
# Objective - Related #4276. - Part of the splitting process of #3503. ## Solution - Move `Size` to `bevy_ui`. ## Reasons - `Size` is only needed in `bevy_ui` (because it needs to use `Val` instead of `f32`), but it's also used as a worse `Vec2` replacement in other areas. - `Vec2` is more powerful than `Size` so it should be used whenever possible. - Discussion in #3503. ## Changelog ### Changed - The `Size` type got moved from `bevy_math` to `bevy_ui`. ## Migration Guide - The `Size` type got moved from `bevy::math` to `bevy::ui`. To migrate you just have to import `bevy::ui::Size` instead of `bevy::math::Math` or use the `bevy::prelude` instead. Co-authored-by: KDecay <KDecayMusic@protonmail.com>
208 lines
7.6 KiB
Rust
208 lines
7.6 KiB
Rust
use bevy_asset::Assets;
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use bevy_ecs::{
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bundle::Bundle,
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component::Component,
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entity::Entity,
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query::{Changed, With},
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reflect::ReflectComponent,
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system::{Local, ParamSet, Query, Res, ResMut},
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};
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use bevy_math::{Vec2, Vec3};
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use bevy_reflect::Reflect;
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use bevy_render::{texture::Image, view::Visibility, RenderWorld};
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use bevy_sprite::{Anchor, ExtractedSprite, ExtractedSprites, TextureAtlas};
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use bevy_transform::prelude::{GlobalTransform, Transform};
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use bevy_window::{WindowId, Windows};
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use crate::{
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DefaultTextPipeline, Font, FontAtlasSet, HorizontalAlign, Text, TextError, VerticalAlign,
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};
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/// The calculated size of text drawn in 2D scene.
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#[derive(Component, Default, Copy, Clone, Debug, Reflect)]
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#[reflect(Component)]
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pub struct Text2dSize {
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pub size: Vec2,
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}
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/// The maximum width and height of text. The text will wrap according to the specified size.
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/// Characters out of the bounds after wrapping will be truncated. Text is aligned according to the
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/// specified `TextAlignment`.
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///
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/// Note: only characters that are completely out of the bounds will be truncated, so this is not a
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/// reliable limit if it is necessary to contain the text strictly in the bounds. Currently this
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/// component is mainly useful for text wrapping only.
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#[derive(Component, Copy, Clone, Debug, Reflect)]
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#[reflect(Component)]
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pub struct Text2dBounds {
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pub size: Vec2,
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}
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impl Default for Text2dBounds {
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fn default() -> Self {
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Self {
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size: Vec2::new(f32::MAX, f32::MAX),
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}
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}
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}
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/// The bundle of components needed to draw text in a 2D scene via a 2D `OrthographicCameraBundle`.
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/// [Example usage.](https://github.com/bevyengine/bevy/blob/latest/examples/2d/text2d.rs)
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#[derive(Bundle, Clone, Debug, Default)]
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pub struct Text2dBundle {
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pub text: Text,
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pub transform: Transform,
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pub global_transform: GlobalTransform,
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pub text_2d_size: Text2dSize,
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pub text_2d_bounds: Text2dBounds,
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pub visibility: Visibility,
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}
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pub fn extract_text2d_sprite(
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mut render_world: ResMut<RenderWorld>,
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texture_atlases: Res<Assets<TextureAtlas>>,
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text_pipeline: Res<DefaultTextPipeline>,
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windows: Res<Windows>,
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text2d_query: Query<(Entity, &Visibility, &Text, &GlobalTransform, &Text2dSize)>,
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) {
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let mut extracted_sprites = render_world.resource_mut::<ExtractedSprites>();
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let scale_factor = windows.scale_factor(WindowId::primary()) as f32;
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for (entity, visibility, text, transform, calculated_size) in text2d_query.iter() {
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if !visibility.is_visible {
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continue;
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}
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let (width, height) = (calculated_size.size.x, calculated_size.size.y);
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if let Some(text_layout) = text_pipeline.get_glyphs(&entity) {
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let text_glyphs = &text_layout.glyphs;
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let alignment_offset = match text.alignment.vertical {
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VerticalAlign::Top => Vec3::new(0.0, -height, 0.0),
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VerticalAlign::Center => Vec3::new(0.0, -height * 0.5, 0.0),
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VerticalAlign::Bottom => Vec3::ZERO,
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} + match text.alignment.horizontal {
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HorizontalAlign::Left => Vec3::ZERO,
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HorizontalAlign::Center => Vec3::new(-width * 0.5, 0.0, 0.0),
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HorizontalAlign::Right => Vec3::new(-width, 0.0, 0.0),
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};
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let mut text_transform = *transform;
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text_transform.scale /= scale_factor;
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for text_glyph in text_glyphs {
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let color = text.sections[text_glyph.section_index]
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.style
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.color
