bevy/crates/bevy_text/src/text2d.rs
Rob Parrett 03c545056c Fix some more typos (#7767)
# Objective

I managed to dig up some more typos with a combination of the "[code spell checker](https://marketplace.visualstudio.com/items?itemName=streetsidesoftware.code-spell-checker)" and "[open folder](https://marketplace.visualstudio.com/items?itemName=rwu823.open-folder)" vscode extensions.

## Solution

Fix em
2023-02-20 23:36:28 +00:00

226 lines
7.9 KiB
Rust

use bevy_asset::Assets;
use bevy_ecs::{
bundle::Bundle,
change_detection::{DetectChanges, Ref},
component::Component,
entity::Entity,
event::EventReader,
prelude::With,
reflect::ReflectComponent,
system::{Commands, Local, Query, Res, ResMut},
};
use bevy_math::{Vec2, Vec3};
use bevy_reflect::Reflect;
use bevy_render::{
prelude::Color,
texture::Image,
view::{ComputedVisibility, Visibility},
Extract,
};
use bevy_sprite::{Anchor, ExtractedSprite, ExtractedSprites, TextureAtlas};
use bevy_transform::prelude::{GlobalTransform, Transform};
use bevy_utils::HashSet;
use bevy_window::{PrimaryWindow, Window, WindowScaleFactorChanged};
use crate::{
Font, FontAtlasSet, FontAtlasWarning, Text, TextError, TextLayoutInfo, TextPipeline,
TextSettings, YAxisOrientation,
};
/// The maximum width and height of text. The text will wrap according to the specified size.
/// Characters out of the bounds after wrapping will be truncated. Text is aligned according to the
/// specified `TextAlignment`.
///
/// Note: only characters that are completely out of the bounds will be truncated, so this is not a
/// reliable limit if it is necessary to contain the text strictly in the bounds. Currently this
/// component is mainly useful for text wrapping only.
#[derive(Component, Copy, Clone, Debug, Reflect)]
#[reflect(Component)]
pub struct Text2dBounds {
pub size: Vec2,
}
impl Default for Text2dBounds {
#[inline]
fn default() -> Self {
Self::UNBOUNDED
}
}
impl Text2dBounds {
/// Unbounded text will not be truncated or wrapped.
pub const UNBOUNDED: Self = Self {
size: Vec2::splat(f32::INFINITY),
};
}
/// The bundle of components needed to draw text in a 2D scene via a 2D `Camera2dBundle`.
/// [Example usage.](https://github.com/bevyengine/bevy/blob/latest/examples/2d/text2d.rs)
#[derive(Bundle, Clone, Debug, Default)]
pub struct Text2dBundle {
/// Contains the text.
pub text: Text,
/// How the text is positioned relative to its transform.
pub text_anchor: Anchor,
/// The maximum width and height of the text.
pub text_2d_bounds: Text2dBounds,
/// The transform of the text.
pub transform: Transform,
/// The global transform of the text.
pub global_transform: GlobalTransform,
/// The visibility properties of the text.
pub visibility: Visibility,
/// Algorithmically-computed indication of whether an entity is visible and should be extracted for rendering.
pub computed_visibility: ComputedVisibility,
}
pub fn extract_text2d_sprite(
mut extracted_sprites: ResMut<ExtractedSprites>,
texture_atlases: Extract<Res<Assets<TextureAtlas>>>,
windows: Extract<Query<&Window, With<PrimaryWindow>>>,
text2d_query: Extract<
Query<(
Entity,
&ComputedVisibility,
&Text,
&TextLayoutInfo,
&Anchor,
&GlobalTransform,
)>,
>,
) {
// TODO: Support window-independent scaling: https://github.com/bevyengine/bevy/issues/5621
let scale_factor = windows
.get_single()
.map(|window| window.resolution.scale_factor() as f32)
.unwrap_or(1.0);
for (entity, computed_visibility, text, text_layout_info, anchor, text_transform) in
text2d_query.iter()
{
