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Reflect TextLayout and ComputedTextBlock (#16296)
# Objective - Fix panic when saving/loading scenes with text nodes due to missing Reflect implementations.
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2 changed files with 7 additions and 2 deletions
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@ -116,6 +116,8 @@ impl Plugin for TextPlugin {
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.register_type::<TextColor>()
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.register_type::<TextSpan>()
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.register_type::<TextBounds>()
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.register_type::<TextLayout>()
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.register_type::<ComputedTextBlock>()
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.init_asset_loader::<FontLoader>()
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.init_resource::<FontAtlasSets>()
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.init_resource::<TextPipeline>()
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@ -28,7 +28,8 @@ impl Default for CosmicBuffer {
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/// A sub-entity of a [`ComputedTextBlock`].
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///
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/// Returned by [`ComputedTextBlock::entities`].
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#[derive(Debug, Copy, Clone)]
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#[derive(Debug, Copy, Clone, Reflect)]
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#[reflect(Debug)]
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pub struct TextEntity {
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/// The entity.
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pub entity: Entity,
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@ -41,7 +42,8 @@ pub struct TextEntity {
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/// See [`TextLayout`].
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///
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/// Automatically updated by 2d and UI text systems.
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#[derive(Component, Debug, Clone)]
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#[derive(Component, Debug, Clone, Reflect)]
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#[reflect(Component, Debug, Default)]
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pub struct ComputedTextBlock {
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/// Buffer for managing text layout and creating [`TextLayoutInfo`].
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///
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@ -49,6 +51,7 @@ pub struct ComputedTextBlock {
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/// `TextLayoutInfo`. If you want to control the buffer contents manually or use the `cosmic-text`
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/// editor, then you need to not use `TextLayout` and instead manually implement the conversion to
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/// `TextLayoutInfo`.
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#[reflect(ignore)]
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pub(crate) buffer: CosmicBuffer,
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/// Entities for all text spans in the block, including the root-level text.
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///
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