mod error; mod font; mod font_atlas; mod font_atlas_set; mod font_loader; mod glyph_brush; mod pipeline; mod text; mod text2d; pub use error::*; pub use font::*; pub use font_atlas::*; pub use font_atlas_set::*; pub use font_loader::*; pub use glyph_brush::*; pub use pipeline::*; pub use text::*; pub use text2d::*; pub mod prelude { #[doc(hidden)] pub use crate::{Font, Text, Text2dBundle, TextAlignment, TextError, TextSection, TextStyle}; } use bevy_app::prelude::*; use bevy_asset::AddAsset; use bevy_ecs::{schedule::IntoSystemDescriptor, system::Resource}; use bevy_render::{camera::CameraUpdateSystem, RenderApp, RenderStage}; use bevy_sprite::SpriteSystem; use bevy_window::ModifiesWindows; use std::num::NonZeroUsize; #[derive(Default)] pub struct TextPlugin; /// [`TextPlugin`] settings #[derive(Resource)] pub struct TextSettings { /// Maximum number of font atlases supported in a ['FontAtlasSet'] pub max_font_atlases: NonZeroUsize, /// Allows font size to be set dynamically exceeding the amount set in max_font_atlases. /// Note each font size has to be generated which can have a strong performance impact. pub allow_dynamic_font_size: bool, } impl Default for TextSettings { fn default() -> Self { Self { max_font_atlases: NonZeroUsize::new(16).unwrap(), allow_dynamic_font_size: false, } } } #[derive(Resource, Default)] pub struct FontAtlasWarning { warned: bool, } /// Text is rendered for two different view projections, normal `Text2DBundle` is rendered with a /// `BottomToTop` y axis, and UI is rendered with a `TopToBottom` y axis. This matters for text because /// the glyph positioning is different in either layout. pub enum YAxisOrientation { TopToBottom, BottomToTop, } impl Plugin for TextPlugin { fn build(&self, app: &mut App) { app.add_asset::() .add_asset::() .register_type::() .register_type::() .register_type::>() .register_type::() .register_type::() .register_type::() .init_asset_loader::() .init_resource::() .init_resource::() .insert_resource(TextPipeline::default()) .add_system_to_stage( CoreStage::PostUpdate, update_text2d_layout .after(ModifiesWindows) // Potential conflict: `Assets` // In practice, they run independently since `bevy_render::camera_update_system` // will only ever observe its own render target, and `update_text2d_layout` // will never modify a pre-existing `Image` asset. .ambiguous_with(CameraUpdateSystem), ); if let Ok(render_app) = app.get_sub_app_mut(RenderApp) { render_app.add_system_to_stage( RenderStage::Extract, extract_text2d_sprite.after(SpriteSystem::ExtractSprites), ); } } }