mirror of
https://github.com/bevyengine/bevy
synced 2024-12-24 12:03:14 +00:00
d1f40148fd
Co-authored-by: Carter Anderson <mcanders1@gmail.com>
200 lines
6.7 KiB
Rust
200 lines
6.7 KiB
Rust
use bevy_asset::Assets;
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use bevy_ecs::{
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bundle::Bundle,
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entity::Entity,
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query::{Changed, With, Without},
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system::{Local, Query, QuerySet, Res, ResMut},
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};
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use bevy_math::{Size, Vec3};
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use bevy_render::{
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draw::{DrawContext, Drawable, OutsideFrustum},
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mesh::Mesh,
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prelude::{Draw, Msaa, Texture, Visible},
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render_graph::base::MainPass,
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renderer::RenderResourceBindings,
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};
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use bevy_sprite::{TextureAtlas, QUAD_HANDLE};
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use bevy_transform::prelude::{GlobalTransform, Transform};
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use bevy_window::Windows;
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use glyph_brush_layout::{HorizontalAlign, VerticalAlign};
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use crate::{DefaultTextPipeline, DrawableText, Font, FontAtlasSet, Text, Text2dSize, TextError};
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/// The bundle of components needed to draw text in a 2D scene via a 2D `OrthographicCameraBundle`.
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/// [Example usage.](https://github.com/bevyengine/bevy/blob/latest/examples/2d/text2d.rs)
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#[derive(Bundle, Clone, Debug)]
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pub struct Text2dBundle {
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pub draw: Draw,
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pub visible: Visible,
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pub text: Text,
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pub transform: Transform,
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pub global_transform: GlobalTransform,
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pub main_pass: MainPass,
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pub text_2d_size: Text2dSize,
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}
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impl Default for Text2dBundle {
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fn default() -> Self {
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Self {
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draw: Draw {
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..Default::default()
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},
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visible: Visible {
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is_transparent: true,
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..Default::default()
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},
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text: Default::default(),
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transform: Default::default(),
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global_transform: Default::default(),
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main_pass: MainPass {},
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text_2d_size: Text2dSize {
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size: Size::default(),
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},
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}
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}
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}
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/// System for drawing text in a 2D scene via a 2D `OrthographicCameraBundle`. Included in the
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/// default `TextPlugin`. Position is determined by the `Transform`'s translation, though scale and
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/// rotation are ignored.
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#[allow(clippy::type_complexity)]
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pub fn draw_text2d_system(
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mut context: DrawContext,
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msaa: Res<Msaa>,
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meshes: Res<Assets<Mesh>>,
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windows: Res<Windows>,
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mut render_resource_bindings: ResMut<RenderResourceBindings>,
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text_pipeline: Res<DefaultTextPipeline>,
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mut query: Query<
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(
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Entity,
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&mut Draw,
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&Visible,
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&Text,
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&GlobalTransform,
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&Text2dSize,
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),
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(With<MainPass>, Without<OutsideFrustum>),
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>,
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) {
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let font_quad = meshes.get(&QUAD_HANDLE).unwrap();
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let font_quad_vertex_layout = font_quad.get_vertex_buffer_layout();
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let scale_factor = if let Some(window) = windows.get_primary() {
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window.scale_factor() as f32
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} else {
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1.
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};
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for (entity, mut draw, visible, text, global_transform, calculated_size) in query.iter_mut() {
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if !visible.is_visible {
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continue;
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}
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let (width, height) = (calculated_size.size.width, calculated_size.size.height);
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if let Some(text_glyphs) = text_pipeline.get_glyphs(&entity) {
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let alignment_offset = match text.alignment.vertical {
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VerticalAlign::Top => Vec3::new(0.0, -height, 0.0),
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VerticalAlign::Center => Vec3::new(0.0, -height * 0.5, 0.0),
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VerticalAlign::Bottom => Vec3::ZERO,
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} + match text.alignment.horizontal {
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HorizontalAlign::Left => Vec3::ZERO,
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HorizontalAlign::Center => Vec3::new(-width * 0.5, 0.0, 0.0),
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HorizontalAlign::Right => Vec3::new(-width, 0.0, 0.0),
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};
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let mut drawable_text = DrawableText {
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render_resource_bindings: &mut render_resource_bindings,
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global_transform: *global_transform,
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scale_factor,
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msaa: &msaa,
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text_glyphs: &text_glyphs.glyphs,
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font_quad_vertex_layout: &font_quad_vertex_layout,
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sections: &text.sections,
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alignment_offset,
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};
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drawable_text.draw(&mut draw, &mut context).unwrap();
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}
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}
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}
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#[derive(Debug, Default)]
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pub struct QueuedText2d {
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entities: Vec<Entity>,
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}
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/// Updates the TextGlyphs with the new computed glyphs from the layout
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#[allow(clippy::too_many_arguments, clippy::type_complexity)]
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pub fn text2d_system(
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mut queued_text: Local<QueuedText2d>,
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mut textures: ResMut<Assets<Texture>>,
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fonts: Res<Assets<Font>>,
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windows: Res<Windows>,
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mut texture_atlases: ResMut<Assets<TextureAtlas>>,
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mut font_atlas_set_storage: ResMut<Assets<FontAtlasSet>>,
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mut text_pipeline: ResMut<DefaultTextPipeline>,
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mut text_queries: QuerySet<(
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Query<Entity, (With<MainPass>, Changed<Text>)>,
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Query<(&Text, &mut Text2dSize), With<MainPass>>,
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)>,
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) {
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// Adds all entities where the text or the style has changed to the local queue
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for entity in text_queries.q0_mut().iter_mut() {
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queued_text.entities.push(entity);
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}
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if queued_text.entities.is_empty() {
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return;
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}
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let scale_factor = if let Some(window) = windows.get_primary() {
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window.scale_factor()
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} else {
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1.
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};
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// Computes all text in the local queue
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let mut new_queue = Vec::new();
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let query = text_queries.q1_mut();
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for entity in queued_text.entities.drain(..) {
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if let Ok((text, mut calculated_size)) = query.get_mut(entity) {
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match text_pipeline.queue_text(
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entity,
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&fonts,
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&text.sections,
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scale_factor,
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text.alignment,
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Size::new(f32::MAX, f32::MAX),
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&mut *font_atlas_set_storage,
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&mut *texture_atlases,
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&mut *textures,
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) {
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Err(TextError::NoSuchFont) => {
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// There was an error processing the text layout, let's add this entity to the
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// queue for further processing
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new_queue.push(entity);
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}
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Err(e @ TextError::FailedToAddGlyph(_)) => {
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panic!("Fatal error when processing text: {}.", e);
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}
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Ok(()) => {
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let text_layout_info = text_pipeline.get_glyphs(&entity).expect(
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"Failed to get glyphs from the pipeline that have just been computed",
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);
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calculated_size.size = Size {
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width: scale_value(text_layout_info.size.width, 1. / scale_factor),
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height: scale_value(text_layout_info.size.height, 1. / scale_factor),
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};
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}
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}
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}
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}
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queued_text.entities = new_queue;
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}
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pub fn scale_value(value: f32, factor: f64) -> f32 {
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(value as f64 * factor) as f32
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}
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