mirror of
https://github.com/bevyengine/bevy
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6f7d0e5725
# Objective Currently text is recomputed unnecessarily on any changes to its color, which is extremely expensive. ## Solution Split up `TextStyle` into two separate components `TextFont` and `TextColor`. ## Testing I added this system to `many_buttons`: ```rust fn set_text_colors_changed(mut colors: Query<&mut TextColor>) { for mut text_color in colors.iter_mut() { text_color.set_changed(); } } ``` reports ~4fps on main, ~50fps with this PR. ## Migration Guide `TextStyle` has been renamed to `TextFont` and its `color` field has been moved to a separate component named `TextColor` which newtypes `Color`.
112 lines
3.3 KiB
Rust
112 lines
3.3 KiB
Rust
//! This example illustrates how `FontAtlas`'s are populated.
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//! Bevy uses `FontAtlas`'s under the hood to optimize text rendering.
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use bevy::{color::palettes::basic::YELLOW, prelude::*, text::FontAtlasSets};
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use rand::{Rng, SeedableRng};
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use rand_chacha::ChaCha8Rng;
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fn main() {
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App::new()
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.init_resource::<State>()
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.insert_resource(ClearColor(Color::BLACK))
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.add_plugins(DefaultPlugins)
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.add_systems(Startup, setup)
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.add_systems(Update, (text_update_system, atlas_render_system))
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.run();
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}
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#[derive(Resource)]
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struct State {
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atlas_count: u32,
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handle: Handle<Font>,
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timer: Timer,
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}
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impl Default for State {
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fn default() -> Self {
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Self {
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atlas_count: 0,
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handle: Handle::default(),
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timer: Timer::from_seconds(0.05, TimerMode::Repeating),
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}
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}
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}
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#[derive(Resource, Deref, DerefMut)]
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struct SeededRng(ChaCha8Rng);
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fn atlas_render_system(
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mut commands: Commands,
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mut state: ResMut<State>,
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font_atlas_sets: Res<FontAtlasSets>,
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) {
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if let Some(set) = font_atlas_sets.get(&state.handle) {
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if let Some((_size, font_atlas)) = set.iter().next() {
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let x_offset = state.atlas_count as f32;
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if state.atlas_count == font_atlas.len() as u32 {
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return;
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}
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let font_atlas = &font_atlas[state.atlas_count as usize];
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state.atlas_count += 1;
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commands.spawn(ImageBundle {
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image: font_atlas.texture.clone().into(),
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style: Style {
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position_type: PositionType::Absolute,
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top: Val::ZERO,
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left: Val::Px(512.0 * x_offset),
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..default()
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},
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..default()
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});
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}
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}
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}
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fn text_update_system(
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mut state: ResMut<State>,
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time: Res<Time>,
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mut query: Query<&mut Text>,
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mut seeded_rng: ResMut<SeededRng>,
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) {
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if state.timer.tick(time.delta()).finished() {
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for mut text in &mut query {
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let c = seeded_rng.gen::<u8>() as char;
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let string = &mut **text;
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if !string.contains(c) {
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string.push(c);
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}
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}
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state.timer.reset();
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}
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}
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fn setup(mut commands: Commands, asset_server: Res<AssetServer>, mut state: ResMut<State>) {
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let font_handle = asset_server.load("fonts/FiraSans-Bold.ttf");
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state.handle = font_handle.clone();
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commands.spawn(Camera2d);
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commands
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.spawn(NodeBundle {
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background_color: Color::NONE.into(),
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style: Style {
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position_type: PositionType::Absolute,
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bottom: Val::ZERO,
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..default()
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},
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..default()
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})
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.with_children(|parent| {
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parent.spawn((
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Text::new("a"),
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TextFont {
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font: font_handle,
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font_size: 50.0,
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..default()
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},
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TextColor(YELLOW.into()),
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));
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});
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// We're seeding the PRNG here to make this example deterministic for testing purposes.
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// This isn't strictly required in practical use unless you need your app to be deterministic.
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commands.insert_resource(SeededRng(ChaCha8Rng::seed_from_u64(19878367467713)));
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}
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