
# 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" />
146 lines
4.7 KiB
Rust
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}");
|
|
}
|
|
}
|
|
}
|
|
}
|