# Objective - Improve clarity when spawning a text block. See [this discussion](https://github.com/bevyengine/bevy/pull/15591/#discussion_r1787083571). ## Solution - Rename `TextBlock` to `TextLayout`.
		
			
				
	
	
		
			130 lines
		
	
	
		
			3.9 KiB
		
	
	
	
		
			Rust
		
	
	
	
	
	
			
		
		
	
	
			130 lines
		
	
	
		
			3.9 KiB
		
	
	
	
		
			Rust
		
	
	
	
	
	
//! Showcases sprite 9 slice scaling and tiling features, enabling usage of
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//! sprites in multiple resolutions while keeping it in proportion
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use bevy::prelude::*;
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fn main() {
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    App::new()
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        .add_plugins(DefaultPlugins)
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        .add_systems(Startup, setup)
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        .run();
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}
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fn spawn_sprites(
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    commands: &mut Commands,
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    texture_handle: Handle<Image>,
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    mut position: Vec3,
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    slice_border: f32,
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    style: TextStyle,
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    gap: f32,
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) {
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    let cases = [
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        // Reference sprite
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        ("Original", style.clone(), Vec2::splat(100.0), None),
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        // Scaled regular sprite
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        ("Stretched", style.clone(), Vec2::new(100.0, 200.0), None),
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        // Stretched Scaled sliced sprite
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        (
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            "With Slicing",
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            style.clone(),
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            Vec2::new(100.0, 200.0),
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            Some(ImageScaleMode::Sliced(TextureSlicer {
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                border: BorderRect::square(slice_border),
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                center_scale_mode: SliceScaleMode::Stretch,
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                ..default()
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            })),
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        ),
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        // Scaled sliced sprite
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        (
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            "With Tiling",
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            style.clone(),
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            Vec2::new(100.0, 200.0),
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            Some(ImageScaleMode::Sliced(TextureSlicer {
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                border: BorderRect::square(slice_border),
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                center_scale_mode: SliceScaleMode::Tile { stretch_value: 0.5 },
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                sides_scale_mode: SliceScaleMode::Tile { stretch_value: 0.2 },
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                ..default()
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            })),
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        ),
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        // Scaled sliced sprite horizontally
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        (
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            "With Tiling",
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            style.clone(),
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            Vec2::new(300.0, 200.0),
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            Some(ImageScaleMode::Sliced(TextureSlicer {
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                border: BorderRect::square(slice_border),
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                center_scale_mode: SliceScaleMode::Tile { stretch_value: 0.2 },
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                sides_scale_mode: SliceScaleMode::Tile { stretch_value: 0.3 },
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                ..default()
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            })),
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        ),
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        // Scaled sliced sprite horizontally with max scale
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        (
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            "With Corners Constrained",
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            style,
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            Vec2::new(300.0, 200.0),
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            Some(ImageScaleMode::Sliced(TextureSlicer {
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                border: BorderRect::square(slice_border),
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                center_scale_mode: SliceScaleMode::Tile { stretch_value: 0.1 },
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                sides_scale_mode: SliceScaleMode::Tile { stretch_value: 0.2 },
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                max_corner_scale: 0.2,
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            })),
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        ),
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    ];
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    for (label, text_style, size, scale_mode) in cases {
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        position.x += 0.5 * size.x;
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        let mut cmd = commands.spawn((
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            Sprite {
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                image: texture_handle.clone(),
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                custom_size: Some(size),
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                ..default()
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            },
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            Transform::from_translation(position),
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        ));
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        if let Some(scale_mode) = scale_mode {
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            cmd.insert(scale_mode);
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        }
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        cmd.with_children(|builder| {
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            builder.spawn((
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                Text2d::new(label),
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                text_style,
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                TextLayout::new_with_justify(JustifyText::Center),
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                Transform::from_xyz(0., -0.5 * size.y - 10., 0.0),
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                bevy::sprite::Anchor::TopCenter,
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            ));
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        });
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        position.x += 0.5 * size.x + gap;
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    }
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}
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fn setup(mut commands: Commands, asset_server: Res<AssetServer>) {
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    commands.spawn(Camera2d);
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    let font = asset_server.load("fonts/FiraSans-Bold.ttf");
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    let style = TextStyle {
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        font: font.clone(),
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        ..default()
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    };
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    // Load textures
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    let handle_1 = asset_server.load("textures/slice_square.png");
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    let handle_2 = asset_server.load("textures/slice_square_2.png");
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    spawn_sprites(
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        &mut commands,
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        handle_1,
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        Vec3::new(-600.0, 200.0, 0.0),
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        200.0,
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        style.clone(),
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        40.,
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    );
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    spawn_sprites(
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        &mut commands,
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        handle_2,
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        Vec3::new(-600.0, -200.0, 0.0),
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        80.0,
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        style,
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        40.,
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    );
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}
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