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https://github.com/bevyengine/bevy
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# Objective - Currently, the `Extract` `RenderStage` is executed on the main world, with the render world available as a resource. - However, when needing access to resources in the render world (e.g. to mutate them), the only way to do so was to get exclusive access to the whole `RenderWorld` resource. - This meant that effectively only one extract which wrote to resources could run at a time. - We didn't previously make `Extract`ing writing to the world a non-happy path, even though we want to discourage that. ## Solution - Move the extract stage to run on the render world. - Add the main world as a `MainWorld` resource. - Add an `Extract` `SystemParam` as a convenience to access a (read only) `SystemParam` in the main world during `Extract`. ## Future work It should be possible to avoid needing to use `get_or_spawn` for the render commands, since now the `Commands`' `Entities` matches up with the world being executed on. We need to determine how this interacts with https://github.com/bevyengine/bevy/pull/3519 It's theoretically possible to remove the need for the `value` method on `Extract`. However, that requires slightly changing the `SystemParam` interface, which would make it more complicated. That would probably mess up the `SystemState` api too. ## Todo I still need to add doc comments to `Extract`. --- ## Changelog ### Changed - The `Extract` `RenderStage` now runs on the render world (instead of the main world as before). You must use the `Extract` `SystemParam` to access the main world during the extract phase. Resources on the render world can now be accessed using `ResMut` during extract. ### Removed - `Commands::spawn_and_forget`. Use `Commands::get_or_spawn(e).insert_bundle(bundle)` instead ## Migration Guide The `Extract` `RenderStage` now runs on the render world (instead of the main world as before). You must use the `Extract` `SystemParam` to access the main world during the extract phase. `Extract` takes a single type parameter, which is any system parameter (such as `Res`, `Query` etc.). It will extract this from the main world, and returns the result of this extraction when `value` is called on it. For example, if previously your extract system looked like: ```rust fn extract_clouds(mut commands: Commands, clouds: Query<Entity, With<Cloud>>) { for cloud in clouds.iter() { commands.get_or_spawn(cloud).insert(Cloud); } } ``` the new version would be: ```rust fn extract_clouds(mut commands: Commands, mut clouds: Extract<Query<Entity, With<Cloud>>>) { for cloud in clouds.value().iter() { commands.get_or_spawn(cloud).insert(Cloud); } } ``` The diff is: ```diff --- a/src/clouds.rs +++ b/src/clouds.rs @@ -1,5 +1,5 @@ -fn extract_clouds(mut commands: Commands, clouds: Query<Entity, With<Cloud>>) { - for cloud in clouds.iter() { +fn extract_clouds(mut commands: Commands, mut clouds: Extract<Query<Entity, With<Cloud>>>) { + for cloud in clouds.value().iter() { commands.get_or_spawn(cloud).insert(Cloud); } } ``` You can now also access resources from the render world using the normal system parameters during `Extract`: ```rust fn extract_assets(mut render_assets: ResMut<MyAssets>, source_assets: Extract<Res<MyAssets>>) { *render_assets = source_assets.clone(); } ``` Please note that all existing extract systems need to be updated to match this new style; even if they currently compile they will not run as expected. A warning will be emitted on a best-effort basis if this is not met. Co-authored-by: Carter Anderson <mcanders1@gmail.com>
194 lines
7.4 KiB
Rust
194 lines
7.4 KiB
Rust
use bevy_asset::Assets;
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use bevy_ecs::{
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bundle::Bundle,
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component::Component,
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entity::Entity,
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event::EventReader,
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query::Changed,
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reflect::ReflectComponent,
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system::{Local, Query, Res, ResMut},
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};
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use bevy_math::{Vec2, Vec3};
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use bevy_reflect::Reflect;
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use bevy_render::{texture::Image, view::Visibility, Extract};
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use bevy_sprite::{Anchor, ExtractedSprite, ExtractedSprites, TextureAtlas};
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use bevy_transform::prelude::{GlobalTransform, Transform};
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use bevy_utils::HashSet;
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use bevy_window::{WindowId, WindowScaleFactorChanged, Windows};
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use crate::{
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DefaultTextPipeline, Font, FontAtlasSet, HorizontalAlign, Text, TextError, VerticalAlign,
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};
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/// The calculated size of text drawn in 2D scene.
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#[derive(Component, Default, Copy, Clone, Debug, Reflect)]
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#[reflect(Component)]
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pub struct Text2dSize {
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pub size: Vec2,
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}
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/// The maximum width and height of text. The text will wrap according to the specified size.
