# Objective
Remove `calculated_` from the name `ComputedNode::calculated_size` as
redundant, It's obvious from context that it's the resolved size value
and it's inconsistant since none of other fields of `ComputedNode` have
a `calculated_` prefix.
## Alternatives
Rename all the fields of `ComputedNode` to `calculated_*`, this seems
worse.
# Objective
Fixes#16006
## Solution
We currently re-export `cosmic_text`, which is seemingly motivated by
the desire to use `cosmic_text::FontSystem` in `bevy_text` public APIs
instead of our `CosmicFontSystem` resource wrapper type.
This change makes `bevy_text` a "true" abstraction over `cosmic_text`
(it in fact, was already built to be that way generally and has this one
"leak").
This allows us to remove the `cosmic_text` re-export, which helps clean
up the Rust Analyzer imports and generally makes this a "cleaner" API.
# Objective
Continue improving the user experience of our UI Node API in the
direction specified by [Bevy's Next Generation Scene / UI
System](https://github.com/bevyengine/bevy/discussions/14437)
## Solution
As specified in the document above, merge `Style` fields into `Node`,
and move "computed Node fields" into `ComputedNode` (I chose this name
over something like `ComputedNodeLayout` because it currently contains
more than just layout info. If we want to break this up / rename these
concepts, lets do that in a separate PR). `Style` has been removed.
This accomplishes a number of goals:
## Ergonomics wins
Specifying both `Node` and `Style` is now no longer required for
non-default styles
Before:
```rust
commands.spawn((
Node::default(),
Style {
width: Val::Px(100.),
..default()
},
));
```
After:
```rust
commands.spawn(Node {
width: Val::Px(100.),
..default()
});
```
## Conceptual clarity
`Style` was never a comprehensive "style sheet". It only defined "core"
style properties that all `Nodes` shared. Any "styled property" that
couldn't fit that mold had to be in a separate component. A "real" style
system would style properties _across_ components (`Node`, `Button`,
etc). We have plans to build a true style system (see the doc linked
above).
By moving the `Style` fields to `Node`, we fully embrace `Node` as the
driving concept and remove the "style system" confusion.
## Next Steps
* Consider identifying and splitting out "style properties that aren't
core to Node". This should not happen for Bevy 0.15.
---
## Migration Guide
Move any fields set on `Style` into `Node` and replace all `Style`
component usage with `Node`.
Before:
```rust
commands.spawn((
Node::default(),
Style {
width: Val::Px(100.),
..default()
},
));
```
After:
```rust
commands.spawn(Node {
width: Val::Px(100.),
..default()
});
```
For any usage of the "computed node properties" that used to live on
`Node`, use `ComputedNode` instead:
Before:
```rust
fn system(nodes: Query<&Node>) {
for node in &nodes {
let computed_size = node.size();
}
}
```
After:
```rust
fn system(computed_nodes: Query<&ComputedNode>) {
for computed_node in &computed_nodes {
let computed_size = computed_node.size();
}
}
```
# Objective
As discussed in #15341, ghost nodes are a contentious and experimental
feature. In the interest of enabling ecosystem experimentation, we've
decided to keep them in Bevy 0.15.
That said, we don't use them internally, and don't expect third-party
crates to support them. If the experimentation returns a negative result
(they aren't very useful, an alternative design is preferred etc) they
will be removed.
We should clearly communicate this status to users, and make sure that
users don't use ghost nodes in their projects without a very clear
understanding of what they're getting themselves into.
## Solution
To make life easy for users (and Bevy), `GhostNode` and all associated
helpers remain public and are always available.
However, actually constructing these requires enabling a feature flag
that's clearly marked as experimental. To do so, I've added a
meaningless private field.
When the feature flag is enabled, our constructs (`new` and `default`)
can be used. I've added a `new` constructor, which should be preferred
over `Default::default` as that can be readily deprecated, allowing us
to prompt users to swap over to the much nicer `GhostNode` syntax once
this is a unit struct again.
Full credit: this was mostly @cart's design: I'm just implementing it!
## Testing
I've run the ghost_nodes example and it fails to compile without the
feature flag. With the feature flag, it works fine :)
---------
Co-authored-by: Zachary Harrold <zac@harrold.com.au>
# Objective
Remove `bevy-ui`'s non-functional "bevy_text" feature.
Fixes#15900
## Solution
Remove all the "bevy_text" cfg gates.
I tried to fix it at first but couldn't figure it out. I'll happily
withdraw this in favour of another PR that gets the feature gate
working.
# Objective
Limited implementation of the CSS property `overflow-clip-margin`
https://developer.mozilla.org/en-US/docs/Web/CSS/overflow-clip-margin
Allows you to control the visible area for clipped content when using
overfllow-clip, -hidden, or -scroll and expand it with a margin.
