 9f906fdc8b
			
		
	
	
		9f906fdc8b
		
	
	
	
	
		
			
			# Objective
Creating UI elements is very boilerplate-y with lots of indentation.
This PR aims to reduce boilerplate around creating text elements.
## Changelog
* Renamed `Text::with_section` to `from_section`.
  It no longer takes a `TextAlignment` as argument, as the vast majority of cases left it `Default::default()`.
* Added `Text::from_sections` which creates a `Text` from a list of `TextSections`.
  Reduces line-count and reduces indentation by one level.
* Added `Text::with_alignment`.
  A builder style method for setting the `TextAlignment` of a `Text`.
* Added `TextSection::new`.
  Does not reduce line count, but reduces character count and made it easier to read. No more `.to_string()` calls!
* Added `TextSection::from_style` which creates an empty `TextSection` with a style.
  No more empty strings! Reduces indentation.
* Added `TextAlignment::CENTER` and friends.
* Added methods to `TextBundle`. `from_section`, `from_sections`, `with_text_alignment` and `with_style`.
## Note for reviewers.
Because of the nature of these changes I recommend setting diff view to 'split'.
~~Look for the book icon~~ cog in the top-left of the Files changed tab.
Have fun reviewing ❤️
<sup> >:D </sup>
## Migration Guide
`Text::with_section` was renamed to `from_section` and no longer takes a `TextAlignment` as argument.
Use `with_alignment` to set the alignment instead.
Co-authored-by: devil-ira <justthecooldude@gmail.com>
		
	
			
		
			
				
	
	
		
			119 lines
		
	
	
		
			4.0 KiB
		
	
	
	
		
			Rust
		
	
	
	
	
	
			
		
		
	
	
			119 lines
		
	
	
		
			4.0 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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| 
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| use bevy::{prelude::*, text::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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| 
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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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| 
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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,
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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_bundle(Camera2dBundle::default());
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|     // Demonstrate changing translation
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|     commands
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|         .spawn_bundle(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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|         .insert(AnimateTranslation);
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|     // Demonstrate changing rotation
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|     commands
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|         .spawn_bundle(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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|         .insert(AnimateRotation);
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|     // Demonstrate changing scale
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|     commands
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|         .spawn_bundle(Text2dBundle {
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|             text: Text::from_section("scale", text_style.clone()).with_alignment(text_alignment),
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|             ..default()
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|         })
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|         .insert(AnimateScale);
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|     // Demonstrate text wrapping
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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.spawn_bundle(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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|     commands.spawn_bundle(Text2dBundle {
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|         text: Text::from_section("this text wraps in the box", text_style),
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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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|         // We align text to the top-left, so this transform is the top-left corner of our text. The
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|         // box is centered at box_position, so it is necessary to move by half of the box size to
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|         // keep the text in the box.
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|         transform: Transform::from_xyz(
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|             box_position.x - box_size.x / 2.0,
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|             box_position.y + box_size.y / 2.0,
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|             1.0,
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|         ),
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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.seconds_since_startup().sin() as f32 - 400.0;
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|         transform.translation.y = 100.0 * time.seconds_since_startup().cos() as f32;
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|     }
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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.seconds_since_startup().cos() as f32);
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|     }
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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.seconds_since_startup().sin() as f32 + 1.1) * 2.0);
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|     }
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| }
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