Struct bevy::ui::node_bundles::TextBundle
source · pub struct TextBundle {Show 14 fields
pub node: Node,
pub style: Style,
pub text: Text,
pub text_layout_info: TextLayoutInfo,
pub text_flags: TextFlags,
pub calculated_size: ContentSize,
pub focus_policy: FocusPolicy,
pub transform: Transform,
pub global_transform: GlobalTransform,
pub visibility: Visibility,
pub inherited_visibility: InheritedVisibility,
pub view_visibility: ViewVisibility,
pub z_index: ZIndex,
pub background_color: BackgroundColor,
}
Expand description
A UI node that is text
The positioning of this node is controlled by the UI layout system. If you need manual control,
use Text2dBundle
.
Fields§
§node: Node
Describes the logical size of the node
style: Style
Styles which control the layout (size and position) of the node and it’s children In some cases these styles also affect how the node drawn/painted.
text: Text
Contains the text of the node
text_layout_info: TextLayoutInfo
Text layout information
text_flags: TextFlags
Text system flags
calculated_size: ContentSize
The calculated size based on the given image
focus_policy: FocusPolicy
Whether this node should block interaction with lower nodes
transform: Transform
The transform of the node
This component is automatically managed by the UI layout system.
To alter the position of the TextBundle
, use the properties of the Style
component.
global_transform: GlobalTransform
The global transform of the node
This component is automatically updated by the TransformPropagate
systems.
visibility: Visibility
Describes the visibility properties of the node
inherited_visibility: InheritedVisibility
Inherited visibility of an entity.
view_visibility: ViewVisibility
Algorithmically-computed indication of whether an entity is visible and should be extracted for rendering
z_index: ZIndex
Indicates the depth at which the node should appear in the UI
background_color: BackgroundColor
The background color that will fill the containing node
Implementations§
source§impl TextBundle
impl TextBundle
sourcepub fn from_section(value: impl Into<String>, style: TextStyle) -> TextBundle
pub fn from_section(value: impl Into<String>, style: TextStyle) -> TextBundle
Create a TextBundle
from a single section.
See Text::from_section
for usage.
Examples found in repository?
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fn setup(mut commands: Commands) {
warn!(include_str!("warning_string.txt"));
commands.spawn(Camera3dBundle {
transform: Transform::from_xyz(3., 1., 5.).looking_at(Vec3::ZERO, Vec3::Y),
..default()
});
commands.spawn(TextBundle::from_section(
"",
TextStyle {
font_size: 30.,
..default()
},
));
}
More examples
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fn setup_instructions(mut commands: Commands) {
commands.spawn(
TextBundle::from_section(
"",
TextStyle {
font_size: 20.0,
..default()
},
)
.with_style(Style {
position_type: PositionType::Absolute,
top: Val::Px(12.0),
left: Val::Px(12.0),
..default()
}),
);
}
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fn infotext_system(mut commands: Commands) {
commands.spawn(Camera2dBundle::default());
commands.spawn(
TextBundle::from_section(
"Nothing to see in this window! Check the console output!",
TextStyle {
font_size: 50.0,
..default()
},
)
.with_style(Style {
align_self: AlignSelf::FlexEnd,
..default()
}),
);
}
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fn setup_instructions(mut commands: Commands) {
commands.spawn(
TextBundle::from_section(
"Press Spacebar to Toggle Atmospheric Fog.\nPress S to Toggle Directional Light Fog Influence.",
TextStyle {
font_size: 20.0,
..default()
},
)
.with_style(Style {
position_type: PositionType::Absolute,
bottom: Val::Px(12.0),
left: Val::Px(12.0),
..default()
}),
);
}
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fn setup_ui(mut cmd: Commands) {
// Node that fills entire background
cmd.spawn(NodeBundle {
style: Style {
width: Val::Percent(100.),
..default()
},
..default()
})
.with_children(|root| {
// Text where we display current resolution
root.spawn((
TextBundle::from_section(
"Resolution",
TextStyle {
font_size: 50.0,
..default()
},
),
ResolutionText,
));
});
}
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fn setup(mut commands: Commands, asset_server: Res<AssetServer>) {
