bevy/examples/ui/text.rs
ickshonpe 03ec6441a7
Basic UI text shadows (#17559)
# Objective

Basic `TextShadow` support. 

## Solution

New `TextShadow` component with `offset` and `color` fields. Just insert
it on a `Text` node to add a shadow.
New system `extract_text_shadows` handles rendering.

It's not "real" shadows just the text redrawn with an offset and a
different colour. Blur-radius support will need changes to the shaders
and be a lot more complicated, whereas this still looks okay and took a
couple of minutes to implement.

I added the `TextShadow` component to `bevy_ui` rather than `bevy_text`
because it only supports the UI atm.
We can add a `Text2d` version in a followup but getting the same effect
in `Text2d` is trivial even without official support.

---

## Showcase

<img width="122" alt="text_shadow"
src="https://github.com/user-attachments/assets/0333d167-c507-4262-b93b-b6d39e2cf3a4"
/>
<img width="136" alt="g"
src="https://github.com/user-attachments/assets/9b01d5d9-55c9-4af7-9360-a7b04f55944d"
/>
2025-02-05 19:29:37 +00:00

146 lines
4.7 KiB
Rust

//! This example illustrates how to create UI text and update it in a system.
//!
//! It displays the current FPS in the top left corner, as well as text that changes color
//! in the bottom right. For text within a scene, please see the text2d example.
use bevy::{
color::palettes::css::GOLD,
diagnostic::{DiagnosticsStore, FrameTimeDiagnosticsPlugin},
prelude::*,
};
fn main() {
App::new()
.add_plugins((DefaultPlugins, FrameTimeDiagnosticsPlugin::default()))
.add_systems(Startup, setup)
.add_systems(Update, (text_update_system, text_color_system))
.run();
}
// Marker struct to help identify the FPS UI component, since there may be many Text components
#[derive(Component)]
struct FpsText;
// Marker struct to help identify the color-changing Text component
#[derive(Component)]
struct AnimatedText;
fn setup(mut commands: Commands, asset_server: Res<AssetServer>) {
// UI camera
commands.spawn(Camera2d);
// Text with one section
commands.spawn((
// Accepts a `String` or any type that converts into a `String`, such as `&str`
Text::new("hello\nbevy!"),
TextFont {
// This font is loaded and will be used instead of the default font.
font: asset_server.load("fonts/FiraSans-Bold.ttf"),
font_size: 67.0,
..default()
},
TextShadow::default(),
// Set the justification of the Text
TextLayout::new_with_justify(JustifyText::Center),
// Set the style of the Node itself.
Node {
position_type: PositionType::Absolute,
bottom: Val::Px(5.0),
right: Val::Px(5.0),
..default()
},
AnimatedText,
));
// Text with multiple sections
commands
.spawn((
// Create a Text with multiple child spans.
Text::new("FPS: "),
TextFont {
// This font is loaded and will be used instead of the default font.
font: asset_server.load("fonts/FiraSans-Bold.ttf"),
font_size: 42.0,
..default()
},
))
.with_child((
TextSpan::default(),
if cfg!(feature = "default_font") {
(
TextFont {
font_size: 33.0,
// If no font is specified, the default font (a minimal subset of FiraMono) will be used.
..default()
},
TextColor(GOLD.into()),
)
} else {
(
// "default_font" feature is unavailable, load a font to use instead.
TextFont {
font: asset_server.load("fonts/FiraMono-Medium.ttf"),
font_size: 33.0,
..Default::default()
},
TextColor(GOLD.into()),
)
},
FpsText,
));
#[cfg(feature = "default_font")]
commands.spawn((
// Here we are able to call the `From` method instead of creating a new `TextSection`.
// This will use the default font (a minimal subset of FiraMono) and apply the default styling.
Text::new("From an &str into a Text with the default font!"),
Node {
position_type: PositionType::Absolute,
bottom: Val::Px(5.0),
left: Val::Px(15.0),
..default()
},
));
#[cfg(not(feature = "default_font"))]
commands.spawn((
Text::new("Default font disabled"),
TextFont {
font: asset_server.load("fonts/FiraMono-Medium.ttf"),
..default()
},
Node {
position_type: PositionType::Absolute,
bottom: Val::Px(5.0),
left: Val::Px(15.0),
..default()
},
));
}
fn text_color_system(time: Res<Time>, mut query: Query<&mut TextColor, With<AnimatedText>>) {
for mut text_color in &mut query {
let seconds = time.elapsed_secs();
// Update the color of the ColorText span.
text_color.0 = Color::srgb(
ops::sin(1.25 * seconds) / 2.0 + 0.5,
ops::sin(0.75 * seconds) / 2.0 + 0.5,
ops::sin(0.50 * seconds) / 2.0 + 0.5,
);
}
}
fn text_update_system(
diagnostics: Res<DiagnosticsStore>,
mut query: Query<&mut TextSpan, With<FpsText>>,
) {
for mut span in &mut query {
if let Some(fps) = diagnostics.get(&FrameTimeDiagnosticsPlugin::FPS) {
if let Some(value) = fps.smoothed() {
// Update the value of the second section
**span = format!("{value:.2}");
}
}
}
}