use crate::ecs::text::components::{HudAnchor, HudText, 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 fn spawn_hud_text(
world: &mut World,
text: impl Into<String>,
anchor: HudAnchor,
position: Vec2,
) -> Entity {
let text_index = world.resources.text_cache.add_text(text);
let entity = world.spawn_entities(crate::ecs::world::HUD_TEXT, 1)[0];
world.set_hud_text(
entity,
HudText::new(text_index)
.with_position(position)
.with_anchor(anchor),
);
entity
}
pub fn spawn_hud_text_with_properties(
world: &mut World,
text: impl Into<String>,
anchor: HudAnchor,
position: Vec2,
properties: TextProperties,
) -> Entity {
let text_index = world.resources.text_cache.add_text(text);
let entity = world.spawn_entities(crate::ecs::world::HUD_TEXT, 1)[0];
world.set_hud_text(
entity,
HudText::new(text_index)
.with_position(position)
.with_anchor(anchor)
.with_properties(properties),
);
entity
}
pub struct PendingFontLoad {
pub font_data: Vec<u8>,
pub font_size: f32,
}
pub fn spawn_ui_text(
world: &mut World,
text: impl Into<String>,
anchor: HudAnchor,
position: Vec2,
) -> Entity {
spawn_hud_text(world, text, anchor, position)
}
pub fn spawn_ui_text_with_properties(
world: &mut World,
text: impl Into<String>,
anchor: HudAnchor,
position: Vec2,
properties: TextProperties,
) -> Entity {
spawn_hud_text_with_properties(world, text, anchor, position, properties)
}