mirror of
https://github.com/bevyengine/bevy
synced 2025-01-09 03:38:55 +00:00
f69f1329e0
# Objective Fix #7377 Fix #7513 ## Solution Record the changes made to the Bevy `Window` from `winit` as 'canon' to avoid Bevy sending those changes back to `winit` again, causing a feedback loop. ## Changelog * Removed `ModifiesWindows` system label. Neither `despawn_window` nor `changed_window` actually modify the `Window` component so all the `.after(ModifiesWindows)` shouldn't be necessary. * Moved `changed_window` and `despawn_window` systems to `CoreStage::Last` to avoid systems making changes to the `Window` between `changed_window` and the end of the frame as they would be ignored. ## Migration Guide The `ModifiesWindows` system label was removed. Co-authored-by: devil-ira <justthecooldude@gmail.com>
99 lines
3 KiB
Rust
99 lines
3 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::{Font, Text, Text2dBundle, TextAlignment, TextError, TextSection, TextStyle};
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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::prelude::*;
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use bevy_render::{camera::CameraUpdateSystem, ExtractSchedule, RenderApp};
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use bevy_sprite::SpriteSystem;
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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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#[derive(Resource, Default)]
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pub struct FontAtlasWarning {
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warned: bool,
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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::<Text>()
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.register_type::<TextAlignment>()
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.init_asset_loader::<FontLoader>()
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.init_resource::<TextSettings>()
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.init_resource::<FontAtlasWarning>()
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.insert_resource(TextPipeline::default())
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.add_system(
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update_text2d_layout
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.in_base_set(CoreSet::PostUpdate)
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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_schedule(
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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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}
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}
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