Based on #15442Fixes#15468
## Solution
Adds a new field to Style: `overflow_clip_margin: OverflowClipMargin`.
The field is ignored unless overflow-clip, -hidden or -scroll is set on
at least one axis.
`OverflowClipMargin` has these associated constructor functions:
```
pub const fn content_box() -> Self;
pub const fn padding_box() -> Self;
pub const fn border_box() -> Self;
```
You can also use the method `with_margin` to increases the size of the
visible area:
```
commands
.spawn(NodeBundle {
style: Style {
width: Val::Px(100.),
height: Val::Px(100.),
padding: UiRect::all(Val::Px(20.)),
border: UiRect::all(Val::Px(5.)),
overflow: Overflow::clip(),
overflow_clip_margin: OverflowClipMargin::border_box().with_margin(25.),
..Default::default()
},
border_color: Color::BLACK.into(),
background_color: GRAY.into(),
..Default::default()
})
```
`with_margin` expects a length in logical pixels, negative values are
clamped to zero.
## Notes
* To keep this PR as simple as possible I omitted responsive margin
values support. This could be added in a follow up if we want it.
* CSS also supports a `margin-box` option but we don't have access to
the margin values in `Node` so it's probably not feasible to implement
atm.
## Testing
```cargo run --example overflow_clip_margin```
<img width="396" alt="overflow-clip-margin" src="https://github.com/user-attachments/assets/07b51cd6-a565-4451-87a0-fa079429b04b">
## Migration Guide
Style has a new field `OverflowClipMargin`. It allows users to set the visible area for clipped content when using overflow-clip, -hidden, or -scroll and expand it with a margin.
There are three associated constructor functions `content_box`, `padding_box` and `border_box`:
* `content_box`: elements painted outside of the content box area (the innermost part of the node excluding the padding and border) of the node are clipped. This is the new default behaviour.
* `padding_box`: elements painted outside outside of the padding area of the node are clipped.
* `border_box`: elements painted outside of the bounds of the node are clipped. This matches the behaviour from Bevy 0.14.
There is also a `with_margin` method that increases the size of the visible area by the given number in logical pixels, negative margin values are clamped to zero.
`OverflowClipMargin` is ignored unless overflow-clip, -hidden or -scroll is also set on at least one axis of the UI node.
---------
Co-authored-by: UkoeHB <37489173+UkoeHB@users.noreply.github.com>
This is 3 of 5 iterative PR's that affect bevy_ui/layout
- [x] Blocked by https://github.com/bevyengine/bevy/pull/12801
- [x] Blocked by https://github.com/bevyengine/bevy/pull/12802
---
# Objective
- Add tests to `UiSurface`
- Add missing asserts in `_assert_send_sync_ui_surface_impl_safe`
- Add missing Debug field print for `camera_entity_to_taffy`
## Solution
- Adds tests to `UiSurface`
- Adds missing asserts in `_assert_send_sync_ui_surface_impl_safe`
- Adds missing impl Debug field print for `camera_entity_to_taffy`
---------
Co-authored-by: Alice Cecile <alice.i.cecile@gmail.com>
# Objective
Change UI clipping to respect borders and padding.
Fixes#15335
## Solution
Based on #15163
1. Add a `padding` field to `Node`.
2. In `ui_layout_size` copy the padding values from taffy to
`Node::padding`.
4. Determine the node's content box (The innermost part of the node
excluding the padding and border).
5. In `update_clipping` perform the clipping intersection with the
node's content box.
## Notes
* `Rect` probably needs some helper methods for working with insets but
because `Rect` and `BorderRect` are in different crates it's awkward to
add them. Left for a follow up.
* We could have another `Overflow` variant (probably called
`Overflow::Hidden`) to that clips inside of the border box instead of
the content box. Left it out here as I'm not certain about the naming or
behaviour though. If this PR is adopted, it would be trivial to add a
`Hidden` variant in a follow up.
* Depending on UI scaling there are sometimes gaps in the layout:
<img width="532" alt="rounding-bug"
src="https://github.com/user-attachments/assets/cc29aa0d-44fe-403f-8f0e-cd28a8b1d1b3">
This is caused by existing bugs in `ui_layout_system`'s coordinates
rounding and not anything to do with the changes in this PR.
## Testing
This PR also changes the `overflow` example to display borders on the
overflow nodes so you can see how this works:
#### main (The image is clipped at the edges of the node, overwriting
the border).
