bevy/examples/mobile/src/lib.rs
François e0e5f3acd4
add a default font (#8445)
# Objective

- Have a default font

## Solution

- Add a font based on FiraMono containing only ASCII characters and use
it as the default font
- It is behind a feature `default_font` enabled by default
- I also updated examples to use it, but not UI examples to still show
how to use a custom font

---

## Changelog

* If you display text without using the default handle provided by
`TextStyle`, the text will be displayed
2023-04-21 22:30:18 +00:00

159 lines
4.8 KiB
Rust

use bevy::{input::touch::TouchPhase, prelude::*, window::WindowMode};
// the `bevy_main` proc_macro generates the required boilerplate for iOS and Android
#[bevy_main]
fn main() {
let mut app = App::new();
app.add_plugins(DefaultPlugins.set(WindowPlugin {
primary_window: Some(Window {
resizable: false,
mode: WindowMode::BorderlessFullscreen,
..default()
}),
..default()
}))
.add_systems(Startup, (setup_scene, setup_music))
.add_systems(Update, (touch_camera, button_handler));
// MSAA makes some Android devices panic, this is under investigation
// https://github.com/bevyengine/bevy/issues/8229
#[cfg(target_os = "android")]
app.insert_resource(Msaa::Off);
app.run();
}
fn touch_camera(
windows: Query<&Window>,
mut touches: EventReader<TouchInput>,
mut camera: Query<&mut Transform, With<Camera3d>>,
mut last_position: Local<Option<Vec2>>,
) {
let window = windows.single();
for touch in touches.iter() {
if touch.phase == TouchPhase::Started {
*last_position = None;
}
if let Some(last_position) = *last_position {
let mut transform = camera.single_mut();
*transform = Transform::from_xyz(
transform.translation.x
+ (touch.position.x - last_position.x) / window.width() * 5.0,
transform.translation.y,
transform.translation.z
+ (touch.position.y - last_position.y) / window.height() * 5.0,
)
.looking_at(Vec3::ZERO, Vec3::Y);
}
*last_position = Some(touch.position);
}
}
/// set up a simple 3D scene
fn setup_scene(
mut commands: Commands,
mut meshes: ResMut<Assets<Mesh>>,
mut materials: ResMut<Assets<StandardMaterial>>,
) {
// plane
commands.spawn(PbrBundle {
mesh: meshes.add(shape::Plane::from_size(5.0).into()),
material: materials.add(Color::rgb(0.1, 0.2, 0.1).into()),
..default()
});
// cube
commands.spawn(PbrBundle {
mesh: meshes.add(Mesh::from(shape::Cube { size: 1.0 })),
material: materials.add(Color::rgb(0.5, 0.4, 0.3).into()),
transform: Transform::from_xyz(0.0, 0.5, 0.0),
..default()
});
// sphere
commands.spawn(PbrBundle {
mesh: meshes.add(
Mesh::try_from(shape::Icosphere {
subdivisions: 4,
radius: 0.5,
})
.unwrap(),
),
material: materials.add(Color::rgb(0.1, 0.4, 0.8).into()),
transform: Transform::from_xyz(1.5, 1.5, 1.5),
..default()
});
// light
commands.spawn(PointLightBundle {
transform: Transform::from_xyz(4.0, 8.0, 4.0),
point_light: PointLight {
intensity: 5000.0,
// Shadows makes some Android devices segfault, this is under investigation
// https://github.com/bevyengine/bevy/issues/8214
#[cfg(not(target_os = "android"))]
shadows_enabled: true,
..default()
},
..default()
});
// camera
commands.spawn(Camera3dBundle {
transform: Transform::from_xyz(-2.0, 2.5, 5.0).looking_at(Vec3::ZERO, Vec3::Y),
..default()
});
// Test ui
commands
.spawn(ButtonBundle {
style: Style {
justify_content: JustifyContent::Center,
align_items: AlignItems::Center,
position_type: PositionType::Absolute,
left: Val::Px(50.0),
right: Val::Px(50.0),
top: Val::Auto,
bottom: Val::Px(50.0),
..default()
},
..default()
})
.with_children(|b| {
b.spawn(
TextBundle::from_section(
"Test Button",
TextStyle {
font_size: 30.0,
color: Color::BLACK,
..default()
},
)
.with_text_alignment(TextAlignment::Center),
);
});
}
fn button_handler(
mut interaction_query: Query<
(&Interaction, &mut BackgroundColor),
(Changed<Interaction>, With<Button>),
>,
) {
for (interaction, mut color) in &mut interaction_query {
match *interaction {
Interaction::Clicked => {
*color = Color::BLUE.into();
}
Interaction::Hovered => {
*color = Color::GRAY.into();
}
Interaction::None => {
*color = Color::WHITE.into();
}
}
}
}
fn setup_music(asset_server: Res<AssetServer>, audio: Res<Audio>) {
let music = asset_server.load("sounds/Windless Slopes.ogg");
audio.play(music);
}