bevy/examples/ui/grid.rs
Carter Anderson 21f1e3045c
Relationships (non-fragmenting, one-to-many) (#17398)
This adds support for one-to-many non-fragmenting relationships (with
planned paths for fragmenting and non-fragmenting many-to-many
relationships). "Non-fragmenting" means that entities with the same
relationship type, but different relationship targets, are not forced
into separate tables (which would cause "table fragmentation").

Functionally, this fills a similar niche as the current Parent/Children
system. The biggest differences are:

1. Relationships have simpler internals and significantly improved
performance and UX. Commands and specialized APIs are no longer
necessary to keep everything in sync. Just spawn entities with the
relationship components you want and everything "just works".
2. Relationships are generalized. Bevy can provide additional built in
relationships, and users can define their own.

**REQUEST TO REVIEWERS**: _please don't leave top level comments and
instead comment on specific lines of code. That way we can take
advantage of threaded discussions. Also dont leave comments simply
pointing out CI failures as I can read those just fine._

## Built on top of what we have

Relationships are implemented on top of the Bevy ECS features we already
have: components, immutability, and hooks. This makes them immediately
compatible with all of our existing (and future) APIs for querying,
spawning, removing, scenes, reflection, etc. The fewer specialized APIs
we need to build, maintain, and teach, the better.

## Why focus on one-to-many non-fragmenting first?

1. This allows us to improve Parent/Children relationships immediately,
in a way that is reasonably uncontroversial. Switching our hierarchy to
fragmenting relationships would have significant performance
implications. ~~Flecs is heavily considering a switch to non-fragmenting
relations after careful considerations of the performance tradeoffs.~~
_(Correction from @SanderMertens: Flecs is implementing non-fragmenting
storage specialized for asset hierarchies, where asset hierarchies are
many instances of small trees that have a well defined structure)_
2. Adding generalized one-to-many relationships is currently a priority
for the [Next Generation Scene / UI
effort](https://github.com/bevyengine/bevy/discussions/14437).
Specifically, we're interested in building reactions and observers on
top.

## The changes

This PR does the following:

1. Adds a generic one-to-many Relationship system
3. Ports the existing Parent/Children system to Relationships, which now
lives in `bevy_ecs::hierarchy`. The old `bevy_hierarchy` crate has been
removed.
4. Adds on_despawn component hooks
5. Relationships can opt-in to "despawn descendants" behavior, meaning
that the entire relationship hierarchy is despawned when
`entity.despawn()` is called. The built in Parent/Children hierarchies
enable this behavior, and `entity.despawn_recursive()` has been removed.
6. `world.spawn` now applies commands after spawning. This ensures that
relationship bookkeeping happens immediately and removes the need to
manually flush. This is in line with the equivalent behaviors recently
added to the other APIs (ex: insert).
7. Removes the ValidParentCheckPlugin (system-driven / poll based) in
favor of a `validate_parent_has_component` hook.

## Using Relationships

The `Relationship` trait looks like this:

```rust
pub trait Relationship: Component + Sized {
    type RelationshipSources: RelationshipSources<Relationship = Self>;
    fn get(&self) -> Entity;
    fn from(entity: Entity) -> Self;
}
```

A relationship is a component that:

1. Is a simple wrapper over a "target" Entity.
2. Has a corresponding `RelationshipSources` component, which is a
simple wrapper over a collection of entities. Every "target entity"
targeted by a "source entity" with a `Relationship` has a
`RelationshipSources` component, which contains every "source entity"
that targets it.

For example, the `Parent` component (as it currently exists in Bevy) is
the `Relationship` component and the entity containing the Parent is the
"source entity". The entity _inside_ the `Parent(Entity)` component is
the "target entity". And that target entity has a `Children` component
(which implements `RelationshipSources`).

In practice, the Parent/Children relationship looks like this:

```rust
#[derive(Relationship)]
#[relationship(relationship_sources = Children)]
pub struct Parent(pub Entity);

#[derive(RelationshipSources)]
#[relationship_sources(relationship = Parent)]
pub struct Children(Vec<Entity>);
```

The Relationship and RelationshipSources derives automatically implement
Component with the relevant configuration (namely, the hooks necessary
to keep everything in sync).