commands.spawn(Camera2dBundle::default());
// text
commands.spawn(TextBundle::from_section(
"Hold 'Left' or 'Right' to change the line width of straight gizmos\n\
Hold 'Up' or 'Down' to change the line width of round gizmos\n\
Press '1' or '2' to toggle the visibility of straight gizmos or round gizmos",
TextStyle {
font: asset_server.load("fonts/FiraMono-Medium.ttf"),
font_size: 24.,
color: Color::WHITE,
},
));
}
- examples/ui/flex_layout.rs
- examples/ui/font_atlas_debug.rs
- examples/ui/window_fallthrough.rs
- examples/3d/tonemapping.rs
- examples/stress_tests/many_buttons.rs
- examples/window/screenshot.rs
- examples/window/scale_factor_override.rs
- examples/ecs/state.rs
- examples/ui/button.rs
- examples/3d/generate_custom_mesh.rs
- examples/window/multiple_windows.rs
- examples/3d/3d_gizmos.rs
- examples/ui/ui_scaling.rs
- examples/3d/wireframe.rs
- examples/2d/bloom_2d.rs
- examples/audio/spatial_audio_2d.rs
- examples/ui/ui_texture_slice.rs
- examples/audio/spatial_audio_3d.rs
- examples/2d/bounding_2d.rs
- examples/ui/overflow_debug.rs
- examples/games/alien_cake_addict.rs
- examples/3d/ssao.rs
- examples/ui/transparency_ui.rs
- examples/ui/size_constraints.rs
- examples/3d/bloom_3d.rs
- examples/time/virtual_time.rs
- examples/3d/anti_aliasing.rs
- examples/ui/render_ui_to_texture.rs
- examples/ui/text.rs
- examples/3d/pbr.rs
- examples/3d/spotlight.rs
- examples/games/game_menu.rs
- examples/ui/display_and_visibility.rs
- examples/3d/split_screen.rs
- examples/ui/text_debug.rs
- examples/3d/deferred_rendering.rs
- examples/3d/blend_modes.rs
- examples/ui/grid.rs
- examples/3d/transmission.rs
- examples/ui/ui.rs
sourcepub fn from_sections(
sections: impl IntoIterator<Item = TextSection>
) -> TextBundle
pub fn from_sections( sections: impl IntoIterator<Item = TextSection> ) -> TextBundle
Create a TextBundle
from a list of sections.
See Text::from_sections
for usage.
Examples found in repository?
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fn build_help(mut commands: Commands, asset_server: Res<AssetServer>) {
// stepping description box
commands.spawn((TextBundle::from_sections([TextSection::new(
"Press ` to toggle stepping mode (S: step system, Space: step frame)",
TextStyle {
font: asset_server.load(FONT_MEDIUM),
font_size: 18.0,
color: FONT_COLOR,
},
)])
.with_style(Style {
position_type: PositionType::Absolute,
bottom: Val::Px(5.0),
left: Val::Px(5.0),
..default()
}),));
}
More examples
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fn setup(mut commands: Commands, asset_server: Res<AssetServer>) {
commands.spawn(Camera2dBundle::default());
commands.spawn((
TextBundle::from_sections([
TextSection::new(
"Contributor showcase",
TextStyle {
font: asset_server.load("fonts/FiraSans-Bold.ttf"),
font_size: 60.0,
..default()
},
),
TextSection::from_style(TextStyle {
font: asset_server.load("fonts/FiraSans-Bold.ttf"),
font_size: 60.0,
..default()
}),
])
.with_style(Style {
align_self: AlignSelf::FlexEnd,
..default()
}),
ContributorDisplay,
));
}
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fn setup_text(
mut commands: Commands,
asset_server: Res<AssetServer>,
cameras: Query<(Entity, &Camera)>,
) {
let active_camera = cameras
.iter()
.find_map(|(entity, camera)| camera.is_active.then_some(entity))
.expect("run condition ensures existence");
let text = format!("{text}", text = PrimitiveSelected::default());
let font_size = 24.0;
let font: Handle<Font> = asset_server.load("fonts/FiraMono-Medium.ttf");
let style = TextStyle {
font,
font_size,
color: Color::WHITE,
};
let instructions = "Press 'C' to switch between 2D and 3D mode\n\
Press 'Up' or 'Down' to switch to the next/previous primitive";
let text = [
TextSection::new("Primitive: ", style.clone()),
TextSection::new(text, style.clone()),
TextSection::new("\n\n", style.clone()),
TextSection::new(instructions, style.clone()),
TextSection::new("\n\n", style.clone()),
TextSection::new(
"(If nothing is displayed, there's no rendering support yet)",
style.clone(),
),
];
commands
.spawn((
HeaderNode,
NodeBundle {
style: Style {
justify_self: JustifySelf::Center,
top: Val::Px(5.0),
..Default::default()
},
..Default::default()
},
TargetCamera(active_camera),
))
.with_children(|parent| {
parent.spawn((
HeaderText,
