bevy/examples/testbed/2d.rs
Rob Parrett 4a41525cd0
Add more to the 2d testbed for text (#18240)
# Objective

`Text2d` testing hasn't been as thorough as text in the UI, and it
suffered a bunch of bugs / perf issues in recent cycles.

## Solution

Add some more `Text2d` scenarios to the 2d testbed to catch bugs,
testing bounded and unbounded text with various justification.

## Testing

`cargo run --example testbed_2d` (press space a few times)

<img width="1280" alt="Screenshot 2025-03-10 at 1 02 03 PM"
src="https://github.com/user-attachments/assets/1e4ee39c-809b-4cc6-81bd-68e67b9625b5"
/>

---------

Co-authored-by: Ben Frankel <ben.frankel7@gmail.com>
2025-03-10 22:04:14 +00:00

268 lines
8.1 KiB
Rust

//! 2d testbed
//!
//! You can switch scene by pressing the spacebar
mod helpers;
use bevy::prelude::*;
use helpers::Next;
fn main() {
let mut app = App::new();
app.add_plugins((DefaultPlugins,))
.init_state::<Scene>()
.add_systems(OnEnter(Scene::Shapes), shapes::setup)
.add_systems(OnEnter(Scene::Bloom), bloom::setup)
.add_systems(OnEnter(Scene::Text), text::setup)
.add_systems(OnEnter(Scene::Sprite), sprite::setup)
.add_systems(Update, switch_scene);
#[cfg(feature = "bevy_ci_testing")]
app.add_systems(Update, helpers::switch_scene_in_ci::<Scene>);
app.run();
}
#[derive(Debug, Clone, Eq, PartialEq, Hash, States, Default)]
#[states(scoped_entities)]
enum Scene {
#[default]
Shapes,
Bloom,
Text,
Sprite,
}
impl Next for Scene {
fn next(&self) -> Self {
match self {
Scene::Shapes => Scene::Bloom,
Scene::Bloom => Scene::Text,
Scene::Text => Scene::Sprite,
Scene::Sprite => Scene::Shapes,
}
}
}
fn switch_scene(
keyboard: Res<ButtonInput<KeyCode>>,
scene: Res<State<Scene>>,
mut next_scene: ResMut<NextState<Scene>>,
) {
if keyboard.just_pressed(KeyCode::Space) {
info!("Switching scene");
next_scene.set(scene.get().next());
}
}
mod shapes {
use bevy::prelude::*;
const X_EXTENT: f32 = 900.;
pub fn setup(
mut commands: Commands,
mut meshes: ResMut<Assets<Mesh>>,
mut materials: ResMut<Assets<ColorMaterial>>,
) {
commands.spawn((Camera2d, StateScoped(super::Scene::Shapes)));
let shapes = [
meshes.add(Circle::new(50.0)),
meshes.add(CircularSector::new(50.0, 1.0)),
meshes.add(CircularSegment::new(50.0, 1.25)),
meshes.add(Ellipse::new(25.0, 50.0)),
meshes.add(Annulus::new(25.0, 50.0)),
meshes.add(Capsule2d::new(25.0, 50.0)),
meshes.add(Rhombus::new(75.0, 100.0)),
meshes.add(Rectangle::new(50.0, 100.0)),
meshes.add(RegularPolygon::new(50.0, 6)),
meshes.add(Triangle2d::new(
Vec2::Y * 50.0,
Vec2::new(-50.0, -50.0),
Vec2::new(50.0, -50.0),
)),
];
let num_shapes = shapes.len();
for (i, shape) in shapes.into_iter().enumerate() {
// Distribute colors evenly across the rainbow.
let color = Color::hsl(360. * i as f32 / num_shapes as f32, 0.95, 0.7);
commands.spawn((
Mesh2d(shape),
MeshMaterial2d(materials.add(color)),
Transform::from_xyz(
// Distribute shapes from -X_EXTENT/2 to +X_EXTENT/2.
-X_EXTENT / 2. + i as f32 / (num_shapes - 1) as f32 * X_EXTENT,
0.0,
0.0,
),
StateScoped(super::Scene::Shapes),
));
}
}
}
mod bloom {
use bevy::{
core_pipeline::{bloom::Bloom, tonemapping::Tonemapping},
prelude::*,
};
pub fn setup(
mut commands: Commands,
mut meshes: ResMut<Assets<Mesh>>,
mut materials: ResMut<Assets<ColorMaterial>>,
) {
commands.spawn((
Camera2d,
Camera {
hdr: true,