<img width="722" alt="main_overflow"
src="https://github.com/user-attachments/assets/eb316cd0-fff8-46ee-b481-e0cd6bab3f5c">
#### this PR (The image is clipped at the edges of the node's border).
<img width="711" alt="content-box-clip"
src="https://github.com/user-attachments/assets/fb302e56-9302-47b9-9a29-ec3e15fe9a9f">
## Migration Guide
Migration guide is on #15561
---------
Co-authored-by: UkoeHB <37489173+UkoeHB@users.noreply.github.com>
# Objective
With the warning removed in
https://github.com/bevyengine/bevy/pull/15736, the rules for the UI tree
changes.
We no longer need to traverse non `Node`/`GhostNode` entities.
## Solution
- Added a filter `Or<(With<Node>, With<GhostNode>)>` to the child
traversal query so we don't unnecessarily traverse nodes that are not
part of the UI tree (like text nodes).
- Also moved the warning for NoUI->UI entities so it is actually
triggered (see comments)
## Testing
- Ran unit tests (still passing)
- Ran the ghost_nodes and ui examples, still works and looks fine 👍
- Tested the warning by spawning a Node under an empty entity.
---
---------
Co-authored-by: UkoeHB <37489173+UkoeHB@users.noreply.github.com>
**Ready for review. Examples migration progress: 100%.**
# Objective
- Implement https://github.com/bevyengine/bevy/discussions/15014
## Solution
This implements [cart's
proposal](https://github.com/bevyengine/bevy/discussions/15014#discussioncomment-10574459)
faithfully except for one change. I separated `TextSpan` from
`TextSpan2d` because `TextSpan` needs to require the `GhostNode`
component, which is a `bevy_ui` component only usable by UI.
Extra changes:
- Added `EntityCommands::commands_mut` that returns a mutable reference.
This is a blocker for extension methods that return something other than
`self`. Note that `sickle_ui`'s `UiBuilder::commands` returns a mutable
reference for this reason.
## Testing
- [x] Text examples all work.
---
## Showcase
TODO: showcase-worthy
## Migration Guide
TODO: very breaking
### Accessing text spans by index
Text sections are now text sections on different entities in a
hierarchy, Use the new `TextReader` and `TextWriter` system parameters
to access spans by index.
Before:
```rust
fn refresh_text(mut query: Query<&mut Text, With<TimeText>>, time: Res<Time>) {
let text = query.single_mut();
text.sections[1].value = format_time(time.elapsed());
}
```
After:
```rust
fn refresh_text(
query: Query<Entity, With<TimeText>>,
mut writer: UiTextWriter,
time: Res<Time>
) {
let entity = query.single();
*writer.text(entity, 1) = format_time(time.elapsed());
}
```
### Iterating text spans
Text spans are now entities in a hierarchy, so the new `UiTextReader`
and `UiTextWriter` system parameters provide ways to iterate that
hierarchy. The `UiTextReader::iter` method will give you a normal
iterator over spans, and `UiTextWriter::for_each` lets you visit each of
the spans.
---------
Co-authored-by: ickshonpe <david.curthoys@googlemail.com>
Co-authored-by: Carter Anderson <mcanders1@gmail.com>
# Objective
As discussed in #15591, this warning prevents us from storing leaf nodes
without a `Style` component. Because text sections (as distinct
entities) should not be laid out using `taffy`, this warning is
incorrect.
Users may also have other uses for doing this, and this should generally
increase flexibility without posing particularly serious correctness
concerns.
## Solution
- removed warning about non-UI children with UI parents
- improved the warning about UI parents with non-UI parents
- this warning should stay, for now, as it results in a genuine failure
to perform `taffy` layout
- that said, we should be clearer about the cause and potentially
harmful results of this!
## Testing
I inserted an empty entity into the hierarchy in the `button` example as
a leaf node, and it ran with no warnings.
# Objective
Yet another PR for migrating stuff to required components. This time,
cameras!
## Solution
As per the [selected
proposal](https://hackmd.io/tsYID4CGRiWxzsgawzxG_g#Combined-Proposal-1-Selected),
deprecate `Camera2dBundle` and `Camera3dBundle` in favor of `Camera2d`
and `Camera3d`.
Adding a `Camera` without `Camera2d` or `Camera3d` now logs a warning,
as suggested by Cart [on
Discord](https://discord.com/channels/691052431525675048/1264881140007702558/1291506402832945273).
I would personally like cameras to work a bit differently and be split
into a few more components, to avoid some footguns and confusing
semantics, but that is more controversial, and shouldn't block this core
migration.
## Testing
I ran a few 2D and 3D examples, and tried cameras with and without
render graphs.
---
## Migration Guide
`Camera2dBundle` and `Camera3dBundle` have been deprecated in favor of
`Camera2d` and `Camera3d`. Inserting them will now also insert the other
components required by them automatically.
# Objective
Fixes#14511.
`despawn` allows you to remove entities from the world. However, if the
entity does not exist, it emits a warning. This may not be intended
behavior for many users who have use cases where they need to call
`despawn` regardless of if the entity actually exists (see the issue),
or don't care in general if the entity already doesn't exist.
