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