mirror of
https://github.com/bevyengine/bevy
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de004da8d5
# Objective The migration process for `bevy_color` (#12013) will be fairly involved: there will be hundreds of affected files, and a large number of APIs. ## Solution To allow us to proceed granularly, we're going to keep both `bevy_color::Color` (new) and `bevy_render::Color` (old) around until the migration is complete. However, simply doing this directly is confusing! They're both called `Color`, making it very hard to tell when a portion of the code has been ported. As discussed in #12056, by renaming the old `Color` type, we can make it easier to gradually migrate over, one API at a time. ## Migration Guide THIS MIGRATION GUIDE INTENTIONALLY LEFT BLANK. This change should not be shipped to end users: delete this section in the final migration guide! --------- Co-authored-by: Alice Cecile <alice.i.cecil@gmail.com>
195 lines
6.4 KiB
Rust
195 lines
6.4 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 `games/contributors.rs` or `ui/text.rs`.
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use bevy::{
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prelude::*,
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sprite::Anchor,
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text::{BreakLineOn, Text2dBounds},
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};
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fn main() {
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App::new()
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.add_plugins(DefaultPlugins)
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.add_systems(Startup, setup)
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.add_systems(
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Update,
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(animate_translation, animate_rotation, animate_scale),
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)
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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: font.clone(),
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font_size: 60.0,
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color: LegacyColor::WHITE,
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};
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let text_justification = JustifyText::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_justify(text_justification),
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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())
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.with_justify(text_justification),
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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).with_justify(text_justification),
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transform: Transform::from_translation(Vec3::new(400.0, 0.0, 0.0)),
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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 slightly_smaller_text_style = TextStyle {
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font,
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font_size: 42.0,
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color: LegacyColor::WHITE,
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};
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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
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.spawn(SpriteBundle {
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sprite: Sprite {
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color: LegacyColor::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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.with_children(|builder| {
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builder.spawn(Text2dBundle {
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text: Text {
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sections: vec![TextSection::new(
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"this text wraps in the box\n(Unicode linebreaks)",
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slightly_smaller_text_style.clone(),
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)],
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justify: JustifyText::Left,
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linebreak_behavior: BreakLineOn::WordBoundary,
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},
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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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// ensure the text is drawn on top of the box
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transform: Transform::from_translation(Vec3::Z),
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..default()
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});
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});
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let other_box_size = Vec2::new(300.0, 200.0);
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let other_box_position = Vec2::new(320.0, -250.0);
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commands
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.spawn(SpriteBundle {
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sprite: Sprite {
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color: LegacyColor::rgb(0.20, 0.3, 0.70),
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custom_size: Some(Vec2::new(other_box_size.x, other_box_size.y)),
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..default()
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},
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transform: Transform::from_translation(other_box_position.extend(0.0)),
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..default()
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})
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.with_children(|builder| {
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builder.spawn(Text2dBundle {
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text: Text {
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sections: vec![TextSection::new(
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"this text wraps in the box\n(AnyCharacter linebreaks)",
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slightly_smaller_text_style.clone(),
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)],
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justify: JustifyText::Left,
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linebreak_behavior: BreakLineOn::AnyCharacter,
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},
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text_2d_bounds: Text2dBounds {
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// Wrap text in the rectangle
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size: other_box_size,
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},
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// ensure the text is drawn on top of the box
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transform: Transform::from_translation(Vec3::Z),
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..default()
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});
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});
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for (text_anchor, color) in [
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(Anchor::TopLeft, LegacyColor::RED),
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(Anchor::TopRight, LegacyColor::GREEN),
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(Anchor::BottomRight, LegacyColor::BLUE),
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(Anchor::BottomLeft, LegacyColor::YELLOW),
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] {
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commands.spawn(Text2dBundle {
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text: Text {
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sections: vec![TextSection::new(
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format!(" Anchor::{text_anchor:?} "),
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TextStyle {
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color,
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..slightly_smaller_text_style.clone()
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},
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)],
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..Default::default()
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},
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transform: Transform::from_translation(250. * Vec3::Y),
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text_anchor,
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..default()
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});
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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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let scale = (time.elapsed_seconds().sin() + 1.1) * 2.0;
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transform.scale.x = scale;
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transform.scale.y = scale;
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}
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}
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