bevy/crates/bevy_text/src/text2d.rs
Kanabenki 312df3cec7
Use warn_once where relevant instead of manually implementing a single warn check (#11693)
# Objective

- Some places manually use a `bool` /`AtomicBool` to warn once.

## Solution

- Use the `warn_once` macro which internally creates an `AtomicBool`.

Downside: in some case the warning state would have been reset after
recreating the struct carrying the warn state, whereas now it will
always warn only once per program run (For example, if all
`MeshPipeline`s are dropped or the `World` is recreated for
`Local<bool>`/ a `bool` resource, which shouldn't happen over the course
of a standard `App` run).


---

## Changelog

### Removed

- `FontAtlasWarning` has been removed, but the corresponding warning is
still emitted.
2024-02-05 21:05:43 +00:00

229 lines
8.5 KiB
Rust

use crate::{
BreakLineOn, Font, FontAtlasSets, PositionedGlyph, Text, TextError, TextLayoutInfo,
TextPipeline, TextSettings, YAxisOrientation,
};
use bevy_asset::Assets;
use bevy_ecs::{
bundle::Bundle,
change_detection::{DetectChanges, Ref},
component::Component,
entity::Entity,
event::EventReader,
prelude::With,
reflect::ReflectComponent,
system::{Commands, Local, Query, Res, ResMut},
};
use bevy_math::Vec2;
use bevy_reflect::Reflect;
use bevy_render::{
prelude::Color,
texture::Image,
view::{InheritedVisibility, ViewVisibility, Visibility},
Extract,
};
use bevy_sprite::{Anchor, ExtractedSprite, ExtractedSprites, TextureAtlasLayout};
use bevy_transform::prelude::{GlobalTransform, Transform};
use bevy_utils::HashSet;
use bevy_window::{PrimaryWindow, Window, WindowScaleFactorChanged};
/// The maximum width and height of text. The text will wrap according to the specified size.
/// Characters out of the bounds after wrapping will be truncated. Text is aligned according to the
/// specified [`JustifyText`](crate::text::JustifyText).
///
/// Note: only characters that are completely out of the bounds will be truncated, so this is not a
/// reliable limit if it is necessary to contain the text strictly in the bounds. Currently this
/// component is mainly useful for text wrapping only.
#[derive(Component, Copy, Clone, Debug, Reflect)]
#[reflect(Component)]
pub struct Text2dBounds {
/// The maximum width and height of text in logical pixels.
pub size: Vec2,
}
impl Default for Text2dBounds {
#[inline]
fn default() -> Self {
Self::UNBOUNDED
}
}
impl Text2dBounds {
/// Unbounded text will not be truncated or wrapped.
pub const UNBOUNDED: Self = Self {
size: Vec2::splat(f32::INFINITY),
};
}
/// The bundle of components needed to draw text in a 2D scene via a 2D `Camera2dBundle`.
/// [Example usage.](https://github.com/bevyengine/bevy/blob/latest/examples/2d/text2d.rs)
#[derive(Bundle, Clone, Debug, Default)]
pub struct Text2dBundle {
/// Contains the text.
pub text: Text,
/// How the text is positioned relative to its transform.
pub text_anchor: Anchor,
/// The maximum width and height of the text.
pub text_2d_bounds: Text2dBounds,
/// 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,
}
/// 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.logical_size * text_anchor;
let transform = *global_transform
* GlobalTransform::from_translation(alignment_translation.extend(0.))
* scaling;
let mut color = Color::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 = text.sections[*section_index].style.color.as_rgba_linear();
current_section = *section_index;
}
let atlas = texture_atlases.get(&atlas_info.texture_atlas).unwrap();
let entity = commands.spawn_empty().id();
extracted_sprites.sprites.insert(
entity,
ExtractedSprite {
transform: transform * GlobalTransform::from_translation(position.extend(0.)),
color,
rect: Some(atlas.textures[atlas_info.glyph_index]),
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>>,
text_settings: Res<TextSettings>,
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<Text2dBounds>, &mut TextLayoutInfo)>,
) {
// 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, mut text_layout_info) in &mut text_query {
if factor_changed || text.is_changed() || bounds.is_changed() || queue.remove(&entity) {
let text_bounds = Vec2::new(
if text.linebreak_behavior == BreakLineOn::NoWrap {
f32::INFINITY
} else {
scale_value(bounds.size.x, scale_factor)
},
scale_value(bounds.size.y, scale_factor),
);
match text_pipeline.queue_text(
&fonts,
&text.sections,
scale_factor,
text.justify,
text.linebreak_behavior,
text_bounds,
&mut font_atlas_sets,
&mut texture_atlases,
&mut textures,
text_settings.as_ref(),
YAxisOrientation::BottomToTop,
) {
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(_)) => {
panic!("Fatal error when processing text: {e}.");
}
Ok(mut info) => {
info.logical_size.x = scale_value(info.logical_size.x, inverse_scale_factor);
info.logical_size.y = scale_value(info.logical_size.y, inverse_scale_factor);
*text_layout_info = info;
}
}
}
}
}
/// Scales `value` by `factor`.
pub fn scale_value(value: f32, factor: f32) -> f32 {
value * factor
}