bevy/crates/bevy_ui/src/lib.rs
Ben Frankel 9b254aab1e
Explicitly order CameraUpdateSystem before UiSystem::Prepare (#14609)
# Objective

Fixes https://github.com/bevyengine/bevy/issues/14277.

May also fix https://github.com/bevyengine/bevy/issues/14255, needs
verification.

## Solution

Explicitly order `CameraUpdateSystem` before `UiSystem::Prepare`, so
that when the window resizes, `camera_system` will update the `Camera`'s
viewport size before `ui_layout_system` also reacts to the window resize
and tries to read the new `Camera` viewport size to set UI node sizes
accordingly.

## Testing

I tested that explicitly ordering `CameraUpdateSystem` _after_ triggers
the buggy behavior, and explicitly ordering it _before_ does not trigger
the buggy behavior or crash the app (which also demonstrates that the
system sets are ambiguous).

---

## Migration Guide

`CameraUpdateSystem` is now explicitly ordered before
`UiSystem::Prepare` instead of being ambiguous with it.
2024-08-04 13:34:51 +00:00

257 lines
8.8 KiB
Rust

// FIXME(3492): remove once docs are ready
#![allow(missing_docs)]
#![cfg_attr(docsrs, feature(doc_auto_cfg))]
#![doc(
html_logo_url = "https://bevyengine.org/assets/icon.png",
html_favicon_url = "https://bevyengine.org/assets/icon.png"
)]
//! 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/>)
pub mod measurement;
pub mod node_bundles;
pub mod ui_material;
pub mod update;
pub mod widget;
use bevy_derive::{Deref, DerefMut};
use bevy_reflect::Reflect;
#[cfg(feature = "bevy_text")]
mod accessibility;
mod focus;
mod geometry;
mod layout;
mod render;
mod stack;
mod texture_slice;
mod ui_node;
pub use focus::*;
pub use geometry::*;
pub use layout::*;
pub use measurement::*;
pub use render::*;
pub use ui_material::*;
pub use ui_node::*;
use widget::UiImageSize;
#[doc(hidden)]
pub mod prelude {
#[doc(hidden)]
pub use crate::{
geometry::*, node_bundles::*, ui_material::*, ui_node::*, widget::Button, widget::Label,
Interaction, UiMaterialPlugin, UiScale,
};
// `bevy_sprite` re-exports for texture slicing
#[doc(hidden)]
pub use bevy_sprite::{BorderRect, ImageScaleMode, SliceScaleMode, TextureSlicer};
}
use bevy_app::prelude::*;
use bevy_ecs::prelude::*;
use bevy_input::InputSystem;
use bevy_render::{
camera::CameraUpdateSystem,
view::{check_visibility, VisibilitySystems},
RenderApp,
};
use bevy_transform::TransformSystem;
use layout::ui_surface::UiSurface;
use stack::ui_stack_system;
pub use stack::UiStack;
use update::{update_clipping_system, update_target_camera_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, input interactions with UI entities have been updated for this frame.
///
/// Runs in [`PreUpdate`].
Focus,
/// All UI systems in [`PostUpdate`] will run in or after this label.
Prepare,
/// After this label, the ui layout state has been updated.
///
/// Runs in [`PostUpdate`].
Layout,
/// UI systems ordered after [`UiSystem::Layout`].
///
/// Runs in [`PostUpdate`].
PostLayout,
/// After this label, the [`UiStack`] resource has been updated.
///
/// Runs in [`PostUpdate`].
Stack,
/// After this label, node outline widths have been updated.
///
/// Runs in [`PostUpdate`].
Outlines,
}
/// 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, Reflect, Resource, Deref, DerefMut)]
pub struct UiScale(pub f32);
impl Default for UiScale {
fn default() -> Self {
Self(1.0)
}
}
// Marks systems that can be ambiguous with [`widget::text_system`] if the `bevy_text` feature is enabled.
// See https://github.com/bevyengine/bevy/pull/11391 for more details.
#[derive(SystemSet, Debug, Hash, PartialEq, Eq, Clone)]
struct AmbiguousWithTextSystem;
#[derive(SystemSet, Debug, Hash, PartialEq, Eq, Clone)]
