bevy/crates/bevy_text/src/font_atlas.rs

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use bevy_asset::{Assets, Handle};
use bevy_render::texture::Texture;
use bevy_sprite::{DynamicTextureAtlasBuilder, TextureAtlas};
use bevy_math::Vec2;
use std::collections::HashMap;
pub struct FontAtlas {
pub dynamic_texture_atlas_builder: DynamicTextureAtlasBuilder,
pub glyph_to_index: HashMap<char, u32>,
pub texture_atlas: Handle<TextureAtlas>,
}
impl FontAtlas {
pub fn new(
textures: &mut Assets<Texture>,
texture_atlases: &mut Assets<TextureAtlas>,
size: Vec2,
) -> FontAtlas {
let atlas_texture = textures.add(Texture::new_fill(size, &[0, 0, 0, 0]));
let texture_atlas = TextureAtlas::new_empty(atlas_texture, size);
Self {
texture_atlas: texture_atlases.add(texture_atlas),
glyph_to_index: HashMap::new(),
dynamic_texture_atlas_builder: DynamicTextureAtlasBuilder::new(size),
}
}
pub fn get_char_index(&self, character: char) -> Option<u32> {
self.glyph_to_index.get(&character).cloned()
}
pub fn add_char(
&mut self,
textures: &mut Assets<Texture>,
texture_atlases: &mut Assets<TextureAtlas>,
character: char,
texture: &Texture,
) {
let texture_atlas = texture_atlases.get_mut(&self.texture_atlas).unwrap();
if let Some(index) =
self.dynamic_texture_atlas_builder
.add_texture(texture_atlas, textures, texture)
{
self.glyph_to_index.insert(character, index);
} else {
panic!("ran out of space in font atlas");
}
}
}