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# Objective Cleanup naming and docs, add missing migration guide after #15591 All text root nodes now use `Text` (UI) / `Text2d`. All text readers/writers use `Text<Type>Reader`/`Text<Type>Writer` convention. --- ## Migration Guide Doubles as #15591 migration guide. Text bundles (`TextBundle` and `Text2dBundle`) were removed in favor of `Text` and `Text2d`. Shared configuration fields were replaced with `TextLayout`, `TextFont` and `TextColor` components. Just `TextBundle`'s additional field turned into `TextNodeFlags` component, while `Text2dBundle`'s additional fields turned into `TextBounds` and `Anchor` components. Text sections were removed in favor of hierarchy-based approach. For root text entities with `Text` or `Text2d` components, child entities with `TextSpan` will act as additional text sections. To still access text spans by index, use the new `TextUiReader`, `Text2dReader` and `TextUiWriter`, `Text2dWriter` system parameters.
470 lines
16 KiB
Rust
470 lines
16 KiB
Rust
use crate::pipeline::CosmicFontSystem;
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use crate::{
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ComputedTextBlock, Font, FontAtlasSets, LineBreak, PositionedGlyph, SwashCache, TextBounds,
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TextColor, TextError, TextFont, TextLayout, TextLayoutInfo, TextPipeline, TextReader, TextRoot,
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TextSpanAccess, TextWriter, YAxisOrientation,
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};
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use bevy_asset::Assets;
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use bevy_color::LinearRgba;
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use bevy_derive::{Deref, DerefMut};
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use bevy_ecs::component::Component;
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use bevy_ecs::{
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change_detection::{DetectChanges, Ref},
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entity::Entity,
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event::EventReader,
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prelude::{ReflectComponent, With},
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query::{Changed, Without},
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system::{Commands, Local, Query, Res, ResMut},
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};
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use bevy_math::Vec2;
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use bevy_reflect::{prelude::ReflectDefault, Reflect};
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use bevy_render::sync_world::TemporaryRenderEntity;
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use bevy_render::view::Visibility;
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use bevy_render::{
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primitives::Aabb,
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texture::Image,
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view::{NoFrustumCulling, ViewVisibility},
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Extract,
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};
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use bevy_sprite::{Anchor, ExtractedSprite, ExtractedSprites, SpriteSource, TextureAtlasLayout};
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use bevy_transform::components::Transform;
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use bevy_transform::prelude::GlobalTransform;
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use bevy_utils::HashSet;
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use bevy_window::{PrimaryWindow, Window, WindowScaleFactorChanged};
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/// [`Text2dBundle`] was removed in favor of required components.
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/// The core component is now [`Text2d`] which can contain a single text segment.
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/// Indexed access to segments can be done with the new [`Text2dReader`] and [`Text2dWriter`] system params.
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/// Additional segments can be added through children with [`TextSpan`](crate::text::TextSpan).
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/// Text configuration can be done with [`TextLayout`], [`TextFont`] and [`TextColor`],
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/// while sprite-related configuration uses [`TextBounds`] and [`Anchor`] components.
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#[deprecated(
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since = "0.15.0",
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note = "Text2dBundle has been migrated to required components. Follow the documentation for more information."
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)]
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pub struct Text2dBundle {}
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/// The top-level 2D text component.
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///
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/// Adding `Text2d` to an entity will pull in required components for setting up 2d text.
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/// [Example usage.](https://github.com/bevyengine/bevy/blob/latest/examples/2d/text2d.rs)
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///
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/// The string in this component is the first 'text span' in a hierarchy of text spans that are collected into
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/// a [`ComputedTextBlock`]. See [`TextSpan`](crate::TextSpan) for the component used by children of entities with [`Text2d`].
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///
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/// With `Text2d` the `justify` field of [`TextLayout`] only affects the internal alignment of a block of text and not its
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/// relative position, which is controlled by the [`Anchor`] component.
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/// This means that for a block of text consisting of only one line that doesn't wrap, the `justify` field will have no effect.
