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