TextBundle::from_sections(text).with_text_justify(JustifyText::Center),
));
});
}
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fn setup(
mut commands: Commands,
asset_server: Res<AssetServer>,
mut texture_atlases: ResMut<Assets<TextureAtlasLayout>>,
) {
// Camera
commands.spawn(Camera2dBundle::default());
let text_style = TextStyle {
font_size: 20.,
..default()
};
let texture_handle = asset_server.load("textures/rpg/chars/gabe/gabe-idle-run.png");
let texture_atlas = TextureAtlasLayout::from_grid(Vec2::new(24.0, 24.0), 7, 1, None, None);
let texture_atlas_handle = texture_atlases.add(texture_atlas);
// root node
commands
.spawn(NodeBundle {
style: Style {
width: Val::Percent(100.0),
height: Val::Percent(100.0),
flex_direction: FlexDirection::Column,
justify_content: JustifyContent::Center,
align_items: AlignItems::Center,
row_gap: Val::Px(text_style.font_size * 2.),
..default()
},
..default()
})
.with_children(|parent| {
parent.spawn(AtlasImageBundle {
style: Style {
width: Val::Px(256.),
height: Val::Px(256.),
..default()
},
texture_atlas: texture_atlas_handle.into(),
image: UiImage::new(texture_handle),
..default()
});
parent.spawn(TextBundle::from_sections([
TextSection::new("press ".to_string(), text_style.clone()),
TextSection::new(
"space".to_string(),
TextStyle {
color: Color::YELLOW,
..text_style.clone()
},
),
TextSection::new(" to advance frames".to_string(), text_style),
]));
});
}
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pub fn setup(
mut commands: Commands,
mut meshes: ResMut<Assets<Mesh>>,
mut materials: ResMut<Assets<StandardMaterial>>,
mut event: EventWriter<RequestRedraw>,
) {
commands.spawn((
PbrBundle {
mesh: meshes.add(Cuboid::new(0.5, 0.5, 0.5)),
material: materials.add(Color::rgb(0.8, 0.7, 0.6)),
..default()
},
Rotator,
));
commands.spawn(DirectionalLightBundle {
transform: Transform::from_xyz(1.0, 1.0, 1.0).looking_at(Vec3::ZERO, Vec3::Y),
..default()
});
commands.spawn(Camera3dBundle {
transform: Transform::from_xyz(-2.0, 2.0, 2.0).looking_at(Vec3::ZERO, Vec3::Y),
..default()
});
event.send(RequestRedraw);
commands.spawn((
TextBundle::from_sections([
TextSection::new(
"Press spacebar to cycle modes\n",
TextStyle {
font_size: 50.0,
..default()
},
),
TextSection::from_style(TextStyle {
font_size: 50.0,
color: Color::GREEN,
..default()
}),
TextSection::new(
"\nFrame: ",
TextStyle {
font_size: 50.0,
color: Color::YELLOW,
..default()
},
),
TextSection::from_style(TextStyle {
font_size: 50.0,
color: Color::YELLOW,
..default()
}),
])
.with_style(Style {
align_self: AlignSelf::FlexStart,
position_type: PositionType::Absolute,
top: Val::Px(5.0),
left: Val::Px(5.0),
..default()
}),
ModeText,
));
}
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fn setup_scene(mut commands: Commands, asset_server: Res<AssetServer>) {
commands.spawn(Camera2dBundle::default());
let font = asset_server.load("fonts/FiraMono-Medium.ttf");
commands.spawn(
TextBundle::from_sections([
TextSection {
value: "IME Enabled: ".to_string(),
style: TextStyle {
font: font.clone_weak(),
font_size: 20.0,
..default()
},
},
TextSection {
value: "false\n".to_string(),
style: TextStyle {
font: font.clone_weak(),
font_size: 30.0,
..default()
},
},
TextSection {
value: "IME Active: ".to_string(),
style: TextStyle {
font: font.clone_weak(),
font_size: 20.0,
..default()
},
},
TextSection {
value: "false\n".to_string(),
style: TextStyle {
font: font.clone_weak(),
font_size: 30.0,
..default()
},
},
TextSection {
value: "click to toggle IME, press return to start a new line\n\n".to_string(),
style: TextStyle {
font: font.clone_weak(),
font_size: 18.0,
..default()
},
},
TextSection {
value: "".to_string(),
style: TextStyle {
font,
font_size: 25.0,
..default()
},
},
])
.with_style(Style {
position_type: PositionType::Absolute,
top: Val::Px(10.0),
left: Val::Px(10.0),
..default()
}),
);
commands.spawn(Text2dBundle {
text: Text::from_section(
"".to_string(),
TextStyle {
font: asset_server.load("fonts/FiraMono-Medium.ttf"),
font_size: 100.0,
..default()
},
),
..default()
});
}
sourcepub const fn with_text_justify(self, justify: JustifyText) -> TextBundle
pub const fn with_text_justify(self, justify: JustifyText) -> TextBundle
Returns this TextBundle
with a new JustifyText
on Text
.
Examples found in repository?
