use ab_glyph::{GlyphId, Point}; use bevy_asset::{Assets, Handle}; use bevy_math::Vec2; use bevy_render::{ render_resource::{Extent3d, TextureDimension, TextureFormat}, texture::Image, }; use bevy_sprite::{DynamicTextureAtlasBuilder, TextureAtlas}; use bevy_utils::HashMap; #[cfg(feature = "subpixel_glyph_atlas")] #[derive(Copy, Clone, Eq, PartialEq, Hash, Debug)] pub struct SubpixelOffset { x: u16, y: u16, } #[cfg(feature = "subpixel_glyph_atlas")] impl From for SubpixelOffset { fn from(p: Point) -> Self { fn f(v: f32) -> u16 { ((v % 1.) * (u16::MAX as f32)) as u16 } Self { x: f(p.x), y: f(p.y), } } } #[cfg(not(feature = "subpixel_glyph_atlas"))] #[derive(Copy, Clone, Eq, PartialEq, Hash, Debug)] pub struct SubpixelOffset; #[cfg(not(feature = "subpixel_glyph_atlas"))] impl From for SubpixelOffset { fn from(_: Point) -> Self { Self } } pub struct FontAtlas { pub dynamic_texture_atlas_builder: DynamicTextureAtlasBuilder, pub glyph_to_atlas_index: HashMap<(GlyphId, SubpixelOffset), usize>, pub texture_atlas: Handle, } impl FontAtlas { pub fn new( textures: &mut Assets, texture_atlases: &mut Assets, size: Vec2, ) -> FontAtlas { let atlas_texture = textures.add(Image::new_fill( Extent3d { width: size.x as u32, height: size.y as u32, depth_or_array_layers: 1, }, TextureDimension::D2, &[0, 0, 0, 0], TextureFormat::Rgba8UnormSrgb, )); let texture_atlas = TextureAtlas::new_empty(atlas_texture, size); Self { texture_atlas: texture_atlases.add(texture_atlas), glyph_to_atlas_index: HashMap::default(), dynamic_texture_atlas_builder: DynamicTextureAtlasBuilder::new(size, 0), } } pub fn get_glyph_index( &self, glyph_id: GlyphId, subpixel_offset: SubpixelOffset, ) -> Option { self.glyph_to_atlas_index .get(&(glyph_id, subpixel_offset)) .copied() } pub fn has_glyph(&self, glyph_id: GlyphId, subpixel_offset: SubpixelOffset) -> bool { self.glyph_to_atlas_index .contains_key(&(glyph_id, subpixel_offset)) } pub fn add_glyph( &mut self, textures: &mut Assets, texture_atlases: &mut Assets, glyph_id: GlyphId, subpixel_offset: SubpixelOffset, texture: &Image, ) -> bool { 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_atlas_index .insert((glyph_id, subpixel_offset), index); true } else { false } } }