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https://github.com/bevyengine/bevy.git
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b00ff93c87
# Objective Remove the `new_with_` prefixes from the `TextLayout` constuctor functions. Generally, the "new" part is redundant and "with" is used by fluent APIs. ## Solution Just delete the prefixes, shorten the names (all on `TextLayout`). * `new_with_justify` -> `justify` * `new_with_linebreak` -> `linebreak` * `new_with_no_wrap` -> `no_wrap`
203 lines
6.7 KiB
Rust
203 lines
6.7 KiB
Rust
//! This example illustrates how to create UI text and update it in a system.
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//!
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//! It displays the current FPS in the top left corner, as well as text that changes color
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//! in the bottom right. For text within a scene, please see the text2d example.
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use bevy::{
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color::palettes::css::GOLD,
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diagnostic::{DiagnosticsStore, FrameTimeDiagnosticsPlugin},
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prelude::*,
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text::{FontFeatureTag, FontFeatures, FontSize, Underline},
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};
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fn main() {
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let mut app = App::new();
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app.add_plugins((DefaultPlugins, FrameTimeDiagnosticsPlugin::default()))
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.add_systems(Startup, setup)
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.add_systems(Update, (text_update_system, text_color_system));
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app.run();
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}
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// Marker struct to help identify the FPS UI component, since there may be many Text components
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#[derive(Component)]
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struct FpsText;
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// Marker struct to help identify the color-changing Text component
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#[derive(Component)]
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struct AnimatedText;
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fn setup(mut commands: Commands, asset_server: Res<AssetServer>) {
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// UI camera
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commands.spawn(Camera2d);
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// Text with one section
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commands.spawn((
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// Accepts a `String` or any type that converts into a `String`, such as `&str`
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Text::new("hello\nbevy!"),
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Underline,
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TextFont {
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// This font is loaded and will be used instead of the default font.
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font: asset_server.load("fonts/FiraSans-Bold.ttf").into(),
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// The size of the text will be 20% of the viewport height.
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font_size: FontSize::Vh(20.0),
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..default()
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},
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TextShadow::default(),
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// Set the justification of the Text
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TextLayout::justify(Justify::Center),
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// Set the style of the Node itself.
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Node {
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position_type: PositionType::Absolute,
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bottom: px(5),
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right: px(5),
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..default()
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},
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AnimatedText,
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));
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// Text with multiple sections
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commands
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.spawn((
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// Create a Text with multiple child spans.
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Text::new("FPS: "),
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TextFont {
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// This font is loaded and will be used instead of the default font.
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font: asset_server.load("fonts/FiraSans-Bold.ttf").into(),
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font_size: FontSize::Px(42.0),
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..default()
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},
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))
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.with_child((
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TextSpan::default(),
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(
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TextFont {
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// If the "default_font" feature is unavailable, load a font to use instead.
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#[cfg(not(feature = "default_font"))]
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font: asset_server.load("fonts/FiraMono-Medium.ttf").into(),
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font_size: FontSize::Px(33.0),
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..Default::default()
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},
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TextColor(GOLD.into()),
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),
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FpsText,
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));
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// Text with OpenType features
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let opentype_font_handle: FontSource =
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asset_server.load("fonts/EBGaramond12-Regular.otf").into();
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commands
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.spawn((
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Node {
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margin: UiRect::all(px(12.0)),
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position_type: PositionType::Absolute,
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top: px(5.0),
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right: px(5.0),
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..default()
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},
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Text::new("Opentype features:\n"),
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TextFont {
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font: opentype_font_handle.clone(),
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font_size: FontSize::Px(32.0),
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..default()
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},
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))
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.with_children(|parent| {
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let text_rows = [
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("Smallcaps: ", FontFeatureTag::SMALL_CAPS, "Hello World"),
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(
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"Ligatures: ",
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FontFeatureTag::STANDARD_LIGATURES,
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"fi fl ff ffi ffl",
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),
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("Fractions: ", FontFeatureTag::FRACTIONS, "12/134"),
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("Superscript: ", FontFeatureTag::SUPERSCRIPT, "Up here!"),
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("Subscript: ", FontFeatureTag::SUBSCRIPT, "Down here!"),
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(
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"Oldstyle figures: ",
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FontFeatureTag::OLDSTYLE_FIGURES,
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"1234567890",
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),
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(
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"Lining figures: ",
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FontFeatureTag::LINING_FIGURES,
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"1234567890",
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),
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];
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for (title, feature, text) in text_rows {
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parent.spawn((
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TextSpan::new(title),
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TextFont {
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font: opentype_font_handle.clone(),
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font_size: FontSize::Px(24.0),
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..default()
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},
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));
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parent.spawn((
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TextSpan::new(format!("{text}\n")),
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TextFont {
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font: opentype_font_handle.clone(),
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font_size: FontSize::Px(24.0),
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font_features: FontFeatures::builder().enable(feature).build(),
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..default()
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},
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));
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}
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});
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#[cfg(feature = "default_font")]
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commands.spawn((
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// Here we are able to call the `From` method instead of creating a new `TextSection`.
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// This will use the default font (a minimal subset of FiraMono) and apply the default styling.
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Text::new("From an &str into a Text with the default font!"),
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Node {
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position_type: PositionType::Absolute,
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bottom: px(5),
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left: px(15),
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..default()
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},
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));
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#[cfg(not(feature = "default_font"))]
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commands.spawn((
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Text::new("Default font disabled"),
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TextFont {
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font: asset_server.load("fonts/FiraMono-Medium.ttf"),
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..default()
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},
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Node {
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position_type: PositionType::Absolute,
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bottom: px(5),
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left: px(15),
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..default()
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},
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));
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}
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fn text_color_system(time: Res<Time>, mut query: Query<&mut TextColor, With<AnimatedText>>) {
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for mut text_color in &mut query {
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let seconds = time.elapsed_secs();
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// Update the color of the ColorText span.
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text_color.0 = Color::srgb(
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ops::sin(1.25 * seconds) / 2.0 + 0.5,
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ops::sin(0.75 * seconds) / 2.0 + 0.5,
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ops::sin(0.50 * seconds) / 2.0 + 0.5,
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);
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//t.set_changed();
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}
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}
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fn text_update_system(
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diagnostics: Res<DiagnosticsStore>,
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mut query: Query<&mut TextSpan, With<FpsText>>,
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) {
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for mut span in &mut query {
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if let Some(fps) = diagnostics.get(&FrameTimeDiagnosticsPlugin::FPS)
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&& let Some(value) = fps.smoothed()
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{
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// Update the value of the second section
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**span = format!("{value:.2}");
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}
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}
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}
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