bevy/examples/2d/text2d.rs
ira 9f906fdc8b Improve ergonomics and reduce boilerplate around creating text elements. (#5343)
# 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>
2022-07-20 14:14:29 +00:00

118 lines
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 `2d/contributors.rs` or `ui/text.rs`.
use bevy::{prelude::*, text::Text2dBounds};
fn main() {
App::new()
.add_plugins(DefaultPlugins)
.add_startup_system(setup)
.add_system(animate_translation)
.add_system(animate_rotation)
.add_system(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_size: 60.0,
color: Color::WHITE,
};
let text_alignment = TextAlignment::CENTER;
// 2d camera
commands.spawn_bundle(Camera2dBundle::default());
// Demonstrate changing translation
commands
.spawn_bundle(Text2dBundle {
text: Text::from_section("translation", text_style.clone())
.with_alignment(text_alignment),
..default()
})
.insert(AnimateTranslation);
// Demonstrate changing rotation
commands
.spawn_bundle(Text2dBundle {
text: Text::from_section("rotation", text_style.clone()).with_alignment(text_alignment),
..default()
})
.insert(AnimateRotation);
// Demonstrate changing scale
commands
.spawn_bundle(Text2dBundle {
text: Text::from_section("scale", text_style.clone()).with_alignment(text_alignment),
..default()
})
.insert(AnimateScale);
// Demonstrate text wrapping
let box_size = Vec2::new(300.0, 200.0);
let box_position = Vec2::new(0.0, -250.0);
commands.spawn_bundle(SpriteBundle {
sprite: Sprite {
color: Color::rgb(0.25, 0.25, 0.75),
custom_size: Some(Vec2::new(box_size.x, box_size.y)),
..default()
},
transform: Transform::from_translation(box_position.extend(0.0)),
..default()
});
commands.spawn_bundle(Text2dBundle {
text: Text::from_section("this text wraps in the box", text_style),
text_2d_bounds: Text2dBounds {
// Wrap text in the rectangle
size: box_size,
},
// We align text to the top-left, so this transform is the top-left corner of our text. The
// box is centered at box_position, so it is necessary to move by half of the box size to
// keep the text in the box.
transform: Transform::from_xyz(
box_position.x - box_size.x / 2.0,
box_position.y + box_size.y / 2.0,
1.0,
),
..default()
});
}
fn animate_translation(
time: Res<Time>,
mut query: Query<&mut Transform, (With<Text>, With<AnimateTranslation>)>,
) {
for mut transform in &mut query {
transform.translation.x = 100.0 * time.seconds_since_startup().sin() as f32 - 400.0;
transform.translation.y = 100.0 * time.seconds_since_startup().cos() as f32;
}
}
fn animate_rotation(
time: Res<Time>,
mut query: Query<&mut Transform, (With<Text>, With<AnimateRotation>)>,
) {
for mut transform in &mut query {
transform.rotation = Quat::from_rotation_z(time.seconds_since_startup().cos() as f32);
}
}
fn animate_scale(
time: Res<Time>,
mut query: Query<&mut Transform, (With<Text>, 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 {
transform.translation = Vec3::new(400.0, 0.0, 0.0);
transform.scale = Vec3::splat((time.seconds_since_startup().sin() as f32 + 1.1) * 2.0);
}
}