use bevy_asset::Assets; use bevy_ecs::{ bundle::Bundle, entity::Entity, query::{Changed, QueryState, With}, system::{Local, Query, QuerySet, Res, ResMut}, }; use bevy_math::{Mat4, Size, Vec3}; use bevy_render::{texture::Image, RenderWorld}; use bevy_sprite::{ExtractedSprite, ExtractedSprites, TextureAtlas}; use bevy_transform::prelude::{GlobalTransform, Transform}; use bevy_window::Windows; use crate::{ DefaultTextPipeline, Font, FontAtlasSet, HorizontalAlign, Text, Text2dSize, TextError, VerticalAlign, }; /// The bundle of components needed to draw text in a 2D scene via a 2D `OrthographicCameraBundle`. /// [Example usage.](https://github.com/bevyengine/bevy/blob/latest/examples/2d/text2d.rs) #[derive(Bundle, Clone, Debug)] pub struct Text2dBundle { pub text: Text, pub transform: Transform, pub global_transform: GlobalTransform, pub text_2d_size: Text2dSize, } impl Default for Text2dBundle { fn default() -> Self { Self { text: Default::default(), transform: Default::default(), global_transform: Default::default(), text_2d_size: Text2dSize { size: Size::default(), }, } } } pub fn extract_text2d_sprite( mut render_world: ResMut, texture_atlases: Res>, text_pipeline: Res, windows: Res, text2d_query: Query<(Entity, &Text, &GlobalTransform, &Text2dSize)>, ) { let mut extracted_sprites = render_world.get_resource_mut::().unwrap(); let scale_factor = if let Some(window) = windows.get_primary() { window.scale_factor() as f32 } else { 1. }; for (entity, text, transform, calculated_size) in text2d_query.iter() { let (width, height) = (calculated_size.size.width, calculated_size.size.height); if let Some(text_layout) = text_pipeline.get_glyphs(&entity) { let text_glyphs = &text_layout.glyphs; let alignment_offset = match text.alignment.vertical { VerticalAlign::Top => Vec3::new(0.0, -height, 0.0), VerticalAlign::Center => Vec3::new(0.0, -height * 0.5, 0.0), VerticalAlign::Bottom => Vec3::ZERO, } + match text.alignment.horizontal { HorizontalAlign::Left => Vec3::ZERO, HorizontalAlign::Center => Vec3::new(-width * 0.5, 0.0, 0.0), HorizontalAlign::Right => Vec3::new(-width, 0.0, 0.0), }; for text_glyph in text_glyphs { let color = text.sections[text_glyph.section_index] .style .color .as_rgba_linear(); let atlas = texture_atlases .get(text_glyph.atlas_info.texture_atlas.clone_weak()) .unwrap(); let handle = atlas.texture.clone_weak(); let index = text_glyph.atlas_info.glyph_index as usize; let rect = atlas.textures[index]; let atlas_size = Some(atlas.size); let transform = Mat4::from_rotation_translation(transform.rotation, transform.translation) * Mat4::from_scale(transform.scale / scale_factor) * Mat4::from_translation( alignment_offset * scale_factor + text_glyph.position.extend(0.), ); extracted_sprites.sprites.push(ExtractedSprite { transform, color, rect, handle, atlas_size, flip_x: false, flip_y: false, }); } } } } #[derive(Debug, Default)] pub struct QueuedText2d { entities: Vec, } /// Updates the `TextGlyphs` with the new computed glyphs from the layout #[allow(clippy::too_many_arguments, clippy::type_complexity)] pub fn text2d_system( mut queued_text: Local, mut textures: ResMut>, fonts: Res>, windows: Res, mut texture_atlases: ResMut>, mut font_atlas_set_storage: ResMut>, mut text_pipeline: ResMut, mut text_queries: QuerySet<( QueryState, Changed)>, QueryState<(&Text, &mut Text2dSize), With>, )>, ) { // Adds all entities where the text or the style has changed to the local queue for entity in text_queries.q0().iter_mut() { queued_text.entities.push(entity); } if queued_text.entities.is_empty() { return; } let scale_factor = if let Some(window) = windows.get_primary() { window.scale_factor() } else { 1. }; // Computes all text in the local queue let mut new_queue = Vec::new(); let mut query = text_queries.q1(); for entity in queued_text.entities.drain(..) { if let Ok((text, mut calculated_size)) = query.get_mut(entity) { match text_pipeline.queue_text( entity, &fonts, &text.sections, scale_factor, text.alignment, Size::new(f32::MAX, f32::MAX), &mut *font_atlas_set_storage, &mut *texture_atlases, &mut *textures, ) { Err(TextError::NoSuchFont) => { // There was an error processing the text layout, let's add this entity to the // queue for further processing new_queue.push(entity); } Err(e @ TextError::FailedToAddGlyph(_)) => { panic!("Fatal error when processing text: {}.", e); } Ok(()) => { let text_layout_info = text_pipeline.get_glyphs(&entity).expect( "Failed to get glyphs from the pipeline that have just been computed", ); calculated_size.size = Size { width: scale_value(text_layout_info.size.width, 1. / scale_factor), height: scale_value(text_layout_info.size.height, 1. / scale_factor), }; } } } } queued_text.entities = new_queue; } pub fn scale_value(value: f32, factor: f64) -> f32 { (value as f64 * factor) as f32 }