Struct bevy::text::TextSection

pub struct TextSection {
    pub value: String,
    pub style: TextStyle,
}

Fields§

§value: String§style: TextStyle

Implementations§

§

impl TextSection

pub fn new(value: impl Into<String>, style: TextStyle) -> TextSection

Create a new TextSection.

Examples found in repository?
examples/tools/scene_viewer/morph_viewer_plugin.rs (line 126)
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    fn text_section(&self, key: &str, style: TextStyle) -> TextSection {
        TextSection::new(format!("[{key}] {self}\n"), style)
    }
    fn new(
        entity_name: Option<&Name>,
        weights: &[f32],
        target_names: Option<&[String]>,
        entity: Entity,
    ) -> Vec<Target> {
        let get_name = |i| target_names.and_then(|names| names.get(i));
        let entity_name = entity_name.map(|n| n.as_str());
        weights
            .iter()
            .enumerate()
            .map(|(index, weight)| Target {
                entity_name: entity_name.map(|n| n.to_owned()),
                entity,
                name: get_name(index).cloned(),
                index,
                weight: *weight,
                change_dir: WeightChange::Increase,
            })
            .collect()
    }
}

#[derive(Resource)]
struct WeightsControl {
    weights: Vec<Target>,
}

struct MorphKey {
    name: &'static str,
    modifiers: &'static [KeyCode],
    key: KeyCode,
}
impl MorphKey {
    const fn new(name: &'static str, modifiers: &'static [KeyCode], key: KeyCode) -> Self {
        MorphKey {
            name,
            modifiers,
            key,
        }
    }
    fn active(&self, inputs: &ButtonInput<KeyCode>) -> bool {
        let mut modifier = self.modifiers.iter();
        let mut non_modifier = ALL_MODIFIERS.iter().filter(|m| !self.modifiers.contains(m));

        let key = inputs.pressed(self.key);
        let modifier = modifier.all(|m| inputs.pressed(*m));
        let non_modifier = non_modifier.all(|m| !inputs.pressed(*m));
        key && modifier && non_modifier
    }
}
fn update_text(
    controls: Option<ResMut<WeightsControl>>,
    mut text: Query<&mut Text>,
    morphs: Query<&MorphWeights>,
) {
    let Some(mut controls) = controls else {
        return;
    };
    for (i, target) in controls.weights.iter_mut().enumerate() {
        let Ok(weights) = morphs.get(target.entity) else {
            continue;
        };
        let Some(&actual_weight) = weights.weights().get(target.index) else {
            continue;
        };
        if actual_weight != target.weight {
            target.weight = actual_weight;
        }
        let key_name = &AVAILABLE_KEYS[i].name;
        let mut text = text.single_mut();
        text.sections[i + 2].value = format!("[{key_name}] {target}\n");
    }
}
fn update_morphs(
    controls: Option<ResMut<WeightsControl>>,
    mut morphs: Query<&mut MorphWeights>,
    input: Res<ButtonInput<KeyCode>>,
    time: Res<Time>,
) {
    let Some(mut controls) = controls else {
        return;
    };
    for (i, target) in controls.weights.iter_mut().enumerate() {
        if !AVAILABLE_KEYS[i].active(&input) {
            continue;
        }
        let Ok(mut weights) = morphs.get_mut(target.entity) else {
            continue;
        };
        // To update individual morph target weights, get the `MorphWeights`
        // component and call `weights_mut` to get access to the weights.
        let weights_slice = weights.weights_mut();
        let i = target.index;
        let change = time.delta_seconds() * WEIGHT_PER_SECOND;
        let new_weight = target.change_dir.change_weight(weights_slice[i], change);
        weights_slice[i] = new_weight;
        target.weight = new_weight;
    }
}

fn detect_morphs(
    mut commands: Commands,
    morphs: Query<(Entity, &MorphWeights, Option<&Name>)>,
    meshes: Res<Assets<Mesh>>,
    scene_handle: Res<SceneHandle>,
    mut setup: Local<bool>,
    asset_server: Res<AssetServer>,
) {
    let no_morphing = morphs.iter().len() == 0;
    if no_morphing {
        return;
    }
    if scene_handle.is_loaded && !*setup {
        *setup = true;
    } else {
        return;
    }
    let mut detected = Vec::new();