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fn spawn_button<T>(parent: &mut ChildBuilder, text_style: TextStyle, target: Entity)
where
T: Default + std::fmt::Debug + Send + Sync + 'static,
Target<T>: TargetUpdate,
{
parent
.spawn((
ButtonBundle {
style: Style {
align_self: AlignSelf::FlexStart,
padding: UiRect::axes(Val::Px(5.), Val::Px(1.)),
..Default::default()
},
background_color: BackgroundColor(Color::BLACK.with_a(0.5)),
..Default::default()
},
Target::<T>::new(target),
))
.with_children(|builder| {
builder.spawn(
TextBundle::from_section(
format!("{}::{:?}", Target::<T>::NAME, T::default()),
text_style,
)
.with_text_justify(JustifyText::Center),
);
});
}
More examples
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fn setup_image_viewer_scene(
mut commands: Commands,
mut meshes: ResMut<Assets<Mesh>>,
mut materials: ResMut<Assets<StandardMaterial>>,
camera_transform: Res<CameraTransform>,
) {
let mut transform = camera_transform.0;
transform.translation += *transform.forward();
// exr/hdr viewer (exr requires enabling bevy feature)
commands.spawn((
PbrBundle {
mesh: meshes.add(Rectangle::default()),
material: materials.add(StandardMaterial {
base_color_texture: None,
unlit: true,
..default()
}),
transform,
visibility: Visibility::Hidden,
..default()
},
SceneNumber(3),
HDRViewer,
));
commands
.spawn((
TextBundle::from_section(
"Drag and drop an HDR or EXR file",
TextStyle {
font_size: 36.0,
color: Color::BLACK,
..default()
},
)
.with_text_justify(JustifyText::Center)
.with_style(Style {
align_self: AlignSelf::Center,
margin: UiRect::all(Val::Auto),
..default()
}),
SceneNumber(3),
))
.insert(Visibility::Hidden);
}
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fn setup_text(
mut commands: Commands,
asset_server: Res<AssetServer>,
cameras: Query<(Entity, &Camera)>,
) {
let active_camera = cameras
.iter()
.find_map(|(entity, camera)| camera.is_active.then_some(entity))
.expect("run condition ensures existence");
let text = format!("{text}", text = PrimitiveSelected::default());
let font_size = 24.0;
let font: Handle<Font> = asset_server.load("fonts/FiraMono-Medium.ttf");
let style = TextStyle {
font,
font_size,
color: Color::WHITE,
};
let instructions = "Press 'C' to switch between 2D and 3D mode\n\
Press 'Up' or 'Down' to switch to the next/previous primitive";
let text = [
TextSection::new("Primitive: ", style.clone()),
TextSection::new(text, style.clone()),
TextSection::new("\n\n", style.clone()),
TextSection::new(instructions, style.clone()),
TextSection::new("\n\n", style.clone()),
TextSection::new(
"(If nothing is displayed, there's no rendering support yet)",
style.clone(),
),
];
commands
.spawn((
HeaderNode,
NodeBundle {
style: Style {
justify_self: JustifySelf::Center,
top: Val::Px(5.0),
..Default::default()
},
..Default::default()
},
TargetCamera(active_camera),
))
.with_children(|parent| {
parent.spawn((
HeaderText,
TextBundle::from_sections(text).with_text_justify(JustifyText::Center),
));
});
}
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fn setup(mut commands: Commands, asset_server: Res<AssetServer>, mut time: ResMut<Time<Virtual>>) {
// start with double `Virtual` time resulting in one of the sprites moving at twice the speed
// of the other sprite which moves based on `Real` (unscaled) time
time.set_relative_speed(2.);
commands.spawn(Camera2dBundle::default());
let virtual_color = Color::GOLD;
let sprite_scale = Vec2::splat(0.5).extend(1.);
let texture_handle = asset_server.load("branding/icon.png");
// the sprite moving based on real time
commands.spawn((
SpriteBundle {
texture: texture_handle.clone(),
transform: Transform::from_scale(sprite_scale),
..default()
},
RealTime,
));
// the sprite moving based on virtual time
commands.spawn((
SpriteBundle {
texture: texture_handle,
sprite: Sprite {
color: virtual_color,
..default()
},
transform: Transform {
scale: sprite_scale,
translation: Vec3::new(0., -160., 0.),
..default()
},
..default()
},
VirtualTime,
));
// info UI
let font_size = 40.;
commands
.spawn(NodeBundle {
style: Style {
display: Display::Flex,
justify_content: JustifyContent::SpaceBetween,
width: Val::Percent(100.),
position_type: PositionType::Absolute,
top: Val::Px(0.),
padding: UiRect::all(Val::Px(20.0)),
..default()
},
..default()
})
.with_children(|builder| {
// real time info
builder.spawn((
TextBundle::from_section(
"",
TextStyle {
font_size,
..default()
},
),
RealTime,
));
// keybindings
builder.spawn(
TextBundle::from_section(
"CONTROLS\nUn/Pause: Space\nSpeed+: Up\nSpeed-: Down",
TextStyle {
font_size,
color: Color::rgb(0.85, 0.85, 0.85),
..default()
},
)
.with_text_justify(JustifyText::Center),
);
// virtual time info
builder.spawn((
TextBundle::from_section(
"",
TextStyle {
font_size,
color: virtual_color,
..default()
},
)
.with_text_justify(JustifyText::Right),
VirtualTime,
));
});
}
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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 {
// This font is loaded and will be used instead of the default font.
font: asset_server.load("fonts/FiraSans-Bold.ttf"),
font_size: 100.0,
..default()
},
) // Set the justification of the Text
.with_text_justify(JustifyText::Center)
// Set the style of the TextBundle itself.
