nightshade 0.13.1

A cross-platform data-oriented game engine.
Documentation
use crate::ecs::text::components::TextProperties;
use crate::ecs::world::{Entity, Vec2, World};

pub fn load_font_from_bytes(
    world: &mut World,
    font_data: Vec<u8>,
    font_size: f32,
) -> Result<usize, String> {
    world.resources.pending_font_loads.push(PendingFontLoad {
        font_data,
        font_size,
    });

    let future_index = world.resources.text_cache.font_manager.font_count();
    Ok(future_index)
}

pub struct PendingFontLoad {
    pub font_data: Vec<u8>,
    pub font_size: f32,
}

pub fn spawn_ui_text(world: &mut World, text: impl Into<String>, _position: Vec2) -> Entity {
    let text_index = world.resources.text_cache.add_text(text);
    let entity = world.spawn_entities(crate::ecs::world::TEXT, 1)[0];

    world
        .core
        .set_text(entity, crate::ecs::text::components::Text::new(text_index));

    entity
}

pub fn spawn_ui_text_with_properties(
    world: &mut World,
    text: impl Into<String>,
    _position: Vec2,
    properties: TextProperties,
) -> Entity {
    let text_index = world.resources.text_cache.add_text(text);
    let entity = world.spawn_entities(crate::ecs::world::TEXT, 1)[0];

    let mut text_component = crate::ecs::text::components::Text::new(text_index);
    text_component.properties = properties;
    world.core.set_text(entity, text_component);

    entity
}