    for (entity, weights, name) in &morphs {
        let target_names = weights
            .first_mesh()
            .and_then(|h| meshes.get(h))
            .and_then(|m| m.morph_target_names());
        let targets = Target::new(name, weights.weights(), target_names, entity);
        detected.extend(targets);
    }
    detected.truncate(AVAILABLE_KEYS.len());
    let style = TextStyle {
        font: asset_server.load("assets/fonts/FiraMono-Medium.ttf"),
        font_size: 13.0,
        ..default()
    };
    let mut sections = vec![
        TextSection::new("Morph Target Controls\n", style.clone()),
        TextSection::new("---------------\n", style.clone()),
    ];
    let target_to_text =
        |(i, target): (usize, &Target)| target.text_section(AVAILABLE_KEYS[i].name, style.clone());
    sections.extend(detected.iter().enumerate().map(target_to_text));
    commands.insert_resource(WeightsControl { weights: detected });
    commands.spawn(TextBundle::from_sections(sections).with_style(Style {
        position_type: PositionType::Absolute,
        top: Val::Px(10.0),
        left: Val::Px(10.0),
        ..default()
    }));
}
More examples
Hide additional examples
examples/games/contributors.rs (line 142)
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fn setup(mut commands: Commands, asset_server: Res<AssetServer>) {
    commands.spawn(Camera2dBundle::default());

    let text_style = TextStyle {
        font: asset_server.load("fonts/FiraSans-Bold.ttf"),
        font_size: 60.0,
        ..default()
    };

    commands.spawn((
        TextBundle::from_sections([
            TextSection::new("Contributor showcase", text_style.clone()),
            TextSection::from_style(TextStyle {
                font_size: 30.,
                ..text_style
            }),
        ])
        .with_style(Style {
            position_type: PositionType::Absolute,
            top: Val::Px(12.),
            left: Val::Px(12.),
            ..default()
        }),
        ContributorDisplay,
    ));
}
examples/3d/motion_blur.rs (line 254)
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fn setup_ui(mut commands: Commands) {
    let style = TextStyle {
        font_size: 24.0,
        ..default()
    };
    commands.spawn(
        TextBundle::from_sections(vec![
            TextSection::new(String::new(), style.clone()),
            TextSection::new(String::new(), style.clone()),
            TextSection::new("1/2: -/+ shutter angle (blur amount)\n", style.clone()),
            TextSection::new("3/4: -/+ sample count (blur quality)\n", style.clone()),
            TextSection::new("Spacebar: cycle camera\n", style.clone()),
        ])
        .with_style(Style {
            position_type: PositionType::Absolute,
            top: Val::Px(12.0),
            left: Val::Px(12.0),
            ..default()
        }),
    );
}
examples/games/loading_screen.rs (lines 301-304)
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fn load_loading_screen(mut commands: Commands) {
    let text_style = TextStyle {
        font_size: 80.0,
        ..default()
    };

    // Spawn the UI and Loading screen camera.
    commands.spawn((
        Camera2dBundle {
            camera: Camera {
                order: 1,
                ..default()
            },
            ..default()
        },
        LoadingScreen,
    ));

    // Spawn the UI that will make up the loading screen.
    commands
        .spawn((
            NodeBundle {
                background_color: BackgroundColor(Color::BLACK),
                style: Style {
                    height: Val::Percent(100.0),
                    width: Val::Percent(100.0),
                    justify_content: JustifyContent::Center,
                    align_items: AlignItems::Center,
                    ..default()
                },
                ..default()
            },
            LoadingScreen,
        ))
        .with_children(|parent| {
            parent.spawn(TextBundle::from_sections([TextSection::new(
                "Loading...",
                text_style.clone(),
            )]));
        });
}
examples/math/render_primitives.rs (line 343)
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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),
            ));
        });
}
examples/ui/ui_texture_atlas.rs (line 67)
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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(UVec2::splat(24), 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((
                ImageBundle {
                    style: Style {
                        width: Val::Px(256.),
                        height: Val::Px(256.),
                        ..default()
                    },
                    image: UiImage::new(texture_handle),
                    ..default()
                },
                TextureAtlas::from(texture_atlas_handle),
                BackgroundColor(ANTIQUE_WHITE.into()),
                Outline::new(Val::Px(8.0), Val::ZERO, CRIMSON.into()),
            ));
            parent.spawn(TextBundle::from_sections([
                TextSection::new("press ".to_string(), text_style.clone()),
                TextSection::new(
                    "space".to_string(),
                    TextStyle {
                        color: YELLOW.into(),
                        ..text_style.clone()
                    },
                ),
                TextSection::new(" to advance frames".to_string(), text_style),
            ]));
        });
}

pub const fn from_style(style: TextStyle) -> TextSection

Create an empty TextSection from a style. Useful when the value will be set dynamically.