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///
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///
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/// ```
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/// # use bevy_asset::Handle;
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/// # use bevy_color::Color;
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/// # use bevy_color::palettes::basic::BLUE;
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/// # use bevy_ecs::world::World;
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/// # use bevy_text::{Font, JustifyText, Text2d, TextLayout, TextFont, TextColor};
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/// #
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/// # let font_handle: Handle<Font> = Default::default();
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/// # let mut world = World::default();
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/// #
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/// // Basic usage.
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/// world.spawn(Text2d::new("hello world!"));
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///
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/// // With non-default style.
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/// world.spawn((
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/// Text2d::new("hello world!"),
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/// TextFont {
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/// font: font_handle.clone().into(),
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/// font_size: 60.0,
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/// ..Default::default()
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/// },
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/// TextColor(BLUE.into()),
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/// ));
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///
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/// // With text justification.
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/// world.spawn((
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/// Text2d::new("hello world\nand bevy!"),
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/// TextLayout::new_with_justify(JustifyText::Center)
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/// ));
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/// ```
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#[derive(Component, Clone, Debug, Default, Deref, DerefMut, Reflect)]
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#[reflect(Component, Default, Debug)]
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#[require(
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TextLayout,
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TextFont,
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TextColor,
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TextBounds,
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Anchor,
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SpriteSource,
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Visibility,
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Transform
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)]
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pub struct Text2d(pub String);
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impl Text2d {
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/// Makes a new 2d text component.
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pub fn new(text: impl Into<String>) -> Self {
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Self(text.into())
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}
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}
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impl TextRoot for Text2d {}
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impl TextSpanAccess for Text2d {
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fn read_span(&self) -> &str {
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self.as_str()
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}
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fn write_span(&mut self) -> &mut String {
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&mut *self
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}
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}
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impl From<&str> for Text2d {
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fn from(value: &str) -> Self {
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Self(String::from(value))
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}
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}
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impl From<String> for Text2d {
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fn from(value: String) -> Self {
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Self(value)
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}
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}
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/// 2d alias for [`TextReader`].
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pub type Text2dReader<'w, 's> = TextReader<'w, 's, Text2d>;
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/// 2d alias for [`TextWriter`].
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pub type Text2dWriter<'w, 's> = TextWriter<'w, 's, Text2d>;
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/// This system extracts the sprites from the 2D text components and adds them to the
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/// "render world".
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pub fn extract_text2d_sprite(
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mut commands: Commands,
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mut extracted_sprites: ResMut<ExtractedSprites>,
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texture_atlases: Extract<Res<Assets<TextureAtlasLayout>>>,
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windows: Extract<Query<&Window, With<PrimaryWindow>>>,
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text2d_query: Extract<
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Query<(
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Entity,
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&ViewVisibility,
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&ComputedTextBlock,
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&TextLayoutInfo,
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&Anchor,
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&GlobalTransform,
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)>,
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>,
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text_styles: Extract<Query<(&TextFont, &TextColor)>>,
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) {
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// TODO: Support window-independent scaling: https://github.com/bevyengine/bevy/issues/5621
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let scale_factor = windows
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.get_single()
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.map(|window| window.resolution.scale_factor())
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.unwrap_or(1.0);
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let scaling = GlobalTransform::from_scale(Vec2::splat(scale_factor.recip()).extend(1.));
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for (
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original_entity,
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view_visibility,
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computed_block,
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text_layout_info,
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anchor,
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global_transform,
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) in text2d_query.iter()
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{
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if !view_visibility.get() {
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continue;
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}
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let text_anchor = -(anchor.as_vec() + 0.5);
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let alignment_translation = text_layout_info.size * text_anchor;
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let transform = *global_transform
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* GlobalTransform::from_translation(alignment_translation.extend(0.))
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* scaling;
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let mut color = LinearRgba::WHITE;
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let mut current_span = usize::MAX;
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for PositionedGlyph {
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position,
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atlas_info,
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span_index,
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..
