bevy/crates/bevy_text/src/lib.rs

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Rust
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mod error;
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mod font;
mod font_atlas;
mod font_atlas_set;
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mod font_loader;
mod glyph_brush;
mod pipeline;
mod text;
mod text2d;
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pub use error::*;
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pub use font::*;
pub use font_atlas::*;
pub use font_atlas_set::*;
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pub use font_loader::*;
pub use glyph_brush::*;
pub use pipeline::*;
pub use text::*;
pub use text2d::*;
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pub mod prelude {
#[doc(no_inline)]
pub use crate::{
Font, HorizontalAlign, Text, Text2dBundle, TextAlignment, TextError, TextSection,
TextStyle, VerticalAlign,
};
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}
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use bevy_app::prelude::*;
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use bevy_asset::AddAsset;
Exclusive Systems Now Implement `System`. Flexible Exclusive System Params (#6083) # Objective The [Stageless RFC](https://github.com/bevyengine/rfcs/pull/45) involves allowing exclusive systems to be referenced and ordered relative to parallel systems. We've agreed that unifying systems under `System` is the right move. This is an alternative to #4166 (see rationale in the comments I left there). Note that this builds on the learnings established there (and borrows some patterns). ## Solution This unifies parallel and exclusive systems under the shared `System` trait, removing the old `ExclusiveSystem` trait / impls. This is accomplished by adding a new `ExclusiveFunctionSystem` impl similar to `FunctionSystem`. It is backed by `ExclusiveSystemParam`, which is similar to `SystemParam`. There is a new flattened out SystemContainer api (which cuts out a lot of trait and type complexity). This means you can remove all cases of `exclusive_system()`: ```rust // before commands.add_system(some_system.exclusive_system()); // after commands.add_system(some_system); ``` I've also implemented `ExclusiveSystemParam` for `&mut QueryState` and `&mut SystemState`, which makes this possible in exclusive systems: ```rust fn some_exclusive_system( world: &mut World, transforms: &mut QueryState<&Transform>, state: &mut SystemState<(Res<Time>, Query<&Player>)>, ) { for transform in transforms.iter(world) { println!("{transform:?}"); } let (time, players) = state.get(world); for player in players.iter() { println!("{player:?}"); } } ``` Note that "exclusive function systems" assume `&mut World` is present (and the first param). I think this is a fair assumption, given that the presence of `&mut World` is what defines the need for an exclusive system. I added some targeted SystemParam `static` constraints, which removed the need for this: ``` rust fn some_exclusive_system(state: &mut SystemState<(Res<'static, Time>, Query<&'static Player>)>) {} ``` ## Related - #2923 - #3001 - #3946 ## Changelog - `ExclusiveSystem` trait (and implementations) has been removed in favor of sharing the `System` trait. - `ExclusiveFunctionSystem` and `ExclusiveSystemParam` were added, enabling flexible exclusive function systems - `&mut SystemState` and `&mut QueryState` now implement `ExclusiveSystemParam` - Exclusive and parallel System configuration is now done via a unified `SystemDescriptor`, `IntoSystemDescriptor`, and `SystemContainer` api. ## Migration Guide Calling `.exclusive_system()` is no longer required (or supported) for converting exclusive system functions to exclusive systems: ```rust // Old (0.8) app.add_system(some_exclusive_system.exclusive_system()); // New (0.9) app.add_system(some_exclusive_system); ``` Converting "normal" parallel systems to exclusive systems is done by calling the exclusive ordering apis: ```rust // Old (0.8) app.add_system(some_system.exclusive_system().at_end()); // New (0.9) app.add_system(some_system.at_end()); ``` Query state in exclusive systems can now be cached via ExclusiveSystemParams, which should be preferred for clarity and performance reasons: ```rust // Old (0.8) fn some_system(world: &mut World) { let mut transforms = world.query::<&Transform>(); for transform in transforms.iter(world) { } } // New (0.9) fn some_system(world: &mut World, transforms: &mut QueryState<&Transform>) { for transform in transforms.iter(world) { } } ```
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use bevy_ecs::{schedule::IntoSystemDescriptor, system::Resource};
use bevy_render::{camera::CameraUpdateSystem, RenderApp, RenderStage};
use bevy_sprite::SpriteSystem;
use bevy_window::ModifiesWindows;
use std::num::NonZeroUsize;
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#[derive(Default)]
pub struct TextPlugin;
/// [`TextPlugin`] settings
#[derive(Resource)]
pub struct TextSettings {
/// Maximum number of font atlases supported in a ['FontAtlasSet']
pub max_font_atlases: NonZeroUsize,
/// Allows font size to be set dynamically exceeding the amount set in max_font_atlases.
/// Note each font size has to be generated which can have a strong performance impact.
pub allow_dynamic_font_size: bool,
}
impl Default for TextSettings {
fn default() -> Self {
Self {
max_font_atlases: NonZeroUsize::new(16).unwrap(),
allow_dynamic_font_size: false,
}
}
}
/// Text is rendered for two different view projections, normal `Text2DBundle` is rendered with a
/// `BottomToTop` y axis, and UI is rendered with a `TopToBottom` y axis. This matters for text because
/// the glyph positioning is different in either layout.
pub enum YAxisOrientation {
TopToBottom,
BottomToTop,
}
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impl Plugin for TextPlugin {
fn build(&self, app: &mut App) {
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app.add_asset::<Font>()
.add_asset::<FontAtlasSet>()
.register_type::<Text>()
.register_type::<TextSection>()
.register_type::<Vec<TextSection>>()
.register_type::<TextStyle>()
.register_type::<TextAlignment>()
.register_type::<VerticalAlign>()
.register_type::<HorizontalAlign>()
.init_asset_loader::<FontLoader>()
.init_resource::<TextSettings>()
.insert_resource(TextPipeline::default())
.add_system_to_stage(
CoreStage::PostUpdate,
update_text2d_layout
.after(ModifiesWindows)
// 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),
);
if let Ok(render_app) = app.get_sub_app_mut(RenderApp) {
render_app.add_system_to_stage(
RenderStage::Extract,
extract_text2d_sprite.after(SpriteSystem::ExtractSprites),
);
}
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}
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}