struct AmbiguousWithUpdateText2DLayout;
/// A convenient alias for `With<Node>`, for use with
/// [`bevy_render::view::VisibleEntities`].
pub type WithNode = With<Node>;
impl Plugin for UiPlugin {
fn build(&self, app: &mut App) {
app.init_resource::<UiSurface>()
.init_resource::<UiScale>()
.init_resource::<UiStack>()
.register_type::<BackgroundColor>()
.register_type::<CalculatedClip>()
.register_type::<ContentSize>()
.register_type::<FocusPolicy>()
.register_type::<Interaction>()
.register_type::<Node>()
.register_type::<RelativeCursorPosition>()
.register_type::<Style>()
.register_type::<TargetCamera>()
.register_type::<UiImage>()
.register_type::<UiImageSize>()
.register_type::<UiRect>()
.register_type::<UiScale>()
.register_type::<BorderColor>()
.register_type::<BorderRadius>()
.register_type::<widget::Button>()
.register_type::<widget::Label>()
.register_type::<ZIndex>()
.register_type::<Outline>()
.configure_sets(
PostUpdate,
(
CameraUpdateSystem,
UiSystem::Prepare.before(UiSystem::Stack),
UiSystem::Layout,
(UiSystem::PostLayout, UiSystem::Outlines),
)
.chain(),
)
.add_systems(
PreUpdate,
ui_focus_system.in_set(UiSystem::Focus).after(InputSystem),
);
app.add_systems(
PostUpdate,
(
check_visibility::<WithNode>.in_set(VisibilitySystems::CheckVisibility),
(update_target_camera_system, apply_deferred)
.chain()
.in_set(UiSystem::Prepare),
ui_layout_system
.in_set(UiSystem::Layout)
.before(TransformSystem::TransformPropagate),
resolve_outlines_system
.in_set(UiSystem::Outlines)
// clipping doesn't care about outlines
.ambiguous_with(update_clipping_system)
.in_set(AmbiguousWithTextSystem),
ui_stack_system
.in_set(UiSystem::Stack)
// the systems don't care about stack index
.ambiguous_with(update_clipping_system)
.ambiguous_with(resolve_outlines_system)
.ambiguous_with(ui_layout_system)
.in_set(AmbiguousWithTextSystem),
update_clipping_system.after(TransformSystem::TransformPropagate),
// 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.
widget::update_image_content_size_system
.in_set(UiSystem::Prepare)
.in_set(AmbiguousWithTextSystem)
.in_set(AmbiguousWithUpdateText2DLayout),
(
texture_slice::compute_slices_on_asset_event,
texture_slice::compute_slices_on_image_change,
)
.in_set(UiSystem::PostLayout),
),
);
#[cfg(feature = "bevy_text")]
build_text_interop(app);
build_ui_render(app);
}
fn finish(&self, app: &mut App) {
let Some(render_app) = app.get_sub_app_mut(RenderApp) else {
return;
};
render_app.init_resource::<UiPipeline>();
}
}
/// A function that should be called from [`UiPlugin::build`] when [`bevy_text`] is enabled.
#[cfg(feature = "bevy_text")]
fn build_text_interop(app: &mut App) {
use crate::widget::TextFlags;
use bevy_text::TextLayoutInfo;
app.register_type::<TextLayoutInfo>()
.register_type::<TextFlags>();
app.add_systems(
PostUpdate,
(
widget::measure_text_system
.in_set(UiSystem::Prepare)
// 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)
// We assume Text is on disjoint UI entities to UiImage and UiTextureAtlasImage
// FIXME: Add an archetype invariant for this https://github.com/bevyengine/bevy/issues/1481.
.ambiguous_with(widget::update_image_content_size_system),
widget::text_system
.in_set(UiSystem::PostLayout)
.after(bevy_text::remove_dropped_font_atlas_sets)
// Text2d and bevy_ui text are entirely on separate entities
.ambiguous_with(bevy_text::update_text2d_layout),
),
);
app.add_plugins(accessibility::AccessibilityPlugin);
app.configure_sets(
PostUpdate,
AmbiguousWithTextSystem.ambiguous_with(widget::text_system),
);
app.configure_sets(
PostUpdate,
AmbiguousWithUpdateText2DLayout.ambiguous_with(bevy_text::update_text2d_layout),
);
}