use bevy_asset::Assets; use bevy_ecs::{ bundle::Bundle, component::Component, entity::Entity, event::EventReader, query::Changed, reflect::ReflectComponent, system::{Local, Query, Res, ResMut}, }; use bevy_math::{Vec2, Vec3}; use bevy_reflect::Reflect; use bevy_render::{ texture::Image, view::{ComputedVisibility, Visibility}, Extract, }; use bevy_sprite::{Anchor, ExtractedSprite, ExtractedSprites, TextureAtlas}; use bevy_transform::prelude::{GlobalTransform, Transform}; use bevy_utils::HashSet; use bevy_window::{WindowId, WindowScaleFactorChanged, Windows}; use crate::{ DefaultTextPipeline, Font, FontAtlasSet, HorizontalAlign, Text, TextError, VerticalAlign, }; /// The calculated size of text drawn in 2D scene. #[derive(Component, Default, Copy, Clone, Debug, Reflect)] #[reflect(Component)] pub struct Text2dSize { pub size: Vec2, } /// The maximum width and height of text. The text will wrap according to the specified size. /// Characters out of the bounds after wrapping will be truncated. Text is aligned according to the /// specified `TextAlignment`. /// /// Note: only characters that are completely out of the bounds will be truncated, so this is not a /// reliable limit if it is necessary to contain the text strictly in the bounds. Currently this /// component is mainly useful for text wrapping only. #[derive(Component, Copy, Clone, Debug, Reflect)] #[reflect(Component)] pub struct Text2dBounds { pub size: Vec2, } impl Default for Text2dBounds { fn default() -> Self { Self { size: Vec2::new(f32::MAX, f32::MAX), } } } /// The bundle of components needed to draw text in a 2D scene via a 2D `Camera2dBundle`. /// [Example usage.](https://github.com/bevyengine/bevy/blob/latest/examples/2d/text2d.rs) #[derive(Bundle, Clone, Debug, Default)] pub struct Text2dBundle { pub text: Text, pub transform: Transform, pub global_transform: GlobalTransform, pub text_2d_size: Text2dSize, pub text_2d_bounds: Text2dBounds, pub visibility: Visibility, pub computed_visibility: ComputedVisibility, } pub fn extract_text2d_sprite( mut extracted_sprites: ResMut, texture_atlases: Extract>>, text_pipeline: Extract>, windows: Extract>, text2d_query: Extract< Query<( Entity, &ComputedVisibility, &Text, &GlobalTransform, &Text2dSize, )>, >, ) { let scale_factor = windows.scale_factor(WindowId::primary()) as f32; for (entity, computed_visibility, text, text_transform, calculated_size) in text2d_query.iter() { if !computed_visibility.is_visible() { continue; } let (width, height) = (calculated_size.size.x, calculated_size.size.y); 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) .unwrap(); let handle = atlas.texture.clone_weak(); let index = text_glyph.atlas_info.glyph_index as usize; let rect = Some(atlas.textures[index]); let glyph_transform = Transform::from_translation( alignment_offset * scale_factor + text_glyph.position.extend(0.), ); // NOTE: Should match `bevy_ui::render::extract_text_uinodes` let transform = *text_transform * GlobalTransform::from_scale(Vec3::splat(scale_factor.recip())) * glyph_transform; extracted_sprites.sprites.push(ExtractedSprite { entity, transform, color, rect, custom_size: None, image_handle_id: handle.id, flip_x: false, flip_y: false, anchor: Anchor::Center.as_vec(), }); } } } } /// Updates the layout and size information whenever the text or style is changed. /// This information is computed by the `TextPipeline` on insertion, then stored. #[allow(clippy::too_many_arguments)] pub fn update_text2d_layout( // Text items which should be reprocessed again, generally when the font hasn't loaded yet. mut queue: Local>, mut textures: ResMut>, fonts: Res>, windows: Res, mut scale_factor_changed: EventReader, mut texture_atlases: ResMut>, mut font_atlas_set_storage: ResMut>, mut text_pipeline: ResMut, mut text_query: Query<( Entity, Changed, &Text, Option<&Text2dBounds>, &mut Text2dSize, )>, ) { // We need to consume the entire iterator, hence `last` let factor_changed = scale_factor_changed.iter().last().is_some(); let scale_factor = windows.scale_factor(WindowId::primary()); for (entity, text_changed, text, maybe_bounds, mut calculated_size) in &mut text_query { if factor_changed || text_changed || queue.remove(&entity) { let text_bounds = match maybe_bounds { Some(bounds) => Vec2::new( scale_value(bounds.size.x, scale_factor), scale_value(bounds.size.y, scale_factor), ), None => Vec2::new(f32::MAX, f32::MAX), }; match text_pipeline.queue_text( entity, &fonts, &text.sections, scale_factor, text.alignment, text_bounds, &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 queue.insert(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 = Vec2::new( scale_value(text_layout_info.size.x, 1. / scale_factor), scale_value(text_layout_info.size.y, 1. / scale_factor), ); } } } } } pub fn scale_value(value: f32, factor: f64) -> f32 { (value as f64 * factor) as f32 }