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} in &text_layout_info.glyphs
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{
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if *span_index != current_span {
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color = text_styles
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.get(
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computed_block
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.entities()
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.get(*span_index)
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.map(|t| t.entity)
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.unwrap_or(Entity::PLACEHOLDER),
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)
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.map(|(_, text_color)| LinearRgba::from(text_color.0))
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.unwrap_or_default();
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current_span = *span_index;
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}
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let atlas = texture_atlases.get(&atlas_info.texture_atlas).unwrap();
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extracted_sprites.sprites.insert(
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(
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commands.spawn(TemporaryRenderEntity).id(),
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original_entity.into(),
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),
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ExtractedSprite {
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transform: transform * GlobalTransform::from_translation(position.extend(0.)),
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color,
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rect: Some(atlas.textures[atlas_info.location.glyph_index].as_rect()),
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custom_size: None,
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image_handle_id: atlas_info.texture.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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original_entity: Some(original_entity),
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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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///
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/// ## World Resources
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///
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/// [`ResMut<Assets<Image>>`](Assets<Image>) -- This system only adds new [`Image`] assets.
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/// It does not modify or observe existing ones.
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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: Query<&Window, With<PrimaryWindow>>,
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mut scale_factor_changed: EventReader<WindowScaleFactorChanged>,
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mut texture_atlases: ResMut<Assets<TextureAtlasLayout>>,
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mut font_atlas_sets: ResMut<FontAtlasSets>,
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mut text_pipeline: ResMut<TextPipeline>,
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mut text_query: Query<(
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Entity,
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Ref<TextLayout>,
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Ref<TextBounds>,
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&mut TextLayoutInfo,
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&mut ComputedTextBlock,
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)>,
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mut text_reader: Text2dReader,
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mut font_system: ResMut<CosmicFontSystem>,
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mut swash_cache: ResMut<SwashCache>,
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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.read().last().is_some();
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// TODO: Support window-independent scaling: https://github.com/bevyengine/bevy/issues/5621
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let scale_factor = windows
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.get_single()
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.map(|window| window.resolution.scale_factor())
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.unwrap_or(1.0);
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let inverse_scale_factor = scale_factor.recip();
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for (entity, block, bounds, text_layout_info, mut computed) in &mut text_query {
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if factor_changed
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|| computed.needs_rerender()
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|| bounds.is_changed()
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|| queue.remove(&entity)
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{
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let text_bounds = TextBounds {
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width: if block.linebreak == LineBreak::NoWrap {
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None
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} else {
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bounds.width.map(|width| scale_value(width, scale_factor))
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},
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height: bounds
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.height
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.map(|height| scale_value(height, scale_factor)),
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};
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let text_layout_info = text_layout_info.into_inner();
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match text_pipeline.queue_text(
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text_layout_info,
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&fonts,
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text_reader.iter(entity),
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scale_factor.into(),
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&block,
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text_bounds,
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&mut font_atlas_sets,
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&mut texture_atlases,
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&mut textures,
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YAxisOrientation::BottomToTop,
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computed.as_mut(),
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&mut font_system,
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&mut swash_cache,
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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(_) | TextError::FailedToGetGlyphImage(_))) => {
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panic!("Fatal error when processing text: {e}.");
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}
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Ok(()) => {
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text_layout_info.size.x =
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scale_value(text_layout_info.size.x, inverse_scale_factor);
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text_layout_info.size.y =
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scale_value(text_layout_info.size.y, inverse_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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/// Scales `value` by `factor`.
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pub fn scale_value(value: f32, factor: f32) -> f32 {
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value * factor
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}
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/// System calculating and inserting an [`Aabb`] component to entities with some
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/// [`TextLayoutInfo`] and [`Anchor`] components, and without a [`NoFrustumCulling`] component.
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///
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/// Used in system set [`VisibilitySystems::CalculateBounds`](bevy_render::view::VisibilitySystems::CalculateBounds).
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pub fn calculate_bounds_text2d(
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mut commands: Commands,
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mut text_to_update_aabb: Query<
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(Entity, &TextLayoutInfo, &Anchor, Option<&mut Aabb>),
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(Changed<TextLayoutInfo>, Without<NoFrustumCulling>),
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>,
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) {
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for (entity, layout_info, anchor, aabb) in &mut text_to_update_aabb {
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// `Anchor::as_vec` gives us an offset relative to the text2d bounds, by negating it and scaling
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// by the logical size we compensate the transform offset in local space to get the center.