Examples found in repository?
examples/games/contributors.rs (lines 143-146)
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fn setup(mut commands: Commands, asset_server: Res<AssetServer>) {
    commands.spawn(Camera2dBundle::default());

    let text_style = TextStyle {
        font: asset_server.load("fonts/FiraSans-Bold.ttf"),
        font_size: 60.0,
        ..default()
    };

    commands.spawn((
        TextBundle::from_sections([
            TextSection::new("Contributor showcase", text_style.clone()),
            TextSection::from_style(TextStyle {
                font_size: 30.,
                ..text_style
            }),
        ])
        .with_style(Style {
            position_type: PositionType::Absolute,
            top: Val::Px(12.),
            left: Val::Px(12.),
            ..default()
        }),
        ContributorDisplay,
    ));
}
More examples
Hide additional examples
examples/window/low_power.rs (lines 185-189)
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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::srgb(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 space bar to cycle modes\n",
                    TextStyle {
                        font_size: 50.0,
                        ..default()
                    },
                ),
                TextSection::from_style(TextStyle {
                    font_size: 50.0,
                    color: LIME.into(),
                    ..default()
                }),
                TextSection::new(
                    "\nFrame: ",
                    TextStyle {
                        font_size: 50.0,
                        color: YELLOW.into(),
                        ..default()
                    },
                ),
                TextSection::from_style(TextStyle {
                    font_size: 50.0,
                    color: YELLOW.into(),
                    ..default()
                }),
            ])
            .with_style(Style {
                align_self: AlignSelf::FlexStart,
                position_type: PositionType::Absolute,
                top: Val::Px(5.0),
                left: Val::Px(5.0),
                ..default()
            }),
            ModeText,
        ));
    }
examples/ui/text.rs (lines 68-82)
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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: GOLD.into(),
                    // 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: GOLD.into(),
                }
            }),
        ]),
        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()
        }),
    );
}
examples/games/breakout.rs (lines 245-249)
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fn setup(
    mut commands: Commands,
    mut meshes: ResMut<Assets<Mesh>>,
    mut materials: ResMut<Assets<ColorMaterial>>,
    asset_server: Res<AssetServer>,
) {
    // Camera
    commands.spawn(Camera2dBundle::default());

    // Sound
    let ball_collision_sound = asset_server.load("sounds/breakout_collision.ogg");
    commands.insert_resource(CollisionSound(ball_collision_sound));

    // Paddle
    let paddle_y = BOTTOM_WALL + GAP_BETWEEN_PADDLE_AND_FLOOR;

    commands.spawn((
        SpriteBundle {
            transform: Transform {
                translation: Vec3::new(0.0, paddle_y, 0.0),
                scale: PADDLE_SIZE.extend(1.0),
                ..default()
            },
            sprite: Sprite {
                color: PADDLE_COLOR,
                ..default()
            },
            ..default()
        },
        Paddle,
        Collider,
    ));

    // Ball
    commands.spawn((
        MaterialMesh2dBundle {
            mesh: meshes.add(Circle::default()).into(),
            material: materials.add(BALL_COLOR),
            transform: Transform::from_translation(BALL_STARTING_POSITION)
                .with_scale(Vec2::splat(BALL_DIAMETER).extend(1.)),
            ..default()
        },
        Ball,
        Velocity(INITIAL_BALL_DIRECTION.normalize() * BALL_SPEED),
    ));

    // Scoreboard
    commands.spawn((
        ScoreboardUi,
        TextBundle::from_sections([
            TextSection::new(
                "Score: ",
                TextStyle {
                    font_size: SCOREBOARD_FONT_SIZE,
                    color: TEXT_COLOR,
                    ..default()
                },
            ),
            TextSection::from_style(TextStyle {
                font_size: SCOREBOARD_FONT_SIZE,
                color: SCORE_COLOR,
                ..default()
            }),
        ])
        .with_style(Style {
            position_type: PositionType::Absolute,
            top: SCOREBOARD_TEXT_PADDING,
            left: SCOREBOARD_TEXT_PADDING,
            ..default()
        }),
    ));

    // Walls
    commands.spawn(WallBundle::new(WallLocation::Left));
    commands.spawn(WallBundle::new(WallLocation::Right));
    commands.spawn(WallBundle::new(WallLocation::Bottom));
    commands.spawn(WallBundle::new(WallLocation::Top));