(Also trying to gauge interest on if this feature makes sense, I'd
personally love to have it, but I could see arguments that this might be
a footgun. Just trying to help here 😄 If there's no contention I could
also implement this for `despawn_recursive` and `despawn_descendants` in
the same PR)
## Solution
Add `try_despawn`, `try_despawn_recursive` and
`try_despawn_descendants`.
Modify `World::despawn_with_caller` to also take in a `warn` boolean
argument, which is then considered when logging the warning. Set
`log_warning` to `true` in the case of `despawn`, and `false` in the
case of `try_despawn`.
## Testing
Ran `cargo run -p ci` on macOS, it seemed fine.
# Objective
- Fixes#14826
- For context, see #15238
## Solution
Add a `GhostNode` component to `bevy_ui` and update all the relevant
systems to use it to traverse for UI children.
- [x] `ghost_hierarchy` module
- [x] Add `GhostNode`
- [x] Add `UiRootNodes` system param for iterating (ghost-aware) UI root
nodes
- [x] Add `UiChildren` system param for iterating (ghost-aware) UI
children
- [x] Update `layout::ui_layout_system`
- [x] Use ghost-aware root nodes for camera updates
- [x] Update and remove children in taffy
- [x] Initial spawn
- [x] Detect changes on nested UI children
- [x] Use ghost-aware children traversal in
`update_uinode_geometry_recursive`
- [x] Update the rest of the UI systems to use the ghost hierarchy
- [x] `stack::ui_stack_system`
- [x] `update::`
- [x] `update_clipping_system`
- [x] `update_target_camera_system`
- [x] `accessibility::calc_name`
## Testing
- [x] Added a new example `ghost_nodes` that can be used as a testbed.
- [x] Added unit tests for _some_ of the traversal utilities in
`ghost_hierarchy`
- [x] Ensure this fulfills the needs for currently known use cases
- [x] Reactivity libraries (test with `bevy_reactor`)
- [ ] Text spans (mentioned by koe [on
discord](https://discord.com/channels/691052431525675048/1285371432460881991/1285377442998915246))
---
## Performance
[See comment
below](https://github.com/bevyengine/bevy/pull/15341#issuecomment-2385456820)
## Migration guide
Any code that previously relied on `Parent`/`Children` to iterate UI
children may now want to use `bevy_ui::UiChildren` to ensure ghost nodes
are skipped, and their first descendant Nodes included.
UI root nodes may now be children of ghost nodes, which means
`Without<Parent>` might not query all root nodes. Use
`bevy_ui::UiRootNodes` where needed to iterate root nodes instead.
## Potential future work
- Benchmarking/optimizations of hierarchies containing lots of ghost
nodes
- Further exploration of UI hierarchies and markers for root nodes/leaf
nodes to create better ergonomics for things like `UiLayer` (world-space
ui)
---------
Co-authored-by: Alice Cecile <alice.i.cecile@gmail.com>
Co-authored-by: UkoeHB <37489173+UkoeHB@users.noreply.github.com>
# Objective
Fixes#15394
## Solution
Observers now validate params.
System registry has a new error variant for when system running fails
due to invalid parameters.
Run once now returns a `Result<Out, RunOnceError>` instead of `Out`.
This is more inline with system registry, which also returns a result.
I'll address warning messages in #15500.
## Testing
Added one test for each case.
---
## Migration Guide
- `RunSystemOnce::run_system_once` and
`RunSystemOnce::run_system_once_with` now return a `Result<Out>` instead
of just `Out`
---------
Co-authored-by: Alice Cecile <alice.i.cecile@gmail.com>
Co-authored-by: Zachary Harrold <zac@harrold.com.au>
# Objective
- Fixes#6370
- Closes#6581
## Solution
- Added the following lints to the workspace:
- `std_instead_of_core`
- `std_instead_of_alloc`
- `alloc_instead_of_core`
- Used `cargo +nightly fmt` with [item level use
formatting](https://rust-lang.github.io/rustfmt/?version=v1.6.0&search=#Item%5C%3A)
to split all `use` statements into single items.
- Used `cargo clippy --workspace --all-targets --all-features --fix
--allow-dirty` to _attempt_ to resolve the new linting issues, and
intervened where the lint was unable to resolve the issue automatically
(usually due to needing an `extern crate alloc;` statement in a crate
root).
- Manually removed certain uses of `std` where negative feature gating
prevented `--all-features` from finding the offending uses.
- Used `cargo +nightly fmt` with [crate level use
formatting](https://rust-lang.github.io/rustfmt/?version=v1.6.0&search=#Crate%5C%3A)
to re-merge all `use` statements matching Bevy's previous styling.