The most direct way to add relationships is to spawn entities with
relationship components:

```rust
let a = world.spawn_empty().id();
let b = world.spawn(Parent(a)).id();

assert_eq!(world.entity(a).get::<Children>().unwrap(), &[b]);
```

There are also convenience APIs for spawning more than one entity with
the same relationship:

```rust
world.spawn_empty().with_related::<Children>(|s| {
    s.spawn_empty();
    s.spawn_empty();
})
```

The existing `with_children` API is now a simpler wrapper over
`with_related`. This makes this change largely non-breaking for existing
spawn patterns.

```rust
world.spawn_empty().with_children(|s| {
    s.spawn_empty();
    s.spawn_empty();
})
```

There are also other relationship APIs, such as `add_related` and
`despawn_related`.

## Automatic recursive despawn via the new on_despawn hook

`RelationshipSources` can opt-in to "despawn descendants" behavior,
which will despawn all related entities in the relationship hierarchy:

```rust
#[derive(RelationshipSources)]
#[relationship_sources(relationship = Parent, despawn_descendants)]
pub struct Children(Vec<Entity>);
```

This means that `entity.despawn_recursive()` is no longer required.
Instead, just use `entity.despawn()` and the relevant related entities
will also be despawned.

To despawn an entity _without_ despawning its parent/child descendants,
you should remove the `Children` component first, which will also remove
the related `Parent` components:

```rust
entity
    .remove::<Children>()
    .despawn()
```

This builds on the on_despawn hook introduced in this PR, which is fired
when an entity is despawned (before other hooks).

## Relationships are the source of truth

`Relationship` is the _single_ source of truth component.
`RelationshipSources` is merely a reflection of what all the
`Relationship` components say. By embracing this, we are able to
significantly improve the performance of the system as a whole. We can
rely on component lifecycles to protect us against duplicates, rather
than needing to scan at runtime to ensure entities don't already exist
(which results in quadratic runtime). A single source of truth gives us
constant-time inserts. This does mean that we cannot directly spawn
populated `Children` components (or directly add or remove entities from
those components). I personally think this is a worthwhile tradeoff,
both because it makes the performance much better _and_ because it means
theres exactly one way to do things (which is a philosophy we try to
employ for Bevy APIs).

As an aside: treating both sides of the relationship as "equivalent
source of truth relations" does enable building simple and flexible
many-to-many relationships. But this introduces an _inherent_ need to
scan (or hash) to protect against duplicates.
[`evergreen_relations`](https://github.com/EvergreenNest/evergreen_relations)
has a very nice implementation of the "symmetrical many-to-many"
approach. Unfortunately I think the performance issues inherent to that
approach make it a poor choice for Bevy's default relationship system.

## Followup Work

* Discuss renaming `Parent` to `ChildOf`. I refrained from doing that in
this PR to keep the diff reasonable, but I'm personally biased toward
this change (and using that naming pattern generally for relationships).
* [Improved spawning
ergonomics](https://github.com/bevyengine/bevy/discussions/16920)
* Consider adding relationship observers/triggers for "relationship
targets" whenever a source is added or removed. This would replace the
current "hierarchy events" system, which is unused upstream but may have
existing users downstream. I think triggers are the better fit for this
than a buffered event queue, and would prefer not to add that back.
* Fragmenting relations: My current idea hinges on the introduction of
"value components" (aka: components whose type _and_ value determines
their ComponentId, via something like Hashing / PartialEq). By labeling
a Relationship component such as `ChildOf(Entity)` as a "value
component", `ChildOf(e1)` and `ChildOf(e2)` would be considered
"different components". This makes the transition between fragmenting
and non-fragmenting a single flag, and everything else continues to work
as expected.
* Many-to-many support
* Non-fragmenting: We can expand Relationship to be a list of entities
instead of a single entity. I have largely already written the code for
this.
* Fragmenting: With the "value component" impl mentioned above, we get
many-to-many support "for free", as it would allow inserting multiple
copies of a Relationship component with different target entities.