.with_style(Style {
position_type: PositionType::Absolute,
bottom: Val::Px(5.0),
right: Val::Px(5.0),
..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 {
// This font is loaded and will be used instead of the default font.
font: asset_server.load("fonts/FiraSans-Bold.ttf"),
font_size: 60.0,
..default()
},
),
TextSection::from_style(if cfg!(feature = "default_font") {
TextStyle {
font_size: 60.0,
color: Color::GOLD,
// If no font is specified, the default font (a minimal subset of FiraMono) will be used.
..default()
}
} else {
// "default_font" feature is unavailable, load a font to use instead.
TextStyle {
font: asset_server.load("fonts/FiraMono-Medium.ttf"),
font_size: 60.0,
color: Color::GOLD,
}
}),
]),
FpsText,
));
#[cfg(feature = "default_font")]
commands.spawn(
// Here we are able to call the `From` method instead of creating a new `TextSection`.
// This will use the default font (a minimal subset of FiraMono) and apply the default styling.
TextBundle::from("From an &str into a TextBundle with the default font!").with_style(
Style {
position_type: PositionType::Absolute,
bottom: Val::Px(5.0),
left: Val::Px(15.0),
..default()
},
),
);
#[cfg(not(feature = "default_font"))]
commands.spawn(
TextBundle::from_section(
"Default font disabled",
TextStyle {
font: asset_server.load("fonts/FiraMono-Medium.ttf"),
..default()
},
)
.with_style(Style {
position_type: PositionType::Absolute,
bottom: Val::Px(5.0),
left: Val::Px(15.0),
..default()
}),
);
}
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fn infotext_system(mut commands: Commands, asset_server: Res<AssetServer>) {
let font = asset_server.load("fonts/FiraSans-Bold.ttf");
commands.spawn(Camera2dBundle::default());
let root_uinode = commands
.spawn(NodeBundle {
style: Style {
width: Val::Percent(100.),
height: Val::Percent(100.),
justify_content: JustifyContent::SpaceBetween,
..default()
},
..default()
})
.id();
let left_column = commands.spawn(NodeBundle {
style: Style {
flex_direction: FlexDirection::Column,
justify_content: JustifyContent::SpaceBetween,
align_items: AlignItems::Start,
flex_grow: 1.,
margin: UiRect::axes(Val::Px(15.), Val::Px(5.)),
..default()
},
..default()
}).with_children(|builder| {
builder.spawn(
TextBundle::from_section(
"This is\ntext with\nline breaks\nin the top left.",
TextStyle {
font: font.clone(),
font_size: 30.0,
..default()
},
)
);
builder.spawn(TextBundle::from_section(
"This text is right-justified. The `JustifyText` component controls the horizontal alignment of the lines of multi-line text relative to each other, and does not affect the text node's position in the UI layout.", TextStyle {
font: font.clone(),
font_size: 30.0,
color: Color::YELLOW,
},
)
.with_text_justify(JustifyText::Right)
.with_style(Style {
max_width: Val::Px(300.),
..default()
})
);
builder.spawn(
TextBundle::from_section(
"This\ntext has\nline breaks and also a set width in the bottom left.",
TextStyle {
font: font.clone(),
font_size: 30.0,
color: Color::WHITE,
},
)
.with_style(Style {
max_width: Val::Px(300.),
..default()
})
);
}).id();
let right_column = commands.spawn(NodeBundle {
style: Style {
flex_direction: FlexDirection::Column,
justify_content: JustifyContent::SpaceBetween,
align_items: AlignItems::End,
flex_grow: 1.,
margin: UiRect::axes(Val::Px(15.), Val::Px(5.)),
..default()
},
..default()
}).with_children(|builder| {
builder.spawn(TextBundle::from_section(
"This text is very long, has a limited width, is center-justified, is positioned in the top right and is also colored pink.",
TextStyle {
font: font.clone(),
font_size: 40.0,
color: Color::rgb(0.8, 0.2, 0.7),
},
)
.with_text_justify(JustifyText::Center)
.with_style(Style {
max_width: Val::Px(400.),
..default()
})
);
builder.spawn(
TextBundle::from_section(
"This text is left-justified and is vertically positioned to distribute the empty space equally above and below it.",
TextStyle {
font: font.clone(),
font_size: 35.0,
color: Color::YELLOW,
},
)
.with_text_justify(JustifyText::Left)
.with_style(Style {
max_width: Val::Px(300.),
..default()
}),
);
builder.spawn((
TextBundle::from_sections([
TextSection::new(
"This text changes in the bottom right",
TextStyle {
font: font.clone(),
font_size: 25.0,
color: Color::WHITE,
},
),
TextSection::new(
"\nThis text changes in the bottom right - ",
TextStyle {
font: font.clone(),
font_size: 25.0,
color: Color::RED,
},
),
TextSection::from_style(TextStyle {
font: font.clone(),
font_size: 25.0,
color: Color::ORANGE_RED,
}),
TextSection::new(
" fps, ",
TextStyle {
font: font.clone(),
font_size: 25.0,
color: Color::YELLOW,
},
),
TextSection::from_style(TextStyle {
font: font.clone(),
font_size: 25.0,
color: Color::GREEN,
}),
TextSection::new(
" ms/frame",
TextStyle {
font: font.clone(),
font_size: 25.0,
color: Color::BLUE,
},
),
]),
TextChanges,
));
})
.id();
commands
.entity(root_uinode)
.push_children(&[left_column, right_column]);
}
sourcepub fn with_style(self, style: Style) -> TextBundle
pub fn with_style(self, style: Style) -> TextBundle
Returns this TextBundle
with a new Style
.