- Manually fixed cases where the `fmt` tool could not re-merge `use`
statements due to conditional compilation attributes.
## Testing
- Ran CI locally
## Migration Guide
The MSRV is now 1.81. Please update to this version or higher.
## Notes
- This is a _massive_ change to try and push through, which is why I've
outlined the semi-automatic steps I used to create this PR, in case this
fails and someone else tries again in the future.
- Making this change has no impact on user code, but does mean Bevy
contributors will be warned to use `core` and `alloc` instead of `std`
where possible.
- This lint is a critical first step towards investigating `no_std`
options for Bevy.
---------
Co-authored-by: François Mockers <francois.mockers@vleue.com>
# Objective
Fixes#15142
## Solution
* Moved all the UI border geometry calculations that were scattered
through the UI extraction functions into `ui_layout_system`.
* Added a `border: BorderRect` field to `Node` to store the border size
computed by `ui_layout_system`.
* Use the border values returned from Taffy rather than calculate them
ourselves during extraction.
* Removed the `logical_rect` and `physical_rect` methods from `Node` the
descriptions and namings are deceptive, it's better to create the rects
manually instead.
* Added a method `outline_radius` to `Node` that calculates the border
radius of outlines.
* For border values `ExtractedUiNode` takes `BorderRect` and
`ResolvedBorderRadius` now instead of raw `[f32; 4]` values and converts
them in `prepare_uinodes`.
* Removed some unnecessary scaling and clamping of border values
(#15142).
* Added a `BorderRect::ZERO` constant.
* Added an `outlined_node_size` method to `Node`.
## Testing
Added some non-uniform borders to the border example. Everything seems
to be in order:
<img width="626" alt="nub"
src="https://github.com/user-attachments/assets/258ed8b5-1a9e-4ac5-99c2-6bf25c0ef31c">
## Migration Guide
The `logical_rect` and `physical_rect` methods have been removed from
`Node`. Use `Rect::from_center_size` with the translation and node size
instead.
The types of the fields border and border_radius of `ExtractedUiNode`
have been changed to `BorderRect` and `ResolvedBorderRadius`
respectively.
---------
Co-authored-by: UkoeHB <37489173+UkoeHB@users.noreply.github.com>
Co-authored-by: akimakinai <105044389+akimakinai@users.noreply.github.com>
# Objective
- Fixes#8074
- Adopts / Supersedes #8104
## Solution
Adapted from #8104 and affords the same benefits.
**Additions**
- [x] Update scrolling on relayout (height of node or contents may have
changed)
- [x] Make ScrollPosition component optional for ui nodes to avoid
checking every node on scroll
- [x] Nested scrollviews
**Omissions**
- Removed input handling for scrolling from `bevy_ui`. Users should
update `ScrollPosition` directly.
### Implementation
Adds a new `ScrollPosition` component. Updating this component on a
`Node` with an overflow axis set to `OverflowAxis::Scroll` will
reposition its children by that amount when calculating node transforms.
As before, no impact on the underlying Taffy layout.
Calculating this correctly is trickier than it was in #8104 due to
`"Update scrolling on relayout"`.
**Background**
When `ScrollPosition` is updated directly by the user, it can be
trivially handled in-engine by adding the parent's scroll position to
the final location of each child node. However, _other layout actions_
may result in a situation where `ScrollPosition` needs to be updated.
Consider a 1000 pixel tall vertically scrolling list of 100 elements,
each 100 pixels tall. Scrolled to the bottom, the
`ScrollPosition.offset_y` is 9000, just enough to display the last
element in the list. When removing an element from that list, the new
desired `ScrollPosition.offset_y` is 8900, but, critically, that is not
known until after the sizes and positions of the children of the
scrollable node are resolved.
All user scrolling code today handles this by delaying the resolution by
one frame. One notable disadvantage of this is the inability to support
`WinitSettings::desktop_app()`, since there would need to be an input
AFTER the layout change that caused the scroll position to update for
the results of the scroll position update to render visually.
I propose the alternative in this PR, which allows for same-frame
resolution of scrolling layout.
**Resolution**
_Edit: Below resolution is outdated, and replaced with the simpler usage
of taffy's `Layout::content_size`._
When recursively iterating the children of a node, each child now
returns a `Vec2` representing the location of their own bottom right
corner. Then, `[[0,0, [x,y]]` represents a bounding box containing the
scrollable area filled by that child. Scrollable parents aggregate those
areas into the bounding box of _all_ children, then consider that result
against `ScrollPosition` to ensure its validity.
In the event that resolution of the layout of the children invalidates
the `ScrollPosition` (e.g. scrolled further than there were children to
scroll to), _all_ children of that node must be recursively
repositioned. The position of each child must change as a result of the
change in scroll position.
