
# Objective Needing to derive `AnimationEvent` for `Event` is unnecessary, and the trigger logic coupled to it feels like we're coupling "event producer" logic with the event itself, which feels wrong. It also comes with a bunch of complexity, which is again unnecessary. We can have the flexibility of "custom animation event trigger logic" without this coupling and complexity. The current `animation_events` example is also needlessly complicated, due to it needing to work around system ordering issues. The docs describing it are also slightly wrong. We can make this all a non-issue by solving the underlying ordering problem. Related to this, we use the `bevy_animation::Animation` system set to solve PostUpdate animation order-of-operations issues. If we move this to bevy_app as part of our "core schedule", we can cut out needless `bevy_animation` crate dependencies in these instances. ## Solution - Remove `AnimationEvent`, the derive, and all other infrastructure associated with it (such as the `bevy_animation/derive` crate) - Replace all instances of `AnimationEvent` traits with `Event + Clone` - Store and use functions for custom animation trigger logic (ex: `clip.add_event_fn()`). For "normal" cases users dont need to think about this and should use the simpler `clip.add_event()` - Run the `Animation` system set _before_ updating text - Move `bevy_animation::Animation` to `bevy_app::Animation`. Remove unnecessary `bevy_animation` dependency from `bevy_ui` - Adjust `animation_events` example to use the simpler `clip.add_event` API, as the workarounds are no longer necessary This is polishing work that will land in 0.15, and I think it is simple enough and valuable enough to land in 0.15 with it, in the interest of making the feature as compelling as possible.
162 lines
5.9 KiB
Rust
162 lines
5.9 KiB
Rust
//! This crate provides the tools for positioning and rendering text in Bevy.
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//!
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//! # `Font`
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//!
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//! Fonts contain information for drawing glyphs, which are shapes that typically represent a single character,
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//! but in some cases part of a "character" (grapheme clusters) or more than one character (ligatures).
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//!
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//! A font *face* is part of a font family,
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//! and is distinguished by its style (e.g. italic), its weight (e.g. bold) and its stretch (e.g. condensed).
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//!
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//! In Bevy, [`Font`]s are loaded by the [`FontLoader`] as [assets](bevy_asset::AssetPlugin).
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//!
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//! # `TextPipeline`
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//!
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//! The [`TextPipeline`] resource does all of the heavy lifting for rendering text.
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//!
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//! UI `Text` is first measured by creating a [`TextMeasureInfo`] in [`TextPipeline::create_text_measure`],
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//! which is called by the `measure_text_system` system of `bevy_ui`.
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//!
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//! Note that text measurement is only relevant in a UI context.
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//!
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//! With the actual text bounds defined, the `bevy_ui::widget::text::text_system` system (in a UI context)
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//! or [`text2d::update_text2d_layout`] system (in a 2d world space context)
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//! passes it into [`TextPipeline::queue_text`], which:
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//!
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//! 1. updates a [`Buffer`](cosmic_text::Buffer) from the [`TextSpan`]s, generating new [`FontAtlasSet`]s if necessary.
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//! 2. iterates over each glyph in the [`Buffer`](cosmic_text::Buffer) to create a [`PositionedGlyph`],
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//! retrieving glyphs from the cache, or rasterizing to a [`FontAtlas`] if necessary.
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//! 3. [`PositionedGlyph`]s are stored in a [`TextLayoutInfo`],
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//! which contains all the information that downstream systems need for rendering.
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#![allow(clippy::type_complexity)]
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extern crate alloc;
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mod bounds;
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mod error;
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mod font;
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mod font_atlas;
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mod font_atlas_set;
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mod font_loader;
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mod glyph;
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mod pipeline;
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mod text;
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mod text2d;
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mod text_access;
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pub use bounds::*;
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pub use error::*;
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pub use font::*;
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pub use font_atlas::*;
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pub use font_atlas_set::*;
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pub use font_loader::*;
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pub use glyph::*;
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pub use pipeline::*;
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pub use text::*;
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pub use text2d::*;
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pub use text_access::*;
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/// The text prelude.