    // Bricks
    let total_width_of_bricks = (RIGHT_WALL - LEFT_WALL) - 2. * GAP_BETWEEN_BRICKS_AND_SIDES;
    let bottom_edge_of_bricks = paddle_y + GAP_BETWEEN_PADDLE_AND_BRICKS;
    let total_height_of_bricks = TOP_WALL - bottom_edge_of_bricks - GAP_BETWEEN_BRICKS_AND_CEILING;

    assert!(total_width_of_bricks > 0.0);
    assert!(total_height_of_bricks > 0.0);

    // Given the space available, compute how many rows and columns of bricks we can fit
    let n_columns = (total_width_of_bricks / (BRICK_SIZE.x + GAP_BETWEEN_BRICKS)).floor() as usize;
    let n_rows = (total_height_of_bricks / (BRICK_SIZE.y + GAP_BETWEEN_BRICKS)).floor() as usize;
    let n_vertical_gaps = n_columns - 1;

    // Because we need to round the number of columns,
    // the space on the top and sides of the bricks only captures a lower bound, not an exact value
    let center_of_bricks = (LEFT_WALL + RIGHT_WALL) / 2.0;
    let left_edge_of_bricks = center_of_bricks
        // Space taken up by the bricks
        - (n_columns as f32 / 2.0 * BRICK_SIZE.x)
        // Space taken up by the gaps
        - n_vertical_gaps as f32 / 2.0 * GAP_BETWEEN_BRICKS;

    // In Bevy, the `translation` of an entity describes the center point,
    // not its bottom-left corner
    let offset_x = left_edge_of_bricks + BRICK_SIZE.x / 2.;
    let offset_y = bottom_edge_of_bricks + BRICK_SIZE.y / 2.;

    for row in 0..n_rows {
        for column in 0..n_columns {
            let brick_position = Vec2::new(
                offset_x + column as f32 * (BRICK_SIZE.x + GAP_BETWEEN_BRICKS),
                offset_y + row as f32 * (BRICK_SIZE.y + GAP_BETWEEN_BRICKS),
            );

            // brick
            commands.spawn((
                SpriteBundle {
                    sprite: Sprite {
                        color: BRICK_COLOR,
                        ..default()
                    },
                    transform: Transform {
                        translation: brick_position.extend(0.0),
                        scale: Vec3::new(BRICK_SIZE.x, BRICK_SIZE.y, 1.0),
                        ..default()
                    },
                    ..default()
                },
                Brick,
                Collider,
            ));
        }
    }
}
examples/ui/text_debug.rs (lines 157-161)
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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: YELLOW.into(),
                },
            )
            .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: WHITE.into(),
                },
            )
            .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::srgb(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: YELLOW.into(),
                },
            )
            .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: RED.into(),
                    },
                ),
                TextSection::from_style(TextStyle {
                    font: font.clone(),
                    font_size: 25.0,
                    color: ORANGE_RED.into(),
                }),
                TextSection::new(
                    " fps, ",
                    TextStyle {
                        font: font.clone(),
                        font_size: 25.0,
                        color: YELLOW.into(),
                    },
                ),
                TextSection::from_style(TextStyle {
                    font: font.clone(),
                    font_size: 25.0,
                    color: LIME.into(),
                }),
                TextSection::new(
                    " ms/frame",
                    TextStyle {
                        font: font.clone(),
                        font_size: 25.0,
                        color: BLUE.into(),
                    },
                ),
            ]),
            TextChanges,
        ));
    })
    .id();

    commands
        .entity(root_uinode)
        .push_children(&[left_column, right_column]);
}

Trait Implementations§

§

impl Clone for TextSection

§

fn clone(&self) -> TextSection

Returns a copy of the value. Read more
1.0.0 · source§

fn clone_from(&mut self, source: &Self)

Performs copy-assignment from source. Read more
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impl Debug for TextSection

§

fn fmt(&self, f: &mut Formatter<'_>) -> Result<(), Error>

Formats the value using the given formatter. Read more
§

impl Default for TextSection

§

fn default() -> TextSection

Returns the “default value” for a type. Read more
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impl From<&str> for TextSection

Available on crate feature default_font only.
§

fn from(value: &str) -> TextSection

Converts to this type from the input type.
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impl From<String> for TextSection