Therefore, this implementation takes care to only spend the cost of the
"second layout pass" when a specific node actually had a
`ScrollPosition` forcibly updated by the layout of its children.
## Testing
Examples in `ui/scroll.rs`. There may be more complex node/style
interactions that were unconsidered.
---
## Showcase

## Alternatives
- `bevy_ui` doesn't support scrolling.
- `bevy_ui` implements scrolling with a one-frame delay on reactions to
layout changes.
# Objective
`resolve_outlines_system` wasn't updated when multi-window support was
added and it always uses the size of the primary window when resolving
viewport coords, regardless of the layout's camera target.
Fixes#14945
## Solution
It's awkward to get the viewport size of the target for an individual
node without walking the tree or adding extra fields to `Node`, so I
removed `resolve_outlines_system` and instead the outline values are
updated in `ui_layout_system`.
---------
Co-authored-by: Alice Cecile <alice.i.cecile@gmail.com>
# Objective
- Avoid cloning the `CosmicBuffer` every time you create a new text
measurement.
## Solution
- Inject a buffer query when calculating layout so existing buffers can
be reused.
## Testing
- I tested the `text`, `text_debug`, and `text_wrap_debug` examples.
- I did not do a performance test.
# Objective
Delete some code that isn't actually doing anything. This was actually
discovered way back in this obsolete PR: #5513.
Also Fixes#6286
## Solution
Delete it
## Alternatives
Make `Direction` do things. But it's not totally clear to me if it's
possible to override cosmic-text's unicode bidi stuff.
## Migration Guide
`Style` no longer has a `direction` field, and `Direction` has been
deleted. They didn't do anything, so you can delete any references to
them as well.
# Objective
The `ui_layout_system` relies on change detection to sync parent-child
relation to taffy. The children need to by synced before node removal to
avoid trying to set deleted nodes as children (due to how the different
queries collect entities). This however may leave nodes that were
removed set as children to other nodes in special cases.
Fixes#11385
## Solution
The solution is simply to re-sync the changed children after the nodes
are removed.
## Testing
Tested with `sickle_ui` where docking zone highlights would end up
glitched when docking was done in a certain manner:
- run the `docking_zone_splits` example
- pop out a tab from the top
- dock the floating panel in the center right
- grab another tab and try to hover the original static docking zone:
the highlight is semi-stuck
- (NOTE: sometimes it worked even without the fix due to scheduling
order not producing the bugged query results)
After the fix, the issue is no longer present.
NOTE: The performance impact should be minimal, as the child sync relies
on change detection. The change detection was also the reason the parent
nodes remained "stuck" with the phantom children if no other update were
done to them.
# Objective
- `bevy_ui` does not build without the `bevy_text` feature due to
improper feature gating.
- Specifically, `MeasureArgs<'a>` had an unused lifetime `'a` without
`bevy_text` enabled. This is because it stores a reference to a
`cosmic_text::FontSystem`.
- This was caught by `flag-frenzy` in [this
run](https://github.com/TheBevyFlock/flag-frenzy/actions/runs/10024258523/job/27706132250).
## Solution
- Add a `PhantomData` to `MeasureArgs<'a>` in order to maintain its
lifetime argument.
- I also named it `font_system`, after the feature-gated argument that
actually needs a lifetime, for usability. Please comment if you have a
better solution!
- Move some unused imports to be behind the `bevy_text` feature gate.
## Testing
```bash
# Fails on main.
cargo check -p bevy_ui --no-default-features
# Succeeds on main.
cargo check -p bevy_ui --no-default-features -F bevy_text
```
---
## Migration Guide
**This is not a breaking change for users migrating from 0.14, since
`MeasureArgs` did not exist then.**
When the `bevy_text` feature is disabled for `bevy_ui`, the type of the
`MeasureArgs::font_system` field is now a `PhantomData` instead of being
removed entirely. This is in order to keep the lifetime parameter, even
though it is unused without text being enabled.
# Objective
- There was a new warning added about having an unstyled child in the ui
hierarchy. Debugging the new error is pretty hard without any info about
which entity is.
## Solution
- Add the entity id to the warning.
```text
// Before
2024-07-05T19:40:59.904014Z WARN bevy_ui::layout::ui_surface: Unstyled child in a UI entity hierarchy. You are using an entity without UI components as a child of an entity with UI components, results may be unexpected.
//After
2024-07-05T19:40:59.904014Z WARN bevy_ui::layout::ui_surface: Unstyled child `3v1` in a UI entity hierarchy. You are using an entity without UI components as a child of an entity with UI components, results may be unexpected.
```
## Changelog
- add entity id to ui surface warning
# Replace ab_glyph with the more capable cosmic-text
Fixes#7616.
