35 releases
0.15.0 | Nov 29, 2024 |
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0.15.0-rc.2 | Oct 27, 2024 |
0.14.0 | Jul 4, 2024 |
0.13.1 | Mar 18, 2024 |
0.3.0 | Nov 3, 2020 |
#2615 in Game dev
67,995 downloads per month
Used in 265 crates
(11 directly)
7MB
124K
SLoC
Bevy Text
lib.rs
:
This crate provides the tools for positioning and rendering text in Bevy.
Font
Fonts contain information for drawing glyphs, which are shapes that typically represent a single character, but in some cases part of a "character" (grapheme clusters) or more than one character (ligatures).
A font face is part of a font family, and is distinguished by its style (e.g. italic), its weight (e.g. bold) and its stretch (e.g. condensed).
In Bevy, Font
s are loaded by the FontLoader
as assets.
TextPipeline
The TextPipeline
resource does all of the heavy lifting for rendering text.
UI Text
is first measured by creating a TextMeasureInfo
in TextPipeline::create_text_measure
,
which is called by the measure_text_system
system of bevy_ui
.
Note that text measurement is only relevant in a UI context.
With the actual text bounds defined, the bevy_ui::widget::text::text_system
system (in a UI context)
or text2d::update_text2d_layout
system (in a 2d world space context)
passes it into TextPipeline::queue_text
, which:
- updates a
Buffer
from theTextSpan
s, generating newFontAtlasSet
s if necessary. - iterates over each glyph in the
Buffer
to create aPositionedGlyph
, retrieving glyphs from the cache, or rasterizing to aFontAtlas
if necessary. PositionedGlyph
s are stored in aTextLayoutInfo
, which contains all the information that downstream systems need for rendering.
Dependencies
~39–72MB
~1.5M SLoC