
# Objective The name `TextAlignment` is really deceptive and almost every new user gets confused about the differences between aligning text with `TextAlignment`, aligning text with `Style` and aligning text with anchor (when using `Text2d`). ## Solution * Rename `TextAlignment` to `JustifyText`. The associated helper methods are also renamed. * Improve the doc comments for text explaining explicitly how the `JustifyText` component affects the arrangement of text. * Add some extra cases to the `text_debug` example that demonstate the differences between alignment using `JustifyText` and alignment using `Style`. <img width="757" alt="text_debug_2" src="https://github.com/bevyengine/bevy/assets/27962798/9d53e647-93f9-4bc7-8a20-0d9f783304d2"> --- ## Changelog * `TextAlignment` has been renamed to `JustifyText` * `TextBundle::with_text_alignment` has been renamed to `TextBundle::with_text_justify` * `Text::with_alignment` has been renamed to `Text::with_justify` * The `text_alignment` field of `TextMeasureInfo` has been renamed to `justification` ## Migration Guide * `TextAlignment` has been renamed to `JustifyText` * `TextBundle::with_text_alignment` has been renamed to `TextBundle::with_text_justify` * `Text::with_alignment` has been renamed to `Text::with_justify` * The `text_alignment` field of `TextMeasureInfo` has been renamed to `justification`
179 lines
5.4 KiB
Rust
179 lines
5.4 KiB
Rust
use bevy::{
|
|
input::touch::TouchPhase,
|
|
prelude::*,
|
|
window::{ApplicationLifetime, WindowMode},
|
|
};
|
|
|
|
// the `bevy_main` proc_macro generates the required boilerplate for iOS and Android
|
|
#[bevy_main]
|
|
fn main() {
|
|
let mut app = App::new();
|
|
app.add_plugins(DefaultPlugins.set(WindowPlugin {
|
|
primary_window: Some(Window {
|
|
resizable: false,
|
|
mode: WindowMode::BorderlessFullscreen,
|
|
..default()
|
|
}),
|
|
..default()
|
|
}))
|
|
.add_systems(Startup, (setup_scene, setup_music))
|
|
.add_systems(Update, (touch_camera, button_handler, handle_lifetime));
|
|
|
|
// MSAA makes some Android devices panic, this is under investigation
|
|
// https://github.com/bevyengine/bevy/issues/8229
|
|
#[cfg(target_os = "android")]
|
|
app.insert_resource(Msaa::Off);
|
|
|
|
app.run();
|
|
}
|
|
|
|
fn touch_camera(
|
|
windows: Query<&Window>,
|
|
mut touches: EventReader<TouchInput>,
|
|
mut camera: Query<&mut Transform, With<Camera3d>>,
|
|
mut last_position: Local<Option<Vec2>>,
|
|
) {
|
|
let window = windows.single();
|
|
|
|
for touch in touches.read() {
|
|
if touch.phase == TouchPhase::Started {
|
|
*last_position = None;
|
|
}
|
|
if let Some(last_position) = *last_position {
|
|
let mut transform = camera.single_mut();
|
|
*transform = Transform::from_xyz(
|
|
transform.translation.x
|
|
+ (touch.position.x - last_position.x) / window.width() * 5.0,
|
|
transform.translation.y,
|
|
transform.translation.z
|
|
+ (touch.position.y - last_position.y) / window.height() * 5.0,
|
|
)
|
|
.looking_at(Vec3::ZERO, Vec3::Y);
|
|
}
|
|
*last_position = Some(touch.position);
|
|
}
|
|
}
|
|
|
|
/// set up a simple 3D scene
|
|
fn setup_scene(
|
|
mut commands: Commands,
|
|
mut meshes: ResMut<Assets<Mesh>>,
|
|