Cosmic-text is a more mature text-rendering library that handles scripts
and ligatures better than ab_glyph, it can also handle system fonts
which can be implemented in bevy in the future
Rebase of https://github.com/bevyengine/bevy/pull/8808
## Changelog
Replaces text renderer ab_glyph with cosmic-text
The definition of the font size has changed with the migration to cosmic
text. The behavior is now consistent with other platforms (e.g. the
web), where the font size in pixels measures the height of the font (the
distance between the top of the highest ascender and the bottom of the
lowest descender). Font sizes in your app need to be rescaled to
approximately 1.2x smaller; for example, if you were using a font size
of 60.0, you should now use a font size of 50.0.
## Migration guide
- `Text2dBounds` has been replaced with `TextBounds`, and it now accepts
`Option`s to the bounds, instead of using `f32::INFINITY` to inidicate
lack of bounds
- Textsizes should be changed, dividing the current size with 1.2 will
result in the same size as before.
- `TextSettings` struct is removed
- Feature `subpixel_alignment` has been removed since cosmic-text
already does this automatically
- TextBundles and things rendering texts requires the `CosmicBuffer`
Component on them as well
## Suggested followups:
- TextPipeline: reconstruct byte indices for keeping track of eventual
cursors in text input
- TextPipeline: (future work) split text entities into section entities
- TextPipeline: (future work) text editing
- Support line height as an option. Unitless `1.2` is the default used
in browsers (1.2x font size).
- Support System Fonts and font families
- Example showing of animated text styles. Eg. throbbing hyperlinks
---------
Co-authored-by: tigregalis <anak.harimau@gmail.com>
Co-authored-by: Nico Burns <nico@nicoburns.com>
Co-authored-by: sam edelsten <samedelsten1@gmail.com>
Co-authored-by: Dimchikkk <velo.app1@gmail.com>
Co-authored-by: Alice Cecile <alice.i.cecile@gmail.com>
Co-authored-by: Rob Parrett <robparrett@gmail.com>
# Objective
The `BuildChildren` and `BuildWorldChildren` traits are mostly
identical, so I decided to try and merge them. I'm not sure of the
history, maybe they were added before GATs existed.
## Solution
- Add an associated type to `BuildChildren` which reflects the prior
differences between the `BuildChildren` and `BuildWorldChildren` traits.
- Add `ChildBuild` trait that is the bounds for
`BuildChildren::Builder`, with impls for `ChildBuilder` and
`WorldChildBuilder`.
- Remove `BuildWorldChildren` trait and replace it with an impl of
`BuildChildren` for `EntityWorldMut`.
## Testing
I ran several of the examples that use entity hierarchies, mainly UI.
---
## Changelog
n/a
## Migration Guide
n/a
# Objective
Tight, in-frame generation, re-parenting, despawning, etc., UI
operations could sometime lead taffy to panic (invalid SlotMap key used)
when an entity with an invalid state later despawned.
Fixes#12403
## Solution
Move the `remove_entities` call after children updates.
## Testing
`sickle_ui` had a case that always caused the panic. Tested before this
change, after this change, and before the change again to make sure the
error is there without the fix. The fix worked. Test steps and used
commit described in issue #12403.
I have also ran every bevy UI example, though none of them deal with
entity re-parenting or removal. No regression detected on them.
Tested on Windows only.
# Objective
- Fixes https://github.com/bevyengine/bevy/issues/13155
- fixes https://github.com/bevyengine/bevy/issues/13517
- Supercedes https://github.com/bevyengine/bevy/pull/13381
- Requires https://github.com/DioxusLabs/taffy/pull/661
## Solution
- Taffy has been updated to:
- Apply size styles to absolutely positioned children
- Pass the node's `Style` through to the measure function
- Bevy's image measure function has been updated to make use of this
style information
## Notes
- This is currently using a git version of Taffy. If this is tested as
fixing the issue then we can turn that into a Taffy 0.5 release (this
would be the only change between Taffy 0.4 and Taffy 0.5 so upgrading is
not expected to be an issue)
- This implementation may not be completely correct. I would have
preferred to extend Taffy's gentest infrastructure to handle images and
used that to nail down the correct behaviour. But I don't have time for
that atm so we'll have to iterate on this in future. This PR at least
puts that under Bevy's control.
## Testing
- I manually tested the game_menu_example (from
https://github.com/bevyengine/bevy/issues/13155)
- More testing is probably merited
---
## Changelog
No changelog should be required as it fixes a regression on `main` that
was not present in bevy 0.13. The changelog for "Taffy upgrade" may want
to be changed from 0.4 to 0.5 if this change gets merged.
---------
Co-authored-by: Alice Cecile <alice.i.cecile@gmail.com>
Co-authored-by: François Mockers <francois.mockers@vleue.com>
# Objective
- Enables support for `Display::Block`
- Enables support for `Overflow::Hidden`
- Allows for cleaner integration with text, image and other content
layout.
