bevy/crates/bevy_text/src/text2d.rs
Alice Cecile 599e5e4e76
Migrate from LegacyColor to bevy_color::Color (#12163)
# Objective

- As part of the migration process we need to a) see the end effect of
the migration on user ergonomics b) check for serious perf regressions
c) actually migrate the code
- To accomplish this, I'm going to attempt to migrate all of the
remaining user-facing usages of `LegacyColor` in one PR, being careful
to keep a clean commit history.
- Fixes #12056.

## Solution

I've chosen to use the polymorphic `Color` type as our standard
user-facing API.

- [x] Migrate `bevy_gizmos`.
- [x] Take `impl Into<Color>` in all `bevy_gizmos` APIs
- [x] Migrate sprites
- [x] Migrate UI
- [x] Migrate `ColorMaterial`
- [x] Migrate `MaterialMesh2D`
- [x] Migrate fog
- [x] Migrate lights
- [x] Migrate StandardMaterial
- [x] Migrate wireframes
- [x] Migrate clear color
- [x] Migrate text
- [x] Migrate gltf loader
- [x] Register color types for reflection
- [x] Remove `LegacyColor`
- [x] Make sure CI passes

Incidental improvements to ease migration:

- added `Color::srgba_u8`, `Color::srgba_from_array` and friends
- added `set_alpha`, `is_fully_transparent` and `is_fully_opaque` to the
`Alpha` trait
- add and immediately deprecate (lol) `Color::rgb` and friends in favor
of more explicit and consistent `Color::srgb`
- standardized on white and black for most example text colors
- added vector field traits to `LinearRgba`: ~~`Add`, `Sub`,
`AddAssign`, `SubAssign`,~~ `Mul<f32>` and `Div<f32>`. Multiplications
and divisions do not scale alpha. `Add` and `Sub` have been cut from
this PR.
- added `LinearRgba` and `Srgba` `RED/GREEN/BLUE`
- added `LinearRgba_to_f32_array` and `LinearRgba::to_u32`

## Migration Guide

Bevy's color types have changed! Wherever you used a
`bevy::render::Color`, a `bevy::color::Color` is used instead.

These are quite similar! Both are enums storing a color in a specific
color space (or to be more precise, using a specific color model).
However, each of the different color models now has its own type.

TODO...

- `Color::rgba`, `Color::rgb`, `Color::rbga_u8`, `Color::rgb_u8`,
`Color::rgb_from_array` are now `Color::srgba`, `Color::srgb`,
`Color::srgba_u8`, `Color::srgb_u8` and `Color::srgb_from_array`.
- `Color::set_a` and `Color::a` is now `Color::set_alpha` and
`Color::alpha`. These are part of the `Alpha` trait in `bevy_color`.
- `Color::is_fully_transparent` is now part of the `Alpha` trait in
`bevy_color`
- `Color::r`, `Color::set_r`, `Color::with_r` and the equivalents for
`g`, `b` `h`, `s` and `l` have been removed due to causing silent
relatively expensive conversions. Convert your `Color` into the desired
color space, perform your operations there, and then convert it back
into a polymorphic `Color` enum.
- `Color::hex` is now `Srgba::hex`. Call `.into` or construct a
`Color::Srgba` variant manually to convert it.
- `WireframeMaterial`, `ExtractedUiNode`, `ExtractedDirectionalLight`,
`ExtractedPointLight`, `ExtractedSpotLight` and `ExtractedSprite` now
store a `LinearRgba`, rather than a polymorphic `Color`
- `Color::rgb_linear` and `Color::rgba_linear` are now
`Color::linear_rgb` and `Color::linear_rgba`
- The various CSS color constants are no longer stored directly on
`Color`. Instead, they're defined in the `Srgba` color space, and
accessed via `bevy::color::palettes::css`. Call `.into()` on them to
convert them into a `Color` for quick debugging use, and consider using
the much prettier `tailwind` palette for prototyping.
- The `LIME_GREEN` color has been renamed to `LIMEGREEN` to comply with
the standard naming.
- Vector field arithmetic operations on `Color` (add, subtract, multiply
and divide by a f32) have been removed. Instead, convert your colors
into `LinearRgba` space, and perform your operations explicitly there.
This is particularly relevant when working with emissive or HDR colors,
whose color channel values are routinely outside of the ordinary 0 to 1
range.
- `Color::as_linear_rgba_f32` has been removed. Call
`LinearRgba::to_f32_array` instead, converting if needed.
- `Color::as_linear_rgba_u32` has been removed. Call
`LinearRgba::to_u32` instead, converting if needed.
- Several other color conversion methods to transform LCH or HSL colors
into float arrays or `Vec` types have been removed. Please reimplement
these externally or open a PR to re-add them if you found them
particularly useful.
- Various methods on `Color` such as `rgb` or `hsl` to convert the color
into a specific color space have been removed. Convert into
`LinearRgba`, then to the color space of your choice.
- Various implicitly-converting color value methods on `Color` such as
`r`, `g`, `b` or `h` have been removed. Please convert it into the color
space of your choice, then check these properties.
- `Color` no longer implements `AsBindGroup`. Store a `LinearRgba`
internally instead to avoid conversion costs.

