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# Replace ab_glyph with the more capable cosmic-text Fixes #7616. Cosmic-text is a more mature text-rendering library that handles scripts and ligatures better than ab_glyph, it can also handle system fonts which can be implemented in bevy in the future Rebase of https://github.com/bevyengine/bevy/pull/8808 ## Changelog Replaces text renderer ab_glyph with cosmic-text The definition of the font size has changed with the migration to cosmic text. The behavior is now consistent with other platforms (e.g. the web), where the font size in pixels measures the height of the font (the distance between the top of the highest ascender and the bottom of the lowest descender). Font sizes in your app need to be rescaled to approximately 1.2x smaller; for example, if you were using a font size of 60.0, you should now use a font size of 50.0. ## Migration guide - `Text2dBounds` has been replaced with `TextBounds`, and it now accepts `Option`s to the bounds, instead of using `f32::INFINITY` to inidicate lack of bounds - Textsizes should be changed, dividing the current size with 1.2 will result in the same size as before. - `TextSettings` struct is removed - Feature `subpixel_alignment` has been removed since cosmic-text already does this automatically - TextBundles and things rendering texts requires the `CosmicBuffer` Component on them as well ## Suggested followups: - TextPipeline: reconstruct byte indices for keeping track of eventual cursors in text input - TextPipeline: (future work) split text entities into section entities - TextPipeline: (future work) text editing - Support line height as an option. Unitless `1.2` is the default used in browsers (1.2x font size). - Support System Fonts and font families - Example showing of animated text styles. Eg. throbbing hyperlinks --------- Co-authored-by: tigregalis <anak.harimau@gmail.com> Co-authored-by: Nico Burns <nico@nicoburns.com> Co-authored-by: sam edelsten <samedelsten1@gmail.com> Co-authored-by: Dimchikkk <velo.app1@gmail.com> Co-authored-by: Alice Cecile <alice.i.cecile@gmail.com> Co-authored-by: Rob Parrett <robparrett@gmail.com>
137 lines
5 KiB
Rust
137 lines
5 KiB
Rust
//! This crate provides the tools for positioning and rendering text in Bevy.
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//!
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//! # `Font`
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//!
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//! Fonts contain information for drawing glyphs, which are shapes that typically represent a single character,
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//! but in some cases part of a "character" (grapheme clusters) or more than one character (ligatures).
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//!
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//! A font *face* is part of a font family,
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//! and is distinguished by its style (e.g. italic), its weight (e.g. bold) and its stretch (e.g. condensed).
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//!
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//! In Bevy, [`Font`]s are loaded by the [`FontLoader`] as [assets](bevy_asset::AssetPlugin).
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//!
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//! # `TextPipeline`
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//!
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//! The [`TextPipeline`] resource does all of the heavy lifting for rendering text.
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//!
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//! [`Text`] is first measured by creating a [`TextMeasureInfo`] in [`TextPipeline::create_text_measure`],
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//! which is called by the `measure_text_system` system of `bevy_ui`.
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//!
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//! Note that text measurement is only relevant in a UI context.
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//!
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//! With the actual text bounds defined, the `bevy_ui::widget::text::text_system` system (in a UI context)
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//! or [`bevy_text::text2d::update_text2d_layout`] system (in a 2d world space context)
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//! passes it into [`TextPipeline::queue_text`], which:
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//!
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//! 1. creates a [`Buffer`](cosmic_text::Buffer) from the [`TextSection`]s, generating new [`FontAtlasSet`]s if necessary.
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//! 2. iterates over each glyph in the [`Buffer`](cosmic_text::Buffer) to create a [`PositionedGlyph`],
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//! retrieving glyphs from the cache, or rasterizing to a [`FontAtlas`] if necessary.
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//! 3. [`PositionedGlyph`]s are stored in a [`TextLayoutInfo`],
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//! which contains all the information that downstream systems need for rendering.
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#![allow(clippy::type_complexity)]
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mod bounds;
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mod error;
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mod font;
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mod font_atlas;
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mod font_atlas_set;
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mod font_loader;
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mod glyph;
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mod pipeline;
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mod text;
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mod text2d;
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pub use cosmic_text;
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pub use bounds::*;
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pub use error::*;
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pub use font::*;
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pub use font_atlas::*;
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pub use font_atlas_set::*;
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pub use font_loader::*;
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pub use glyph::*;
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pub use pipeline::*;
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pub use text::*;
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pub use text2d::*;
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/// Most commonly used re-exported types.
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pub mod prelude {
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#[doc(hidden)]
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pub use crate::{Font, JustifyText, Text, Text2dBundle, TextError, TextSection, TextStyle};
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}
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use bevy_app::prelude::*;
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use bevy_asset::AssetApp;
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#[cfg(feature = "default_font")]
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use bevy_asset::{load_internal_binary_asset, Handle};
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use bevy_ecs::prelude::*;
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use bevy_render::{
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camera::CameraUpdateSystem, view::VisibilitySystems, ExtractSchedule, RenderApp,
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};
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use bevy_sprite::SpriteSystem;
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/// Adds text rendering support to an app.
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///
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/// When the `bevy_text` feature is enabled with the `bevy` crate, this
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/// plugin is included by default in the `DefaultPlugins`.
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#[derive(Default)]
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pub struct TextPlugin;
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/// Text is rendered for two different view projections;
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/// 2-dimensional text ([`Text2dBundle`]) is rendered in "world space" with a `BottomToTop` Y-axis,
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/// while UI is rendered with a `TopToBottom` Y-axis.
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/// This matters for text because the glyph positioning is different in either layout.
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/// For `TopToBottom`, 0 is the top of the text, while for `BottomToTop` 0 is the bottom.
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pub enum YAxisOrientation {
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/// Top to bottom Y-axis orientation, for UI
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TopToBottom,
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/// Bottom to top Y-axis orientation, for 2d world space
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BottomToTop,
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}
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/// A convenient alias for `With<Text>`, for use with
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/// [`bevy_render::view::VisibleEntities`].
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pub type WithText = With<Text>;
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impl Plugin for TextPlugin {
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fn build(&self, app: &mut App) {
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app.init_asset::<Font>()
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.register_type::<Text>()
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.register_type::<TextBounds>()
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.init_asset_loader::<FontLoader>()
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.init_resource::<FontAtlasSets>()
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.insert_resource(TextPipeline::default())
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.add_systems(
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PostUpdate,
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(
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calculate_bounds_text2d
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.in_set(VisibilitySystems::CalculateBounds)
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.after(update_text2d_layout),
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update_text2d_layout
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.after(font_atlas_set::remove_dropped_font_atlas_sets)
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// Potential conflict: `Assets<Image>`
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// In practice, they run independently since `bevy_render::camera_update_system`
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// will only ever observe its own render target, and `update_text2d_layout`
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// will never modify a pre-existing `Image` asset.
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.ambiguous_with(CameraUpdateSystem),
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remove_dropped_font_atlas_sets,
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),
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);
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if let Some(render_app) = app.get_sub_app_mut(RenderApp) {
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render_app.add_systems(
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ExtractSchedule,
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extract_text2d_sprite.after(SpriteSystem::ExtractSprites),
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);
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}
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#[cfg(feature = "default_font")]
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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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}
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}
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