bevy/examples/ui/text.rs
Nathan Stocks f574c2c547
Render text in 2D scenes (#1122)
Render text in 2D scenes
2020-12-27 13:19:03 -06:00

52 lines
1.7 KiB
Rust

use bevy::{
diagnostic::{Diagnostics, FrameTimeDiagnosticsPlugin},
prelude::*,
};
/// This example illustrates how to create UI text and update it in a system. It displays the
/// current FPS in the upper left hand corner. For text within a scene, please see the text2d example.
fn main() {
App::build()
.add_plugins(DefaultPlugins)
.add_plugin(FrameTimeDiagnosticsPlugin::default())
.add_startup_system(setup.system())
.add_system(text_update_system.system())
.run();
}
// A unit struct to help identify the FPS UI component, since there may be many Text components
struct FpsText;
fn text_update_system(diagnostics: Res<Diagnostics>, mut query: Query<&mut Text, With<FpsText>>) {
for mut text in query.iter_mut() {
if let Some(fps) = diagnostics.get(FrameTimeDiagnosticsPlugin::FPS) {
if let Some(average) = fps.average() {
text.value = format!("FPS: {:.2}", average);
}
}
}
}
fn setup(commands: &mut Commands, asset_server: Res<AssetServer>) {
commands
// UI camera
.spawn(CameraUiBundle::default())
// texture
.spawn(TextBundle {
style: Style {
align_self: AlignSelf::FlexEnd,
..Default::default()
},
text: Text {
value: "FPS:".to_string(),
font: asset_server.load("fonts/FiraSans-Bold.ttf"),
style: TextStyle {
font_size: 60.0,
color: Color::WHITE,
..Default::default()
},
},
..Default::default()
})
.with(FpsText);
}