Examples found in repository?
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fn setup_instructions(mut commands: Commands) {
commands.spawn(
TextBundle::from_section(
"",
TextStyle {
font_size: 20.0,
..default()
},
)
.with_style(Style {
position_type: PositionType::Absolute,
top: Val::Px(12.0),
left: Val::Px(12.0),
..default()
}),
);
}
More examples
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fn spawn_text(commands: &mut Commands, app_status: &AppStatus, asset_server: &AssetServer) {
commands.spawn(
TextBundle {
text: app_status.create_text(asset_server),
..TextBundle::default()
}
.with_style(Style {
position_type: PositionType::Absolute,
bottom: Val::Px(10.0),
left: Val::Px(10.0),
..default()
}),
);
}
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fn infotext_system(mut commands: Commands) {
commands.spawn(Camera2dBundle::default());
commands.spawn(
TextBundle::from_section(
"Nothing to see in this window! Check the console output!",
TextStyle {
font_size: 50.0,
..default()
},
)
.with_style(Style {
align_self: AlignSelf::FlexEnd,
..default()
}),
);
}
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fn spawn_text(commands: &mut Commands, asset_server: &AssetServer, app_status: &AppStatus) {
// Create the text.
commands.spawn(
TextBundle {
text: app_status.create_text(asset_server),
..TextBundle::default()
}
.with_style(Style {
position_type: PositionType::Absolute,
bottom: Val::Px(10.0),
left: Val::Px(10.0),
..default()
}),
);
}
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fn setup_instructions(mut commands: Commands) {
commands.spawn(
TextBundle::from_section(
"Press Spacebar to Toggle Atmospheric Fog.\nPress S to Toggle Directional Light Fog Influence.",
TextStyle {
font_size: 20.0,
..default()
},
)
.with_style(Style {
position_type: PositionType::Absolute,
bottom: Val::Px(12.0),
left: Val::Px(12.0),
..default()
}),
);
}
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fn build_help(mut commands: Commands, asset_server: Res<AssetServer>) {
// stepping description box
commands.spawn((TextBundle::from_sections([TextSection::new(
"Press ` to toggle stepping mode (S: step system, Space: step frame)",
TextStyle {
font: asset_server.load(FONT_MEDIUM),
font_size: 18.0,
color: FONT_COLOR,
},
)])
.with_style(Style {
position_type: PositionType::Absolute,
bottom: Val::Px(5.0),
left: Val::Px(5.0),
..default()
}),));
}
- examples/games/contributors.rs
- examples/ui/window_fallthrough.rs
- examples/3d/tonemapping.rs
- examples/window/screenshot.rs
- examples/3d/deterministic.rs
- examples/window/scale_factor_override.rs
- examples/3d/generate_custom_mesh.rs
- examples/3d/3d_gizmos.rs
- examples/3d/wireframe.rs
- examples/2d/bloom_2d.rs
- examples/window/low_power.rs
- examples/audio/spatial_audio_2d.rs
- examples/audio/spatial_audio_3d.rs
- examples/input/text_input.rs
- examples/2d/bounding_2d.rs
- examples/games/alien_cake_addict.rs
- examples/3d/ssao.rs
- examples/ui/size_constraints.rs
- examples/3d/bloom_3d.rs
- examples/3d/anti_aliasing.rs
- examples/ui/text.rs
- examples/3d/pbr.rs
- examples/3d/spotlight.rs
- examples/shader/shader_prepass.rs
- examples/games/game_menu.rs
- examples/games/breakout.rs
- examples/3d/parallax_mapping.rs
- examples/ui/text_debug.rs
- examples/3d/deferred_rendering.rs
- examples/3d/blend_modes.rs
- examples/3d/lighting.rs
- examples/3d/transmission.rs
- examples/ui/ui.rs
sourcepub const fn with_background_color(self, color: Color) -> TextBundle
pub const fn with_background_color(self, color: Color) -> TextBundle
Returns this TextBundle
with a new BackgroundColor
.
sourcepub const fn with_no_wrap(self) -> TextBundle
pub const fn with_no_wrap(self) -> TextBundle
Returns this TextBundle
with soft wrapping disabled.