if !computed_visibility.is_visible() {
continue;
}
let text_glyphs = &text_layout_info.glyphs;
let text_anchor = anchor.as_vec() * Vec2::new(1., -1.) - 0.5;
let alignment_offset = text_layout_info.size * text_anchor;
let mut color = Color::WHITE;
let mut current_section = usize::MAX;
for text_glyph in text_glyphs {
if text_glyph.section_index != current_section {
color = text.sections[text_glyph.section_index]
.style
.color
.as_rgba_linear();
current_section = text_glyph.section_index;
}
let atlas = texture_atlases
.get(&text_glyph.atlas_info.texture_atlas)
.unwrap();
let handle = atlas.texture.clone_weak();
let index = text_glyph.atlas_info.glyph_index;
let rect = Some(atlas.textures[index]);
let glyph_transform =
Transform::from_translation((alignment_offset + text_glyph.position).extend(0.));
let transform = *text_transform
* GlobalTransform::from_scale(Vec3::splat(scale_factor.recip()))
* glyph_transform;
extracted_sprites.sprites.push(ExtractedSprite {
entity,
transform,
color,
rect,
custom_size: None,
image_handle_id: handle.id(),
flip_x: false,
flip_y: false,
anchor: Anchor::Center.as_vec(),
});
}
}
}
/// Updates the layout and size information whenever the text or style is changed.
/// This information is computed by the `TextPipeline` on insertion, then stored.
///
/// ## World Resources
///
/// [`ResMut<Assets<Image>>`](Assets<Image>) -- This system only adds new [`Image`] assets.
/// It does not modify or observe existing ones.
#[allow(clippy::too_many_arguments)]
pub fn update_text2d_layout(
mut commands: Commands,
// Text items which should be reprocessed again, generally when the font hasn't loaded yet.
mut queue: Local<HashSet<Entity>>,
mut textures: ResMut<Assets<Image>>,
fonts: Res<Assets<Font>>,
text_settings: Res<TextSettings>,
mut font_atlas_warning: ResMut<FontAtlasWarning>,
windows: Query<&Window, With<PrimaryWindow>>,
mut scale_factor_changed: EventReader<WindowScaleFactorChanged>,
mut texture_atlases: ResMut<Assets<TextureAtlas>>,
mut font_atlas_set_storage: ResMut<Assets<FontAtlasSet>>,
mut text_pipeline: ResMut<TextPipeline>,
mut text_query: Query<(
Entity,
Ref<Text>,
&Text2dBounds,
Option<&mut TextLayoutInfo>,
)>,
) {
// We need to consume the entire iterator, hence `last`
let factor_changed = scale_factor_changed.iter().last().is_some();
// TODO: Support window-independent scaling: https://github.com/bevyengine/bevy/issues/5621
let scale_factor = windows
.get_single()
.map(|window| window.resolution.scale_factor())
.unwrap_or(1.0);
for (entity, text, bounds, text_layout_info) in &mut text_query {
if factor_changed || text.is_changed() || queue.remove(&entity) {
let text_bounds = Vec2::new(
scale_value(bounds.size.x, scale_factor),
scale_value(bounds.size.y, scale_factor),
);
match text_pipeline.queue_text(
&fonts,
&text.sections,
scale_factor,
text.alignment,
text.linebreak_behaviour,
text_bounds,
&mut font_atlas_set_storage,
&mut texture_atlases,
&mut textures,
text_settings.as_ref(),
&mut font_atlas_warning,
YAxisOrientation::BottomToTop,
) {
Err(TextError::NoSuchFont) => {
// There was an error processing the text layout, let's add this entity to the
// queue for further processing
queue.insert(entity);
}
Err(e @ TextError::FailedToAddGlyph(_)) => {
panic!("Fatal error when processing text: {e}.");
}
Ok(info) => match text_layout_info {
Some(mut t) => *t = info,
None => {
commands.entity(entity).insert(info);
}
},
}
}
}
}
pub fn scale_value(value: f32, factor: f64) -> f32 {
(value as f64 * factor) as f32
}