bevy/examples/2d/text2d.rs
UkoeHB c2c19e5ae4
Text rework (#15591)
**Ready for review. Examples migration progress: 100%.**

# Objective

- Implement https://github.com/bevyengine/bevy/discussions/15014

## Solution

This implements [cart's
proposal](https://github.com/bevyengine/bevy/discussions/15014#discussioncomment-10574459)
faithfully except for one change. I separated `TextSpan` from
`TextSpan2d` because `TextSpan` needs to require the `GhostNode`
component, which is a `bevy_ui` component only usable by UI.

Extra changes:
- Added `EntityCommands::commands_mut` that returns a mutable reference.
This is a blocker for extension methods that return something other than
`self`. Note that `sickle_ui`'s `UiBuilder::commands` returns a mutable
reference for this reason.

## Testing

- [x] Text examples all work.

---

## Showcase

TODO: showcase-worthy

## Migration Guide

TODO: very breaking

### Accessing text spans by index

Text sections are now text sections on different entities in a
hierarchy, Use the new `TextReader` and `TextWriter` system parameters
to access spans by index.

Before:
```rust
fn refresh_text(mut query: Query<&mut Text, With<TimeText>>, time: Res<Time>) {
    let text = query.single_mut();
    text.sections[1].value = format_time(time.elapsed());
}
```

After:
```rust
fn refresh_text(
    query: Query<Entity, With<TimeText>>,
    mut writer: UiTextWriter,
    time: Res<Time>
) {
    let entity = query.single();
    *writer.text(entity, 1) = format_time(time.elapsed());
}
```

### Iterating text spans

Text spans are now entities in a hierarchy, so the new `UiTextReader`
and `UiTextWriter` system parameters provide ways to iterate that
hierarchy. The `UiTextReader::iter` method will give you a normal
iterator over spans, and `UiTextWriter::for_each` lets you visit each of
the spans.

---------

Co-authored-by: ickshonpe <david.curthoys@googlemail.com>
Co-authored-by: Carter Anderson <mcanders1@gmail.com>
2024-10-09 18:35:36 +00:00

169 lines
5.4 KiB
Rust

//! Shows text rendering with moving, rotating and scaling text.
//!
//! Note that this uses [`Text2dBundle`] to display text alongside your other entities in a 2D scene.
//!
//! For an example on how to render text as part of a user interface, independent from the world
//! viewport, you may want to look at `games/contributors.rs` or `ui/text.rs`.
use bevy::{
color::palettes::css::*,
math::ops,
prelude::*,
sprite::Anchor,
text::{FontSmoothing, LineBreak, TextBounds},
};
fn main() {
App::new()
.add_plugins(DefaultPlugins)
.add_systems(Startup, setup)
.add_systems(
Update,
(animate_translation, animate_rotation, animate_scale),
)
.run();
}
#[derive(Component)]
struct AnimateTranslation;
#[derive(Component)]
struct AnimateRotation;
#[derive(Component)]
struct AnimateScale;
fn setup(mut commands: Commands, asset_server: Res<AssetServer>) {
let font = asset_server.load("fonts/FiraSans-Bold.ttf");
let text_style = TextStyle {
font: font.clone(),
font_size: 50.0,
..default()
};
let text_justification = JustifyText::Center;
// 2d camera
commands.spawn(Camera2d);
// Demonstrate changing translation
commands.spawn((
Text2d::new("translation"),
text_style.clone(),
TextBlock::new_with_justify(text_justification),
AnimateTranslation,
));
// Demonstrate changing rotation
commands.spawn((
Text2d::new("rotation"),
text_style.clone(),
TextBlock::new_with_justify(text_justification),
AnimateRotation,
));
// Demonstrate changing scale
commands.spawn((
Text2d::new("scale"),
text_style,
TextBlock::new_with_justify(text_justification),
Transform::from_translation(Vec3::new(400.0, 0.0, 0.0)),
AnimateScale,
));
// Demonstrate text wrapping
let slightly_smaller_text_style = TextStyle {
font,
font_size: 35.0,
..default()
};
let box_size = Vec2::new(300.0, 200.0);
let box_position = Vec2::new(0.0, -250.0);
commands
.spawn((
Sprite::from_color(Color::srgb(0.25, 0.25, 0.75), box_size),
Transform::from_translation(box_position.extend(0.0)),
))
.with_children(|builder| {
builder.spawn((
Text2d::new("this text wraps in the box\n(Unicode linebreaks)"),
slightly_smaller_text_style.clone(),
TextBlock::new(JustifyText::Left, LineBreak::WordBoundary),
// Wrap text in the rectangle
TextBounds::from(box_size),
// ensure the text is drawn on top of the box
Transform::from_translation(Vec3::Z),
));
});
let other_box_size = Vec2::new(300.0, 200.0);
let other_box_position = Vec2::new(320.0, -250.0);
commands
.spawn((
Sprite::from_color(Color::srgb(0.20, 0.3, 0.70), other_box_size),
Transform::from_translation(other_box_position.extend(0.0)),
))
.with_children(|builder| {
builder.spawn((
Text2d::new("this text wraps in the box\n(AnyCharacter linebreaks)"),
slightly_smaller_text_style.clone(),
TextBlock::new(JustifyText::Left, LineBreak::AnyCharacter),
// Wrap text in the rectangle
TextBounds::from(other_box_size),
// ensure the text is drawn on top of the box
Transform::from_translation(Vec3::Z),
));
});
// Demonstrate font smoothing off
commands.spawn((
Text2d::new("FontSmoothing::None"),
slightly_smaller_text_style
.clone()
.with_font_smoothing(FontSmoothing::None),
Transform::from_translation(Vec3::new(-400.0, -250.0, 0.0)),
));
for (text_anchor, color) in [
(Anchor::TopLeft, Color::Srgba(RED)),
(Anchor::TopRight, Color::Srgba(LIME)),
(Anchor::BottomRight, Color::Srgba(BLUE)),
(Anchor::BottomLeft, Color::Srgba(YELLOW)),
] {
commands.spawn((
Text2d::new(format!(" Anchor::{text_anchor:?} ")),
TextStyle {
color,
..slightly_smaller_text_style.clone()
},
Transform::from_translation(250. * Vec3::Y),
text_anchor,
));
}
}
fn animate_translation(
time: Res<Time>,
mut query: Query<&mut Transform, (With<Text2d>, With<AnimateTranslation>)>,
) {
for mut transform in &mut query {
transform.translation.x = 100.0 * ops::sin(time.elapsed_seconds()) - 400.0;
transform.translation.y = 100.0 * ops::cos(time.elapsed_seconds());
}
}
fn animate_rotation(
time: Res<Time>,
mut query: Query<&mut Transform, (With<Text2d>, With<AnimateRotation>)>,
) {
for mut transform in &mut query {
transform.rotation = Quat::from_rotation_z(ops::cos(time.elapsed_seconds()));
}
}
fn animate_scale(
time: Res<Time>,
mut query: Query<&mut Transform, (With<Text2d>, With<AnimateScale>)>,
) {
// Consider changing font-size instead of scaling the transform. Scaling a Text2D will scale the
// rendered quad, resulting in a pixellated look.
for mut transform in &mut query {
let scale = (ops::sin(time.elapsed_seconds()) + 1.1) * 2.0;
transform.scale.x = scale;
transform.scale.y = scale;
}
}