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Render text in 2D scenes
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Original file line number | Diff line number | Diff line change |
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use bevy_asset::Handle; | ||
use bevy_math::Size; | ||
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use crate::{Font, TextStyle}; | ||
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#[derive(Debug, Default, Clone)] | ||
pub struct Text { | ||
pub value: String, | ||
pub font: Handle<Font>, | ||
pub style: TextStyle, | ||
} | ||
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#[derive(Default, Copy, Clone, Debug)] | ||
pub struct CalculatedSize { | ||
pub size: Size, | ||
} |
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use bevy_asset::Assets; | ||
use bevy_ecs::{Bundle, Changed, Entity, Local, Query, QuerySet, Res, ResMut, With}; | ||
use bevy_math::{Size, Vec3}; | ||
use bevy_render::{ | ||
draw::{DrawContext, Drawable}, | ||
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 glyph_brush_layout::{HorizontalAlign, VerticalAlign}; | ||
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use crate::{ | ||
CalculatedSize, DefaultTextPipeline, DrawableText, Font, FontAtlasSet, Text, TextError, | ||
}; | ||
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/// The bundle of components needed to draw text in a 2D scene via the Camera2dBundle. | ||
#[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 calculated_size: CalculatedSize, | ||
} | ||
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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 {}, | ||
calculated_size: CalculatedSize { | ||
size: Size::default(), | ||
}, | ||
} | ||
} | ||
} | ||
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/// System for drawing text in a 2D scene via the Camera2dBundle. Included in the default | ||
/// `TextPlugin`. Position is determined by the `Transform`'s translation, though scale and rotation | ||
/// are ignored. | ||
pub fn draw_text2d_system( | ||
mut context: DrawContext, | ||
msaa: Res<Msaa>, | ||
meshes: Res<Assets<Mesh>>, | ||
mut render_resource_bindings: ResMut<RenderResourceBindings>, | ||
text_pipeline: Res<DefaultTextPipeline>, | ||
mut query: Query< | ||
( | ||
Entity, | ||
&mut Draw, | ||
&Visible, | ||
&Text, | ||
&GlobalTransform, | ||
&CalculatedSize, | ||
), | ||
With<MainPass>, | ||
>, | ||
) { | ||
let font_quad = meshes.get(&QUAD_HANDLE).unwrap(); | ||
let vertex_buffer_descriptor = font_quad.get_vertex_buffer_descriptor(); | ||
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for (entity, mut draw, visible, text, global_transform, calculated_size) in query.iter_mut() { | ||
if !visible.is_visible { | ||
continue; | ||
} | ||
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let (width, height) = (calculated_size.size.width, calculated_size.size.height); | ||
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if let Some(text_glyphs) = text_pipeline.get_glyphs(&entity) { | ||
let position = global_transform.translation | ||
+ match text.style.alignment.vertical { | ||
VerticalAlign::Top => Vec3::zero(), | ||
VerticalAlign::Center => Vec3::new(0.0, -height * 0.5, 0.0), | ||
VerticalAlign::Bottom => Vec3::new(0.0, -height, 0.0), | ||
} | ||
+ match text.style.alignment.horizontal { | ||
HorizontalAlign::Left => Vec3::new(-width, 0.0, 0.0), | ||
HorizontalAlign::Center => Vec3::new(-width * 0.5, 0.0, 0.0), | ||
HorizontalAlign::Right => Vec3::zero(), | ||
}; | ||
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let mut drawable_text = DrawableText { | ||
render_resource_bindings: &mut render_resource_bindings, | ||
position, | ||
msaa: &msaa, | ||
text_glyphs: &text_glyphs.glyphs, | ||
font_quad_vertex_descriptor: &vertex_buffer_descriptor, | ||
style: &text.style, | ||
}; | ||
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drawable_text.draw(&mut draw, &mut context).unwrap(); | ||
} | ||
} | ||
} | ||
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#[derive(Debug, Default)] | ||
pub struct QueuedText2d { | ||
entities: Vec<Entity>, | ||
} | ||
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/// Updates the TextGlyphs with the new computed glyphs from the layout | ||
pub fn text2d_system( | ||
mut queued_text: Local<QueuedText2d>, | ||
mut textures: ResMut<Assets<Texture>>, | ||
fonts: Res<Assets<Font>>, | ||
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, Changed<Text>>, | ||
Query<(&Text, &mut CalculatedSize)>, | ||
)>, | ||
) { | ||
// 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); | ||
} | ||
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if queued_text.entities.is_empty() { | ||
return; | ||
} | ||
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// 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, | ||
text.font.clone(), | ||
&fonts, | ||
&text.value, | ||
text.style.font_size, | ||
text.style.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 = text_layout_info.size; | ||
} | ||
} | ||
} | ||
} | ||
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queued_text.entities = new_queue; | ||
} |
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