 456971381c
			
		
	
	
		456971381c
		
	
	
	
	
		
			
			# Objective Bevy's internal plugins have lots of execution-order ambiguities, which makes the ambiguity detection tool very noisy for our users. ## Solution Silence every last ambiguity that can currently be resolved. Each time an ambiguity is silenced, it is accompanied by a comment describing why it is correct. This description should be based on the public API of the respective systems. Thus, I have added documentation to some systems describing how they use some resources. # Future work Some ambiguities remain, due to issues out of scope for this PR. * The ambiguity checker does not respect `Without<>` filters, leading to false positives. * Ambiguities between `bevy_ui` and `bevy_animation` cannot be resolved, since neither crate knows that the other exists. We will need a general solution to this problem.
		
			
				
	
	
		
			232 lines
		
	
	
		
			8.2 KiB
		
	
	
	
		
			Rust
		
	
	
	
	
	
			
		
		
	
	
			232 lines
		
	
	
		
			8.2 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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|     event::EventReader,
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|     query::Changed,
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|     reflect::ReflectComponent,
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|     system::{Commands, Local, 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::{
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|     prelude::Color,
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|     texture::Image,
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|     view::{ComputedVisibility, Visibility},
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|     Extract,
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| };
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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_utils::HashSet;
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| use bevy_window::{WindowId, WindowScaleFactorChanged, Windows};
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| 
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| use crate::{
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|     Font, FontAtlasSet, HorizontalAlign, Text, TextError, TextLayoutInfo, TextPipeline,
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|     TextSettings, VerticalAlign, YAxisOrientation,
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| };
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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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| 
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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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| 
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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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| 
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| /// The bundle of components needed to draw text in a 2D scene via a 2D `Camera2dBundle`.
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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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|     pub computed_visibility: ComputedVisibility,
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| }
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| 
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| pub fn extract_text2d_sprite(
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|     mut extracted_sprites: ResMut<ExtractedSprites>,
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|     texture_atlases: Extract<Res<Assets<TextureAtlas>>>,
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|     windows: Extract<Res<Windows>>,
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|     text2d_query: Extract<
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|         Query<(
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|             Entity,
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|             &ComputedVisibility,
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|             &Text,
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|             &TextLayoutInfo,
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|             &GlobalTransform,
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|             &Text2dSize,
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|         )>,
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|     >,
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| ) {
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|     let scale_factor = windows.scale_factor(WindowId::primary()) as f32;
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| 
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|     for (entity, computed_visibility, text, text_layout_info, text_transform, calculated_size) in
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|         text2d_query.iter()
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|     {
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|         if !computed_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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| 
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|         let text_glyphs = &text_layout_info.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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| 
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|         let mut color = Color::WHITE;
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|         let mut current_section = usize::MAX;
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|         for text_glyph in text_glyphs {
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|             if text_glyph.section_index != current_section {
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|                 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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|                 current_section = text_glyph.section_index;
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|             }
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|             let atlas = texture_atlases
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|                 .get(&text_glyph.atlas_info.texture_atlas)
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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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| 
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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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|             // NOTE: Should match `bevy_ui::render::extract_text_uinodes`
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|             let transform = *text_transform
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|                 * GlobalTransform::from_scale(Vec3::splat(scale_factor.recip()))
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|                 * glyph_transform;
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| 
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|             extracted_sprites.sprites.push(ExtractedSprite {
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|                 entity,
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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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| /// 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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| ///
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| /// ## World Resources
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| ///
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| /// [`ResMut<Assets<Image>>`](Assets<Image>) -- This system only adds new [`Image`] assets.
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| /// It does not modify or observe existing ones.
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| #[allow(clippy::too_many_arguments)]
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| pub fn update_text2d_layout(
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|     mut commands: Commands,
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|     // Text items which should be reprocessed again, generally when the font hasn't loaded yet.
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|     mut queue: Local<HashSet<Entity>>,
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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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|     text_settings: Res<TextSettings>,
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|     mut scale_factor_changed: EventReader<WindowScaleFactorChanged>,
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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<TextPipeline>,
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|     mut text_query: Query<(
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|         Entity,
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|         Changed<Text>,
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|         &Text,
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|         Option<&Text2dBounds>,
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|         &mut Text2dSize,
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|         Option<&mut TextLayoutInfo>,
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|     )>,
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| ) {
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|     // We need to consume the entire iterator, hence `last`
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|     let factor_changed = scale_factor_changed.iter().last().is_some();
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|     let scale_factor = windows.scale_factor(WindowId::primary());
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| 
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|     for (entity, text_changed, text, maybe_bounds, mut calculated_size, text_layout_info) in
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|         &mut text_query
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|     {
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|         if factor_changed || text_changed || queue.remove(&entity) {
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|             let text_bounds = match maybe_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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| 
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|             match text_pipeline.queue_text(
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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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|                 text_settings.as_ref(),
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|                 YAxisOrientation::BottomToTop,
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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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|                     queue.insert(entity);
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|                 }
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|                 Err(e @ TextError::FailedToAddGlyph(_))
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|                 | Err(e @ TextError::ExceedMaxTextAtlases(_)) => {
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|                     panic!("Fatal error when processing text: {}.", e);
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|                 }
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|                 Ok(info) => {
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|                     calculated_size.size = Vec2::new(
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|                         scale_value(info.size.x, 1. / scale_factor),
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|                         scale_value(info.size.y, 1. / scale_factor),
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|                     );
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|                     match text_layout_info {
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|                         Some(mut t) => *t = info,
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|                         None => {
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|                             commands.entity(entity).insert(info);
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|                         }
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|                     }
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|                 }
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|             }
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|         }
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|     }
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| }
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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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