bevy/crates/bevy_text/src/lib.rs
ickshonpe 9eefd7c022 Remove VerticalAlign from TextAlignment (#6807)
# Objective

Remove the `VerticalAlign` enum.

Text's alignment field should only affect the text's internal text alignment, not its position. The only way to control a `TextBundle`'s position and bounds should be through the manipulation of the constraints in the `Style` components of the nodes in the Bevy UI's layout tree.

 `Text2dBundle` should have a separate `Anchor` component that sets its position relative to its transform.

Related issues: #676, #1490, #5502, #5513, #5834, #6717, #6724, #6741, #6748

## Changelog
* Changed `TextAlignment` into an enum with `Left`, `Center`, and `Right` variants.
* Removed the `HorizontalAlign` and `VerticalAlign` types.
* Added an `Anchor` component to `Text2dBundle`
* Added `Component` derive to `Anchor`
* Use `f32::INFINITY` instead of `f32::MAX` to represent unbounded text in Text2dBounds

## Migration Guide
The `alignment` field of `Text` now only affects the text's internal alignment.

### Change `TextAlignment` to TextAlignment` which is now an enum. Replace:
  * `TextAlignment::TOP_LEFT`, `TextAlignment::CENTER_LEFT`, `TextAlignment::BOTTOM_LEFT` with `TextAlignment::Left`
  * `TextAlignment::TOP_CENTER`, `TextAlignment::CENTER_LEFT`, `TextAlignment::BOTTOM_CENTER` with `TextAlignment::Center`
  * `TextAlignment::TOP_RIGHT`, `TextAlignment::CENTER_RIGHT`, `TextAlignment::BOTTOM_RIGHT` with `TextAlignment::Right`

### Changes for `Text2dBundle`
`Text2dBundle` has a new field 'text_anchor' that takes an `Anchor` component that controls its position relative to its transform.
2023-01-18 02:19:17 +00:00

102 lines
3.1 KiB
Rust

mod error;
mod font;
mod font_atlas;
mod font_atlas_set;
mod font_loader;
mod glyph_brush;
mod pipeline;
mod text;
mod text2d;
pub use error::*;
pub use font::*;
pub use font_atlas::*;
pub use font_atlas_set::*;
pub use font_loader::*;
pub use glyph_brush::*;
pub use pipeline::*;
pub use text::*;
pub use text2d::*;
pub mod prelude {
#[doc(hidden)]
pub use crate::{Font, Text, Text2dBundle, TextAlignment, TextError, TextSection, TextStyle};
}
use bevy_app::prelude::*;
use bevy_asset::AddAsset;
use bevy_ecs::{schedule::IntoSystemDescriptor, system::Resource};
use bevy_render::{camera::CameraUpdateSystem, RenderApp, RenderStage};
use bevy_sprite::SpriteSystem;
use bevy_window::ModifiesWindows;
use std::num::NonZeroUsize;
#[derive(Default)]
pub struct TextPlugin;
/// [`TextPlugin`] settings
#[derive(Resource)]
pub struct TextSettings {
/// Maximum number of font atlases supported in a ['FontAtlasSet']
pub max_font_atlases: NonZeroUsize,
/// Allows font size to be set dynamically exceeding the amount set in max_font_atlases.
/// Note each font size has to be generated which can have a strong performance impact.
pub allow_dynamic_font_size: bool,
}
impl Default for TextSettings {
fn default() -> Self {
Self {
max_font_atlases: NonZeroUsize::new(16).unwrap(),
allow_dynamic_font_size: false,
}
}
}
#[derive(Resource, Default)]
pub struct FontAtlasWarning {
warned: bool,
}
/// Text is rendered for two different view projections, normal `Text2DBundle` is rendered with a
/// `BottomToTop` y axis, and UI is rendered with a `TopToBottom` y axis. This matters for text because
/// the glyph positioning is different in either layout.
pub enum YAxisOrientation {
TopToBottom,
BottomToTop,
}
impl Plugin for TextPlugin {
fn build(&self, app: &mut App) {
app.add_asset::<Font>()
.add_asset::<FontAtlasSet>()
.register_type::<Text>()
.register_type::<TextSection>()
.register_type::<Vec<TextSection>>()
.register_type::<TextStyle>()
.register_type::<Text>()
.register_type::<TextAlignment>()
.init_asset_loader::<FontLoader>()
.init_resource::<TextSettings>()
.init_resource::<FontAtlasWarning>()
.insert_resource(TextPipeline::default())
.add_system_to_stage(
CoreStage::PostUpdate,
update_text2d_layout
.after(ModifiesWindows)
// Potential conflict: `Assets<Image>`
// In practice, they run independently since `bevy_render::camera_update_system`
// will only ever observe its own render target, and `update_text2d_layout`
// will never modify a pre-existing `Image` asset.
.ambiguous_with(CameraUpdateSystem),
);
if let Ok(render_app) = app.get_sub_app_mut(RenderApp) {
render_app.add_system_to_stage(
RenderStage::Extract,
extract_text2d_sprite.after(SpriteSystem::ExtractSprites),
);
}
}
}