mut materials: ResMut<Assets<StandardMaterial>>,
|
|
) {
|
|
// plane
|
|
commands.spawn(PbrBundle {
|
|
mesh: meshes.add(shape::Plane::from_size(5.0).into()),
|
|
material: materials.add(Color::rgb(0.1, 0.2, 0.1).into()),
|
|
..default()
|
|
});
|
|
// cube
|
|
commands.spawn(PbrBundle {
|
|
mesh: meshes.add(Mesh::from(shape::Cube { size: 1.0 })),
|
|
material: materials.add(Color::rgb(0.5, 0.4, 0.3).into()),
|
|
transform: Transform::from_xyz(0.0, 0.5, 0.0),
|
|
..default()
|
|
});
|
|
// sphere
|
|
commands.spawn(PbrBundle {
|
|
mesh: meshes.add(
|
|
Mesh::try_from(shape::Icosphere {
|
|
subdivisions: 4,
|
|
radius: 0.5,
|
|
})
|
|
.unwrap(),
|
|
),
|
|
material: materials.add(Color::rgb(0.1, 0.4, 0.8).into()),
|
|
transform: Transform::from_xyz(1.5, 1.5, 1.5),
|
|
..default()
|
|
});
|
|
// light
|
|
commands.spawn(PointLightBundle {
|
|
transform: Transform::from_xyz(4.0, 8.0, 4.0),
|
|
point_light: PointLight {
|
|
intensity: 5000.0,
|
|
// Shadows makes some Android devices segfault, this is under investigation
|
|
// https://github.com/bevyengine/bevy/issues/8214
|
|
#[cfg(not(target_os = "android"))]
|
|
shadows_enabled: true,
|
|
..default()
|
|
},
|
|
..default()
|
|
});
|
|
// camera
|
|
commands.spawn(Camera3dBundle {
|
|
transform: Transform::from_xyz(-2.0, 2.5, 5.0).looking_at(Vec3::ZERO, Vec3::Y),
|
|
..default()
|
|
});
|
|
|
|
// Test ui
|
|
commands
|
|
.spawn(ButtonBundle {
|
|
style: Style {
|
|
justify_content: JustifyContent::Center,
|
|
align_items: AlignItems::Center,
|
|
position_type: PositionType::Absolute,
|
|
left: Val::Px(50.0),
|
|
right: Val::Px(50.0),
|
|
bottom: Val::Px(50.0),
|
|
..default()
|
|
},
|
|
..default()
|
|
})
|
|
.with_children(|b| {
|
|
b.spawn(
|
|
TextBundle::from_section(
|
|
"Test Button",
|
|
TextStyle {
|
|
font_size: 30.0,
|
|
color: Color::BLACK,
|
|
..default()
|
|
},
|
|
)
|
|
.with_text_justify(JustifyText::Center),
|
|
);
|
|
});
|
|
}
|
|
|
|
fn button_handler(
|
|
mut interaction_query: Query<
|
|
(&Interaction, &mut BackgroundColor),
|
|
(Changed<Interaction>, With<Button>),
|
|
>,
|
|
) {
|
|
for (interaction, mut color) in &mut interaction_query {
|
|
match *interaction {
|
|
Interaction::Pressed => {
|
|
*color = Color::BLUE.into();
|
|
}
|
|
Interaction::Hovered => {
|
|
*color = Color::GRAY.into();
|
|
}
|
|
Interaction::None => {
|
|
*color = Color::WHITE.into();
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
fn setup_music(asset_server: Res<AssetServer>, mut commands: Commands) {
|
|
commands.spawn(AudioBundle {
|
|
source: asset_server.load("sounds/Windless Slopes.ogg"),
|
|
settings: PlaybackSettings::LOOP,
|
|
});
|
|
}
|
|
|
|
// Pause audio when app goes into background and resume when it returns.
|
|
// This is handled by the OS on iOS, but not on Android.
|
|
fn handle_lifetime(
|
|
mut lifetime_events: EventReader<ApplicationLifetime>,
|
|
music_controller: Query<&AudioSink>,
|
|
) {
|
|
for event in lifetime_events.read() {
|
|
match event {
|
|
ApplicationLifetime::Suspended => music_controller.single().pause(),
|
|
ApplicationLifetime::Resumed => music_controller.single().play(),
|
|
ApplicationLifetime::Started => (),
|
|
}
|
|
}
|
|
}
|