Reverted changes to the text2d example.

This commit is contained in:
ickshonpe 2025-07-15 01:30:17 +01:00
parent b61e65f38d
commit 838823e00a

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@ -5,72 +5,177 @@
//! For an example on how to render text as part of a user interface, independent from the world //! 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`. //! viewport, you may want to look at `games/contributors.rs` or `ui/text.rs`.
use bevy::color::palettes; use bevy::{
use bevy::prelude::*; color::palettes::css::*,
use bevy::sprite::Anchor; math::ops,
use bevy::text::TextBounds; prelude::*,
sprite::Anchor,
text::{FontSmoothing, LineBreak, TextBounds},
};
fn main() { fn main() {
App::new() App::new()
.add_plugins(DefaultPlugins) .add_plugins(DefaultPlugins)
.add_systems(Startup, setup) .add_systems(Startup, setup)
.add_systems(
Update,
(animate_translation, animate_rotation, animate_scale),
)
.run(); .run();
} }
fn example(commands: &mut Commands, dest: Vec3, justify: Justify) { #[derive(Component)]
commands.spawn(( struct AnimateTranslation;
Sprite::from_color(palettes::css::YELLOW, 10. * Vec2::ONE),
Anchor::CENTER,
Transform::from_translation(dest),
));
for (a, bg) in [ #[derive(Component)]
(Anchor::TOP_LEFT, palettes::css::DARK_SLATE_GREY), struct AnimateRotation;
(Anchor::TOP_RIGHT, palettes::css::DARK_OLIVEGREEN),
(Anchor::BOTTOM_RIGHT, palettes::css::DARK_SLATE_GREY),
(Anchor::BOTTOM_LEFT, palettes::css::DARK_OLIVEGREEN),
] {
commands.spawn((
Sprite::from_color(bg, Vec2::new(300., 75.)),
a,
Transform::from_translation(dest - Vec3::Z),
));
commands.spawn(( #[derive(Component)]
Text2d(format!("L R\n{:?}\n{:?}", a.0, justify)), struct AnimateScale;
TextFont {
font_size: 14.0, fn setup(mut commands: Commands, asset_server: Res<AssetServer>) {
let font = asset_server.load("fonts/FiraSans-Bold.ttf");
let text_font = TextFont {
font: font.clone(),
font_size: 50.0,
..default() ..default()
}, };
TextLayout { let text_justification = Justify::Center;
justify, commands.spawn(Camera2d);
// Demonstrate changing translation
commands.spawn((
Text2d::new("translation"),
text_font.clone(),
TextLayout::new_with_justify(text_justification),
AnimateTranslation,
));
// Demonstrate changing rotation
commands.spawn((
Text2d::new("rotation"),
text_font.clone(),
TextLayout::new_with_justify(text_justification),
AnimateRotation,
));
// Demonstrate changing scale
commands.spawn((
Text2d::new("scale"),
text_font,
TextLayout::new_with_justify(text_justification),
Transform::from_translation(Vec3::new(400.0, 0.0, 0.0)),
AnimateScale,
));
// Demonstrate text wrapping
let slightly_smaller_text_font = TextFont {
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, 0.55), box_size),
Transform::from_translation(box_position.extend(0.0)),
children![(
Text2d::new("this text wraps in the box\n(Unicode linebreaks)"),
slightly_smaller_text_font.clone(),
TextLayout::new(Justify::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(0.25, 0.25, 0.55), other_box_size),
Transform::from_translation(other_box_position.extend(0.0)),
children![(
Text2d::new("this text wraps in the box\n(AnyCharacter linebreaks)"),
slightly_smaller_text_font.clone(),
TextLayout::new(Justify::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("This text has\nFontSmoothing::None\nAnd Justify::Center"),
slightly_smaller_text_font
.clone()
.with_font_smoothing(FontSmoothing::None),
TextLayout::new_with_justify(Justify::Center),
Transform::from_translation(Vec3::new(-400.0, -250.0, 0.0)),
));
commands
.spawn((
Sprite {
color: Color::Srgba(LIGHT_CYAN),
custom_size: Some(Vec2::new(10., 10.)),
..Default::default() ..Default::default()
}, },
TextBounds::new(300., 75.), Transform::from_translation(250. * Vec3::Y),
Transform::from_translation(dest + Vec3::Z), ))
a, .with_children(|commands| {
ShowAabbGizmo::default(), for (text_anchor, color) in [
(Anchor::TOP_LEFT, Color::Srgba(LIGHT_SALMON)),
(Anchor::TOP_RIGHT, Color::Srgba(LIGHT_GREEN)),
(Anchor::BOTTOM_RIGHT, Color::Srgba(LIGHT_BLUE)),
(Anchor::BOTTOM_LEFT, Color::Srgba(LIGHT_YELLOW)),
] {
commands
.spawn((
Text2d::new(" Anchor".to_string()),
slightly_smaller_text_font.clone(),
text_anchor,
))
.with_child((
TextSpan("::".to_string()),
slightly_smaller_text_font.clone(),
TextColor(LIGHT_GREY.into()),
))
.with_child((
TextSpan(format!("{text_anchor:?} ")),
slightly_smaller_text_font.clone(),
TextColor(color),
)); ));
} }
});
} }
fn setup(mut commands: Commands) { fn animate_translation(
commands.spawn(Camera2d::default()); time: Res<Time>,
mut query: Query<&mut Transform, (With<Text2d>, With<AnimateTranslation>)>,
for (i, j) in [ ) {
Justify::Left, for mut transform in &mut query {
Justify::Right, transform.translation.x = 100.0 * ops::sin(time.elapsed_secs()) - 400.0;
Justify::Center, transform.translation.y = 100.0 * ops::cos(time.elapsed_secs());
Justify::Justified, }
]
.into_iter()
.enumerate()
{
example(&mut commands, (240. - 160. * i as f32) * Vec3::Y, j);
} }
commands.spawn(( fn animate_rotation(
Sprite::from_color(palettes::css::GREEN, 10. * Vec2::ONE), time: Res<Time>,
Anchor::CENTER, 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_secs()));
}
}
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_secs()) + 1.1) * 2.0;
transform.scale.x = scale;
transform.scale.y = scale;
}
} }