bevy/crates/bevy_ui/src/lib.rs
Nicola Papale 83de94f9f9
Register a few missed reflect components (#8807)
# Objective

-  Some reflect components weren't properly registered.

## Solution

- We register them
- I also sorted the register lines in `Plugin::build` in `bevy_ui`

### Note

How I did I find them:

- I picked up the list of `Component`s from the `Component` trait page
in rustdoc.
- Then I tried to register all of them. Removing the registration when
it doesn't implement `Reflect` to pass compilation.
- Then I added `app.register_type_data::<T, Foo>()`, for all Reflect
components. It panics if `T` is not registered.
- I repeated the last line N times until bevy stopped panicking at
startup

---

## Changelog

- Register the following components: `PrimaryWindow` `Fxaa`
`FogSettings` `NotShadowCaster` `NotShadowReceiver` `CalculatedClip`
`RelativeCursorPosition`
2023-06-10 23:19:39 +00:00

183 lines
6.4 KiB
Rust

#![allow(clippy::type_complexity)]
//! This crate contains Bevy's UI system, which can be used to create UI for both 2D and 3D games
//! # Basic usage
//! Spawn UI elements with [`node_bundles::ButtonBundle`], [`node_bundles::ImageBundle`], [`node_bundles::TextBundle`] and [`node_bundles::NodeBundle`]
//! This UI is laid out with the Flexbox and CSS Grid layout models (see <https://cssreference.io/flexbox/>)
mod focus;
mod geometry;
mod layout;
mod render;
mod stack;
mod ui_node;
#[cfg(feature = "bevy_text")]
mod accessibility;
pub mod camera_config;
pub mod measurement;
pub mod node_bundles;
pub mod update;
pub mod widget;
#[cfg(feature = "bevy_text")]
use bevy_render::camera::CameraUpdateSystem;
use bevy_render::{extract_component::ExtractComponentPlugin, RenderApp};
pub use focus::*;
pub use geometry::*;
pub use layout::*;
pub use measurement::*;
pub use render::*;
pub use ui_node::*;
use widget::UiImageSize;
#[doc(hidden)]
pub mod prelude {
#[doc(hidden)]
pub use crate::{
camera_config::*, geometry::*, node_bundles::*, ui_node::*, widget::Button, widget::Label,
Interaction, UiScale,
};
}
use crate::prelude::UiCameraConfig;
use bevy_app::prelude::*;
use bevy_ecs::prelude::*;
use bevy_input::InputSystem;
use bevy_transform::TransformSystem;
use stack::ui_stack_system;
pub use stack::UiStack;
use update::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, SystemSet)]
pub enum UiSystem {
/// After this label, the ui layout state has been updated
Layout,
/// After this label, input interactions with UI entities have been updated for this frame
Focus,
/// After this label, the [`UiStack`] resource has been updated
Stack,
}
/// The current scale of the UI.
///
/// A multiplier to fixed-sized ui values.
/// **Note:** This will only affect fixed ui values like [`Val::Px`]
#[derive(Debug, Resource)]
pub struct UiScale {
/// The scale to be applied.
pub scale: f64,
}
impl Default for UiScale {
fn default() -> Self {
Self { scale: 1.0 }
}
}
impl Plugin for UiPlugin {
fn build(&self, app: &mut App) {
app.add_plugin(ExtractComponentPlugin::<UiCameraConfig>::default())
.init_resource::<UiSurface>()
.init_resource::<UiScale>()
.init_resource::<UiStack>()
.register_type::<AlignContent>()
.register_type::<AlignItems>()
.register_type::<AlignSelf>()
.register_type::<BackgroundColor>()
.register_type::<CalculatedClip>()
.register_type::<ContentSize>()
.register_type::<Direction>()
.register_type::<Display>()
.register_type::<FlexDirection>()
.register_type::<FlexWrap>()
.register_type::<FocusPolicy>()
.register_type::<GridAutoFlow>()
.register_type::<GridPlacement>()
.register_type::<GridTrack>()
.register_type::<Interaction>()
.register_type::<JustifyContent>()
.register_type::<JustifyItems>()
.register_type::<JustifySelf>()
.register_type::<Node>()
// NOTE: used by Style::aspect_ratio
.register_type::<Option<f32>>()
.register_type::<Overflow>()
.register_type::<OverflowAxis>()
.register_type::<PositionType>()
.register_type::<RelativeCursorPosition>()
.register_type::<RepeatedGridTrack>()
.register_type::<Style>()
.register_type::<UiImage>()
.register_type::<UiImageSize>()
.register_type::<UiRect>()
.register_type::<Val>()
.register_type::<widget::Button>()
.register_type::<widget::Label>()
.register_type::<ZIndex>()
.add_systems(
PreUpdate,
ui_focus_system.in_set(UiSystem::Focus).after(InputSystem),
);
// add these systems to front because these must run before transform update systems
#[cfg(feature = "bevy_text")]
app.add_systems(
PostUpdate,
(
widget::measure_text_system
.before(UiSystem::Layout)
// Potential conflict: `Assets<Image>`
// In practice, they run independently since `bevy_render::camera_update_system`
// will only ever observe its own render target, and `widget::measure_text_system`
// will never modify a pre-existing `Image` asset.
.ambiguous_with(CameraUpdateSystem)
// Potential conflict: `Assets<Image>`
// Since both systems will only ever insert new [`Image`] assets,
// they will never observe each other's effects.
.ambiguous_with(bevy_text::update_text2d_layout),
widget::text_system.after(UiSystem::Layout),
),
);
#[cfg(feature = "bevy_text")]
app.add_plugin(accessibility::AccessibilityPlugin);
app.add_systems(PostUpdate, {
let system = widget::update_image_content_size_system.before(UiSystem::Layout);
// Potential conflicts: `Assets<Image>`
// They run independently since `widget::image_node_system` will only ever observe
// its own UiImage, and `widget::text_system` & `bevy_text::update_text2d_layout`
// will never modify a pre-existing `Image` asset.
#[cfg(feature = "bevy_text")]
let system = system
.ambiguous_with(bevy_text::update_text2d_layout)
.ambiguous_with(widget::text_system);
system
})
.add_systems(
PostUpdate,
(
ui_layout_system
.in_set(UiSystem::Layout)
.before(TransformSystem::TransformPropagate),
ui_stack_system.in_set(UiSystem::Stack),
update_clipping_system.after(TransformSystem::TransformPropagate),
),
);
crate::render::build_ui_render(app);
}
fn finish(&self, app: &mut App) {
let render_app = match app.get_sub_app_mut(RenderApp) {
Ok(render_app) => render_app,
Err(_) => return,
};
render_app.init_resource::<UiPipeline>();
}
}