
- ignore all ambiguities that are not a problem - remove `.before(Assets::<Image>::track_assets),` that points into a different schedule (-> should this be caught?) - add some explicit orderings: - run `poll_receivers` and `update_accessibility_nodes` after `window_closed` in `bevy_winit::accessibility` - run `bevy_ui::accessibility::calc_bounds` after `CameraUpdateSystem` - run ` bevy_text::update_text2d_layout` and `bevy_ui::text_system` after `font_atlas_set::remove_dropped_font_atlas_sets` - add `app.ignore_ambiguity(a, b)` function for cases where you want to ignore an ambiguity between two independent plugins `A` and `B` - add `IgnoreAmbiguitiesPlugin` in `DefaultPlugins` that allows cross-crate ambiguities like `bevy_animation`/`bevy_ui` - Fixes https://github.com/bevyengine/bevy/issues/9511 ## Before **Render**  **PostUpdate**  ## After **Render**  **PostUpdate**  --------- Co-authored-by: Alice Cecile <alice.i.cecile@gmail.com> Co-authored-by: Alice Cecile <alice.i.cecil@gmail.com> Co-authored-by: François <mockersf@gmail.com>
123 lines
4.1 KiB
Rust
123 lines
4.1 KiB
Rust
mod error;
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mod font;
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mod font_atlas;
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mod font_atlas_set;
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mod font_loader;
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mod glyph_brush;
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mod pipeline;
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mod text;
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mod text2d;
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pub use error::*;
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pub use font::*;
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pub use font_atlas::*;
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pub use font_atlas_set::*;
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pub use font_loader::*;
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pub use glyph_brush::*;
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pub use pipeline::*;
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pub use text::*;
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pub use text2d::*;
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pub mod prelude {
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#[doc(hidden)]
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pub use crate::{Font, JustifyText, Text, Text2dBundle, TextError, TextSection, TextStyle};
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}
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use bevy_app::prelude::*;
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use bevy_asset::AssetApp;
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#[cfg(feature = "default_font")]
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use bevy_asset::{load_internal_binary_asset, Handle};
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use bevy_ecs::prelude::*;
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use bevy_render::{camera::CameraUpdateSystem, ExtractSchedule, RenderApp};
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use bevy_sprite::SpriteSystem;
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use std::num::NonZeroUsize;
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/// Adds text rendering support to an app.
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///
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/// When the `bevy_text` feature is enabled with the `bevy` crate, this
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/// plugin is included by default in the `DefaultPlugins`.
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#[derive(Default)]
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pub struct TextPlugin;
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/// Settings used to configure the [`TextPlugin`].
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#[derive(Resource)]
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pub struct TextSettings {
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/// Soft maximum number of font atlases supported in a [`FontAtlasSet`]. When this is exceeded,
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/// a warning will be emitted a single time. The [`FontAtlasWarning`] resource ensures that
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/// this only happens once.
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pub soft_max_font_atlases: NonZeroUsize,
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/// Allows font size to be set dynamically exceeding the amount set in `soft_max_font_atlases`.
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/// Note each font size has to be generated which can have a strong performance impact.
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pub allow_dynamic_font_size: bool,
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}
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impl Default for TextSettings {
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fn default() -> Self {
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Self {
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soft_max_font_atlases: NonZeroUsize::new(16).unwrap(),
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allow_dynamic_font_size: false,
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}
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}
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}
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/// This resource tracks whether or not a warning has been emitted due to the number
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/// of font atlases exceeding the [`TextSettings::soft_max_font_atlases`] setting.
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#[derive(Resource, Default)]
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pub struct FontAtlasWarning {
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warned: bool,
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}
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/// Text is rendered for two different view projections, a [`Text2dBundle`] is rendered with a
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/// `BottomToTop` y axis, while UI is rendered with a `TopToBottom` y axis. This matters for text because
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/// the glyph positioning is different in either layout.
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pub enum YAxisOrientation {
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TopToBottom,
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BottomToTop,
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}
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impl Plugin for TextPlugin {
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fn build(&self, app: &mut App) {
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app.init_asset::<Font>()
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.register_type::<Text>()
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.register_type::<Text2dBounds>()
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.register_type::<TextSection>()
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.register_type::<Vec<TextSection>>()
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.register_type::<TextStyle>()
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.register_type::<JustifyText>()
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.register_type::<BreakLineOn>()
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.init_asset_loader::<FontLoader>()
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.init_resource::<TextSettings>()
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.init_resource::<FontAtlasWarning>()
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.init_resource::<FontAtlasSets>()
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.insert_resource(TextPipeline::default())
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.add_systems(
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PostUpdate,
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(
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update_text2d_layout
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.after(font_atlas_set::remove_dropped_font_atlas_sets)
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// Potential conflict: `Assets<Image>`
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// In practice, they run independently since `bevy_render::camera_update_system`
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// will only ever observe its own render target, and `update_text2d_layout`
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// will never modify a pre-existing `Image` asset.
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.ambiguous_with(CameraUpdateSystem),
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remove_dropped_font_atlas_sets,
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),
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);
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if let Ok(render_app) = app.get_sub_app_mut(RenderApp) {
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render_app.add_systems(
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ExtractSchedule,
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extract_text2d_sprite.after(SpriteSystem::ExtractSprites),
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);
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}
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#[cfg(feature = "default_font")]
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load_internal_binary_asset!(
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app,
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Handle::default(),
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"FiraMono-subset.ttf",
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|bytes: &[u8], _path: String| { Font::try_from_bytes(bytes.to_vec()).unwrap() }
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);
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}
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}
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