 135c7240f1
			
		
	
	
		135c7240f1
		
			
		
	
	
	
	
		
			
			# Objective > Old MR: #5072 > ~~Associated UI MR: #5070~~ > Adresses #1618 Unify sprite management ## Solution - Remove the `Handle<Image>` field in `TextureAtlas` which is the main cause for all the boilerplate - Remove the redundant `TextureAtlasSprite` component - Renamed `TextureAtlas` asset to `TextureAtlasLayout` ([suggestion](https://github.com/bevyengine/bevy/pull/5103#discussion_r917281844)) - Add a `TextureAtlas` component, containing the atlas layout handle and the section index The difference between this solution and #5072 is that instead of the `enum` approach is that we can more easily manipulate texture sheets without any breaking changes for classic `SpriteBundle`s (@mockersf [comment](https://github.com/bevyengine/bevy/pull/5072#issuecomment-1165836139)) Also, this approach is more *data oriented* extracting the `Handle<Image>` and avoiding complex texture atlas manipulations to retrieve the texture in both applicative and engine code. With this method, the only difference between a `SpriteBundle` and a `SpriteSheetBundle` is an **additional** component storing the atlas handle and the index. ~~This solution can be applied to `bevy_ui` as well (see #5070).~~ EDIT: I also applied this solution to Bevy UI ## Changelog - (**BREAKING**) Removed `TextureAtlasSprite` - (**BREAKING**) Renamed `TextureAtlas` to `TextureAtlasLayout` - (**BREAKING**) `SpriteSheetBundle`: - Uses a `Sprite` instead of a `TextureAtlasSprite` component - Has a `texture` field containing a `Handle<Image>` like the `SpriteBundle` - Has a new `TextureAtlas` component instead of a `Handle<TextureAtlasLayout>` - (**BREAKING**) `DynamicTextureAtlasBuilder::add_texture` takes an additional `&Handle<Image>` parameter - (**BREAKING**) `TextureAtlasLayout::from_grid` no longer takes a `Handle<Image>` parameter - (**BREAKING**) `TextureAtlasBuilder::finish` now returns a `Result<(TextureAtlasLayout, Handle<Image>), _>` - `bevy_text`: - `GlyphAtlasInfo` stores the texture `Handle<Image>` - `FontAtlas` stores the texture `Handle<Image>` - `bevy_ui`: - (**BREAKING**) Removed `UiAtlasImage` , the atlas bundle is now identical to the `ImageBundle` with an additional `TextureAtlas` ## Migration Guide * Sprites ```diff fn my_system( mut images: ResMut<Assets<Image>>, - mut atlases: ResMut<Assets<TextureAtlas>>, + mut atlases: ResMut<Assets<TextureAtlasLayout>>, asset_server: Res<AssetServer> ) { let texture_handle: asset_server.load("my_texture.png"); - let layout = TextureAtlas::from_grid(texture_handle, Vec2::new(25.0, 25.0), 5, 5, None, None); + let layout = TextureAtlasLayout::from_grid(Vec2::new(25.0, 25.0), 5, 5, None, None); let layout_handle = atlases.add(layout); commands.spawn(SpriteSheetBundle { - sprite: TextureAtlasSprite::new(0), - texture_atlas: atlas_handle, + atlas: TextureAtlas { + layout: layout_handle, + index: 0 + }, + texture: texture_handle, ..Default::default() }); } ``` * UI ```diff fn my_system( mut images: ResMut<Assets<Image>>, - mut atlases: ResMut<Assets<TextureAtlas>>, + mut atlases: ResMut<Assets<TextureAtlasLayout>>, asset_server: Res<AssetServer> ) { let texture_handle: asset_server.load("my_texture.png"); - let layout = TextureAtlas::from_grid(texture_handle, Vec2::new(25.0, 25.0), 5, 5, None, None); + let layout = TextureAtlasLayout::from_grid(Vec2::new(25.0, 25.0), 5, 5, None, None); let layout_handle = atlases.add(layout); commands.spawn(AtlasImageBundle { - texture_atlas_image: UiTextureAtlasImage { - index: 0, - flip_x: false, - flip_y: false, - }, - texture_atlas: atlas_handle, + atlas: TextureAtlas { + layout: layout_handle, + index: 0 + }, + image: UiImage { + texture: texture_handle, + flip_x: false, + flip_y: false, + }, ..Default::default() }); } ``` --------- Co-authored-by: Alice Cecile <alice.i.cecile@gmail.com> Co-authored-by: François <mockersf@gmail.com> Co-authored-by: IceSentry <IceSentry@users.noreply.github.com>
		
