bevy/examples/2d/text2d.rs
krunchington 5a9cb7de3e
Update text2d example to use children macro (#18317)
# Objective

Contributes to #18238 
Updates the `text2d`, example to use the `children!` macro.

I'm not sure I love the SpawnIter usage here, as I feel the `move`
keyword in this case is subtle and error prone for those who lose fights
with the borrow checker frequently (like me). Feedback very much
welcome.

## Solution

Updates examples to use the Improved Spawning API merged in
https://github.com/bevyengine/bevy/pull/17521

## Testing

- Did you test these changes? If so, how?
- Opened the examples before and after and verified the same behavior
was observed. I did this on Ubuntu 24.04.2 LTS using `--features
wayland`.
- Are there any parts that need more testing?
- Other OS's and features can't hurt, but this is such a small change it
shouldn't be a problem.
- How can other people (reviewers) test your changes? Is there anything
specific they need to know?
  - Run the examples yourself with and without these changes.
- If relevant, what platforms did you test these changes on, and are
there any important ones you can't test?
  - see above

---

## Showcase

n/a

## Migration Guide

n/a
2025-03-22 22:32:40 +00:00

182 lines
6.0 KiB
Rust

//! Shows text rendering with moving, rotating and scaling text.
//!
//! Note that this uses [`Text2d`] 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 `games/contributors.rs` or `ui/text.rs`.
use bevy::{
color::palettes::css::*,
math::ops,
prelude::*,
sprite::Anchor,
text::{FontSmoothing, LineBreak, TextBounds},
};
fn main() {
App::new()
.add_plugins(DefaultPlugins)
.add_systems(Startup, setup)
.add_systems(
Update,
(animate_translation, animate_rotation, 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_font = TextFont {
font: font.clone(),
font_size: 50.0,
..default()
};
let text_justification = JustifyText::Center;
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(JustifyText::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(JustifyText::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 JustifyText::Center"),
slightly_smaller_text_font
.clone()
.with_font_smoothing(FontSmoothing::None),
TextLayout::new_with_justify(JustifyText::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()
},
Transform::from_translation(250. * Vec3::Y),
))
.with_children(|commands| {
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 animate_translation(
time: Res<Time>,
mut query: Query<&mut Transform, (With<Text2d>, With<AnimateTranslation>)>,
) {
for mut transform in &mut query {
transform.translation.x = 100.0 * ops::sin(time.elapsed_secs()) - 400.0;
transform.translation.y = 100.0 * ops::cos(time.elapsed_secs());
}
}
fn animate_rotation(
time: Res<Time>,
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;
}
}