..default()
},
Tonemapping::TonyMcMapface,
Bloom::default(),
StateScoped(super::Scene::Bloom),
));
commands.spawn((
Mesh2d(meshes.add(Circle::new(100.))),
MeshMaterial2d(materials.add(Color::srgb(7.5, 0.0, 7.5))),
Transform::from_translation(Vec3::new(-200., 0., 0.)),
StateScoped(super::Scene::Bloom),
));
commands.spawn((
Mesh2d(meshes.add(RegularPolygon::new(100., 6))),
MeshMaterial2d(materials.add(Color::srgb(6.25, 9.4, 9.1))),
Transform::from_translation(Vec3::new(200., 0., 0.)),
StateScoped(super::Scene::Bloom),
));
}
}
mod text {
use bevy::color::palettes;
use bevy::prelude::*;
use bevy::sprite::Anchor;
use bevy::text::TextBounds;
pub fn setup(mut commands: Commands, asset_server: Res<AssetServer>) {
commands.spawn((Camera2d, StateScoped(super::Scene::Text)));
for (i, justify) in [
JustifyText::Left,
JustifyText::Right,
JustifyText::Center,
JustifyText::Justified,
]
.into_iter()
.enumerate()
{
let y = 230. - 150. * i as f32;
spawn_anchored_text(&mut commands, -300. * Vec3::X + y * Vec3::Y, justify, None);
spawn_anchored_text(
&mut commands,
300. * Vec3::X + y * Vec3::Y,
justify,
Some(TextBounds::new(150., 55.)),
);
}
let sans_serif = TextFont::from_font(asset_server.load("fonts/FiraSans-Bold.ttf"));
const NUM_ITERATIONS: usize = 10;
for i in 0..NUM_ITERATIONS {
let fraction = i as f32 / (NUM_ITERATIONS - 1) as f32;
commands.spawn((
Text2d::new("Bevy"),
sans_serif.clone(),
Transform::from_xyz(0.0, fraction * 200.0, i as f32)
.with_scale(1.0 + Vec2::splat(fraction).extend(1.))
.with_rotation(Quat::from_rotation_z(fraction * core::f32::consts::PI)),
TextColor(Color::hsla(fraction * 360.0, 0.8, 0.8, 0.8)),
StateScoped(super::Scene::Text),
));
}
commands.spawn((
Text2d::new("This text is invisible."),
Visibility::Hidden,
StateScoped(super::Scene::Text),
));
}
fn spawn_anchored_text(
commands: &mut Commands,
dest: Vec3,
justify: JustifyText,
bounds: Option<TextBounds>,
) {
commands.spawn((
Sprite {
color: palettes::css::YELLOW.into(),
custom_size: Some(5. * Vec2::ONE),
..Default::default()
},
Transform::from_translation(dest),
StateScoped(super::Scene::Text),
));
for anchor in [
Anchor::TopLeft,
Anchor::TopRight,
Anchor::BottomRight,
Anchor::BottomLeft,
] {
let mut text = commands.spawn((
Text2d::new("L R\n"),
TextLayout::new_with_justify(justify),
Transform::from_translation(dest + Vec3::Z),
anchor,
StateScoped(super::Scene::Text),
));
text.with_children(|parent| {
parent.spawn((
TextSpan::new(format!("{anchor:?}\n")),
TextFont::from_font_size(14.0),
TextColor(palettes::tailwind::BLUE_400.into()),
));
parent.spawn((
TextSpan::new(format!("{justify:?}")),
TextFont::from_font_size(14.0),
TextColor(palettes::tailwind::GREEN_400.into()),
));
});
if let Some(bounds) = bounds {
text.insert(bounds);
commands.spawn((
Sprite {
color: palettes::tailwind::GRAY_900.into(),
custom_size: Some(Vec2::new(bounds.width.unwrap(), bounds.height.unwrap())),
anchor,
..Default::default()
},
Transform::from_translation(dest - Vec3::Z),
StateScoped(super::Scene::Text),
));
}
}
}
}
mod sprite {
use bevy::prelude::*;
pub fn setup(mut commands: Commands, asset_server: Res<AssetServer>) {
commands.spawn((Camera2d, StateScoped(super::Scene::Sprite)));
commands.spawn((
Sprite::from_image(asset_server.load("branding/bevy_bird_dark.png")),
StateScoped(super::Scene::Sprite),
));
}
}