bevy/crates/bevy_text/src/text.rs
Carter Anderson ffecb05a0a Replace old renderer with new renderer (#3312)
This makes the [New Bevy Renderer](#2535) the default (and only) renderer. The new renderer isn't _quite_ ready for the final release yet, but I want as many people as possible to start testing it so we can identify bugs and address feedback prior to release.

The examples are all ported over and operational with a few exceptions:

* I removed a good portion of the examples in the `shader` folder. We still have some work to do in order to make these examples possible / ergonomic / worthwhile: #3120 and "high level shader material plugins" are the big ones. This is a temporary measure.
* Temporarily removed the multiple_windows example: doing this properly in the new renderer will require the upcoming "render targets" changes. Same goes for the render_to_texture example.
* Removed z_sort_debug: entity visibility sort info is no longer available in app logic. we could do this on the "render app" side, but i dont consider it a priority.
2021-12-14 03:58:23 +00:00

158 lines
4.8 KiB
Rust

use bevy_asset::Handle;
use bevy_ecs::{prelude::Component, reflect::ReflectComponent};
use bevy_math::Size;
use bevy_reflect::{Reflect, ReflectDeserialize};
use bevy_render::color::Color;
use serde::{Deserialize, Serialize};
use crate::Font;
#[derive(Component, Debug, Default, Clone, Reflect)]
#[reflect(Component)]
pub struct Text {
pub sections: Vec<TextSection>,
pub alignment: TextAlignment,
}
impl Text {
/// Constructs a [`Text`] with (initially) one section.
///
/// ```
/// # use bevy_asset::{AssetServer, Handle};
/// # use bevy_render::color::Color;
/// # use bevy_text::{Font, Text, TextAlignment, TextStyle, HorizontalAlign, VerticalAlign};
/// #
/// # let font_handle: Handle<Font> = Default::default();
/// #
/// // basic usage
/// let hello_world = Text::with_section(
/// "hello world!".to_string(),
/// TextStyle {
/// font: font_handle.clone(),
/// font_size: 60.0,
/// color: Color::WHITE,
/// },
/// TextAlignment {
/// vertical: VerticalAlign::Center,
/// horizontal: HorizontalAlign::Center,
/// },
/// );
///
/// let hello_bevy = Text::with_section(
/// // accepts a String or any type that converts into a String, such as &str
/// "hello bevy!",
/// TextStyle {
/// font: font_handle,
/// font_size: 60.0,
/// color: Color::WHITE,
/// },
/// // you can still use Default
/// Default::default(),
/// );
/// ```
pub fn with_section<S: Into<String>>(
value: S,
style: TextStyle,
alignment: TextAlignment,
) -> Self {
Self {
sections: vec![TextSection {
value: value.into(),
style,
}],
alignment,
}
}
}
#[derive(Debug, Default, Clone, Reflect)]
pub struct TextSection {
pub value: String,
pub style: TextStyle,
}
#[derive(Debug, Clone, Copy, Reflect)]
pub struct TextAlignment {
pub vertical: VerticalAlign,
pub horizontal: HorizontalAlign,
}
impl Default for TextAlignment {
fn default() -> Self {
TextAlignment {
vertical: VerticalAlign::Top,
horizontal: HorizontalAlign::Left,
}
}
}
/// Describes horizontal alignment preference for positioning & bounds.
#[derive(Debug, Clone, Copy, PartialEq, Eq, Hash, Reflect, Serialize, Deserialize)]
#[reflect_value(Serialize, Deserialize)]
pub enum HorizontalAlign {
/// Leftmost character is immediately to the right of the render position.<br/>
/// Bounds start from the render position and advance rightwards.
Left,
/// Leftmost & rightmost characters are equidistant to the render position.<br/>
/// Bounds start from the render position and advance equally left & right.
Center,
/// Rightmost character is immetiately to the left of the render position.<br/>
/// Bounds start from the render position and advance leftwards.
Right,
}
impl From<HorizontalAlign> for glyph_brush_layout::HorizontalAlign {
fn from(val: HorizontalAlign) -> Self {
match val {
HorizontalAlign::Left => glyph_brush_layout::HorizontalAlign::Left,
HorizontalAlign::Center => glyph_brush_layout::HorizontalAlign::Center,
HorizontalAlign::Right => glyph_brush_layout::HorizontalAlign::Right,
}
}
}
/// Describes vertical alignment preference for positioning & bounds. Currently a placeholder
/// for future functionality.
#[derive(Debug, Clone, Copy, PartialEq, Eq, Hash, Reflect, Serialize, Deserialize)]
#[reflect_value(Serialize, Deserialize)]
pub enum VerticalAlign {
/// Characters/bounds start underneath the render position and progress downwards.
Top,
/// Characters/bounds center at the render position and progress outward equally.
Center,
/// Characters/bounds start above the render position and progress upward.
Bottom,
}
impl From<VerticalAlign> for glyph_brush_layout::VerticalAlign {
fn from(val: VerticalAlign) -> Self {
match val {
VerticalAlign::Top => glyph_brush_layout::VerticalAlign::Top,
VerticalAlign::Center => glyph_brush_layout::VerticalAlign::Center,
VerticalAlign::Bottom => glyph_brush_layout::VerticalAlign::Bottom,
}
}
}
#[derive(Clone, Debug, Reflect)]
pub struct TextStyle {
pub font: Handle<Font>,
pub font_size: f32,
pub color: Color,
}
impl Default for TextStyle {
fn default() -> Self {
Self {
font: Default::default(),
font_size: 12.0,
color: Color::WHITE,
}
}
}
#[derive(Component, Default, Copy, Clone, Debug, Reflect)]
#[reflect(Component)]
pub struct Text2dSize {
pub size: Size,
}