Fixes #3742 (If this PR is merged, I think we should open more targeted
followup issues for the work above, with a fresh tracking issue free of
the large amount of less-directed historical context)
Fixes #17301
Fixes #12235 
Fixes #15299
Fixes #15308 

## Migration Guide

* Replace `ChildBuilder` with `ChildSpawnerCommands`.
* Replace calls to `.set_parent(parent_id)` with
`.insert(Parent(parent_id))`.
* Replace calls to `.replace_children()` with `.remove::<Children>()`
followed by `.add_children()`. Note that you'll need to manually despawn
any children that are not carried over.
* Replace calls to `.despawn_recursive()` with `.despawn()`.
* Replace calls to `.despawn_descendants()` with
`.despawn_related::<Children>()`.
* If you have any calls to `.despawn()` which depend on the children
being preserved, you'll need to remove the `Children` component first.

---------

Co-authored-by: Alice Cecile <alice.i.cecile@gmail.com>
2025-01-18 22:20:30 +00:00

207 lines
9.4 KiB
Rust

//! Demonstrates how CSS Grid layout can be used to lay items out in a 2D grid
use bevy::{color::palettes::css::*, prelude::*};
fn main() {
App::new()
.add_plugins(DefaultPlugins.set(WindowPlugin {
primary_window: Some(Window {
resolution: [800., 600.].into(),
title: "Bevy CSS Grid Layout Example".to_string(),
..default()
}),
..default()
}))
.add_systems(Startup, spawn_layout)
.run();
}
fn spawn_layout(mut commands: Commands, asset_server: Res<AssetServer>) {
let font = asset_server.load("fonts/FiraSans-Bold.ttf");
commands.spawn(Camera2d);
// Top-level grid (app frame)
commands
.spawn((
Node {
// Use the CSS Grid algorithm for laying out this node
display: Display::Grid,
// Make node fill the entirety of its parent (in this case the window)
width: Val::Percent(100.0),
height: Val::Percent(100.0),
// Set the grid to have 2 columns with sizes [min-content, minmax(0, 1fr)]
// - The first column will size to the size of its contents
// - The second column will take up the remaining available space
grid_template_columns: vec![GridTrack::min_content(), GridTrack::flex(1.0)],
// Set the grid to have 3 rows with sizes [auto, minmax(0, 1fr), 20px]
// - The first row will size to the size of its contents
// - The second row take up remaining available space (after rows 1 and 3 have both been sized)
// - The third row will be exactly 20px high
grid_template_rows: vec![
GridTrack::auto(),
GridTrack::flex(1.0),
GridTrack::px(20.),
],
..default()
},
BackgroundColor(Color::WHITE),
))
.with_children(|builder| {
// Header
builder
.spawn(
Node {
display: Display::Grid,
// Make this node span two grid columns so that it takes up the entire top tow
grid_column: GridPlacement::span(2),
padding: UiRect::all(Val::Px(6.0)),
..default()
},
)
.with_children(|builder| {
spawn_nested_text_bundle(builder, font.clone(), "Bevy CSS Grid Layout Example");
});
// Main content grid (auto placed in row 2, column 1)
builder
.spawn((
Node {
// Make the height of the node fill its parent
height: Val::Percent(100.0),
// Make the grid have a 1:1 aspect ratio meaning it will scale as an exact square
// As the height is set explicitly, this means the width will adjust to match the height
aspect_ratio: Some(1.0),
// Use grid layout for this node
display: Display::Grid,
// Add 24px of padding around the grid
padding: UiRect::all(Val::Px(24.0)),
// Set the grid to have 4 columns all with sizes minmax(0, 1fr)
// This creates 4 exactly evenly sized columns
grid_template_columns: RepeatedGridTrack::flex(4, 1.0),
// Set the grid to have 4 rows all with sizes minmax(0, 1fr)
// This creates 4 exactly evenly sized rows
grid_template_rows: RepeatedGridTrack::flex(4, 1.0),