			
				
	
	
		
			231 lines
		
	
	
		
			8.6 KiB
		
	
	
	
		
			Rust
		
	
	
	
	
	
			
		
		
	
	
			231 lines
		
	
	
		
			8.6 KiB
		
	
	
	
		
			Rust
		
	
	
	
	
	
| use crate::{
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|     BreakLineOn, Font, FontAtlasSets, FontAtlasWarning, PositionedGlyph, Text, TextError,
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|     TextLayoutInfo, TextPipeline, TextSettings, YAxisOrientation,
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| };
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| use bevy_asset::Assets;
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| use bevy_ecs::{
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|     bundle::Bundle,
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|     change_detection::{DetectChanges, Ref},
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|     component::Component,
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|     entity::Entity,
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|     event::EventReader,
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|     prelude::With,
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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;
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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::{InheritedVisibility, ViewVisibility, Visibility},
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|     Extract,
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| };
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| use bevy_sprite::{Anchor, ExtractedSprite, ExtractedSprites, TextureAtlasLayout};
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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::{PrimaryWindow, Window, WindowScaleFactorChanged};
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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 [`JustifyText`](crate::text::JustifyText).
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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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|     /// The maximum width and height of text in logical pixels.
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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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|     #[inline]
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|     fn default() -> Self {
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|         Self::UNBOUNDED
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|     }
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| }
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| 
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| impl Text2dBounds {
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|     /// Unbounded text will not be truncated or wrapped.
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|     pub const UNBOUNDED: Self = Self {
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|         size: Vec2::splat(f32::INFINITY),
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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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|     /// Contains the text.
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|     pub text: Text,
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|     /// How the text is positioned relative to its transform.
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|     pub text_anchor: Anchor,
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|     /// The maximum width and height of the text.
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|     pub text_2d_bounds: Text2dBounds,
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|     /// The transform of the text.
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|     pub transform: Transform,
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|     /// The global transform of the text.
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|     pub global_transform: GlobalTransform,
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|     /// The visibility properties of the text.
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|     pub visibility: Visibility,
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|     /// Inherited visibility of an entity.
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|     pub inherited_visibility: InheritedVisibility,
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|     /// Algorithmically-computed indication of whether an entity is visible and should be extracted for rendering
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|     pub view_visibility: ViewVisibility,
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|     /// Contains the size of the text and its glyph's position and scale data. Generated via [`TextPipeline::queue_text`]
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|     pub text_layout_info: TextLayoutInfo,
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| }
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| 
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| /// This system extracts the sprites from the 2D text components and adds them to the
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| /// "render world".
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| pub fn extract_text2d_sprite(
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|     mut commands: Commands,
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|     mut extracted_sprites: ResMut<ExtractedSprites>,
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|     texture_atlases: Extract<Res<Assets<TextureAtlasLayout>>>,
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|     windows: Extract<Query<&Window, With<PrimaryWindow>>>,
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|     text2d_query: Extract<
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|         Query<(
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|             Entity,
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|             &ViewVisibility,
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|             &Text,
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|             &TextLayoutInfo,
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|             &Anchor,
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|             &GlobalTransform,
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|         )>,
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|     >,
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| ) {
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|     // TODO: Support window-independent scaling: https://github.com/bevyengine/bevy/issues/5621
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|     let scale_factor = windows
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|         .get_single()
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|         .map(|window| window.resolution.scale_factor())
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|         .unwrap_or(1.0);
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|     let scaling = GlobalTransform::from_scale(Vec2::splat(scale_factor.recip()).extend(1.));
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| 
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|     for (original_entity, view_visibility, text, text_layout_info, anchor, global_transform) in
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|         text2d_query.iter()
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|     {
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|         if !view_visibility.get() {
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|             continue;
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|         }
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| 
