mirror of
https://github.com/bevyengine/bevy
synced 2024-11-10 15:14:50 +00:00
9f906fdc8b
# Objective
Creating UI elements is very boilerplate-y with lots of indentation.
This PR aims to reduce boilerplate around creating text elements.
## Changelog
* Renamed `Text::with_section` to `from_section`.
It no longer takes a `TextAlignment` as argument, as the vast majority of cases left it `Default::default()`.
* Added `Text::from_sections` which creates a `Text` from a list of `TextSections`.
Reduces line-count and reduces indentation by one level.
* Added `Text::with_alignment`.
A builder style method for setting the `TextAlignment` of a `Text`.
* Added `TextSection::new`.
Does not reduce line count, but reduces character count and made it easier to read. No more `.to_string()` calls!
* Added `TextSection::from_style` which creates an empty `TextSection` with a style.
No more empty strings! Reduces indentation.
* Added `TextAlignment::CENTER` and friends.
* Added methods to `TextBundle`. `from_section`, `from_sections`, `with_text_alignment` and `with_style`.
## Note for reviewers.
Because of the nature of these changes I recommend setting diff view to 'split'.
~~Look for the book icon~~ cog in the top-left of the Files changed tab.
Have fun reviewing ❤️
<sup> >:D </sup>
## Migration Guide
`Text::with_section` was renamed to `from_section` and no longer takes a `TextAlignment` as argument.
Use `with_alignment` to set the alignment instead.
Co-authored-by: devil-ira <justthecooldude@gmail.com>
118 lines
4 KiB
Rust
118 lines
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 `2d/contributors.rs` or `ui/text.rs`.
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use bevy::{prelude::*, text::Text2dBounds};
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fn main() {
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App::new()
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.add_plugins(DefaultPlugins)
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.add_startup_system(setup)
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.add_system(animate_translation)
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.add_system(animate_rotation)
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.add_system(animate_scale)
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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,
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font_size: 60.0,
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color: Color::WHITE,
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};
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let text_alignment = TextAlignment::CENTER;
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// 2d camera
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commands.spawn_bundle(Camera2dBundle::default());
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// Demonstrate changing translation
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commands
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.spawn_bundle(Text2dBundle {
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text: Text::from_section("translation", text_style.clone())
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.with_alignment(text_alignment),
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..default()
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})
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.insert(AnimateTranslation);
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// Demonstrate changing rotation
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commands
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.spawn_bundle(Text2dBundle {
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text: Text::from_section("rotation", text_style.clone()).with_alignment(text_alignment),
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..default()
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})
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.insert(AnimateRotation);
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// Demonstrate changing scale
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commands
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.spawn_bundle(Text2dBundle {
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text: Text::from_section("scale", text_style.clone()).with_alignment(text_alignment),
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..default()
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})
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.insert(AnimateScale);
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// Demonstrate text wrapping
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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.spawn_bundle(SpriteBundle {
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sprite: Sprite {
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color: Color::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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commands.spawn_bundle(Text2dBundle {
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text: Text::from_section("this text wraps in the box", text_style),
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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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// We align text to the top-left, so this transform is the top-left corner of our text. The
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// box is centered at box_position, so it is necessary to move by half of the box size to
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// keep the text in the box.
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transform: Transform::from_xyz(
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box_position.x - box_size.x / 2.0,
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box_position.y + box_size.y / 2.0,
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1.0,
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),
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..default()
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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.seconds_since_startup().sin() as f32 - 400.0;
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transform.translation.y = 100.0 * time.seconds_since_startup().cos() as f32;
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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.seconds_since_startup().cos() as f32);
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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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transform.translation = Vec3::new(400.0, 0.0, 0.0);
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transform.scale = Vec3::splat((time.seconds_since_startup().sin() as f32 + 1.1) * 2.0);
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}
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}
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