bevy/examples/ui/text.rs
ickshonpe 9eefd7c022 Remove VerticalAlign from TextAlignment (#6807)
# 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.
2023-01-18 02:19:17 +00:00

103 lines
3.4 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::{
diagnostic::{Diagnostics, FrameTimeDiagnosticsPlugin},
prelude::*,
};
fn main() {
App::new()
.add_plugins(DefaultPlugins)
.add_plugin(FrameTimeDiagnosticsPlugin::default())
.add_startup_system(setup)
.add_system(text_update_system)
.add_system(text_color_system)
.run();
}
// A unit struct to help identify the FPS UI component, since there may be many Text components
#[derive(Component)]
struct FpsText;
// A unit struct to help identify the color-changing Text component
#[derive(Component)]
struct ColorText;
fn setup(mut commands: Commands, asset_server: Res<AssetServer>) {
// UI camera
commands.spawn(Camera2dBundle::default());
// Text with one section
commands.spawn((
// Create a TextBundle that has a Text with a single section.
TextBundle::from_section(
// Accepts a `String` or any type that converts into a `String`, such as `&str`
"hello\nbevy!",
TextStyle {
font: asset_server.load("fonts/FiraSans-Bold.ttf"),
font_size: 100.0,
color: Color::WHITE,
},
) // Set the alignment of the Text
.with_text_alignment(TextAlignment::Center)
// Set the style of the TextBundle itself.
.with_style(Style {
position_type: PositionType::Absolute,
position: UiRect {
bottom: Val::Px(5.0),
right: Val::Px(15.0),
..default()
},
..default()
}),
ColorText,
));
// Text with multiple sections
commands.spawn((
// Create a TextBundle that has a Text with a list of sections.
TextBundle::from_sections([
TextSection::new(
"FPS: ",
TextStyle {
font: asset_server.load("fonts/FiraSans-Bold.ttf"),
font_size: 60.0,
color: Color::WHITE,
},
),
TextSection::from_style(TextStyle {
font: asset_server.load("fonts/FiraMono-Medium.ttf"),
font_size: 60.0,
color: Color::GOLD,
}),
]),
FpsText,
));
}
fn text_color_system(time: Res<Time>, mut query: Query<&mut Text, With<ColorText>>) {
for mut text in &mut query {
let seconds = time.elapsed_seconds();
// Update the color of the first and only section.
text.sections[0].style.color = Color::Rgba {
red: (1.25 * seconds).sin() / 2.0 + 0.5,
green: (0.75 * seconds).sin() / 2.0 + 0.5,
blue: (0.50 * seconds).sin() / 2.0 + 0.5,
alpha: 1.0,
};
}
}
fn text_update_system(diagnostics: Res<Diagnostics>, mut query: Query<&mut Text, With<FpsText>>) {
for mut text in &mut query {
if let Some(fps) = diagnostics.get(FrameTimeDiagnosticsPlugin::FPS) {
if let Some(value) = fps.smoothed() {
// Update the value of the second section
text.sections[1].value = format!("{value:.2}");
}
}
}
}