bevy/crates/bevy_text/src/text2d.rs
Joona Aalto 25bfa80e60
Migrate cameras to required components (#15641)
# Objective

Yet another PR for migrating stuff to required components. This time,
cameras!

## Solution

As per the [selected
proposal](https://hackmd.io/tsYID4CGRiWxzsgawzxG_g#Combined-Proposal-1-Selected),
deprecate `Camera2dBundle` and `Camera3dBundle` in favor of `Camera2d`
and `Camera3d`.

Adding a `Camera` without `Camera2d` or `Camera3d` now logs a warning,
as suggested by Cart [on
Discord](https://discord.com/channels/691052431525675048/1264881140007702558/1291506402832945273).
I would personally like cameras to work a bit differently and be split
into a few more components, to avoid some footguns and confusing
semantics, but that is more controversial, and shouldn't block this core
migration.

## Testing

I ran a few 2D and 3D examples, and tried cameras with and without
render graphs.

---

## Migration Guide

`Camera2dBundle` and `Camera3dBundle` have been deprecated in favor of
`Camera2d` and `Camera3d`. Inserting them will now also insert the other
components required by them automatically.
2024-10-05 01:59:52 +00:00

378 lines
14 KiB
Rust

use crate::pipeline::CosmicFontSystem;
use crate::{
CosmicBuffer, Font, FontAtlasSets, LineBreak, PositionedGlyph, SwashCache, Text, TextBounds,
TextError, TextLayoutInfo, TextPipeline, YAxisOrientation,
};
use bevy_asset::Assets;
use bevy_color::LinearRgba;
use bevy_ecs::{
bundle::Bundle,
change_detection::{DetectChanges, Ref},
entity::Entity,
event::EventReader,
prelude::With,
query::{Changed, Without},
system::{Commands, Local, Query, Res, ResMut},
};
use bevy_math::Vec2;
use bevy_render::world_sync::TemporaryRenderEntity;
use bevy_render::{
primitives::Aabb,
texture::Image,
view::{InheritedVisibility, NoFrustumCulling, ViewVisibility, Visibility},
Extract,
};
use bevy_sprite::{Anchor, ExtractedSprite, ExtractedSprites, SpriteSource, TextureAtlasLayout};
use bevy_transform::prelude::{GlobalTransform, Transform};
use bevy_utils::HashSet;
use bevy_window::{PrimaryWindow, Window, WindowScaleFactorChanged};
/// The bundle of components needed to draw text in a 2D scene via a `Camera2d`.
/// [Example usage.](https://github.com/bevyengine/bevy/blob/latest/examples/2d/text2d.rs)
#[derive(Bundle, Clone, Debug, Default)]
pub struct Text2dBundle {
/// Contains the text.
///
/// With `Text2dBundle` the alignment field of `Text` only affects the internal alignment of a block of text and not its
/// relative position which is controlled by the `Anchor` component.
/// This means that for a block of text consisting of only one line that doesn't wrap, the `alignment` field will have no effect.
pub text: Text,
/// Cached buffer for layout with cosmic-text
pub buffer: CosmicBuffer,
/// How the text is positioned relative to its transform.
///
/// `text_anchor` does not affect the internal alignment of the block of text, only
/// its position.
pub text_anchor: Anchor,
/// The maximum width and height of the text.
pub text_2d_bounds: TextBounds,
/// The transform of the text.
pub transform: Transform,
/// The global transform of the text.
pub global_transform: GlobalTransform,
/// The visibility properties of the text.
pub visibility: Visibility,
/// Inherited visibility of an entity.
pub inherited_visibility: InheritedVisibility,
/// Algorithmically-computed indication of whether an entity is visible and should be extracted for rendering
pub view_visibility: ViewVisibility,
/// Contains the size of the text and its glyph's position and scale data. Generated via [`TextPipeline::queue_text`]
pub text_layout_info: TextLayoutInfo,
/// Marks that this is a [`SpriteSource`].
///
/// This is needed for visibility computation to work properly.
pub sprite_source: SpriteSource,
}
/// This system extracts the sprites from the 2D text components and adds them to the
/// "render world".
pub fn extract_text2d_sprite(
mut commands: Commands,
mut extracted_sprites: ResMut<ExtractedSprites>,
texture_atlases: Extract<Res<Assets<TextureAtlasLayout>>>,
windows: Extract<Query<&Window, With<PrimaryWindow>>>,