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/// Characters out of the bounds after wrapping will be truncated. Text is aligned according to the
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/// specified `TextAlignment`.
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///
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/// Note: only characters that are completely out of the bounds will be truncated, so this is not a
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/// reliable limit if it is necessary to contain the text strictly in the bounds. Currently this
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/// component is mainly useful for text wrapping only.
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#[derive(Component, Copy, Clone, Debug, Reflect)]
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#[reflect(Component)]
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pub struct Text2dBounds {
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pub size: Vec2,
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}
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impl Default for Text2dBounds {
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fn default() -> Self {
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Self {
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size: Vec2::new(f32::MAX, f32::MAX),
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}
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}
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}
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/// The bundle of components needed to draw text in a 2D scene via a 2D `Camera2dBundle`.
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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, Default)]
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pub struct Text2dBundle {
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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 text_2d_size: Text2dSize,
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pub text_2d_bounds: Text2dBounds,
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pub visibility: Visibility,
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}
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pub fn extract_text2d_sprite(
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mut extracted_sprites: ResMut<ExtractedSprites>,
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texture_atlases: Extract<Res<Assets<TextureAtlas>>>,
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text_pipeline: Extract<Res<DefaultTextPipeline>>,
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windows: Extract<Res<Windows>>,
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text2d_query: Extract<Query<(Entity, &Visibility, &Text, &GlobalTransform, &Text2dSize)>>,
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) {
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let scale_factor = windows.scale_factor(WindowId::primary()) as f32;
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for (entity, visibility, text, transform, calculated_size) in text2d_query.iter() {
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if !visibility.is_visible {
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continue;
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}
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let (width, height) = (calculated_size.size.x, calculated_size.size.y);
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if let Some(text_layout) = text_pipeline.get_glyphs(&entity) {
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let text_glyphs = &text_layout.glyphs;
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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 text_transform = *transform;
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text_transform.scale /= scale_factor;
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for text_glyph in text_glyphs {
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let color = text.sections[text_glyph.section_index]
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.style
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.color
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.as_rgba_linear();
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let atlas = texture_atlases
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.get(&text_glyph.atlas_info.texture_atlas)
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.unwrap();
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let handle = atlas.texture.clone_weak();
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let index = text_glyph.atlas_info.glyph_index as usize;
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let rect = Some(atlas.textures[index]);
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let glyph_transform = Transform::from_translation(
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alignment_offset * scale_factor + text_glyph.position.extend(0.),
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);
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let transform = text_transform.mul_transform(glyph_transform);
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extracted_sprites.sprites.push(ExtractedSprite {
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transform,
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color,
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rect,
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custom_size: None,
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image_handle_id: handle.id,
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flip_x: false,
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flip_y: false,
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anchor: Anchor::Center.as_vec(),
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});
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}
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}
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}
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}
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/// Updates the layout and size information whenever the text or style is changed.
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/// This information is computed by the `TextPipeline` on insertion, then stored.
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#[allow(clippy::too_many_arguments)]
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pub fn update_text2d_layout(
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// Text items which should be reprocessed again, generally when the font hasn't loaded yet.
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mut queue: Local<HashSet<Entity>>,
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mut textures: ResMut<Assets<Image>>,
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fonts: Res<Assets<Font>>,
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windows: Res<Windows>,
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mut scale_factor_changed: EventReader<WindowScaleFactorChanged>,
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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_query: Query<(
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Entity,
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Changed<Text>,
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&Text,
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Option<&Text2dBounds>,
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&mut Text2dSize,
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)>,
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) {
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// We need to consume the entire iterator, hence `last`
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let factor_changed = scale_factor_changed.iter().last().is_some();
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let scale_factor = windows.scale_factor(WindowId::primary());
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for (entity, text_changed, text, maybe_bounds, mut calculated_size) in text_query.iter_mut() {
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if factor_changed || text_changed || queue.remove(&entity) {
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let text_bounds = match maybe_bounds {
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Some(bounds) => Vec2::new(
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scale_value(bounds.size.x, scale_factor),
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scale_value(bounds.size.y, scale_factor),
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),
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None => Vec2::new(f32::MAX, f32::MAX),
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};
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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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text_bounds,
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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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queue.insert(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 = Vec2::new(
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scale_value(text_layout_info.size.x, 1. / scale_factor),
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scale_value(text_layout_info.size.y, 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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}
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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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