text: Text::from_section("rotation", text_style.clone()).with_alignment(text_alignment),
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            ..default()
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        },
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        AnimateRotation,
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    ));
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    // Demonstrate changing scale
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    commands.spawn((
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        Text2dBundle {
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            text: Text::from_section("scale", text_style.clone()).with_alignment(text_alignment),
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            ..default()
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        },
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        AnimateScale,
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    ));
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    // Demonstrate text wrapping
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    let box_size = Vec2::new(300.0, 200.0);
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    let box_position = Vec2::new(0.0, -250.0);
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    commands.spawn(SpriteBundle {
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        sprite: Sprite {
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            color: Color::rgb(0.25, 0.25, 0.75),
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            custom_size: Some(Vec2::new(box_size.x, box_size.y)),
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            ..default()
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        },
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        transform: Transform::from_translation(box_position.extend(0.0)),
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        ..default()
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    });
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    commands.spawn(Text2dBundle {
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        text: Text::from_section("this text wraps in the box", text_style),
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        text_2d_bounds: Text2dBounds {
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            // Wrap text in the rectangle
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            size: box_size,
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        },
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        // We align text to the top-left, so this transform is the top-left corner of our text. The
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        // box is centered at box_position, so it is necessary to move by half of the box size to
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        // keep the text in the box.
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        transform: Transform::from_xyz(
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            box_position.x - box_size.x / 2.0,
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            box_position.y + box_size.y / 2.0,
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            1.0,
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        ),
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        ..default()
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    });
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}
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fn animate_translation(
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    time: Res<Time>,
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    mut query: Query<&mut Transform, (With<Text>, With<AnimateTranslation>)>,
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) {
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    for mut transform in &mut query {
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        transform.translation.x = 100.0 * time.elapsed_seconds().sin() - 400.0;
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        transform.translation.y = 100.0 * time.elapsed_seconds().cos();
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    }
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}
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fn animate_rotation(
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    time: Res<Time>,
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    mut query: Query<&mut Transform, (With<Text>, With<AnimateRotation>)>,
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) {
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    for mut transform in &mut query {
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        transform.rotation = Quat::from_rotation_z(time.elapsed_seconds().cos());
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    }
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}
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fn animate_scale(
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    time: Res<Time>,
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    mut query: Query<&mut Transform, (With<Text>, With<AnimateScale>)>,
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) {
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    // Consider changing font-size instead of scaling the transform. Scaling a Text2D will scale the
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    // rendered quad, resulting in a pixellated look.
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    for mut transform in &mut query {
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        transform.translation = Vec3::new(400.0, 0.0, 0.0);
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        transform.scale = Vec3::splat((time.elapsed_seconds().sin() + 1.1) * 2.0);
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    }
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}
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