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.as_rgba_linear();
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let atlas = texture_atlases
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.get(text_glyph.atlas_info.texture_atlas.clone_weak())
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.unwrap();
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let handle = atlas.texture.clone_weak();
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let index = text_glyph.atlas_info.glyph_index as usize;
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let rect = Some(atlas.textures[index]);
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let glyph_transform = Transform::from_translation(
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alignment_offset * scale_factor + text_glyph.position.extend(0.),
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);
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let transform = text_transform.mul_transform(glyph_transform);
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extracted_sprites.sprites.push(ExtractedSprite {
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transform,
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color,
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rect,
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custom_size: None,
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image_handle_id: handle.id,
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flip_x: false,
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flip_y: false,
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anchor: Anchor::Center.as_vec(),
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});
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}
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}
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}
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}
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#[derive(Debug, Default)]
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pub struct QueuedText2d {
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entities: Vec<Entity>,
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}
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/// Updates the layout and size information whenever the text or style is changed.
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/// This information is computed by the `TextPipeline` on insertion, then stored.
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#[allow(clippy::too_many_arguments, clippy::type_complexity)]
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pub fn text2d_system(
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mut queued_text: Local<QueuedText2d>,
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mut textures: ResMut<Assets<Image>>,
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fonts: Res<Assets<Font>>,
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windows: Res<Windows>,
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mut texture_atlases: ResMut<Assets<TextureAtlas>>,
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mut font_atlas_set_storage: ResMut<Assets<FontAtlasSet>>,
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mut text_pipeline: ResMut<DefaultTextPipeline>,
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mut text_queries: ParamSet<(
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Query<Entity, (With<Text2dSize>, Changed<Text>)>,
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Query<(&Text, Option<&Text2dBounds>, &mut Text2dSize), With<Text2dSize>>,
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)>,
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) {
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// Adds all entities where the text or the style has changed to the local queue
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for entity in text_queries.p0().iter_mut() {
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queued_text.entities.push(entity);
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}
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if queued_text.entities.is_empty() {
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return;
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}
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let scale_factor = windows.scale_factor(WindowId::primary());
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// Computes all text in the local queue
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let mut new_queue = Vec::new();
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let mut query = text_queries.p1();
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for entity in queued_text.entities.drain(..) {
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if let Ok((text, bounds, mut calculated_size)) = query.get_mut(entity) {
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let text_bounds = match bounds {
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Some(bounds) => Vec2::new(
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scale_value(bounds.size.x, scale_factor),
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scale_value(bounds.size.y, scale_factor),
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),
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None => Vec2::new(f32::MAX, f32::MAX),
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};
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match text_pipeline.queue_text(
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entity,
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&fonts,
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&text.sections,
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scale_factor,
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text.alignment,
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text_bounds,
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&mut *font_atlas_set_storage,
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&mut *texture_atlases,
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&mut *textures,
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) {
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Err(TextError::NoSuchFont) => {
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// There was an error processing the text layout, let's add this entity to the
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// queue for further processing
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new_queue.push(entity);
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}
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Err(e @ TextError::FailedToAddGlyph(_)) => {
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panic!("Fatal error when processing text: {}.", e);
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}
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Ok(()) => {
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let text_layout_info = text_pipeline.get_glyphs(&entity).expect(
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"Failed to get glyphs from the pipeline that have just been computed",
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);
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calculated_size.size = Vec2::new(
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scale_value(text_layout_info.size.x, 1. / scale_factor),
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scale_value(text_layout_info.size.y, 1. / scale_factor),
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);
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}
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}
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}
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}
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queued_text.entities = new_queue;
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}
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pub fn scale_value(value: f32, factor: f64) -> f32 {
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(value as f64 * factor) as f32
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}
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