mirror of
https://github.com/bevyengine/bevy
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456971381c
# Objective Bevy's internal plugins have lots of execution-order ambiguities, which makes the ambiguity detection tool very noisy for our users. ## Solution Silence every last ambiguity that can currently be resolved. Each time an ambiguity is silenced, it is accompanied by a comment describing why it is correct. This description should be based on the public API of the respective systems. Thus, I have added documentation to some systems describing how they use some resources. # Future work Some ambiguities remain, due to issues out of scope for this PR. * The ambiguity checker does not respect `Without<>` filters, leading to false positives. * Ambiguities between `bevy_ui` and `bevy_animation` cannot be resolved, since neither crate knows that the other exists. We will need a general solution to this problem.
99 lines
3.1 KiB
Rust
99 lines
3.1 KiB
Rust
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_brush;
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mod pipeline;
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mod text;
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mod text2d;
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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_brush::*;
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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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pub mod prelude {
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#[doc(hidden)]
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pub use crate::{
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Font, HorizontalAlign, Text, Text2dBundle, TextAlignment, TextError, TextSection,
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TextStyle, VerticalAlign,
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};
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}
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use bevy_app::prelude::*;
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use bevy_asset::AddAsset;
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use bevy_ecs::{schedule::IntoSystemDescriptor, system::Resource};
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use bevy_render::{camera::CameraUpdateSystem, RenderApp, RenderStage};
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use bevy_sprite::SpriteSystem;
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use bevy_window::ModifiesWindows;
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use std::num::NonZeroUsize;
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#[derive(Default)]
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pub struct TextPlugin;
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/// [`TextPlugin`] settings
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#[derive(Resource)]
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pub struct TextSettings {
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/// Maximum number of font atlases supported in a ['FontAtlasSet']
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pub max_font_atlases: NonZeroUsize,
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/// Allows font size to be set dynamically exceeding the amount set in max_font_atlases.
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/// Note each font size has to be generated which can have a strong performance impact.
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pub allow_dynamic_font_size: bool,
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}
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impl Default for TextSettings {
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fn default() -> Self {
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Self {
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max_font_atlases: NonZeroUsize::new(16).unwrap(),
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allow_dynamic_font_size: false,
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}
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}
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}
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/// Text is rendered for two different view projections, normal `Text2DBundle` is rendered with a
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/// `BottomToTop` y axis, and UI is rendered with a `TopToBottom` y axis. This matters for text because
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/// the glyph positioning is different in either layout.
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pub enum YAxisOrientation {
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TopToBottom,
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BottomToTop,
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}
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impl Plugin for TextPlugin {
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fn build(&self, app: &mut App) {
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app.add_asset::<Font>()
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.add_asset::<FontAtlasSet>()
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.register_type::<Text>()
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.register_type::<TextSection>()
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.register_type::<Vec<TextSection>>()
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.register_type::<TextStyle>()
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.register_type::<TextAlignment>()
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.register_type::<VerticalAlign>()
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.register_type::<HorizontalAlign>()
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.init_asset_loader::<FontLoader>()
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.init_resource::<TextSettings>()
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.insert_resource(TextPipeline::default())
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.add_system_to_stage(
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CoreStage::PostUpdate,
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update_text2d_layout
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.after(ModifiesWindows)
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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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);
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if let Ok(render_app) = app.get_sub_app_mut(RenderApp) {
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render_app.add_system_to_stage(
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RenderStage::Extract,
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extract_text2d_sprite.after(SpriteSystem::ExtractSprites),
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);
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}
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}
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}
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