Merge branch 'main' into main
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commit
012483675d
@ -49,7 +49,7 @@ image = { version = "0.25.2", default-features = false }
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# misc
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bitflags = { version = "2.3", features = ["serde"] }
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bytemuck = { version = "1.5" }
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wgpu = { version = "23", default-features = false }
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wgpu = { version = "23.0.1", default-features = false }
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serde = { version = "1", features = ["derive"] }
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derive_more = { version = "1", default-features = false, features = [
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"error",
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@ -24,7 +24,7 @@ bevy_utils = { path = "../bevy_utils", version = "0.15.0-dev" }
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# misc
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bitflags = { version = "2.3", features = ["serde"] }
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bytemuck = { version = "1.5" }
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wgpu = { version = "23", default-features = false }
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wgpu = { version = "23.0.1", default-features = false }
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serde = { version = "1", features = ["derive"] }
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hexasphere = "15.0"
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derive_more = { version = "1", default-features = false, features = [
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@ -68,7 +68,7 @@ codespan-reporting = "0.11.0"
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# It is enabled for now to avoid having to do a significant overhaul of the renderer just for wasm.
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# When the 'atomics' feature is enabled `fragile-send-sync-non-atomic` does nothing
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# and Bevy instead wraps `wgpu` types to verify they are not used off their origin thread.
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wgpu = { version = "23", default-features = false, features = [
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wgpu = { version = "23.0.1", default-features = false, features = [
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"wgsl",
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"dx12",
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"metal",
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@ -107,6 +107,12 @@ impl TextPipeline {
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computed.entities.clear();
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for (span_index, (entity, depth, span, text_font, color)) in text_spans.enumerate() {
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// Save this span entity in the computed text block.
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computed.entities.push(TextEntity { entity, depth });
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if span.is_empty() {
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continue;
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}
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// Return early if a font is not loaded yet.
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if !fonts.contains(text_font.font.id()) {
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spans.clear();
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@ -122,9 +128,6 @@ impl TextPipeline {
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return Err(TextError::NoSuchFont);
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}
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// Save this span entity in the computed text block.
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computed.entities.push(TextEntity { entity, depth });
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// Get max font size for use in cosmic Metrics.
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font_size = font_size.max(text_font.font_size);
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@ -197,16 +197,19 @@ pub fn ui_focus_system(
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else {
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return None;
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};
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let window = windows.get(window_ref.entity()).ok()?;
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let viewport_position = camera
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.physical_viewport_rect()
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.map(|rect| rect.min.as_vec2())
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.unwrap_or_default();
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windows
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.get(window_ref.entity())
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.ok()
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.and_then(Window::physical_cursor_position)
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.or_else(|| touches_input.first_pressed_position())
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window
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.physical_cursor_position()
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.or_else(|| {
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touches_input
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.first_pressed_position()
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.map(|pos| pos * window.scale_factor())
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})
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.map(|cursor_position| (entity, cursor_position - viewport_position))
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})
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.collect();
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@ -2191,10 +2191,10 @@ impl BorderRadius {
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bottom_left: f32,
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) -> Self {
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Self {
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top_left: Val::Px(top_left),
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top_right: Val::Px(top_right),
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bottom_right: Val::Px(bottom_right),
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bottom_left: Val::Px(bottom_left),
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top_left: Val::Percent(top_left),
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top_right: Val::Percent(top_right),
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bottom_right: Val::Percent(bottom_right),
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bottom_left: Val::Percent(bottom_left),
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}
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}
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