bevy/crates/bevy_text/src/lib.rs
Giacomo Stevanato d7080369a7
Fix intra-doc links and make CI test them (#14076)
# Objective

- Bevy currently has lot of invalid intra-doc links, let's fix them!
- Also make CI test them, to avoid future regressions.
- Helps with #1983 (but doesn't fix it, as there could still be explicit
links to docs.rs that are broken)

## Solution

- Make `cargo r -p ci -- doc-check` check fail on warnings (could also
be changed to just some specific lints)
- Manually fix all the warnings (note that in some cases it was unclear
to me what the fix should have been, I'll try to highlight them in a
self-review)
2024-07-11 13:08:31 +00:00

138 lines
5.0 KiB
Rust

//! This crate provides the tools for positioning and rendering text in Bevy.
//!
//! # `Font`
//!
//! Fonts contain information for drawing glyphs, which are shapes that typically represent a single character,
//! but in some cases part of a "character" (grapheme clusters) or more than one character (ligatures).
//!
//! A font *face* is part of a font family,
//! and is distinguished by its style (e.g. italic), its weight (e.g. bold) and its stretch (e.g. condensed).
//!
//! In Bevy, [`Font`]s are loaded by the [`FontLoader`] as [assets](bevy_asset::AssetPlugin).
//!
//! # `TextPipeline`
//!
//! The [`TextPipeline`] resource does all of the heavy lifting for rendering text.
//!
//! [`Text`] is first measured by creating a [`TextMeasureInfo`] in [`TextPipeline::create_text_measure`],
//! which is called by the `measure_text_system` system of `bevy_ui`.
//!
//! Note that text measurement is only relevant in a UI context.
//!
//! With the actual text bounds defined, the `bevy_ui::widget::text::text_system` system (in a UI context)
//! or [`text2d::update_text2d_layout`] system (in a 2d world space context)
//! passes it into [`TextPipeline::queue_text`], which:
//!
//! 1. creates a [`Buffer`](cosmic_text::Buffer) from the [`TextSection`]s, generating new [`FontAtlasSet`]s if necessary.
//! 2. iterates over each glyph in the [`Buffer`](cosmic_text::Buffer) to create a [`PositionedGlyph`],
//! retrieving glyphs from the cache, or rasterizing to a [`FontAtlas`] if necessary.
//! 3. [`PositionedGlyph`]s are stored in a [`TextLayoutInfo`],
//! which contains all the information that downstream systems need for rendering.
#![allow(clippy::type_complexity)]
mod bounds;
mod error;
mod font;
mod font_atlas;
mod font_atlas_set;
mod font_loader;
mod glyph;
mod pipeline;
mod text;
mod text2d;
pub use cosmic_text;
pub use bounds::*;
pub use error::*;
pub use font::*;
pub use font_atlas::*;
pub use font_atlas_set::*;
pub use font_loader::*;
pub use glyph::*;
pub use pipeline::*;
pub use text::*;
pub use text2d::*;
/// Most commonly used re-exported types.
pub mod prelude {
#[doc(hidden)]
pub use crate::{Font, JustifyText, Text, Text2dBundle, TextError, TextSection, TextStyle};
}
use bevy_app::prelude::*;
use bevy_asset::AssetApp;
#[cfg(feature = "default_font")]
use bevy_asset::{load_internal_binary_asset, Handle};
use bevy_ecs::prelude::*;
use bevy_render::{
camera::CameraUpdateSystem, view::VisibilitySystems, ExtractSchedule, RenderApp,
};
use bevy_sprite::SpriteSystem;
/// Adds text rendering support to an app.
///
/// When the `bevy_text` feature is enabled with the `bevy` crate, this
/// plugin is included by default in the `DefaultPlugins`.
#[derive(Default)]
pub struct TextPlugin;
/// Text is rendered for two different view projections;
/// 2-dimensional text ([`Text2dBundle`]) is rendered in "world space" with a `BottomToTop` Y-axis,
/// while UI is rendered with a `TopToBottom` Y-axis.
/// This matters for text because the glyph positioning is different in either layout.
/// For `TopToBottom`, 0 is the top of the text, while for `BottomToTop` 0 is the bottom.
pub enum YAxisOrientation {
/// Top to bottom Y-axis orientation, for UI
TopToBottom,
/// Bottom to top Y-axis orientation, for 2d world space
BottomToTop,
}
/// A convenient alias for `With<Text>`, for use with
/// [`bevy_render::view::VisibleEntities`].
pub type WithText = With<Text>;
impl Plugin for TextPlugin {
fn build(&self, app: &mut App) {
app.init_asset::<Font>()
.register_type::<Text>()
.register_type::<TextBounds>()
.init_asset_loader::<FontLoader>()
.init_resource::<FontAtlasSets>()
.insert_resource(TextPipeline::default())
.add_systems(
PostUpdate,
(
calculate_bounds_text2d
.in_set(VisibilitySystems::CalculateBounds)
.after(update_text2d_layout),
update_text2d_layout
.after(font_atlas_set::remove_dropped_font_atlas_sets)
// 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),
remove_dropped_font_atlas_sets,
),
);
if let Some(render_app) = app.get_sub_app_mut(RenderApp) {
render_app.add_systems(
ExtractSchedule,
extract_text2d_sprite.after(SpriteSystem::ExtractSprites),
);
}
#[cfg(feature = "default_font")]
load_internal_binary_asset!(
app,
Handle::default(),
"FiraMono-subset.ttf",
|bytes: &[u8], _path: String| { Font::try_from_bytes(bytes.to_vec()).unwrap() }
);
}
}