text2d_query: Extract<
Query<(
Entity,
&ViewVisibility,
&Text,
&TextLayoutInfo,
&Anchor,
&GlobalTransform,
)>,
>,
) {
// TODO: Support window-independent scaling: https://github.com/bevyengine/bevy/issues/5621
let scale_factor = windows
.get_single()
.map(|window| window.resolution.scale_factor())
.unwrap_or(1.0);
let scaling = GlobalTransform::from_scale(Vec2::splat(scale_factor.recip()).extend(1.));
for (original_entity, view_visibility, text, text_layout_info, anchor, global_transform) in
text2d_query.iter()
{
if !view_visibility.get() {
continue;
}
let text_anchor = -(anchor.as_vec() + 0.5);
let alignment_translation = text_layout_info.size * text_anchor;
let transform = *global_transform
* GlobalTransform::from_translation(alignment_translation.extend(0.))
* scaling;
let mut color = LinearRgba::WHITE;
let mut current_section = usize::MAX;
for PositionedGlyph {
position,
atlas_info,
section_index,
..
} in &text_layout_info.glyphs
{
if *section_index != current_section {
color = LinearRgba::from(text.sections[*section_index].style.color);
current_section = *section_index;
}
let atlas = texture_atlases.get(&atlas_info.texture_atlas).unwrap();
extracted_sprites.sprites.insert(
commands.spawn(TemporaryRenderEntity).id(),
ExtractedSprite {
transform: transform * GlobalTransform::from_translation(position.extend(0.)),
color,
rect: Some(atlas.textures[atlas_info.location.glyph_index].as_rect()),
custom_size: None,
image_handle_id: atlas_info.texture.id(),
flip_x: false,
flip_y: false,
anchor: Anchor::Center.as_vec(),
original_entity: Some(original_entity),
},
);
}
}
}
/// Updates the layout and size information whenever the text or style is changed.
/// This information is computed by the [`TextPipeline`] on insertion, then stored.
///
/// ## World Resources
///
/// [`ResMut<Assets<Image>>`](Assets<Image>) -- This system only adds new [`Image`] assets.
/// It does not modify or observe existing ones.
#[allow(clippy::too_many_arguments)]
pub fn update_text2d_layout(
// Text items which should be reprocessed again, generally when the font hasn't loaded yet.
mut queue: Local<HashSet<Entity>>,
mut textures: ResMut<Assets<Image>>,
fonts: Res<Assets<Font>>,
windows: Query<&Window, With<PrimaryWindow>>,
mut scale_factor_changed: EventReader<WindowScaleFactorChanged>,
mut texture_atlases: ResMut<Assets<TextureAtlasLayout>>,
mut font_atlas_sets: ResMut<FontAtlasSets>,
mut text_pipeline: ResMut<TextPipeline>,
mut text_query: Query<(
Entity,
Ref<Text>,
Ref<TextBounds>,
&mut TextLayoutInfo,
&mut CosmicBuffer,
)>,
mut font_system: ResMut<CosmicFontSystem>,
mut swash_cache: ResMut<SwashCache>,
) {
// We need to consume the entire iterator, hence `last`
let factor_changed = scale_factor_changed.read().last().is_some();
// TODO: Support window-independent scaling: https://github.com/bevyengine/bevy/issues/5621
let scale_factor = windows
.get_single()
.map(|window| window.resolution.scale_factor())
.unwrap_or(1.0);
let inverse_scale_factor = scale_factor.recip();
for (entity, text, bounds, text_layout_info, mut buffer) in &mut text_query {
if factor_changed || text.is_changed() || bounds.is_changed() || queue.remove(&entity) {
let text_bounds = TextBounds {
width: if text.linebreak == LineBreak::NoWrap {
None
} else {
bounds.width.map(|width| scale_value(width, scale_factor))
},
height: bounds
.height
.map(|height| scale_value(height, scale_factor)),
};
let text_layout_info = text_layout_info.into_inner();
match text_pipeline.queue_text(
text_layout_info,
&fonts,
&text.sections,
scale_factor.into(),
text.justify,
text.linebreak,
text.font_smoothing,
text_bounds,
&mut font_atlas_sets,
&mut texture_atlases,
&mut textures,
YAxisOrientation::BottomToTop,
buffer.as_mut(),
&mut font_system,
&mut swash_cache,
) {
Err(TextError::NoSuchFont) => {
// There was an error processing the text layout, let's add this entity to the
// queue for further processing
queue.insert(entity);
}
Err(e @ (TextError::FailedToAddGlyph(_) | TextError::FailedToGetGlyphImage(_))) => {
panic!("Fatal error when processing text: {e}.");
}