---------

Co-authored-by: Alice Cecile <alice.i.cecil@gmail.com>
Co-authored-by: Afonso Lage <lage.afonso@gmail.com>
Co-authored-by: Rob Parrett <robparrett@gmail.com>
Co-authored-by: Zachary Harrold <zac@harrold.com.au>
2024-02-29 19:35:12 +00:00

380 lines
13 KiB
Rust

use crate::{
BreakLineOn, Font, FontAtlasSets, PositionedGlyph, Text, TextError, TextLayoutInfo,
TextPipeline, TextSettings, YAxisOrientation,
};
use bevy_asset::Assets;
use bevy_color::LinearRgba;
use bevy_ecs::{
bundle::Bundle,
change_detection::{DetectChanges, Ref},
component::Component,
entity::Entity,
event::EventReader,
prelude::With,
query::{Changed, Without},
reflect::ReflectComponent,
system::{Commands, Local, Query, Res, ResMut},
};
use bevy_math::Vec2;
use bevy_reflect::Reflect;
use bevy_render::{
primitives::Aabb,
texture::Image,
view::{InheritedVisibility, NoFrustumCulling, ViewVisibility, Visibility},
Extract,
};
use bevy_sprite::{Anchor, ExtractedSprite, ExtractedSprites, TextureAtlasLayout};
use bevy_transform::prelude::{GlobalTransform, Transform};
use bevy_utils::HashSet;
use bevy_window::{PrimaryWindow, Window, WindowScaleFactorChanged};
/// 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 [`JustifyText`](crate::text::JustifyText).
///
/// 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 {
/// The maximum width and height of text in logical pixels.
pub size: Vec2,
}
impl Default for Text2dBounds {
#[inline]
fn default() -> Self {
Self::UNBOUNDED
}
}
impl Text2dBounds {
/// Unbounded text will not be truncated or wrapped.
pub const UNBOUNDED: Self = Self {
size: Vec2::splat(f32::INFINITY),
};
}
/// The bundle of components needed to draw text in a 2D scene via a 2D `Camera2dBundle`.
/// [Example usage.](https://github.com/bevyengine/bevy/blob/latest/examples/2d/text2d.rs)
#[derive(Bundle, Clone, Debug, Default)]
pub struct Text2dBundle {
/// Contains the text.
pub text: Text,
/// How the text is positioned relative to its transform.
pub text_anchor: Anchor,
/// The maximum width and height of the text.
pub text_2d_bounds: Text2dBounds,
/// The transform of the text.
pub transform: Transform,
/// The global transform of the text.
pub global_transform: GlobalTransform,
/// The visibility properties of the text.
pub visibility: Visibility,
/// Inherited visibility of an entity.
pub inherited_visibility: InheritedVisibility,
/// Algorithmically-computed indication of whether an entity is visible and should be extracted for rendering
pub view_visibility: ViewVisibility,
/// Contains the size of the text and its glyph's position and scale data. Generated via [`TextPipeline::queue_text`]
pub text_layout_info: TextLayoutInfo,
}
/// This system extracts the sprites from the 2D text components and adds them to the
/// "render world".
pub fn extract_text2d_sprite(
mut commands: Commands,
mut extracted_sprites: ResMut<ExtractedSprites>,
texture_atlases: Extract<Res<Assets<TextureAtlasLayout>>>,
windows: Extract<Query<&Window, With<PrimaryWindow>>>,
text2d_query: Extract<
Query<(
Entity,
&ViewVisibility,
&Text,
&TextLayoutInfo,
&Anchor,
&GlobalTransform,
)>,
>,
) {
// TODO: Support window-independent scaling: https://github.com/bevyengine/bevy/issues/5621
let scale_factor = windows
.get_single()
.map(|window| window.resolution.scale_factor())
.unwrap_or(1.0);
let scaling = GlobalTransform::from_scale(Vec2::splat(scale_factor.recip()).extend(1.));
for (original_entity, view_visibility, text, text_layout_info, anchor, global_transform) in
text2d_query.iter()
{
if !view_visibility.get() {
continue;
}
let text_anchor = -(anchor.as_vec() + 0.5);