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|         let text_anchor = -(anchor.as_vec() + 0.5);
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|         let alignment_translation = text_layout_info.logical_size * text_anchor;
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|         let transform = *global_transform
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|             * GlobalTransform::from_translation(alignment_translation.extend(0.))
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|             * scaling;
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|         let mut color = Color::WHITE;
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|         let mut current_section = usize::MAX;
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|         for PositionedGlyph {
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|             position,
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|             atlas_info,
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|             section_index,
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|             ..
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|         } in &text_layout_info.glyphs
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|         {
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|             if *section_index != current_section {
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|                 color = text.sections[*section_index].style.color.as_rgba_linear();
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|                 current_section = *section_index;
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|             }
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|             let atlas = texture_atlases.get(&atlas_info.texture_atlas).unwrap();
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| 
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|             let entity = commands.spawn_empty().id();
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|             extracted_sprites.sprites.insert(
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|                 entity,
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|                 ExtractedSprite {
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|                     transform: transform * GlobalTransform::from_translation(position.extend(0.)),
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|                     color,
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|                     rect: Some(atlas.textures[atlas_info.glyph_index]),
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|                     custom_size: None,
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|                     image_handle_id: atlas_info.texture.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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|                     original_entity: Some(original_entity),
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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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| /// 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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|     // 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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|     text_settings: Res<TextSettings>,
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|     mut font_atlas_warning: ResMut<FontAtlasWarning>,
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|     windows: Query<&Window, With<PrimaryWindow>>,
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|     mut scale_factor_changed: EventReader<WindowScaleFactorChanged>,
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|     mut texture_atlases: ResMut<Assets<TextureAtlasLayout>>,
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|     mut font_atlas_sets: ResMut<FontAtlasSets>,
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|     mut text_pipeline: ResMut<TextPipeline>,
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|     mut text_query: Query<(Entity, Ref<Text>, Ref<Text2dBounds>, &mut TextLayoutInfo)>,
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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.read().last().is_some();
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| 
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|     // TODO: Support window-independent scaling: https://github.com/bevyengine/bevy/issues/5621
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|     let scale_factor = windows
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|         .get_single()
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|         .map(|window| window.resolution.scale_factor())
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|         .unwrap_or(1.0);
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| 
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|     let inverse_scale_factor = scale_factor.recip();
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| 
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|     for (entity, text, bounds, mut text_layout_info) in &mut text_query {
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|         if factor_changed || text.is_changed() || bounds.is_changed() || queue.remove(&entity) {
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|             let text_bounds = Vec2::new(
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|                 if text.linebreak_behavior == BreakLineOn::NoWrap {
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|                     f32::INFINITY
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|                 } else {
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|                     scale_value(bounds.size.x, scale_factor)
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|                 },
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|                 scale_value(bounds.size.y, scale_factor),
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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.justify,
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|                 text.linebreak_behavior,
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|                 text_bounds,
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|                 &mut font_atlas_sets,
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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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|                 &mut font_atlas_warning,
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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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|                     panic!("Fatal error when processing text: {e}.");
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|                 }
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|                 Ok(mut info) => {
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|                     info.logical_size.x = scale_value(info.logical_size.x, inverse_scale_factor);
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|                     info.logical_size.y = scale_value(info.logical_size.y, inverse_scale_factor);
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|                     *text_layout_info = 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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| /// Scales `value` by `factor`.
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| pub fn scale_value(value: f32, factor: f32) -> f32 {
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|     value * factor
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| }
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