- Unblocks https://github.com/bevyengine/bevy/pull/8104
- Unlocks the possibility of Bevy creating a custom layout tree over
which Taffy operates.
- Enables #8808 / #10193 to remove a Mutex around the font system.
## Todo
- [x] ~Fix rendering of text/images to account for padding/border on
nodes (should size/position to content box rather than border box)~ In
order get this into a mergeable state this PR instead zeroes out
padding/border when syncing leaf node styles into Taffy to preserve the
existing behaviour. https://github.com/bevyengine/bevy/issues/6879 can
be fixed in a followup PR.
## Solution
- Update the version of Taffy
- Update code to work with the new version
Note: Taffy 0.4 has not yet been released. This PR is being created in
advance of the release to ensure that there are no blockers to upgrading
once the release occurs.
---
## Changelog
- Bevy now supports the `Display::Block` and `Overflow::Hidden` styles.
# Objective
- Fixes#13094
## Solution
- Added vmin() and vmax() to the `GridTrack` & `RepeatedGridTrack`
impls, repeatedgridtrack impls, and both to the variants of Min & Max
TrackSizingFunction
## Sidenote
This would be my first PR to bevy. Feel free to say anything.
Thanks to the Bevy Team for everything you've done!
---------
Co-authored-by: Franklin <franklinblanco@tutanota.com>
# Objective
Add support so bevy_ui can correctly handle an UI hierarchy without a
camera present.
- Fixes#12184
## Solution
As there was no default behavior for what should happen when a camera is
not present in a UI hierarchy, the solution
was based in defining that default behavior and improving the overall
handling of this "exception".
## Changelog
- Create default values to be used in upsert_node
- Add flag to control warnings about no camera present
- Create unit test no_camera_ui (to test if ui handles no camera
present)
This is 1 of 5 iterative PR's that affect bevy_ui/layout
---
# Objective
- Extract `UiSurface` into its own file to make diffs in future PR's
easier to digest
## Solution
- Moved `UiSurface` to its own file
# Objective
Fix the regression for Root Node's Layout behavior introduced in
https://github.com/bevyengine/bevy/pull/12268
- Add regression test for Root Node Layout's behaving as they did before
0.13.1
- Restore pre 0.13.1 Root Node Layout behavior (fixes
https://github.com/bevyengine/bevy/issues/12624)
## Solution
This implements [@nicoburns suggestion
](https://discord.com/channels/691052431525675048/743663673393938453/1221593626476548146),
where instead of adding the camera to the taffy node tree, we revert
back to adding a new "parent" node for each root node while maintaining
their relationship with the camera.
> If you can do the ecs change detection to move the node to the correct
Taffy instance for the camera then you should also be able to move it to
a `Vec` of root nodes for that camera.
---
## Changelog
Fixed https://github.com/bevyengine/bevy/issues/12624 - Restores pre
0.13.1 Root Node Layout behavior
## Migration Guide
If you were affected by the 0.13.1 regression and added `position_type:
Absolute` to all your root nodes you might be able to reclaim some LOC
by removing them now that the 0.13 behavior is restored.
# Objective
- Fixes#12255
Still needs confirming what the consequences are from having camera
viewport nodes live on the root of the taffy tree.
## Solution
To fix calculating the layouts for UI nodes we need to cleanup the
children previously set whenever `TargetCamera` is updated. This also
maintains a list of taffy camera nodes and cleans them up when removed.
---
## Changelog
Fixed#12255
## Migration Guide
changes affect private structs/members so shouldn't need actions by
engine users.
# Objective
Fixes#11298. Make the use of bevy_log vs bevy_utils::tracing more
consistent.
## Solution
Replace all uses of bevy_log's logging macros with the reexport from
bevy_utils. Remove bevy_log as a dependency where it's no longer needed
anymore.
Ideally we should just be using tracing directly, but given that all of
these crates are already using bevy_utils, this likely isn't that great
of a loss right now.
This is an implementation within `bevy_window::window` that fixes
#12229.
# Objective
Fixes#12229, allow users to retrieve the window's size and physical
size as Vectors without having to manually construct them using
`height()` and `width()` or `physical_height()` and `physical_width()`
## Solution
As suggested in #12229, created two public functions within `window`:
`size() -> Vec` and `physical_size() -> UVec` that return the needed
Vectors ready-to-go.
### Discussion
My first FOSS PRQ ever, so bear with me a bit. I'm new to this.
- I replaced instances of ```Vec2::new(window.width(),
window.height());``` or `UVec2::new(window.physical_width(),
window.physical_height());` within bevy examples be replaced with their
`size()`/`physical_size()` counterparts?
- Discussion within #12229 still holds: should these also be added to
WindowResolution?