UI (User Interface) / Text

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This example is running in WebGL2 and should work in most browsers. You can check the WebGPU examples here.

text.rs:
//! This example illustrates how to create UI text and update it in a system.
//!
//! It displays the current FPS in the top left corner, as well as text that changes color
//! in the bottom right. For text within a scene, please see the text2d example.

use bevy::{
    color::palettes::css::GOLD,
    diagnostic::{DiagnosticsStore, FrameTimeDiagnosticsPlugin},
    prelude::*,
};

fn main() {
    App::new()
        .add_plugins((DefaultPlugins, FrameTimeDiagnosticsPlugin))
        .add_systems(Startup, setup)
        .add_systems(Update, (text_update_system, text_color_system))
        .run();
}

// A unit struct to help identify the FPS UI component, since there may be many Text components
#[derive(Component)]
struct FpsText;

// A unit struct to help identify the color-changing Text component
#[derive(Component)]
struct ColorText;

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()
        }),
    );
}

fn text_color_system(time: Res<Time>, mut query: Query<&mut Text, With<ColorText>>) {
    for mut text in &mut query {
        let seconds = time.elapsed_seconds();

        // Update the color of the first and only section.
        text.sections[0].style.color = Color::srgb(
            (1.25 * seconds).sin() / 2.0 + 0.5,
            (0.75 * seconds).sin() / 2.0 + 0.5,
            (0.50 * seconds).sin() / 2.0 + 0.5,
        );
    }
}

fn text_update_system(
    diagnostics: Res<DiagnosticsStore>,
    mut query: Query<&mut Text, With<FpsText>>,
) {
    for mut text in &mut query {
        if let Some(fps) = diagnostics.get(&FrameTimeDiagnosticsPlugin::FPS) {
            if let Some(value) = fps.smoothed() {
                // Update the value of the second section
                text.sections[1].value = format!("{value:.2}");
            }
        }
    }
}