Hard wrapping, where text contains an explicit linebreak such as the escape sequence \n
, will still occur.
Examples found in repository?
33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50 51 52 53 54 55 56 57 58 59 60 61 62 63 64 65 66 67 68 69 70 71 72 73 74 75 76 77 78 79 80 81 82 83 84 85 86 87 88 89 90 91 92 93 94 95 96 97 98 99 100 101 102 103 104 105 106 107 108 109 110 111 112 113 114 115 116 117 118 119 120 121 122 123 124 125 126 127 128 129 130 131 132 133 134 135 136 137 138 139 140 141 142 143 144 145 146 147 148 149 150 151 152 153 154 155 156 157 158 159 160 161 162 163 164 165 166 167 168 169 170 171 172 173 174 175 176 177 178 179 180 181 182 183 184 185 186 187 188 189 190 191 192 193 194 195 196 197 198 199 200 201 202 203 204 205 206 207 208 209 210 211 212 213 214 215 216 217 218 219 220 221 222 223 224 225 226 227 228 229 230 231 232 233 234 235 236 237 238 239 240 241 242 243 244 245 246 247
fn setup(
mut commands: Commands,
mut meshes: ResMut<Assets<Mesh>>,
mut materials: ResMut<Assets<StandardMaterial>>,
asset_server: Res<AssetServer>,
) {
let base_color = Color::rgba(0.9, 0.2, 0.3, 1.0);
let icosphere_mesh = meshes.add(Sphere::new(0.9).mesh().ico(7).unwrap());
// Opaque
let opaque = commands
.spawn((
PbrBundle {
mesh: icosphere_mesh.clone(),
material: materials.add(StandardMaterial {
base_color,
alpha_mode: AlphaMode::Opaque,
..default()
}),
transform: Transform::from_xyz(-4.0, 0.0, 0.0),
..default()
},
ExampleControls {
unlit: true,
color: true,
},
))
.id();
// Blend
let blend = commands
.spawn((
PbrBundle {
mesh: icosphere_mesh.clone(),
material: materials.add(StandardMaterial {
base_color,
alpha_mode: AlphaMode::Blend,
..default()
}),
transform: Transform::from_xyz(-2.0, 0.0, 0.0),
..default()
},
ExampleControls {
unlit: true,
color: true,
},
))
.id();
// Premultiplied
let premultiplied = commands
.spawn((
PbrBundle {
mesh: icosphere_mesh.clone(),
material: materials.add(StandardMaterial {
base_color,
alpha_mode: AlphaMode::Premultiplied,
..default()
}),
transform: Transform::from_xyz(0.0, 0.0, 0.0),
..default()
},
ExampleControls {
unlit: true,
color: true,
},
))
.id();
// Add
let add = commands
.spawn((
PbrBundle {
mesh: icosphere_mesh.clone(),
material: materials.add(StandardMaterial {
base_color,
alpha_mode: AlphaMode::Add,
..default()
}),
transform: Transform::from_xyz(2.0, 0.0, 0.0),
..default()
},
ExampleControls {
unlit: true,
color: true,
},
))
.id();
// Multiply
let multiply = commands
.spawn((
PbrBundle {
mesh: icosphere_mesh,
material: materials.add(StandardMaterial {
base_color,
alpha_mode: AlphaMode::Multiply,
..default()
}),
transform: Transform::from_xyz(4.0, 0.0, 0.0),
..default()
},
ExampleControls {
unlit: true,
color: true,
},
))
.id();
// Chessboard Plane
let black_material = materials.add(Color::BLACK);
let white_material = materials.add(Color::WHITE);
let plane_mesh = meshes.add(Plane3d::default().mesh().size(2.0, 2.0));
for x in -3..4 {
for z in -3..4 {
commands.spawn((
PbrBundle {
mesh: plane_mesh.clone(),
material: if (x + z) % 2 == 0 {
black_material.clone()
} else {
white_material.clone()
},
transform: Transform::from_xyz(x as f32 * 2.0, -1.0, z as f32 * 2.0),
..default()
},
ExampleControls {
unlit: false,
color: true,
},
));
}
}
// Light
commands.spawn(PointLightBundle {
transform: Transform::from_xyz(4.0, 8.0, 4.0),
..default()
});
// Camera
commands.spawn(Camera3dBundle {
transform: Transform::from_xyz(0.0, 2.5, 10.0).looking_at(Vec3::ZERO, Vec3::Y),
..default()
});
// Controls Text
let text_style = TextStyle {
font: asset_server.load("fonts/FiraMono-Medium.ttf"),
font_size: 18.0,
..default()
};
let label_text_style = TextStyle {
font: asset_server.load("fonts/FiraMono-Medium.ttf"),
