bevy/crates/bevy_text/src/text2d.rs
KDecay 7a7f097485 Move Size to bevy_ui (#4285)
# 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>
2022-04-25 13:54:46 +00:00

208 lines
7.6 KiB
Rust

use bevy_asset::Assets;
use bevy_ecs::{
bundle::Bundle,
component::Component,
entity::Entity,
query::{Changed, With},
reflect::ReflectComponent,
system::{Local, ParamSet, Query, Res, ResMut},
};
use bevy_math::{Vec2, Vec3};
use bevy_reflect::Reflect;
use bevy_render::{texture::Image, view::Visibility, RenderWorld};
use bevy_sprite::{Anchor, ExtractedSprite, ExtractedSprites, TextureAtlas};
use bevy_transform::prelude::{GlobalTransform, Transform};
use bevy_window::{WindowId, Windows};
use crate::{
DefaultTextPipeline, Font, FontAtlasSet, HorizontalAlign, Text, TextError, VerticalAlign,
};
/// The calculated size of text drawn in 2D scene.
#[derive(Component, Default, Copy, Clone, Debug, Reflect)]
#[reflect(Component)]
pub struct Text2dSize {
pub size: Vec2,
}
/// 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 `TextAlignment`.
///
/// 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 {
pub size: Vec2,
}
impl Default for Text2dBounds {
fn default() -> Self {
Self {
size: Vec2::new(f32::MAX, f32::MAX),
}
}
}
/// The bundle of components needed to draw text in a 2D scene via a 2D `OrthographicCameraBundle`.
/// [Example usage.](https://github.com/bevyengine/bevy/blob/latest/examples/2d/text2d.rs)
#[derive(Bundle, Clone, Debug, Default)]
pub struct Text2dBundle {
pub text: Text,
pub transform: Transform,
pub global_transform: GlobalTransform,
pub text_2d_size: Text2dSize,
pub text_2d_bounds: Text2dBounds,
pub visibility: Visibility,
}
pub fn extract_text2d_sprite(
mut render_world: ResMut<RenderWorld>,
texture_atlases: Res<Assets<TextureAtlas>>,
text_pipeline: Res<DefaultTextPipeline>,
windows: Res<Windows>,
text2d_query: Query<(Entity, &Visibility, &Text, &GlobalTransform, &Text2dSize)>,
) {
let mut extracted_sprites = render_world.resource_mut::<ExtractedSprites>();
let scale_factor = windows.scale_factor(WindowId::primary()) as f32;
for (entity, visibility, text, transform, calculated_size) in text2d_query.iter() {
if !visibility.is_visible {
continue;
}
let (width, height) = (calculated_size.size.x, calculated_size.size.y);
if let Some(text_layout) = text_pipeline.get_glyphs(&entity) {
let text_glyphs = &text_layout.glyphs;
let alignment_offset = match text.alignment.vertical {
VerticalAlign::Top => Vec3::new(0.0, -height, 0.0),
VerticalAlign::Center => Vec3::new(0.0, -height * 0.5, 0.0),
VerticalAlign::Bottom => Vec3::ZERO,
} + match text.alignment.horizontal {
HorizontalAlign::Left => Vec3::ZERO,
HorizontalAlign::Center => Vec3::new(-width * 0.5, 0.0, 0.0),
HorizontalAlign::Right => Vec3::new(-width, 0.0, 0.0),
};
let mut text_transform = *transform;
text_transform.scale /= scale_factor;
for text_glyph in text_glyphs {
let color = text.sections[text_glyph.section_index]
.style
.color
.as_rgba_linear();
let atlas = texture_atlases
.get(text_glyph.atlas_info.texture_atlas.clone_weak())
.unwrap();
let handle = atlas.texture.clone_weak();
let index = text_glyph.atlas_info.glyph_index as usize;
let rect = Some(atlas.textures[index]);
let glyph_transform = Transform::from_translation(
alignment_offset * scale_factor + text_glyph.position.extend(0.),
);
let transform = text_transform.mul_transform(glyph_transform);
extracted_sprites.sprites.push(ExtractedSprite {
transform,
color,
rect,
custom_size: None,
image_handle_id: handle.id,
flip_x: false,
flip_y: false,
anchor: Anchor::Center.as_vec(),
});
}
}
}
}
#[derive(Debug, Default)]
pub struct QueuedText2d {
entities: Vec<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.
#[allow(clippy::too_many_arguments, clippy::type_complexity)]
pub fn text2d_system(
mut queued_text: Local<QueuedText2d>,
mut textures: ResMut<Assets<Image>>,
fonts: Res<Assets<Font>>,
windows: Res<Windows>,
mut texture_atlases: ResMut<Assets<TextureAtlas>>,
mut font_atlas_set_storage: ResMut<Assets<FontAtlasSet>>,
mut text_pipeline: ResMut<DefaultTextPipeline>,
mut text_queries: ParamSet<(
Query<Entity, (With<Text2dSize>, Changed<Text>)>,
Query<(&Text, Option<&Text2dBounds>, &mut Text2dSize), With<Text2dSize>>,
)>,
) {
// Adds all entities where the text or the style has changed to the local queue
for entity in text_queries.p0().iter_mut() {
queued_text.entities.push(entity);
}
if queued_text.entities.is_empty() {
return;
}
let scale_factor = windows.scale_factor(WindowId::primary());
// Computes all text in the local queue
let mut new_queue = Vec::new();
let mut query = text_queries.p1();
for entity in queued_text.entities.drain(..) {
if let Ok((text, bounds, mut calculated_size)) = query.get_mut(entity) {
let text_bounds = match bounds {
Some(bounds) => Vec2::new(
scale_value(bounds.size.x, scale_factor),
scale_value(bounds.size.y, scale_factor),
),
None => Vec2::new(f32::MAX, f32::MAX),
};
match text_pipeline.queue_text(
entity,
&fonts,
&text.sections,
scale_factor,
text.alignment,
text_bounds,
&mut *font_atlas_set_storage,
&mut *texture_atlases,
&mut *textures,
) {
Err(TextError::NoSuchFont) => {
// There was an error processing the text layout, let's add this entity to the
// queue for further processing
new_queue.push(entity);
}
Err(e @ TextError::FailedToAddGlyph(_)) => {
panic!("Fatal error when processing text: {}.", e);
}
Ok(()) => {
let text_layout_info = text_pipeline.get_glyphs(&entity).expect(
"Failed to get glyphs from the pipeline that have just been computed",
);
calculated_size.size = Vec2::new(
scale_value(text_layout_info.size.x, 1. / scale_factor),
scale_value(text_layout_info.size.y, 1. / scale_factor),
);
}
}
}
}
queued_text.entities = new_queue;
}
pub fn scale_value(value: f32, factor: f64) -> f32 {
(value as f64 * factor) as f32
}