Available on crate feature default_font only.
§

fn from(value: String) -> TextSection

Converts to this type from the input type.
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impl FromReflect for TextSection
where TextSection: Any + Send + Sync, String: FromReflect + TypePath + RegisterForReflection, TextStyle: FromReflect + TypePath + RegisterForReflection,

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fn from_reflect(reflect: &(dyn Reflect + 'static)) -> Option<TextSection>

Constructs a concrete instance of Self from a reflected value.
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fn take_from_reflect( reflect: Box<dyn Reflect> ) -> Result<Self, Box<dyn Reflect>>

Attempts to downcast the given value to Self using, constructing the value using from_reflect if that fails. Read more
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impl GetTypeRegistration for TextSection
where TextSection: Any + Send + Sync, String: FromReflect + TypePath + RegisterForReflection, TextStyle: FromReflect + TypePath + RegisterForReflection,

§

fn get_type_registration() -> TypeRegistration

Returns the default TypeRegistration for this type.
§

fn register_type_dependencies(registry: &mut TypeRegistry)

Registers other types needed by this type. Read more
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impl Reflect for TextSection
where TextSection: Any + Send + Sync, String: FromReflect + TypePath + RegisterForReflection, TextStyle: FromReflect + TypePath + RegisterForReflection,

§

fn get_represented_type_info(&self) -> Option<&'static TypeInfo>

Returns the TypeInfo of the type represented by this value. Read more
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fn into_any(self: Box<TextSection>) -> Box<dyn Any>

Returns the value as a Box<dyn Any>.
§

fn as_any(&self) -> &(dyn Any + 'static)

Returns the value as a &dyn Any.
§

fn as_any_mut(&mut self) -> &mut (dyn Any + 'static)

Returns the value as a &mut dyn Any.
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fn into_reflect(self: Box<TextSection>) -> Box<dyn Reflect>

Casts this type to a boxed reflected value.
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fn as_reflect(&self) -> &(dyn Reflect + 'static)

Casts this type to a reflected value.
§

fn as_reflect_mut(&mut self) -> &mut (dyn Reflect + 'static)

Casts this type to a mutable reflected value.
§

fn clone_value(&self) -> Box<dyn Reflect>

Clones the value as a Reflect trait object. Read more
§

fn set(&mut self, value: Box<dyn Reflect>) -> Result<(), Box<dyn Reflect>>

Performs a type-checked assignment of a reflected value to this value. Read more
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fn apply(&mut self, value: &(dyn Reflect + 'static))

Applies a reflected value to this value. Read more
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fn reflect_kind(&self) -> ReflectKind

Returns a zero-sized enumeration of “kinds” of type. Read more
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fn reflect_ref(&self) -> ReflectRef<'_>

Returns an immutable enumeration of “kinds” of type. Read more
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fn reflect_mut(&mut self) -> ReflectMut<'_>

Returns a mutable enumeration of “kinds” of type. Read more
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fn reflect_owned(self: Box<TextSection>) -> ReflectOwned

Returns an owned enumeration of “kinds” of type. Read more
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fn reflect_partial_eq(&self, value: &(dyn Reflect + 'static)) -> Option<bool>

Returns a “partial equality” comparison result. Read more
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fn reflect_hash(&self) -> Option<u64>

Returns a hash of the value (which includes the type). Read more
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fn debug(&self, f: &mut Formatter<'_>) -> Result<(), Error>

Debug formatter for the value. Read more
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fn serializable(&self) -> Option<Serializable<'_>>

Returns a serializable version of the value. Read more
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fn is_dynamic(&self) -> bool

Indicates whether or not this type is a dynamic type. Read more
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impl Struct for TextSection
where TextSection: Any + Send + Sync, String: FromReflect + TypePath + RegisterForReflection, TextStyle: FromReflect + TypePath + RegisterForReflection,

§

fn field(&self, name: &str) -> Option<&(dyn Reflect + 'static)>

Returns a reference to the value of the field named name as a &dyn Reflect.
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fn field_mut(&mut self, name: &str) -> Option<&mut (dyn Reflect + 'static)>

Returns a mutable reference to the value of the field named name as a &mut dyn Reflect.
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fn field_at(&self, index: usize) -> Option<&(dyn Reflect + 'static)>

Returns a reference to the value of the field with index index as a &dyn Reflect.
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fn field_at_mut(&mut self, index: usize) -> Option<&mut (dyn Reflect + 'static)>

Returns a mutable reference to the value of the field with index index as a &mut dyn Reflect.
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fn name_at(&self, index: usize) -> Option<&str>