// Set a 12px gap/gutter between rows and columns
row_gap: Val::Px(12.0),
column_gap: Val::Px(12.0),
..default()
},
BackgroundColor(Color::srgb(0.25, 0.25, 0.25)),
))
.with_children(|builder| {
// Note there is no need to specify the position for each grid item. Grid items that are
// not given an explicit position will be automatically positioned into the next available
// grid cell. The order in which this is performed can be controlled using the grid_auto_flow
// style property.
item_rect(builder, ORANGE);
item_rect(builder, BISQUE);
item_rect(builder, BLUE);
item_rect(builder, CRIMSON);
item_rect(builder, AQUA);
item_rect(builder, ORANGE_RED);
item_rect(builder, DARK_GREEN);
item_rect(builder, FUCHSIA);
item_rect(builder, TEAL);
item_rect(builder, ALICE_BLUE);
item_rect(builder, CRIMSON);
item_rect(builder, ANTIQUE_WHITE);
item_rect(builder, YELLOW);
item_rect(builder, DEEP_PINK);
item_rect(builder, YELLOW_GREEN);
item_rect(builder, SALMON);
});
// Right side bar (auto placed in row 2, column 2)
builder
.spawn((
Node {
display: Display::Grid,
// Align content towards the start (top) in the vertical axis
align_items: AlignItems::Start,
// Align content towards the center in the horizontal axis
justify_items: JustifyItems::Center,
// Add 10px padding
padding: UiRect::all(Val::Px(10.)),
// Add an fr track to take up all the available space at the bottom of the column so that the text nodes
// can be top-aligned. Normally you'd use flexbox for this, but this is the CSS Grid example so we're using grid.
grid_template_rows: vec![GridTrack::auto(), GridTrack::auto(), GridTrack::fr(1.0)],
// Add a 10px gap between rows
row_gap: Val::Px(10.),
..default()
},
BackgroundColor(BLACK.into()),
))
.with_children(|builder| {
builder.spawn((Text::new("Sidebar"),
TextFont {
font: font.clone(),
..default()
},
));
builder.spawn((Text::new("A paragraph of text which ought to wrap nicely. A paragraph of text which ought to wrap nicely. A paragraph of text which ought to wrap nicely. A paragraph of text which ought to wrap nicely. A paragraph of text which ought to wrap nicely. A paragraph of text which ought to wrap nicely. A paragraph of text which ought to wrap nicely."),
TextFont {
font: font.clone(),
font_size: 13.0,
..default()
},
));
builder.spawn(Node::default());
});
// Footer / status bar
builder.spawn((
Node {
// Make this node span two grid column so that it takes up the entire bottom row
grid_column: GridPlacement::span(2),
..default()
},
BackgroundColor(WHITE.into()),
));
// Modal (absolutely positioned on top of content - currently hidden: to view it, change its visibility)
builder.spawn((
Node {
position_type: PositionType::Absolute,
margin: UiRect {
top: Val::Px(100.),
bottom: Val::Auto,
left: Val::Auto,
right: Val::Auto,
},
width: Val::Percent(60.),
height: Val::Px(300.),
max_width: Val::Px(600.),
..default()
},
Visibility::Hidden,
BackgroundColor(Color::WHITE.with_alpha(0.8)),
));
});
}
/// Create a colored rectangle node. The node has size as it is assumed that it will be
/// spawned as a child of a Grid container with `AlignItems::Stretch` and `JustifyItems::Stretch`
/// which will allow it to take its size from the size of the grid area it occupies.
fn item_rect(builder: &mut ChildSpawnerCommands, color: Srgba) {
builder
.spawn((
Node {
display: Display::Grid,
padding: UiRect::all(Val::Px(3.0)),
..default()
},
BackgroundColor(BLACK.into()),
))
.with_children(|builder| {
builder.spawn((Node::default(), BackgroundColor(color.into())));
});
}
fn spawn_nested_text_bundle(builder: &mut ChildSpawnerCommands, font: Handle<Font>, text: &str) {
builder.spawn((
Text::new(text),
TextFont { font, ..default() },
TextColor::BLACK,
));
}