Ok(()) => {
text_layout_info.size.x =
scale_value(text_layout_info.size.x, inverse_scale_factor);
text_layout_info.size.y =
scale_value(text_layout_info.size.y, inverse_scale_factor);
}
}
}
}
}
/// Scales `value` by `factor`.
pub fn scale_value(value: f32, factor: f32) -> f32 {
value * factor
}
/// System calculating and inserting an [`Aabb`] component to entities with some
/// [`TextLayoutInfo`] and [`Anchor`] components, and without a [`NoFrustumCulling`] component.
///
/// Used in system set [`VisibilitySystems::CalculateBounds`](bevy_render::view::VisibilitySystems::CalculateBounds).
pub fn calculate_bounds_text2d(
mut commands: Commands,
mut text_to_update_aabb: Query<
(Entity, &TextLayoutInfo, &Anchor, Option<&mut Aabb>),
(Changed<TextLayoutInfo>, Without<NoFrustumCulling>),
>,
) {
for (entity, layout_info, anchor, aabb) in &mut text_to_update_aabb {
// `Anchor::as_vec` gives us an offset relative to the text2d bounds, by negating it and scaling
// by the logical size we compensate the transform offset in local space to get the center.
let center = (-anchor.as_vec() * layout_info.size).extend(0.0).into();
// Distance in local space from the center to the x and y limits of the text2d bounds.
let half_extents = (layout_info.size / 2.0).extend(0.0).into();
if let Some(mut aabb) = aabb {
*aabb = Aabb {
center,
half_extents,
};
} else {
commands.entity(entity).try_insert(Aabb {
center,
half_extents,
});
}
}
}
#[cfg(test)]
mod tests {
use bevy_app::{App, Update};
use bevy_asset::{load_internal_binary_asset, Handle};
use bevy_ecs::{event::Events, schedule::IntoSystemConfigs};
use bevy_utils::default;
use super::*;
const FIRST_TEXT: &str = "Sample text.";
const SECOND_TEXT: &str = "Another, longer sample text.";
fn setup() -> (App, Entity) {
let mut app = App::new();
app.init_resource::<Assets<Font>>()
.init_resource::<Assets<Image>>()
.init_resource::<Assets<TextureAtlasLayout>>()
.init_resource::<FontAtlasSets>()
.init_resource::<Events<WindowScaleFactorChanged>>()
.init_resource::<TextPipeline>()
.init_resource::<CosmicFontSystem>()
.init_resource::<SwashCache>()
.add_systems(
Update,
(
update_text2d_layout,
calculate_bounds_text2d.after(update_text2d_layout),
),
);
// A font is needed to ensure the text is laid out with an actual size.
load_internal_binary_asset!(
app,
Handle::default(),
"FiraMono-subset.ttf",
|bytes: &[u8], _path: String| { Font::try_from_bytes(bytes.to_vec()).unwrap() }
);
let entity = app
.world_mut()
.spawn((Text2dBundle {
text: Text::from_section(FIRST_TEXT, default()),
..default()
},))
.id();
(app, entity)
}
#[test]
fn calculate_bounds_text2d_create_aabb() {
let (mut app, entity) = setup();
assert!(!app
.world()
.get_entity(entity)
.expect("Could not find entity")
.contains::<Aabb>());
// Creates the AABB after text layouting.
app.update();
let aabb = app
.world()
.get_entity(entity)
.expect("Could not find entity")
.get::<Aabb>()
.expect("Text should have an AABB");
// Text2D AABB does not have a depth.
assert_eq!(aabb.center.z, 0.0);
assert_eq!(aabb.half_extents.z, 0.0);
// AABB has an actual size.
assert!(aabb.half_extents.x > 0.0 && aabb.half_extents.y > 0.0);
}
#[test]
fn calculate_bounds_text2d_update_aabb() {
let (mut app, entity) = setup();
// Creates the initial AABB after text layouting.
app.update();
let first_aabb = *app
.world()
.get_entity(entity)
.expect("Could not find entity")
.get::<Aabb>()
.expect("Could not find initial AABB");
let mut entity_ref = app
.world_mut()
.get_entity_mut(entity)
.expect("Could not find entity");
*entity_ref
.get_mut::<Text>()
.expect("Missing Text on entity") = Text::from_section(SECOND_TEXT, default());
// Recomputes the AABB.
app.update();
let second_aabb = *app
.world()
.get_entity(entity)
.expect("Could not find entity")
.get::<Aabb>()
.expect("Could not find second AABB");
// Check that the height is the same, but the width is greater.
approx::assert_abs_diff_eq!(first_aabb.half_extents.y, second_aabb.half_extents.y);
assert!(FIRST_TEXT.len() < SECOND_TEXT.len());
assert!(first_aabb.half_extents.x < second_aabb.half_extents.x);
}
}