bevy/crates/bevy_text/src/text2d.rs
Jonas Matser d1f40148fd Allows a number of clippy lints and fixes 2 (#1999)
Co-authored-by: Carter Anderson <mcanders1@gmail.com>
2021-05-14 20:37:32 +00:00

200 lines
6.7 KiB
Rust

use bevy_asset::Assets;
use bevy_ecs::{
bundle::Bundle,
entity::Entity,
query::{Changed, With, Without},
system::{Local, Query, QuerySet, Res, ResMut},
};
use bevy_math::{Size, Vec3};
use bevy_render::{
draw::{DrawContext, Drawable, OutsideFrustum},
mesh::Mesh,
prelude::{Draw, Msaa, Texture, Visible},
render_graph::base::MainPass,
renderer::RenderResourceBindings,
};
use bevy_sprite::{TextureAtlas, QUAD_HANDLE};
use bevy_transform::prelude::{GlobalTransform, Transform};
use bevy_window::Windows;
use glyph_brush_layout::{HorizontalAlign, VerticalAlign};
use crate::{DefaultTextPipeline, DrawableText, Font, FontAtlasSet, Text, Text2dSize, TextError};
/// The bundle of components needed to draw text in a 2D scene via a 2D `OrthographicCameraBundle`.
/// [Example usage.](https://github.com/bevyengine/bevy/blob/latest/examples/2d/text2d.rs)
#[derive(Bundle, Clone, Debug)]
pub struct Text2dBundle {
pub draw: Draw,
pub visible: Visible,
pub text: Text,
pub transform: Transform,
pub global_transform: GlobalTransform,
pub main_pass: MainPass,
pub text_2d_size: Text2dSize,
}
impl Default for Text2dBundle {
fn default() -> Self {
Self {
draw: Draw {
..Default::default()
},
visible: Visible {
is_transparent: true,
..Default::default()
},
text: Default::default(),
transform: Default::default(),
global_transform: Default::default(),
main_pass: MainPass {},
text_2d_size: Text2dSize {
size: Size::default(),
},
}
}
}
/// System for drawing text in a 2D scene via a 2D `OrthographicCameraBundle`. Included in the
/// default `TextPlugin`. Position is determined by the `Transform`'s translation, though scale and
/// rotation are ignored.
#[allow(clippy::type_complexity)]
pub fn draw_text2d_system(
mut context: DrawContext,
msaa: Res<Msaa>,
meshes: Res<Assets<Mesh>>,
windows: Res<Windows>,
mut render_resource_bindings: ResMut<RenderResourceBindings>,
text_pipeline: Res<DefaultTextPipeline>,
mut query: Query<
(
Entity,
&mut Draw,
&Visible,
&Text,
&GlobalTransform,
&Text2dSize,
),
(With<MainPass>, Without<OutsideFrustum>),
>,
) {
let font_quad = meshes.get(&QUAD_HANDLE).unwrap();
let font_quad_vertex_layout = font_quad.get_vertex_buffer_layout();
let scale_factor = if let Some(window) = windows.get_primary() {
window.scale_factor() as f32
} else {
1.
};
for (entity, mut draw, visible, text, global_transform, calculated_size) in query.iter_mut() {
if !visible.is_visible {
continue;
}
let (width, height) = (calculated_size.size.width, calculated_size.size.height);
if let Some(text_glyphs) = text_pipeline.get_glyphs(&entity) {
let alignment_offset = match text.alignment.vertical {
VerticalAlign::Top => Vec3::new(0.0, -height, 0.0),
VerticalAlign::Center => Vec3::new(0.0, -height * 0.5, 0.0),
VerticalAlign::Bottom => Vec3::ZERO,
} + match text.alignment.horizontal {
HorizontalAlign::Left => Vec3::ZERO,
HorizontalAlign::Center => Vec3::new(-width * 0.5, 0.0, 0.0),
HorizontalAlign::Right => Vec3::new(-width, 0.0, 0.0),
};
let mut drawable_text = DrawableText {
render_resource_bindings: &mut render_resource_bindings,
global_transform: *global_transform,
scale_factor,
msaa: &msaa,
text_glyphs: &text_glyphs.glyphs,
font_quad_vertex_layout: &font_quad_vertex_layout,
sections: &text.sections,
alignment_offset,
};
drawable_text.draw(&mut draw, &mut context).unwrap();
}
}
}
#[derive(Debug, Default)]
pub struct QueuedText2d {
entities: Vec<Entity>,
}
/// Updates the TextGlyphs with the new computed glyphs from the layout
#[allow(clippy::too_many_arguments, clippy::type_complexity)]
pub fn text2d_system(
mut queued_text: Local<QueuedText2d>,
mut textures: ResMut<Assets<Texture>>,
fonts: Res<Assets<Font>>,
windows: Res<Windows>,
mut texture_atlases: ResMut<Assets<TextureAtlas>>,
mut font_atlas_set_storage: ResMut<Assets<FontAtlasSet>>,
mut text_pipeline: ResMut<DefaultTextPipeline>,
mut text_queries: QuerySet<(
Query<Entity, (With<MainPass>, Changed<Text>)>,
Query<(&Text, &mut Text2dSize), With<MainPass>>,
)>,
) {
// Adds all entities where the text or the style has changed to the local queue
for entity in text_queries.q0_mut().iter_mut() {
queued_text.entities.push(entity);
}
if queued_text.entities.is_empty() {
return;
}
let scale_factor = if let Some(window) = windows.get_primary() {
window.scale_factor()
} else {
1.
};
// Computes all text in the local queue
let mut new_queue = Vec::new();
let query = text_queries.q1_mut();
for entity in queued_text.entities.drain(..) {
if let Ok((text, mut calculated_size)) = query.get_mut(entity) {
match text_pipeline.queue_text(
entity,
&fonts,
&text.sections,
scale_factor,
text.alignment,
Size::new(f32::MAX, f32::MAX),
&mut *font_atlas_set_storage,
&mut *texture_atlases,
&mut *textures,
) {
Err(TextError::NoSuchFont) => {
// There was an error processing the text layout, let's add this entity to the
// queue for further processing
new_queue.push(entity);
}
Err(e @ TextError::FailedToAddGlyph(_)) => {
panic!("Fatal error when processing text: {}.", e);
}
Ok(()) => {
let text_layout_info = text_pipeline.get_glyphs(&entity).expect(
"Failed to get glyphs from the pipeline that have just been computed",
);
calculated_size.size = Size {
width: scale_value(text_layout_info.size.width, 1. / scale_factor),
height: scale_value(text_layout_info.size.height, 1. / scale_factor),
};
}
}
}
}
queued_text.entities = new_queue;
}
pub fn scale_value(value: f32, factor: f64) -> f32 {
(value as f64 * factor) as f32
}