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# Replace ab_glyph with the more capable cosmic-text Fixes #7616. Cosmic-text is a more mature text-rendering library that handles scripts and ligatures better than ab_glyph, it can also handle system fonts which can be implemented in bevy in the future Rebase of https://github.com/bevyengine/bevy/pull/8808 ## Changelog Replaces text renderer ab_glyph with cosmic-text The definition of the font size has changed with the migration to cosmic text. The behavior is now consistent with other platforms (e.g. the web), where the font size in pixels measures the height of the font (the distance between the top of the highest ascender and the bottom of the lowest descender). Font sizes in your app need to be rescaled to approximately 1.2x smaller; for example, if you were using a font size of 60.0, you should now use a font size of 50.0. ## Migration guide - `Text2dBounds` has been replaced with `TextBounds`, and it now accepts `Option`s to the bounds, instead of using `f32::INFINITY` to inidicate lack of bounds - Textsizes should be changed, dividing the current size with 1.2 will result in the same size as before. - `TextSettings` struct is removed - Feature `subpixel_alignment` has been removed since cosmic-text already does this automatically - TextBundles and things rendering texts requires the `CosmicBuffer` Component on them as well ## Suggested followups: - TextPipeline: reconstruct byte indices for keeping track of eventual cursors in text input - TextPipeline: (future work) split text entities into section entities - TextPipeline: (future work) text editing - Support line height as an option. Unitless `1.2` is the default used in browsers (1.2x font size). - Support System Fonts and font families - Example showing of animated text styles. Eg. throbbing hyperlinks --------- Co-authored-by: tigregalis <anak.harimau@gmail.com> Co-authored-by: Nico Burns <nico@nicoburns.com> Co-authored-by: sam edelsten <samedelsten1@gmail.com> Co-authored-by: Dimchikkk <velo.app1@gmail.com> Co-authored-by: Alice Cecile <alice.i.cecile@gmail.com> Co-authored-by: Rob Parrett <robparrett@gmail.com>
144 lines
4.9 KiB
Rust
144 lines
4.9 KiB
Rust
//! This example illustrates how to create UI text and update it in a system.
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//!
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//! It displays the current FPS in the top left corner, as well as text that changes color
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//! in the bottom right. For text within a scene, please see the text2d example.
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use bevy::{
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color::palettes::css::GOLD,
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diagnostic::{DiagnosticsStore, FrameTimeDiagnosticsPlugin},
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prelude::*,
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};
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fn main() {
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App::new()
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.add_plugins((DefaultPlugins, FrameTimeDiagnosticsPlugin))
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.add_systems(Startup, setup)
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.add_systems(Update, (text_update_system, text_color_system))
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.run();
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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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#[derive(Component)]
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struct FpsText;
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// A unit struct to help identify the color-changing Text component
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#[derive(Component)]
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struct ColorText;
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fn setup(mut commands: Commands, asset_server: Res<AssetServer>) {
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// UI camera
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commands.spawn(Camera2dBundle::default());
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// Text with one section
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commands.spawn((
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// Create a TextBundle that has a Text with a single section.
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TextBundle::from_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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// This font is loaded and will be used instead of the default font.
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font: asset_server.load("fonts/FiraSans-Bold.ttf"),
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font_size: 80.0,
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..default()
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},
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) // Set the justification of the Text
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.with_text_justify(JustifyText::Center)
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// Set the style of the TextBundle itself.
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.with_style(Style {
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position_type: PositionType::Absolute,
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bottom: Val::Px(5.0),
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right: Val::Px(5.0),
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..default()
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}),
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ColorText,
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));
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// Text with multiple sections
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commands.spawn((
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// Create a TextBundle that has a Text with a list of sections.
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TextBundle::from_sections([
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TextSection::new(
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"FPS: ",
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TextStyle {
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// This font is loaded and will be used instead of the default font.
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font: asset_server.load("fonts/FiraSans-Bold.ttf"),
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font_size: 50.0,
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..default()
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},
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),
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TextSection::from_style(if cfg!(feature = "default_font") {
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TextStyle {
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font_size: 40.0,
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color: GOLD.into(),
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// If no font is specified, the default font (a minimal subset of FiraMono) will be used.
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..default()
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}
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} else {
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// "default_font" feature is unavailable, load a font to use instead.
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TextStyle {
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font: asset_server.load("fonts/FiraMono-Medium.ttf"),
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font_size: 40.0,
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color: GOLD.into(),
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}
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}),
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]),
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FpsText,
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));
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#[cfg(feature = "default_font")]
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commands.spawn(
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// Here we are able to call the `From` method instead of creating a new `TextSection`.
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// This will use the default font (a minimal subset of FiraMono) and apply the default styling.
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TextBundle::from("From an &str into a TextBundle with the default font!").with_style(
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Style {
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position_type: PositionType::Absolute,
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bottom: Val::Px(5.0),
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left: Val::Px(15.0),
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..default()
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},
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),
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);
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#[cfg(not(feature = "default_font"))]
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commands.spawn(
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TextBundle::from_section(
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"Default font disabled",
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TextStyle {
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font: asset_server.load("fonts/FiraMono-Medium.ttf"),
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..default()
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},
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)
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.with_style(Style {
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position_type: PositionType::Absolute,
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bottom: Val::Px(5.0),
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left: Val::Px(15.0),
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..default()
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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 &mut query {
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let seconds = time.elapsed_seconds();
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// Update the color of the first and only section.
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text.sections[0].style.color = Color::srgb(
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(1.25 * seconds).sin() / 2.0 + 0.5,
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(0.75 * seconds).sin() / 2.0 + 0.5,
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(0.50 * seconds).sin() / 2.0 + 0.5,
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);
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}
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}
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fn text_update_system(
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diagnostics: Res<DiagnosticsStore>,
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mut query: Query<&mut Text, With<FpsText>>,
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) {
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for mut text in &mut query {
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if let Some(fps) = diagnostics.get(&FrameTimeDiagnosticsPlugin::FPS) {
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if let Some(value) = fps.smoothed() {
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// Update the value of the second section
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text.sections[1].value = format!("{value:.2}");
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}
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}
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}
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}
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