# Objective - Allow users to customize the line height of text. - Implements #16085 ## Solution - Add a `line_height` field to `TextFont` to feed into `cosmic_text`'s `Metrics`. ## Testing - Tested on my own game, and worked exactly as I wanted. - My game is only 2D, so I only tested `Text2d`. `Text` still needs tested, but I imagine it'll work fine. - An example is available [here](https://code.cartoon-aa.xyz/Cyborus/custom-line-height-example) --- ## Showcase <details> <summary>Click to view showcase</summary> With font: ```rust TextFont { font: /* unimportant */, font_size: 16.0, line_height: None, ..default() } ```  With font: ```rust TextFont { font: /* unimportant */, font_size: 16.0, line_height: Some(16.0), ..default() } ```  </details> ## Migration Guide `TextFont` now has a `line_height` field. Any instantiation of `TextFont` that doesn't have `..default()` will need to add this field.
		
			
				
	
	
		
			83 lines
		
	
	
		
			2.4 KiB
		
	
	
	
		
			Rust
		
	
	
	
	
	
			
		
		
	
	
			83 lines
		
	
	
		
			2.4 KiB
		
	
	
	
		
			Rust
		
	
	
	
	
	
//! Showcase how to use and configure FPS overlay.
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use bevy::{
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    dev_tools::fps_overlay::{FpsOverlayConfig, FpsOverlayPlugin},
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    prelude::*,
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    text::FontSmoothing,
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};
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struct OverlayColor;
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impl OverlayColor {
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    const RED: Color = Color::srgb(1.0, 0.0, 0.0);
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    const GREEN: Color = Color::srgb(0.0, 1.0, 0.0);
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}
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fn main() {
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    App::new()
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        .add_plugins((
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            DefaultPlugins,
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            FpsOverlayPlugin {
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                config: FpsOverlayConfig {
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                    text_config: TextFont {
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                        // Here we define size of our overlay
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                        font_size: 42.0,
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                        // If we want, we can use a custom font
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                        font: default(),
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                        // We could also disable font smoothing,
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                        font_smoothing: FontSmoothing::default(),
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                        ..default()
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                    },
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                    // We can also change color of the overlay
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                    text_color: OverlayColor::GREEN,
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                    enabled: true,
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                },
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            },
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        ))
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        .add_systems(Startup, setup)
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        .add_systems(Update, customize_config)
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        .run();
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}
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fn setup(mut commands: Commands) {
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    // We need to spawn a camera (2d or 3d) to see the overlay
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    commands.spawn(Camera2d);
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    // Instruction text
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    commands.spawn((
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        Text::new(concat!(
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            "Press 1 to toggle the overlay color.\n",
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            "Press 2 to decrease the overlay size.\n",
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            "Press 3 to increase the overlay size.\n",
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            "Press 4 to toggle the overlay visibility."
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        )),
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        Node {
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            position_type: PositionType::Absolute,
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            bottom: Val::Px(12.),
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            left: Val::Px(12.),
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            ..default()
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        },
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    ));
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}
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fn customize_config(input: Res<ButtonInput<KeyCode>>, mut overlay: ResMut<FpsOverlayConfig>) {
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    if input.just_pressed(KeyCode::Digit1) {
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        // Changing resource will affect overlay
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        if overlay.text_color == OverlayColor::GREEN {
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            overlay.text_color = OverlayColor::RED;
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        } else {
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            overlay.text_color = OverlayColor::GREEN;
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        }
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    }
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    if input.just_pressed(KeyCode::Digit2) {
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        overlay.text_config.font_size -= 2.0;
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    }
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    if input.just_pressed(KeyCode::Digit3) {
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        overlay.text_config.font_size += 2.0;
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    }
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    if input.just_pressed(KeyCode::Digit4) {
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        overlay.enabled = !overlay.enabled;
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    }
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}
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