let alignment_translation = text_layout_info.logical_size * text_anchor;
let transform = *global_transform
* GlobalTransform::from_translation(alignment_translation.extend(0.))
* scaling;
let mut color = LinearRgba::WHITE;
let mut current_section = usize::MAX;
for PositionedGlyph {
position,
atlas_info,
section_index,
..
} in &text_layout_info.glyphs
{
if *section_index != current_section {
color = LinearRgba::from(text.sections[*section_index].style.color);
current_section = *section_index;
}
let atlas = texture_atlases.get(&atlas_info.texture_atlas).unwrap();
let entity = commands.spawn_empty().id();
extracted_sprites.sprites.insert(
entity,
ExtractedSprite {
transform: transform * GlobalTransform::from_translation(position.extend(0.)),
color,
rect: Some(atlas.textures[atlas_info.glyph_index].as_rect()),
custom_size: None,
image_handle_id: atlas_info.texture.id(),
flip_x: false,
flip_y: false,
anchor: Anchor::Center.as_vec(),
original_entity: Some(original_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.
///
/// ## World Resources
///
/// [`ResMut<Assets<Image>>`](Assets<Image>) -- This system only adds new [`Image`] assets.
/// It does not modify or observe existing ones.
#[allow(clippy::too_many_arguments)]
pub fn update_text2d_layout(
// Text items which should be reprocessed again, generally when the font hasn't loaded yet.
mut queue: Local<HashSet<Entity>>,
mut textures: ResMut<Assets<Image>>,
fonts: Res<Assets<Font>>,
text_settings: Res<TextSettings>,
windows: Query<&Window, With<PrimaryWindow>>,
mut scale_factor_changed: EventReader<WindowScaleFactorChanged>,
mut texture_atlases: ResMut<Assets<TextureAtlasLayout>>,
mut font_atlas_sets: ResMut<FontAtlasSets>,
mut text_pipeline: ResMut<TextPipeline>,
mut text_query: Query<(Entity, Ref<Text>, Ref<Text2dBounds>, &mut TextLayoutInfo)>,
) {
// We need to consume the entire iterator, hence `last`
let factor_changed = scale_factor_changed.read().last().is_some();
// TODO: Support window-independent scaling: https://github.com/bevyengine/bevy/issues/5621
let scale_factor = windows
.get_single()
.map(|window| window.resolution.scale_factor())
.unwrap_or(1.0);
let inverse_scale_factor = scale_factor.recip();
for (entity, text, bounds, mut text_layout_info) in &mut text_query {
if factor_changed || text.is_changed() || bounds.is_changed() || queue.remove(&entity) {
let text_bounds = Vec2::new(
if text.linebreak_behavior == BreakLineOn::NoWrap {
f32::INFINITY
} else {
scale_value(bounds.size.x, scale_factor)
},
scale_value(bounds.size.y, scale_factor),
);
match text_pipeline.queue_text(
&fonts,
&text.sections,
scale_factor,
text.justify,
text.linebreak_behavior,
text_bounds,
&mut font_atlas_sets,
&mut texture_atlases,
&mut textures,
text_settings.as_ref(),
YAxisOrientation::BottomToTop,
) {
Err(TextError::NoSuchFont) => {
// There was an error processing the text layout, let's add this entity to the
// queue for further processing
queue.insert(entity);
}
Err(e @ TextError::FailedToAddGlyph(_)) => {
panic!("Fatal error when processing text: {e}.");
}
Ok(mut info) => {
info.logical_size.x = scale_value(info.logical_size.x, inverse_scale_factor);
info.logical_size.y = scale_value(info.logical_size.y, inverse_scale_factor);
*text_layout_info = info;
}
}
}
}
}
/// Scales `value` by `factor`.
pub fn scale_value(value: f32, factor: f32) -> f32 {
value * factor
}
/// System calculating and inserting an [`Aabb`] component to entities with some
/// [`TextLayoutInfo`] and [`Anchor`] components, and without a [`NoFrustumCulling`] component.
///