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let center = (-anchor.as_vec() * layout_info.size).extend(0.0).into();
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// Distance in local space from the center to the x and y limits of the text2d bounds.
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let half_extents = (layout_info.size / 2.0).extend(0.0).into();
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if let Some(mut aabb) = aabb {
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*aabb = Aabb {
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center,
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half_extents,
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};
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} else {
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commands.entity(entity).try_insert(Aabb {
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center,
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half_extents,
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});
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}
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}
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}
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#[cfg(test)]
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mod tests {
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use bevy_app::{App, Update};
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use bevy_asset::{load_internal_binary_asset, Handle};
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use bevy_ecs::{event::Events, schedule::IntoSystemConfigs};
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use crate::{detect_text_needs_rerender, TextIterScratch};
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use super::*;
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const FIRST_TEXT: &str = "Sample text.";
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const SECOND_TEXT: &str = "Another, longer sample text.";
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fn setup() -> (App, Entity) {
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let mut app = App::new();
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app.init_resource::<Assets<Font>>()
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.init_resource::<Assets<Image>>()
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.init_resource::<Assets<TextureAtlasLayout>>()
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.init_resource::<FontAtlasSets>()
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.init_resource::<Events<WindowScaleFactorChanged>>()
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.init_resource::<TextPipeline>()
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.init_resource::<CosmicFontSystem>()
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.init_resource::<SwashCache>()
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.init_resource::<TextIterScratch>()
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.add_systems(
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Update,
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(
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detect_text_needs_rerender::<Text2d>,
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update_text2d_layout,
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calculate_bounds_text2d,
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)
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.chain(),
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);
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// A font is needed to ensure the text is laid out with an actual size.
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load_internal_binary_asset!(
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app,
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Handle::default(),
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"FiraMono-subset.ttf",
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|bytes: &[u8], _path: String| { Font::try_from_bytes(bytes.to_vec()).unwrap() }
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);
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let entity = app.world_mut().spawn(Text2d::new(FIRST_TEXT)).id();
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(app, entity)
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}
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#[test]
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fn calculate_bounds_text2d_create_aabb() {
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let (mut app, entity) = setup();
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assert!(!app
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.world()
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.get_entity(entity)
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.expect("Could not find entity")
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.contains::<Aabb>());
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// Creates the AABB after text layouting.
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app.update();
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let aabb = app
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.world()
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.get_entity(entity)
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.expect("Could not find entity")
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.get::<Aabb>()
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.expect("Text should have an AABB");
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// Text2D AABB does not have a depth.
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assert_eq!(aabb.center.z, 0.0);
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assert_eq!(aabb.half_extents.z, 0.0);
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// AABB has an actual size.
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assert!(aabb.half_extents.x > 0.0 && aabb.half_extents.y > 0.0);
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}
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#[test]
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fn calculate_bounds_text2d_update_aabb() {
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let (mut app, entity) = setup();
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// Creates the initial AABB after text layouting.
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app.update();
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let first_aabb = *app
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.world()
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.get_entity(entity)
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.expect("Could not find entity")
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.get::<Aabb>()
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.expect("Could not find initial AABB");
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let mut entity_ref = app
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.world_mut()
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.get_entity_mut(entity)
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.expect("Could not find entity");
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*entity_ref
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.get_mut::<Text2d>()
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.expect("Missing Text2d on entity") = Text2d::new(SECOND_TEXT);
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// Recomputes the AABB.
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app.update();
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let second_aabb = *app
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.world()
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.get_entity(entity)
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.expect("Could not find entity")
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.get::<Aabb>()
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.expect("Could not find second AABB");
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// Check that the height is the same, but the width is greater.
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approx::assert_abs_diff_eq!(first_aabb.half_extents.y, second_aabb.half_extents.y);
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assert!(FIRST_TEXT.len() < SECOND_TEXT.len());
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assert!(first_aabb.half_extents.x < second_aabb.half_extents.x);
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}
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}
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