# Objective Remove the `VerticalAlign` enum. Text's alignment field should only affect the text's internal text alignment, not its position. The only way to control a `TextBundle`'s position and bounds should be through the manipulation of the constraints in the `Style` components of the nodes in the Bevy UI's layout tree. `Text2dBundle` should have a separate `Anchor` component that sets its position relative to its transform. Related issues: #676, #1490, #5502, #5513, #5834, #6717, #6724, #6741, #6748 ## Changelog * Changed `TextAlignment` into an enum with `Left`, `Center`, and `Right` variants. * Removed the `HorizontalAlign` and `VerticalAlign` types. * Added an `Anchor` component to `Text2dBundle` * Added `Component` derive to `Anchor` * Use `f32::INFINITY` instead of `f32::MAX` to represent unbounded text in Text2dBounds ## Migration Guide The `alignment` field of `Text` now only affects the text's internal alignment. ### Change `TextAlignment` to TextAlignment` which is now an enum. Replace: * `TextAlignment::TOP_LEFT`, `TextAlignment::CENTER_LEFT`, `TextAlignment::BOTTOM_LEFT` with `TextAlignment::Left` * `TextAlignment::TOP_CENTER`, `TextAlignment::CENTER_LEFT`, `TextAlignment::BOTTOM_CENTER` with `TextAlignment::Center` * `TextAlignment::TOP_RIGHT`, `TextAlignment::CENTER_RIGHT`, `TextAlignment::BOTTOM_RIGHT` with `TextAlignment::Right` ### Changes for `Text2dBundle` `Text2dBundle` has a new field 'text_anchor' that takes an `Anchor` component that controls its position relative to its transform.
		
			
				
	
	
		
			92 lines
		
	
	
		
			2.7 KiB
		
	
	
	
		
			Rust
		
	
	
	
	
	
			
		
		
	
	
			92 lines
		
	
	
		
			2.7 KiB
		
	
	
	
		
			Rust
		
	
	
	
	
	
//! How to use an external thread to run an infinite task and communicate with a channel.
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use bevy::prelude::*;
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// Using crossbeam_channel instead of std as std `Receiver` is `!Sync`
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use crossbeam_channel::{bounded, Receiver};
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use rand::Rng;
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use std::time::{Duration, Instant};
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fn main() {
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    App::new()
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        .add_event::<StreamEvent>()
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        .add_plugins(DefaultPlugins)
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        .add_startup_system(setup)
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        .add_system(read_stream)
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        .add_system(spawn_text)
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        .add_system(move_text)
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        .run();
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}
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#[derive(Resource, Deref)]
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struct StreamReceiver(Receiver<u32>);
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struct StreamEvent(u32);
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#[derive(Resource, Deref)]
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struct LoadedFont(Handle<Font>);
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fn setup(mut commands: Commands, asset_server: Res<AssetServer>) {
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    commands.spawn(Camera2dBundle::default());
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    let (tx, rx) = bounded::<u32>(10);
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    std::thread::spawn(move || loop {
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        // Everything here happens in another thread
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        // This is where you could connect to an external data source
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        let mut rng = rand::thread_rng();
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        let start_time = Instant::now();
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        let duration = Duration::from_secs_f32(rng.gen_range(0.0..0.2));
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        while start_time.elapsed() < duration {
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            // Spinning for 'duration', simulating doing hard work!
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        }
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        tx.send(rng.gen_range(0..2000)).unwrap();
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    });
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    commands.insert_resource(StreamReceiver(rx));
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    commands.insert_resource(LoadedFont(asset_server.load("fonts/FiraSans-Bold.ttf")));
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}
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// This system reads from the receiver and sends events to Bevy
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fn read_stream(receiver: Res<StreamReceiver>, mut events: EventWriter<StreamEvent>) {
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    for from_stream in receiver.try_iter() {
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        events.send(StreamEvent(from_stream));
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    }
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}
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fn spawn_text(
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    mut commands: Commands,
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    mut reader: EventReader<StreamEvent>,
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    loaded_font: Res<LoadedFont>,
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) {
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    let text_style = TextStyle {
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        font: loaded_font.clone(),
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        font_size: 20.0,
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        color: Color::WHITE,
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    };
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    for (per_frame, event) in reader.iter().enumerate() {
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        commands.spawn(Text2dBundle {
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            text: Text::from_section(event.0.to_string(), text_style.clone())
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                .with_alignment(TextAlignment::Center),
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            transform: Transform::from_xyz(
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                per_frame as f32 * 100.0 + rand::thread_rng().gen_range(-40.0..40.0),
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                300.0,
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                0.0,
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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 move_text(
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    mut commands: Commands,
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    mut texts: Query<(Entity, &mut Transform), With<Text>>,
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    time: Res<Time>,
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) {
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    for (entity, mut position) in &mut texts {
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        position.translation -= Vec3::new(0.0, 100.0 * time.delta_seconds(), 0.0);
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        if position.translation.y < -300.0 {
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            commands.entity(entity).despawn();
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        }
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    }
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}
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