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https://github.com/bevyengine/bevy
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06d9384447
Dynamic types (`DynamicStruct`, `DynamicTupleStruct`, `DynamicTuple`, `DynamicList` and `DynamicMap`) are used when deserializing scenes, but currently they can only be applied to existing concrete types. This leads to issues when trying to spawn non trivial deserialized scene. For components, the issue is avoided by requiring that reflected components implement ~~`FromResources`~~ `FromWorld` (or `Default`). When spawning, a new concrete type is created that way, and the dynamic type is applied to it. Unfortunately, some components don't have any valid implementation of these traits. In addition, any `Vec` or `HashMap` inside a component will panic when a dynamic type is pushed into it (for instance, `Text` panics when adding a text section). To solve this issue, this PR adds the `FromReflect` trait that creates a concrete type from a dynamic type that represent it, derives the trait alongside the `Reflect` trait, drops the ~~`FromResources`~~ `FromWorld` requirement on reflected components, ~~and enables reflection for UI and Text bundles~~. It also adds the requirement that fields ignored with `#[reflect(ignore)]` implement `Default`, since we need to initialize them somehow. Co-authored-by: Carter Anderson <mcanders1@gmail.com>
158 lines
4.8 KiB
Rust
158 lines
4.8 KiB
Rust
use bevy_asset::Handle;
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use bevy_ecs::{prelude::Component, reflect::ReflectComponent};
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use bevy_math::Size;
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use bevy_reflect::{FromReflect, Reflect, ReflectDeserialize};
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use bevy_render::color::Color;
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use serde::{Deserialize, Serialize};
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use crate::Font;
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#[derive(Component, Debug, Default, Clone, Reflect)]
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#[reflect(Component)]
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pub struct Text {
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pub sections: Vec<TextSection>,
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pub alignment: TextAlignment,
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}
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impl Text {
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/// Constructs a [`Text`] with (initially) one section.
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///
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/// ```
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/// # use bevy_asset::{AssetServer, Handle};
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/// # use bevy_render::color::Color;
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/// # use bevy_text::{Font, Text, TextAlignment, TextStyle, HorizontalAlign, VerticalAlign};
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/// #
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/// # let font_handle: Handle<Font> = Default::default();
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/// #
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/// // basic usage
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/// let hello_world = Text::with_section(
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/// "hello world!".to_string(),
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/// TextStyle {
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/// font: font_handle.clone(),
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/// font_size: 60.0,
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/// color: Color::WHITE,
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/// },
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/// TextAlignment {
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/// vertical: VerticalAlign::Center,
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/// horizontal: HorizontalAlign::Center,
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/// },
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/// );
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///
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/// let hello_bevy = Text::with_section(
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/// // accepts a String or any type that converts into a String, such as &str
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/// "hello bevy!",
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/// TextStyle {
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/// font: font_handle,
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/// font_size: 60.0,
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/// color: Color::WHITE,
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/// },
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/// // you can still use Default
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/// Default::default(),
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/// );
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/// ```
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pub fn with_section<S: Into<String>>(
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value: S,
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style: TextStyle,
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alignment: TextAlignment,
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) -> Self {
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Self {
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sections: vec![TextSection {
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value: value.into(),
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style,
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}],
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alignment,
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}
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}
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}
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#[derive(Debug, Default, Clone, FromReflect, Reflect)]
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pub struct TextSection {
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pub value: String,
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pub style: TextStyle,
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}
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#[derive(Debug, Clone, Copy, Reflect)]
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pub struct TextAlignment {
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pub vertical: VerticalAlign,
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pub horizontal: HorizontalAlign,
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}
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impl Default for TextAlignment {
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fn default() -> Self {
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TextAlignment {
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vertical: VerticalAlign::Top,
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horizontal: HorizontalAlign::Left,
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}
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}
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}
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/// Describes horizontal alignment preference for positioning & bounds.
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#[derive(Debug, Clone, Copy, PartialEq, Eq, Hash, Reflect, Serialize, Deserialize)]
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#[reflect_value(Serialize, Deserialize)]
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pub enum HorizontalAlign {
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/// Leftmost character is immediately to the right of the render position.<br/>
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/// Bounds start from the render position and advance rightwards.
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Left,
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/// Leftmost & rightmost characters are equidistant to the render position.<br/>
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/// Bounds start from the render position and advance equally left & right.
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Center,
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/// Rightmost character is immetiately to the left of the render position.<br/>
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/// Bounds start from the render position and advance leftwards.
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Right,
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}
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impl From<HorizontalAlign> for glyph_brush_layout::HorizontalAlign {
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fn from(val: HorizontalAlign) -> Self {
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match val {
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HorizontalAlign::Left => glyph_brush_layout::HorizontalAlign::Left,
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HorizontalAlign::Center => glyph_brush_layout::HorizontalAlign::Center,
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HorizontalAlign::Right => glyph_brush_layout::HorizontalAlign::Right,
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}
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}
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}
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/// Describes vertical alignment preference for positioning & bounds. Currently a placeholder
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/// for future functionality.
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#[derive(Debug, Clone, Copy, PartialEq, Eq, Hash, Reflect, Serialize, Deserialize)]
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#[reflect_value(Serialize, Deserialize)]
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pub enum VerticalAlign {
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/// Characters/bounds start underneath the render position and progress downwards.
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Top,
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/// Characters/bounds center at the render position and progress outward equally.
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Center,
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/// Characters/bounds start above the render position and progress upward.
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Bottom,
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}
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impl From<VerticalAlign> for glyph_brush_layout::VerticalAlign {
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fn from(val: VerticalAlign) -> Self {
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match val {
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VerticalAlign::Top => glyph_brush_layout::VerticalAlign::Top,
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VerticalAlign::Center => glyph_brush_layout::VerticalAlign::Center,
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VerticalAlign::Bottom => glyph_brush_layout::VerticalAlign::Bottom,
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}
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}
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}
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#[derive(Clone, Debug, Reflect, FromReflect)]
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pub struct TextStyle {
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pub font: Handle<Font>,
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pub font_size: f32,
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pub color: Color,
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}
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impl Default for TextStyle {
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fn default() -> Self {
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Self {
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font: Default::default(),
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font_size: 12.0,
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color: Color::WHITE,
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}
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}
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}
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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: Size,
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}
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