pub struct Text {
pub value: String,
pub anchor: UiAnchor,
pub justification: Alignment,
pub offset: IntCoords2d,
pub foreground_color: Option<Rgb>,
pub background_color: Option<Rgb>,
}Expand description
Text UI data that describes how the Text should be visible on the screen.
This text is positioned relative to a camera (like the main camera). If you want text that has a fixed position
in the world, use WorldText.
Fields§
§value: String§anchor: UiAnchor§justification: Alignment§offset: IntCoords2d§foreground_color: Option<Rgb>§background_color: Option<Rgb>Trait Implementations§
Source§impl Component for Text
impl Component for Text
fn name() -> &'static str
fn component_name(&self) -> &'static str
fn as_any(&self) -> &dyn Any
fn as_any_mut(&mut self) -> &mut dyn Any
fn is_component_type(comp: &dyn Component) -> boolwhere
Self: Sized,
fn cast(comp: &dyn Component) -> Option<&Self>where
Self: Sized,
fn cast_mut(comp: &mut dyn Component) -> Option<&mut Self>where
Self: Sized,
Auto Trait Implementations§
impl Freeze for Text
impl RefUnwindSafe for Text
impl Send for Text
impl Sync for Text
impl Unpin for Text
impl UnsafeUnpin for Text
impl UnwindSafe for Text
Blanket Implementations§
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
Mutably borrows from an owned value. Read more