font_size: 25.0,
color: Color::ORANGE,
};
commands.spawn(
TextBundle::from_section(
"Up / Down — Increase / Decrease Alpha\nLeft / Right — Rotate Camera\nH - Toggle HDR\nSpacebar — Toggle Unlit\nC — Randomize Colors",
text_style.clone(),
)
.with_style(Style {
position_type: PositionType::Absolute,
top: Val::Px(10.0),
left: Val::Px(10.0),
..default()
}),
);
commands.spawn((
TextBundle::from_section("", text_style).with_style(Style {
position_type: PositionType::Absolute,
top: Val::Px(10.0),
right: Val::Px(10.0),
..default()
}),
ExampleDisplay,
));
let mut label = |entity: Entity, label: &str| {
commands
.spawn((
NodeBundle {
style: Style {
position_type: PositionType::Absolute,
..default()
},
..default()
},
ExampleLabel { entity },
))
.with_children(|parent| {
parent.spawn(
TextBundle::from_section(label, label_text_style.clone())
.with_style(Style {
position_type: PositionType::Absolute,
bottom: Val::ZERO,
..default()
})
.with_no_wrap(),
);
});
};
label(opaque, "┌─ Opaque\n│\n│\n│\n│");
label(blend, "┌─ Blend\n│\n│\n│");
label(premultiplied, "┌─ Premultiplied\n│\n│");
label(add, "┌─ Add\n│");
label(multiply, "┌─ Multiply");
}
Trait Implementations§
source§impl Debug for TextBundle
impl Debug for TextBundle
source§impl Default for TextBundle
impl Default for TextBundle
source§fn default() -> TextBundle
fn default() -> TextBundle
source§impl<I> From<I> for TextBundlewhere
I: Into<TextSection>,
impl<I> From<I> for TextBundlewhere
I: Into<TextSection>,
source§fn from(value: I) -> TextBundle
fn from(value: I) -> TextBundle
impl Bundle for TextBundle
impl DynamicBundle for TextBundle
Auto Trait Implementations§
impl Freeze for TextBundle
impl !RefUnwindSafe for TextBundle
impl Send for TextBundle
impl Sync for TextBundle
impl Unpin for TextBundle
impl !UnwindSafe for TextBundle
Blanket Implementations§
source§impl<T, U> AsBindGroupShaderType<U> for T
impl<T, U> AsBindGroupShaderType<U> for T
source§fn as_bind_group_shader_type(&self, _images: &RenderAssets<Image>) -> U
fn as_bind_group_shader_type(&self, _images: &RenderAssets<Image>) -> U
T
ShaderType
for self
. When used in AsBindGroup
derives, it is safe to assume that all images in self
exist.source§impl<T> BorrowMut<T> for Twhere
T: ?Sized,
impl<T> BorrowMut<T> for Twhere
T: ?Sized,
source§fn borrow_mut(&mut self) -> &mut T
fn borrow_mut(&mut self) -> &mut T
source§impl<T> Downcast for Twhere
T: Any,
impl<T> Downcast for Twhere
T: Any,
source§fn into_any(self: Box<T>) -> Box<dyn Any>
fn into_any(self: Box<T>) -> Box<dyn Any>
Box<dyn Trait>
(where Trait: Downcast
) to Box<dyn Any>
. Box<dyn Any>
can
then be further downcast
into Box<ConcreteType>
where ConcreteType
implements Trait
.source§fn into_any_rc(self: Rc<T>) -> Rc<dyn Any>
fn into_any_rc(self: Rc<T>) -> Rc<dyn Any>
Rc<Trait>
(where Trait: Downcast
) to Rc<Any>
. Rc<Any>
can then be
further downcast
into Rc<ConcreteType>
where ConcreteType
implements Trait
.source§fn as_any(&self) -> &(dyn Any + 'static)
fn as_any(&self) -> &(dyn Any + 'static)
&Trait
(where Trait: Downcast
) to &Any
. This is needed since Rust cannot
generate &Any
’s vtable from &Trait
’s.source§fn as_any_mut(&mut self) -> &mut (dyn Any + 'static)
fn as_any_mut(&mut self) -> &mut (dyn Any + 'static)
&mut Trait
(where Trait: Downcast
) to &Any
. This is needed since Rust cannot
generate &mut Any
’s vtable from &mut Trait
’s.source§impl<T> DowncastSync for T
impl<T> DowncastSync for T
source§impl<S> FromSample<S> for S
impl<S> FromSample<S> for S
fn from_sample_(s: S) -> S
source§impl<T> FromWorld for Twhere
T: Default,
impl<T> FromWorld for Twhere
T: Default,
source§fn from_world(_world: &mut World) -> T
fn from_world(_world: &mut World) -> T
Self
using data from the given World
.