docs/bevy/examples/window/multi_window_text.rs 4.3 K · 113 lines · raw · history
| 1 | //! Renders text to multiple windows with different scale factors using both Text and Text2d. |
| 2 | use bevy::{ |
| 3 | camera::{visibility::RenderLayers, RenderTarget}, |
| 4 | color::palettes::css::{LIGHT_CYAN, YELLOW}, |
| 5 | prelude::*, |
| 6 | sprite::Text2dShadow, |
| 7 | window::{WindowRef, WindowResolution}, |
| 8 | }; |
| 9 | |
| 10 | fn main() { |
| 11 | App::new() |
| 12 | // By default, a primary window is spawned by `WindowPlugin`, contained in `DefaultPlugins`. |
| 13 | // The primary window is given the `PrimaryWindow` marker component. |
| 14 | .add_plugins(DefaultPlugins.set(WindowPlugin { |
| 15 | primary_window: Some(Window { |
| 16 | title: "Primary window".to_owned(), |
| 17 | // Override the primary window's scale factor and use `1.` (no scaling). |
| 18 | resolution: WindowResolution::default().with_scale_factor_override(1.), |
| 19 | ..default() |
| 20 | }), |
| 21 | ..Default::default() |
| 22 | })) |
| 23 | .add_systems(Startup, setup_scene) |
| 24 | .run(); |
| 25 | } |
| 26 | |
| 27 | fn setup_scene(mut commands: Commands) { |
| 28 | // The first camera; no render target is specified, its render target will be set to the primary window automatically. |
| 29 | // This camera has no `RenderLayers` component, so it only renders entities belonging to render layer `0`. |
| 30 | commands.spawn(Camera2d); |
| 31 | |
| 32 | // Spawn a second window |
| 33 | let secondary_window = commands |
| 34 | .spawn(Window { |
| 35 | title: "Secondary Window".to_owned(), |
| 36 | // Override the secondary window's scale factor and set it to double that of the primary window. |
| 37 | // This means the second window's text will use glyphs drawn at twice the resolution of the primary window's text, |
| 38 | // and they will be twice as big on screen. |
| 39 | resolution: WindowResolution::default().with_scale_factor_override(2.), |
| 40 | ..default() |
| 41 | }) |
| 42 | .id(); |
| 43 | |
| 44 | // Spawn a second camera |
| 45 | let secondary_window_camera = commands |
| 46 | .spawn(( |
| 47 | Camera2d, |
| 48 | // This camera will only render entities belonging to render layer `1`. |
| 49 | RenderLayers::layer(1), |
| 50 | // Without an explicit render target, this camera would also target the primary window. |
| 51 | RenderTarget::Window(WindowRef::Entity(secondary_window)), |
| 52 | )) |
| 53 | .id(); |
| 54 | |
| 55 | let node = Node { |
| 56 | position_type: PositionType::Absolute, |
| 57 | top: px(12.0), |
| 58 | left: px(12.0), |
| 59 | ..default() |
| 60 | }; |
| 61 | |
| 62 | let text_font = TextFont::from_font_size(30.); |
| 63 | |
| 64 | // UI nodes can only be rendered by one camera at a time and ignore `RenderLayers`. |
| 65 | // This root UI node has no `UiTargetCamera` so `bevy_ui` will try to find a |
| 66 | // camera with the `IsDefaultUiCamera` marker component. When that fails (neither |
| 67 | // camera spawned here has an `IsDefaultUiCamera`), it queries for the |
| 68 | // first camera targeting the primary window and uses that. |
| 69 | commands.spawn(node.clone()).with_child(( |
| 70 | Text::new("UI Text Primary Window"), |
| 71 | text_font.clone(), |
| 72 | TextShadow::default(), |
| 73 | )); |
| 74 | |
| 75 | commands |
| 76 | .spawn((node, UiTargetCamera(secondary_window_camera))) |
| 77 | .with_child(( |
| 78 | Text::new("UI Text Secondary Window"), |
| 79 | text_font.clone(), |
| 80 | TextShadow::default(), |
| 81 | )); |
| 82 | |
| 83 | // `Text2d` belonging to render layer `0`. |
| 84 | commands.spawn(( |
| 85 | Text2d::new("Text2d Primary Window"), |
| 86 | TextColor(YELLOW.into()), |
| 87 | text_font.clone(), |
| 88 | Text2dShadow::default(), |
| 89 | )); |
| 90 | |
| 91 | // `Text2d` belonging to render layer `1`. |
| 92 | commands.spawn(( |
| 93 | Text2d::new("Text2d Secondary Window"), |
| 94 | TextColor(YELLOW.into()), |
| 95 | text_font.clone(), |
| 96 | Text2dShadow::default(), |
| 97 | RenderLayers::layer(1), |
| 98 | )); |
| 99 | |
| 100 | // This `Text2d` entity belongs to both render layers `0` and `1`, so it will be rendered by both |
| 101 | // cameras. A single text layout is generated per `Text2d` entity, targeting a specific scale |
| 102 | // factor. Since the two camera's render targets have different scale factors, the text layout |
| 103 | // will be generated using the higher scale factor (the secondary window's), and then downscaled when it is |
| 104 | // drawn by the camera targeting the primary window. |
| 105 | commands.spawn(( |
| 106 | Text2d::new("Text2d Both Windows"), |
| 107 | TextColor(LIGHT_CYAN.into()), |
| 108 | text_font, |
| 109 | Text2dShadow::default(), |
| 110 | RenderLayers::from_layers(&[0, 1]), |
| 111 | Transform::from_xyz(0., -50., 0.), |
| 112 | )); |
| 113 | } |