 9eefd7c022
			
		
	
	
		9eefd7c022
		
	
	
	
	
		
			
			# 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.
		
			
				
	
	
		
			122 lines
		
	
	
		
			3.9 KiB
		
	
	
	
		
			Rust
		
	
	
	
	
	
			
		
		
	
	
			122 lines
		
	
	
		
			3.9 KiB
		
	
	
	
		
			Rust
		
	
	
	
	
	
| //! Shows text rendering with moving, rotating and scaling text.
 | |
| //!
 | |
| //! Note that this uses [`Text2dBundle`] to display text alongside your other entities in a 2D scene.
 | |
| //!
 | |
| //! For an example on how to render text as part of a user interface, independent from the world
 | |
| //! viewport, you may want to look at `2d/contributors.rs` or `ui/text.rs`.
 | |
| 
 | |
| use bevy::{prelude::*, text::Text2dBounds};
 | |
| 
 | |
| fn main() {
 | |
|     App::new()
 | |
|         .add_plugins(DefaultPlugins)
 | |
|         .add_startup_system(setup)
 | |
|         .add_system(animate_translation)
 | |
|         .add_system(animate_rotation)
 | |
|         .add_system(animate_scale)
 | |
|         .run();
 | |
| }
 | |
| 
 | |
| #[derive(Component)]
 | |
| struct AnimateTranslation;
 | |
| 
 | |
| #[derive(Component)]
 | |
| struct AnimateRotation;
 | |
| 
 | |
| #[derive(Component)]
 | |
| struct AnimateScale;
 | |
| 
 | |
| fn setup(mut commands: Commands, asset_server: Res<AssetServer>) {
 | |
|     let font = asset_server.load("fonts/FiraSans-Bold.ttf");
 | |
|     let text_style = TextStyle {
 | |
|         font,
 | |
|         font_size: 60.0,
 | |
|         color: Color::WHITE,
 | |
|     };
 | |
|     let text_alignment = TextAlignment::Center;
 | |
|     // 2d camera
 | |
|     commands.spawn(Camera2dBundle::default());
 | |
|     // Demonstrate changing translation
 | |
|     commands.spawn((
 | |
|         Text2dBundle {
 | |
|             text: Text::from_section("translation", text_style.clone())
 | |
|                 .with_alignment(text_alignment),
 | |
|             ..default()
 | |
|         },
 | |
|         AnimateTranslation,
 | |
|     ));
 | |
|     // Demonstrate changing rotation
 | |
|     commands.spawn((
 | |
|         Text2dBundle {
 | |
|             text: Text::from_section("rotation", text_style.clone()).with_alignment(text_alignment),
 | |
|             ..default()
 | |
|         },
 | |
|         AnimateRotation,
 | |
|     ));
 | |
|     // Demonstrate changing scale
 | |
|     commands.spawn((
 | |
|         Text2dBundle {
 | |
|             text: Text::from_section("scale", text_style.clone()).with_alignment(text_alignment),
 | |
|             ..default()
 | |
|         },
 | |
|         AnimateScale,
 | |
|     ));
 | |
|     // Demonstrate text wrapping
 | |
|     let box_size = Vec2::new(300.0, 200.0);
 | |
|     let box_position = Vec2::new(0.0, -250.0);
 | |
|     commands
 | |
|         .spawn(SpriteBundle {
 | |
|             sprite: Sprite {
 | |
|                 color: Color::rgb(0.25, 0.25, 0.75),
 | |
|                 custom_size: Some(Vec2::new(box_size.x, box_size.y)),
 | |
|                 ..default()
 | |
|             },
 | |
|             transform: Transform::from_translation(box_position.extend(0.0)),
 | |
|             ..default()
 | |
|         })
 | |
|         .with_children(|builder| {
 | |
|             builder.spawn(Text2dBundle {
 | |
|                 text: Text::from_section("this text wraps in the box", text_style)
 | |
|                     .with_alignment(TextAlignment::Left),
 | |
|                 text_2d_bounds: Text2dBounds {
 | |
|                     // Wrap text in the rectangle
 | |
|                     size: box_size,
 | |
|                 },
 | |
|                 // ensure the text is drawn on top of the box
 | |
|                 transform: Transform::from_translation(Vec3::Z),
 | |
|                 ..default()
 | |
|             });
 | |
|         });
 | |
| }
 | |
| 
 | |
| fn animate_translation(
 | |
|     time: Res<Time>,
 | |
|     mut query: Query<&mut Transform, (With<Text>, With<AnimateTranslation>)>,
 | |
| ) {
 | |
|     for mut transform in &mut query {
 | |
|         transform.translation.x = 100.0 * time.elapsed_seconds().sin() - 400.0;
 | |
|         transform.translation.y = 100.0 * time.elapsed_seconds().cos();
 | |
|     }
 | |
| }
 | |
| 
 | |
| fn animate_rotation(
 | |
|     time: Res<Time>,
 | |
|     mut query: Query<&mut Transform, (With<Text>, With<AnimateRotation>)>,
 | |
| ) {
 | |
|     for mut transform in &mut query {
 | |
|         transform.rotation = Quat::from_rotation_z(time.elapsed_seconds().cos());
 | |
|     }
 | |
| }
 | |
| 
 | |
| fn animate_scale(
 | |
|     time: Res<Time>,
 | |
|     mut query: Query<&mut Transform, (With<Text>, With<AnimateScale>)>,
 | |
| ) {
 | |
|     // Consider changing font-size instead of scaling the transform. Scaling a Text2D will scale the
 | |
|     // rendered quad, resulting in a pixellated look.
 | |
|     for mut transform in &mut query {
 | |
|         transform.translation = Vec3::new(400.0, 0.0, 0.0);
 | |
|         transform.scale = Vec3::splat((time.elapsed_seconds().sin() + 1.1) * 2.0);
 | |
|     }
 | |
| }
 |