pub struct Text {
pub label: String,
pub value: String,
pub font: String,
pub font_size: f32,
pub translation: Vec2,
pub layer: f32,
pub rotation: f32,
pub scale: f32,
}Expand description
A Text is a bit of text that exists on the screen.
Fields§
§label: StringREADONLY: A label to identify the text. This is not the text that is displayed! This is the
label you use to retrieve and modify your text from the
Engine::texts HashMap. This must be unique or the game
will crash.
value: StringSYNCED: The actual text value you want to display.
font: StringSYNCED: The font to use. Should be a file name of an .otf or .ttf font located within the assets/ folder somewhere. Defaults to “font/FiraSans-Bold.ttf” (included in the asset pack).
font_size: f32SYNCED: The font size of the text you want to display. WARNING: As font sizes get larger,
the sprites we generate for them get slower to create. Very large sizes will crash. The
default font size is 30.0.
translation: Vec2SYNCED: Where you are in 2D game space. Positive x is right. Positive y is up. (0.0, 0.0) is the center of the screen.
layer: f32SYNCED: Depth of the text. 0.0 (back) to 999.0 (front) Defaults to TEXT_DEFAULT_LAYER
rotation: f32SYNCED: Direction you face in radians. Defaults to RIGHT. See also
the direction constants.
scale: f32SYNCED: 1.0 is the normal 100%.
Trait Implementations§
Source§impl Component for Text
impl Component for Text
Source§const STORAGE_TYPE: StorageType = ::bevy::ecs::component::StorageType::Table
const STORAGE_TYPE: StorageType = ::bevy::ecs::component::StorageType::Table
Source§type Mutability = Mutable
type Mutability = Mutable
Component<Mutability = Mutable>,
while immutable components will instead have Component<Mutability = Immutable>. Read moreSource§fn register_required_components(
_requiree: ComponentId,
required_components: &mut RequiredComponentsRegistrator<'_, '_>,
)
fn register_required_components( _requiree: ComponentId, required_components: &mut RequiredComponentsRegistrator<'_, '_>, )
Source§fn clone_behavior() -> ComponentCloneBehavior
fn clone_behavior() -> ComponentCloneBehavior
Source§fn relationship_accessor() -> Option<ComponentRelationshipAccessor<Self>>
fn relationship_accessor() -> Option<ComponentRelationshipAccessor<Self>>
ComponentRelationshipAccessor required for working with relationships in dynamic contexts. Read moreSource§fn on_add() -> Option<for<'w> fn(DeferredWorld<'w>, HookContext)>
fn on_add() -> Option<for<'w> fn(DeferredWorld<'w>, HookContext)>
Source§fn on_insert() -> Option<for<'w> fn(DeferredWorld<'w>, HookContext)>
fn on_insert() -> Option<for<'w> fn(DeferredWorld<'w>, HookContext)>
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fn on_replace() -> Option<for<'w> fn(DeferredWorld<'w>, HookContext)>
Source§fn on_remove() -> Option<for<'w> fn(DeferredWorld<'w>, HookContext)>
fn on_remove() -> Option<for<'w> fn(DeferredWorld<'w>, HookContext)>
Source§fn on_despawn() -> Option<for<'w> fn(DeferredWorld<'w>, HookContext)>
fn on_despawn() -> Option<for<'w> fn(DeferredWorld<'w>, HookContext)>
Source§fn map_entities<E>(_this: &mut Self, _mapper: &mut E)where
E: EntityMapper,
fn map_entities<E>(_this: &mut Self, _mapper: &mut E)where
E: EntityMapper,
EntityMapper. This is used to remap entities in contexts like scenes and entity cloning.
When deriving Component, this is populated by annotating fields containing entities with #[entities] Read moreimpl StructuralPartialEq for Text
Auto Trait Implementations§
impl Freeze for Text
impl RefUnwindSafe for Text
impl Send for Text
impl Sync for Text
impl Unpin for Text
impl UnwindSafe for Text
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<GpuImage>) -> U
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T: ?Sized,
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fn borrow_mut(&mut self) -> &mut T
Source§impl<C> Bundle for Cwhere
C: Component,
impl<C> Bundle for Cwhere
C: Component,
fn component_ids( components: &mut ComponentsRegistrator<'_>, ) -> impl Iterator<Item = ComponentId> + use<C>
Source§fn get_component_ids(
components: &Components,
) -> impl Iterator<Item = Option<ComponentId>>
fn get_component_ids( components: &Components, ) -> impl Iterator<Item = Option<ComponentId>>
Source§impl<C> BundleFromComponents for Cwhere
C: Component,
impl<C> BundleFromComponents for Cwhere
C: Component,
Source§impl<T> CloneToUninit for Twhere
T: Clone,
impl<T> CloneToUninit for Twhere
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T: Any,
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Source§impl<C> DynamicBundle for Cwhere
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impl<C> DynamicBundle for Cwhere
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Source§unsafe fn get_components(
ptr: MovingPtr<'_, C>,
func: &mut impl FnMut(StorageType, OwningPtr<'_>),
) -> <C as DynamicBundle>::Effect
unsafe fn get_components( ptr: MovingPtr<'_, C>, func: &mut impl FnMut(StorageType, OwningPtr<'_>), ) -> <C as DynamicBundle>::Effect
Source§unsafe fn apply_effect(
_ptr: MovingPtr<'_, MaybeUninit<C>>,
_entity: &mut EntityWorldMut<'_>,
)
unsafe fn apply_effect( _ptr: MovingPtr<'_, MaybeUninit<C>>, _entity: &mut EntityWorldMut<'_>, )
Source§impl<S> FromSample<S> for S
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fn from_sample_(s: S) -> S
Source§impl<T> FromWorld for Twhere
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Source§fn from_world(_world: &mut World) -> T
fn from_world(_world: &mut World) -> T
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Source§impl<T, W> HasTypeWitness<W> for Twhere
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T: ?Sized,
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