mirror of
https://github.com/bevyengine/bevy
synced 2024-12-30 06:53:13 +00:00
119 lines
5.3 KiB
Rust
119 lines
5.3 KiB
Rust
use crate::{CalculatedSize, Node};
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use bevy_asset::{Assets, Handle};
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use bevy_ecs::{Changed, Entity, Local, Query, Res, ResMut};
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use bevy_math::Size;
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use bevy_render::{
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draw::{Draw, DrawContext, Drawable},
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prelude::Msaa,
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renderer::{AssetRenderResourceBindings, RenderResourceBindings},
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texture::Texture,
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};
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use bevy_sprite::TextureAtlas;
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use bevy_text::{DrawableText, Font, FontAtlasSet, TextStyle};
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use bevy_transform::prelude::GlobalTransform;
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#[derive(Debug, Default)]
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pub struct QueuedText {
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entities: Vec<Entity>,
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}
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#[derive(Debug, Default, Clone)]
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pub struct Text {
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pub value: String,
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pub font: Handle<Font>,
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pub style: TextStyle,
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}
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pub fn text_system(
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mut queued_text: Local<QueuedText>,
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mut textures: ResMut<Assets<Texture>>,
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fonts: Res<Assets<Font>>,
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mut font_atlas_sets: ResMut<Assets<FontAtlasSet>>,
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mut texture_atlases: ResMut<Assets<TextureAtlas>>,
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mut query: Query<(Entity, Changed<Text>, &mut CalculatedSize)>,
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mut text_query: Query<(&Text, &mut CalculatedSize)>,
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) {
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// add queued text to atlases
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let mut new_queued_text = Vec::new();
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for entity in queued_text.entities.drain(..) {
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if let Ok(mut result) = text_query.entity(entity) {
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if let Some((text, mut calculated_size)) = result.get() {
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let font_atlases = font_atlas_sets
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.get_or_insert_with(text.font.id, || FontAtlasSet::new(text.font.clone_weak()));
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// TODO: this call results in one or more TextureAtlases, whose render resources are created in the RENDER_GRAPH_SYSTEMS
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// stage. That logic runs _before_ the DRAW stage, which means we cant call add_glyphs_to_atlas in the draw stage
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// without our render resources being a frame behind. Therefore glyph atlasing either needs its own system or the TextureAtlas
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// resource generation needs to happen AFTER the render graph systems. maybe draw systems should execute within the
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// render graph so ordering like this can be taken into account? Maybe the RENDER_GRAPH_SYSTEMS stage should be removed entirely
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// in favor of node.update()? Regardless, in the immediate short term the current approach is fine.
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if let Some(width) = font_atlases.add_glyphs_to_atlas(
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&fonts,
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&mut texture_atlases,
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&mut textures,
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text.style.font_size,
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&text.value,
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) {
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calculated_size.size = Size::new(width, text.style.font_size);
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} else {
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new_queued_text.push(entity);
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}
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}
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}
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}
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queued_text.entities = new_queued_text;
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// add changed text to atlases
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for (entity, text, mut calculated_size) in &mut query.iter() {
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let font_atlases = font_atlas_sets
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.get_or_insert_with(text.font.id, || FontAtlasSet::new(text.font.clone_weak()));
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// TODO: this call results in one or more TextureAtlases, whose render resources are created in the RENDER_GRAPH_SYSTEMS
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// stage. That logic runs _before_ the DRAW stage, which means we cant call add_glyphs_to_atlas in the draw stage
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// without our render resources being a frame behind. Therefore glyph atlasing either needs its own system or the TextureAtlas
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// resource generation needs to happen AFTER the render graph systems. maybe draw systems should execute within the
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// render graph so ordering like this can be taken into account? Maybe the RENDER_GRAPH_SYSTEMS stage should be removed entirely
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// in favor of node.update()? Regardless, in the immediate short term the current approach is fine.
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if let Some(width) = font_atlases.add_glyphs_to_atlas(
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&fonts,
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&mut texture_atlases,
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&mut textures,
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text.style.font_size,
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&text.value,
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) {
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calculated_size.size = Size::new(width, text.style.font_size);
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} else {
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queued_text.entities.push(entity);
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}
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}
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}
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#[allow(clippy::too_many_arguments)]
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pub fn draw_text_system(
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mut draw_context: DrawContext,
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fonts: Res<Assets<Font>>,
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msaa: Res<Msaa>,
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font_atlas_sets: Res<Assets<FontAtlasSet>>,
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texture_atlases: Res<Assets<TextureAtlas>>,
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mut render_resource_bindings: ResMut<RenderResourceBindings>,
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mut asset_render_resource_bindings: ResMut<AssetRenderResourceBindings>,
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mut query: Query<(&mut Draw, &Text, &Node, &GlobalTransform)>,
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) {
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for (mut draw, text, node, global_transform) in &mut query.iter() {
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if let Some(font) = fonts.get(&text.font) {
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let position = global_transform.translation - (node.size / 2.0).extend(0.0);
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let mut drawable_text = DrawableText {
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font,
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font_atlas_set: font_atlas_sets.get(text.font.id).unwrap(),
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texture_atlases: &texture_atlases,
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render_resource_bindings: &mut render_resource_bindings,
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asset_render_resource_bindings: &mut asset_render_resource_bindings,
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position,
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msaa: &msaa,
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style: &text.style,
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text: &text.value,
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container_size: node.size,
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};
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drawable_text.draw(&mut draw, &mut draw_context).unwrap();
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}
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}
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}
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