# Objective
Currently, Text always uses the default linebreaking behaviour in glyph_brush_layout `BuiltInLineBreaker::Unicode` which breaks lines at word boundaries. However, glyph_brush_layout also supports breaking lines at any character by setting the linebreaker to `BuiltInLineBreaker::AnyChar`. Having text wrap character-by-character instead of at word boundaries is desirable in some cases - consider that consoles/terminals usually wrap this way.
As a side note, the default Unicode linebreaker does not seem to handle emergency cases, where there is no word boundary on a line to break at. In that case, the text runs out of bounds. Issue #1867 shows an example of this.
## Solution
Basically just copies how TextAlignment is exposed, but for a new enum TextLineBreakBehaviour.
This PR exposes glyph_brush_layout's two simple linebreaking options (Unicode, AnyChar) to users of Text via the enum TextLineBreakBehaviour (which just translates those 2 aforementioned options), plus a method 'with_linebreak_behaviour' on Text and TextBundle.
## Changelog
Added `Text::with_linebreak_behaviour`
Added `TextBundle::with_linebreak_behaviour`
`TextPipeline::queue_text` and `GlyphBrush::compute_glyphs` now need a TextLineBreakBehaviour argument, in order to pass through the new field.
Modified the `text2d` example to show both linebreaking behaviours.
## Example
Here's what the modified example looks like
![image](https://user-images.githubusercontent.com/117271367/213589184-b1a54bf3-116c-4721-8cb6-1cb69edb3070.png)
# Objective
Remove the `VerticalAlign` enum.
Text's alignment field should only affect the text's internal text alignment, not its position. The only way to control a `TextBundle`'s position and bounds should be through the manipulation of the constraints in the `Style` components of the nodes in the Bevy UI's layout tree.
`Text2dBundle` should have a separate `Anchor` component that sets its position relative to its transform.
Related issues: #676, #1490, #5502, #5513, #5834, #6717, #6724, #6741, #6748
## Changelog
* Changed `TextAlignment` into an enum with `Left`, `Center`, and `Right` variants.
* Removed the `HorizontalAlign` and `VerticalAlign` types.
* Added an `Anchor` component to `Text2dBundle`
* Added `Component` derive to `Anchor`
* Use `f32::INFINITY` instead of `f32::MAX` to represent unbounded text in Text2dBounds
## Migration Guide
The `alignment` field of `Text` now only affects the text's internal alignment.
### Change `TextAlignment` to TextAlignment` which is now an enum. Replace:
* `TextAlignment::TOP_LEFT`, `TextAlignment::CENTER_LEFT`, `TextAlignment::BOTTOM_LEFT` with `TextAlignment::Left`
* `TextAlignment::TOP_CENTER`, `TextAlignment::CENTER_LEFT`, `TextAlignment::BOTTOM_CENTER` with `TextAlignment::Center`
* `TextAlignment::TOP_RIGHT`, `TextAlignment::CENTER_RIGHT`, `TextAlignment::BOTTOM_RIGHT` with `TextAlignment::Right`
### Changes for `Text2dBundle`
`Text2dBundle` has a new field 'text_anchor' that takes an `Anchor` component that controls its position relative to its transform.
# Objective
Fixes#6642
In a way that doesn't create any breaking changes, as a possible way to fix the above in a patch release.
## Solution
Don't actually remove font atlases when `max_font_atlases` is exceeded. Add a warning instead.
Keep `TextError::ExceedMaxTextAtlases` and `TextSettings` as-is so we don't break anything.
This is a bit of a cop-out, but the problems revealed by #6642 seem very challenging to fix properly.
Maybe follow up later with something more like https://github.com/rparrett/bevy/commits/remove-max-font-atlases later, if this is the direction we want to go.
## Note
See previous attempt at a "simple fix" that only solved some of the issues: #6666
# Objective
Following discussion on #3536 and #3522, `Handle::as_weak()` takes a type `U`, reinterpreting the handle as of another asset type while keeping the same ID. This is mainly used today in font atlas code. This PR does two things:
- Rename the method to `cast_weak()` to make its intent more clear
- Actually change the type uuid in the handle if it's not an asset path variant.