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///
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/// This includes the most common types in this crate, re-exported for your convenience.
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pub mod prelude {
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#[doc(hidden)]
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#[allow(deprecated)]
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pub use crate::Text2dBundle;
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#[doc(hidden)]
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pub use crate::{
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Font, JustifyText, LineBreak, Text2d, Text2dReader, Text2dWriter, TextColor, TextError,
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TextFont, TextLayout, TextSpan,
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};
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}
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use bevy_app::{prelude::*, Animation};
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use bevy_asset::AssetApp;
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#[cfg(feature = "default_font")]
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use bevy_asset::{load_internal_binary_asset, Handle};
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use bevy_ecs::prelude::*;
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use bevy_render::{
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camera::CameraUpdateSystem, view::VisibilitySystems, ExtractSchedule, RenderApp,
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};
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use bevy_sprite::SpriteSystem;
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/// The raw data for the default font used by `bevy_text`
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#[cfg(feature = "default_font")]
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pub const DEFAULT_FONT_DATA: &[u8] = include_bytes!("FiraMono-subset.ttf");
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/// Adds text rendering support to an app.
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///
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/// When the `bevy_text` feature is enabled with the `bevy` crate, this
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/// plugin is included by default in the `DefaultPlugins`.
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#[derive(Default)]
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pub struct TextPlugin;
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/// Text is rendered for two different view projections;
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/// 2-dimensional text ([`Text2d`]) is rendered in "world space" with a `BottomToTop` Y-axis,
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/// while UI is rendered with a `TopToBottom` Y-axis.
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/// This matters for text because the glyph positioning is different in either layout.
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/// For `TopToBottom`, 0 is the top of the text, while for `BottomToTop` 0 is the bottom.
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pub enum YAxisOrientation {
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/// Top to bottom Y-axis orientation, for UI
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TopToBottom,
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/// Bottom to top Y-axis orientation, for 2d world space
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BottomToTop,
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}
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/// System set in [`PostUpdate`] where all 2d text update systems are executed.
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#[derive(Debug, Hash, PartialEq, Eq, Clone, SystemSet)]
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pub struct Update2dText;
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impl Plugin for TextPlugin {
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fn build(&self, app: &mut App) {
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app.init_asset::<Font>()
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.register_type::<Text2d>()
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.register_type::<TextFont>()
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.register_type::<TextColor>()
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.register_type::<TextSpan>()
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.register_type::<TextBounds>()
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.register_type::<TextLayout>()
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.register_type::<ComputedTextBlock>()
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.init_asset_loader::<FontLoader>()
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.init_resource::<FontAtlasSets>()
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.init_resource::<TextPipeline>()
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.init_resource::<CosmicFontSystem>()
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.init_resource::<SwashCache>()
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.init_resource::<TextIterScratch>()
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.add_systems(
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PostUpdate,
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(
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remove_dropped_font_atlas_sets,
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detect_text_needs_rerender::<Text2d>,
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update_text2d_layout
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// Potential conflict: `Assets<Image>`
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// In practice, they run independently since `bevy_render::camera_update_system`
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// will only ever observe its own render target, and `update_text2d_layout`
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// will never modify a pre-existing `Image` asset.
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.ambiguous_with(CameraUpdateSystem),
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calculate_bounds_text2d.in_set(VisibilitySystems::CalculateBounds),
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)
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.chain()
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.in_set(Update2dText)
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.after(Animation),
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)
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.add_systems(Last, trim_cosmic_cache);
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if let Some(render_app) = app.get_sub_app_mut(RenderApp) {
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render_app.add_systems(
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ExtractSchedule,
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extract_text2d_sprite.after(SpriteSystem::ExtractSprites),
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);
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}
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#[cfg(feature = "default_font")]
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load_internal_binary_asset!(
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app,
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Handle::default(),
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"FiraMono-subset.ttf",
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|bytes: &[u8], _path: String| { Font::try_from_bytes(bytes.to_vec()).unwrap() }
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);
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}
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}
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