/// Used in system set [`VisibilitySystems::CalculateBounds`](bevy_render::view::VisibilitySystems::CalculateBounds).
pub fn calculate_bounds_text2d(
mut commands: Commands,
mut text_to_update_aabb: Query<
(Entity, &TextLayoutInfo, &Anchor, Option<&mut Aabb>),
(Changed<TextLayoutInfo>, Without<NoFrustumCulling>),
>,
) {
for (entity, layout_info, anchor, aabb) in &mut text_to_update_aabb {
// `Anchor::as_vec` gives us an offset relative to the text2d bounds, by negating it and scaling
// by the logical size we compensate the transform offset in local space to get the center.
let center = (-anchor.as_vec() * layout_info.logical_size)
.extend(0.0)
.into();
// Distance in local space from the center to the x and y limits of the text2d bounds.
let half_extents = (layout_info.logical_size / 2.0).extend(0.0).into();
if let Some(mut aabb) = aabb {
*aabb = Aabb {
center,
half_extents,
};
} else {
commands.entity(entity).try_insert(Aabb {
center,
half_extents,
});
}
}
}
#[cfg(test)]
mod tests {
use bevy_app::{App, Update};
use bevy_asset::{load_internal_binary_asset, Handle};
use bevy_ecs::{event::Events, schedule::IntoSystemConfigs};
use bevy_utils::default;
use super::*;
const FIRST_TEXT: &str = "Sample text.";
const SECOND_TEXT: &str = "Another, longer sample text.";
fn setup() -> (App, Entity) {
let mut app = App::new();
app.init_resource::<Assets<Font>>()
.init_resource::<Assets<Image>>()
.init_resource::<Assets<TextureAtlasLayout>>()
.init_resource::<TextSettings>()
.init_resource::<FontAtlasSets>()
.init_resource::<Events<WindowScaleFactorChanged>>()
.insert_resource(TextPipeline::default())
.add_systems(
Update,
(
update_text2d_layout,
calculate_bounds_text2d.after(update_text2d_layout),
),
);
// A font is needed to ensure the text is laid out with an actual size.
load_internal_binary_asset!(
app,
Handle::default(),
"FiraMono-subset.ttf",
|bytes: &[u8], _path: String| { Font::try_from_bytes(bytes.to_vec()).unwrap() }
);
let entity = app
.world
.spawn((Text2dBundle {
text: Text::from_section(FIRST_TEXT, default()),
..default()
},))
.id();
(app, entity)
}
#[test]
fn calculate_bounds_text2d_create_aabb() {
let (mut app, entity) = setup();
assert!(!app
.world
.get_entity(entity)
.expect("Could not find entity")
.contains::<Aabb>());
// Creates the AABB after text layouting.
app.update();
let aabb = app
.world
.get_entity(entity)
.expect("Could not find entity")
.get::<Aabb>()
.expect("Text should have an AABB");
// Text2D AABB does not have a depth.
assert_eq!(aabb.center.z, 0.0);
assert_eq!(aabb.half_extents.z, 0.0);
// AABB has an actual size.
assert!(aabb.half_extents.x > 0.0 && aabb.half_extents.y > 0.0);
}
#[test]
fn calculate_bounds_text2d_update_aabb() {
let (mut app, entity) = setup();
// Creates the initial AABB after text layouting.
app.update();
let first_aabb = *app
.world
.get_entity(entity)
.expect("Could not find entity")
.get::<Aabb>()
.expect("Could not find initial AABB");
let mut entity_ref = app
.world
.get_entity_mut(entity)
.expect("Could not find entity");
*entity_ref
.get_mut::<Text>()
.expect("Missing Text on entity") = Text::from_section(SECOND_TEXT, default());
// Recomputes the AABB.
app.update();
let second_aabb = *app
.world
.get_entity(entity)
.expect("Could not find entity")
.get::<Aabb>()
.expect("Could not find second AABB");
// Check that the height is the same, but the width is greater.
approx::assert_abs_diff_eq!(first_aabb.half_extents.y, second_aabb.half_extents.y);
assert!(FIRST_TEXT.len() < SECOND_TEXT.len());
assert!(first_aabb.half_extents.x < second_aabb.half_extents.x);
}
}