Returns the name of the field with index index.
§

fn field_len(&self) -> usize

Returns the number of fields in the struct.
§

fn iter_fields(&self) -> FieldIter<'_>

Returns an iterator over the values of the reflectable fields for this struct.
§

fn clone_dynamic(&self) -> DynamicStruct

Clones the struct into a DynamicStruct.
§

impl TypePath for TextSection
where TextSection: Any + Send + Sync,

§

fn type_path() -> &'static str

Returns the fully qualified path of the underlying type. Read more
§

fn short_type_path() -> &'static str

Returns a short, pretty-print enabled path to the type. Read more
§

fn type_ident() -> Option<&'static str>

Returns the name of the type, or None if it is anonymous. Read more
§

fn crate_name() -> Option<&'static str>

Returns the name of the crate the type is in, or None if it is anonymous. Read more
§

fn module_path() -> Option<&'static str>

Returns the path to the module the type is in, or None if it is anonymous. Read more
§

impl Typed for TextSection
where TextSection: Any + Send + Sync, String: FromReflect + TypePath + RegisterForReflection, TextStyle: FromReflect + TypePath + RegisterForReflection,

§

fn type_info() -> &'static TypeInfo

Returns the compile-time info for the underlying type.

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where T: 'static + ?Sized,

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Gets the TypeId of self. Read more
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where U: ShaderType, &'a T: for<'a> Into<U>,

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fn as_bind_group_shader_type(&self, _images: &RenderAssets<GpuImage>) -> U

Return the T ShaderType for self. When used in AsBindGroup derives, it is safe to assume that all images in self exist.
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impl<T> Borrow<T> for T
where T: ?Sized,

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fn borrow(&self) -> &T

Immutably borrows from an owned value. Read more
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where T: ?Sized,

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Mutably borrows from an owned value. Read more
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fn downcast(&self) -> &T

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impl<T> Downcast for T
where T: Any,

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Convert 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.
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Convert Rc<Trait> (where Trait: Downcast) to Rc<Any>. Rc<Any> can then be further downcast into Rc<ConcreteType> where ConcreteType implements Trait.
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Convert &Trait (where Trait: Downcast) to &Any. This is needed since Rust cannot generate &Any’s vtable from &Trait’s.
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Convert &mut Trait (where Trait: Downcast) to &Any. This is needed since Rust cannot generate &mut Any’s vtable from &mut Trait’s.
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impl<T> DowncastSync for T
where T: Any + Send + Sync,

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Convert Arc<Trait> (where Trait: Downcast) to Arc<Any>. Arc<Any> can then be further downcast into Arc<ConcreteType> where ConcreteType implements Trait.
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impl<T> DynamicTypePath for T
where T: TypePath,

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impl<T> From<T> for T

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fn from(t: T) -> T

Returns the argument unchanged.

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impl<S> FromSample<S> for S

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fn from_sample_(s: S) -> S

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impl<T> FromWorld for T
where T: Default,

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fn from_world(_world: &mut World) -> T

Creates Self using data from the given World.
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impl<S> GetField for S
where S: Struct,

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fn get_field<T>(&self, name: &str) -> Option<&T>
where T: Reflect,

Returns a reference to the value of the field named name, downcast to T.
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fn get_field_mut<T>(&mut self, name: &str) -> Option<&mut T>
where T: Reflect,

Returns a mutable reference to the value of the field named name, downcast to T.
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impl<T> GetPath for T
where T: Reflect + ?Sized,

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fn reflect_path<'p>( &self, path: impl ReflectPath<'p> ) -> Result<&(dyn Reflect + 'static), ReflectPathError<'p>>

Returns a reference to the value specified by path. Read more
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fn reflect_path_mut<'p>( &mut self, path: impl ReflectPath<'p> ) -> Result<&mut (dyn Reflect + 'static), ReflectPathError<'p>>

Returns a mutable reference to the value specified by path. Read more
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fn path<'p, T>( &self, path: impl ReflectPath<'p> ) -> Result<&T, ReflectPathError<'p>>
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fn path_mut<'p, T>( &mut self, path: impl ReflectPath<'p> ) -> Result<&mut T, ReflectPathError<'p>>
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Instruments this type with the provided Span, returning an Instrumented wrapper. Read more
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fn into(self) -> U

Calls U::from(self).

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fn into_either(self, into_left: bool) -> Either<Self, Self>

Converts self into a Left variant of Either<Self, Self> if into_left is true. Converts self into a Right variant of Either<Self, Self> otherwise. Read more
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