## Migration Guide
- Rename `Handle::as_weak` uses to `Handle::cast_weak`
The method now properly sets the associated type uuid if the handle is a direct reference (e.g. not a reference to an `AssetPath`), so adjust you code accordingly if you relied on the previous behavior.
# Objective
- fix new clippy lints before they get stable and break CI
## Solution
- run `clippy --fix` to auto-fix machine-applicable lints
- silence `clippy::should_implement_trait` for `fn HandleId::default<T: Asset>`
## Changes
- always prefer `format!("{inline}")` over `format!("{}", not_inline)`
- prefer `Box::default` (or `Box::<T>::default` if necessary) over `Box::new(T::default())`
# Objective
Fixes#6272
## Solution
Revert to old way of positioning text for Text2D rendered text.
Co-authored-by: Michel van der Hulst <hulstmichel@gmail.com>
# Objective
Fixes#5636
Summary: The FontAtlasSet caches generated font textures per font size. Since font size can be any arbitrary floating point number it is possible for the user to generate thousands of font texture inadvertently by changing the font size over time. This results in a memory leak as these generated font textures fill the available memory.
## Solution
We limit the number of possible font sizes that we will cache and throw an error if the user attempts to generate more. This error encourages the user to use alternative, less performance intensive methods to accomplish the same goal. If the user requires more font sizes and the alternative solutions wont work there is now a TextSettings Resource that the user can set to configure this limit.
---
## Changelog
The number of cached font sizes per font is now limited with a default limit of 100 font sizes per font. This limit is configurable via the new TextSettings struct.
# Objective
- Related #4276.
- Part of the splitting process of #3503.
## Solution
- Move `Size` to `bevy_ui`.
## Reasons
- `Size` is only needed in `bevy_ui` (because it needs to use `Val` instead of `f32`), but it's also used as a worse `Vec2` replacement in other areas.
- `Vec2` is more powerful than `Size` so it should be used whenever possible.
- Discussion in #3503.
## Changelog
### Changed
- The `Size` type got moved from `bevy_math` to `bevy_ui`.
## Migration Guide
- The `Size` type got moved from `bevy::math` to `bevy::ui`. To migrate you just have to import `bevy::ui::Size` instead of `bevy::math::Math` or use the `bevy::prelude` instead.
Co-authored-by: KDecay <KDecayMusic@protonmail.com>
What is says on the tin.
This has got more to do with making `clippy` slightly more *quiet* than it does with changing anything that might greatly impact readability or performance.
that said, deriving `Default` for a couple of structs is a nice easy win
This makes the [New Bevy Renderer](#2535) the default (and only) renderer. The new renderer isn't _quite_ ready for the final release yet, but I want as many people as possible to start testing it so we can identify bugs and address feedback prior to release.
The examples are all ported over and operational with a few exceptions:
* I removed a good portion of the examples in the `shader` folder. We still have some work to do in order to make these examples possible / ergonomic / worthwhile: #3120 and "high level shader material plugins" are the big ones. This is a temporary measure.
* Temporarily removed the multiple_windows example: doing this properly in the new renderer will require the upcoming "render targets" changes. Same goes for the render_to_texture example.
* Removed z_sort_debug: entity visibility sort info is no longer available in app logic. we could do this on the "render app" side, but i dont consider it a priority.
improve quality of text2d rendering
* remove coordinate tweaking in sprite-sheet shader
* fixes glyph shimmering of animated text
* reposition glyph before passing it to ab_glyph to normalize its rendering
The result of layout of sequence of glyphs causes individuals to have fractional positions, but since glyph renderings are reused for future instances of that glyph, this produces errors. This change accepts the errors but repositions the glyph to "0, 0" in an effort to get the cleanest possible rendering.
Use glyph_brush_layout and add text alignment support
Co-authored-by: Olivier Pinon <op@impero.com>
Co-authored-by: tigregalis <anak.harimau@gmail.com>
Co-authored-by: Carter Anderson <mcanders1@gmail.com>