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https://github.com/bevyengine/bevy
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# Objective Currently, Text always uses the default linebreaking behaviour in glyph_brush_layout `BuiltInLineBreaker::Unicode` which breaks lines at word boundaries. However, glyph_brush_layout also supports breaking lines at any character by setting the linebreaker to `BuiltInLineBreaker::AnyChar`. Having text wrap character-by-character instead of at word boundaries is desirable in some cases - consider that consoles/terminals usually wrap this way. As a side note, the default Unicode linebreaker does not seem to handle emergency cases, where there is no word boundary on a line to break at. In that case, the text runs out of bounds. Issue #1867 shows an example of this. ## Solution Basically just copies how TextAlignment is exposed, but for a new enum TextLineBreakBehaviour. This PR exposes glyph_brush_layout's two simple linebreaking options (Unicode, AnyChar) to users of Text via the enum TextLineBreakBehaviour (which just translates those 2 aforementioned options), plus a method 'with_linebreak_behaviour' on Text and TextBundle. ## Changelog Added `Text::with_linebreak_behaviour` Added `TextBundle::with_linebreak_behaviour` `TextPipeline::queue_text` and `GlyphBrush::compute_glyphs` now need a TextLineBreakBehaviour argument, in order to pass through the new field. Modified the `text2d` example to show both linebreaking behaviours. ## Example Here's what the modified example looks like ![image](https://user-images.githubusercontent.com/117271367/213589184-b1a54bf3-116c-4721-8cb6-1cb69edb3070.png)
167 lines
5.5 KiB
Rust
167 lines
5.5 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::{
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prelude::*,
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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_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: font.clone(),
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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(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_alignment(text_alignment),
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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()).with_alignment(text_alignment),
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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_alignment(text_alignment),
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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: Color::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: 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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.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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alignment: TextAlignment::Left,
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linebreak_behaviour: 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: Color::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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alignment: TextAlignment::Left,
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linebreak_behaviour: 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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}
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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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transform.translation = Vec3::new(400.0, 0.0, 0.0);
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transform.scale = Vec3::splat((time.elapsed_seconds().sin() + 1.1) * 2.0);
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}
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}
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