//! This crate contains Bevy's UI system, which can be used to create UI for both 2D and 3D games
//! # Basic usage
//! Spawn [`entity::UiCameraBundle`] and spawn UI elements with [`entity::ButtonBundle`], [`entity::ImageBundle`], [`entity::TextBundle`] and [`entity::NodeBundle`]
//! This UI is laid out with the Flexbox paradigm (see ) except the vertical axis is inverted
mod flex;
mod focus;
mod margins;
mod render;
mod ui_node;
pub mod entity;
pub mod update;
pub mod widget;
pub use flex::*;
pub use focus::*;
pub use margins::*;
pub use render::*;
pub use ui_node::*;
#[doc(hidden)]
pub mod prelude {
#[doc(hidden)]
pub use crate::{entity::*, ui_node::*, widget::Button, Interaction, Margins};
}
use bevy_app::prelude::*;
use bevy_ecs::schedule::{ParallelSystemDescriptorCoercion, SystemLabel};
use bevy_input::InputSystem;
use bevy_math::{Rect, Size};
use bevy_transform::TransformSystem;
use update::{ui_z_system, update_clipping_system};
/// The basic plugin for Bevy UI
#[derive(Default)]
pub struct UiPlugin;
/// The label enum labeling the types of systems in the Bevy UI
#[derive(Debug, Hash, PartialEq, Eq, Clone, SystemLabel)]
pub enum UiSystem {
/// After this label, the ui flex state has been updated
Flex,
/// After this label, input interactions with UI entities have been updated for this frame
Focus,
}
impl Plugin for UiPlugin {
fn build(&self, app: &mut App) {
app.init_resource::()
.register_type::()
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// NOTE: used by Style::aspect_ratio
.register_type::