
> Follow up to #10588 > Closes #11749 (Supersedes #11756) Enable Texture slicing for the following UI nodes: - `ImageBundle` - `ButtonBundle` <img width="739" alt="Screenshot 2024-01-29 at 13 57 43" src="https://github.com/bevyengine/bevy/assets/26703856/37675681-74eb-4689-ab42-024310cf3134"> I also added a collection of `fantazy-ui-borders` from [Kenney's](www.kenney.nl) assets, with the appropriate license (CC). If it's a problem I can use the same textures as the `sprite_slice` example # Work done Added the `ImageScaleMode` component to the targetted bundles, most of the logic is directly reused from `bevy_sprite`. The only additional internal component is the UI specific `ComputedSlices`, which does the same thing as its spritee equivalent but adapted to UI code. Again the slicing is not compatible with `TextureAtlas`, it's something I need to tackle more deeply in the future # Fixes * [x] I noticed that `TextureSlicer::compute_slices` could infinitely loop if the border was larger that the image half extents, now an error is triggered and the texture will fallback to being stretched * [x] I noticed that when using small textures with very small *tiling* options we could generate hundred of thousands of slices. Now I set a minimum size of 1 pixel per slice, which is already ridiculously small, and a warning will be sent at runtime when slice count goes above 1000 * [x] Sprite slicing with `flip_x` or `flip_y` would give incorrect results, correct flipping is now supported to both sprites and ui image nodes thanks to @odecay observation # GPU Alternative I create a separate branch attempting to implementing 9 slicing and tiling directly through the `ui.wgsl` fragment shader. It works but requires sending more data to the GPU: - slice border - tiling factors And more importantly, the actual quad *scale* which is hard to put in the shader with the current code, so that would be for a later iteration
244 lines
8.8 KiB
Rust
244 lines
8.8 KiB
Rust
// FIXME(3492): remove once docs are ready
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#![allow(missing_docs)]
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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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pub mod measurement;
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pub mod node_bundles;
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pub mod ui_material;
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pub mod update;
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pub mod widget;
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use bevy_derive::{Deref, DerefMut};
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use bevy_reflect::Reflect;
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#[cfg(feature = "bevy_text")]
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mod accessibility;
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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 texture_slice;
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mod ui_node;
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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_material::*;
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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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geometry::*, node_bundles::*, ui_material::*, ui_node::*, widget::Button, widget::Label,
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Interaction, UiMaterialPlugin, UiScale,
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};
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// `bevy_sprite` re-exports for texture slicing
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#[doc(hidden)]
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pub use bevy_sprite::{BorderRect, ImageScaleMode, SliceScaleMode, TextureSlicer};
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}
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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_render::RenderApp;
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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, update_target_camera_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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/// After this label, node outline widths have been updated
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Outlines,
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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, Reflect, Resource, Deref, DerefMut)]
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pub struct UiScale(pub f32);
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impl Default for UiScale {
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fn default() -> Self {
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Self(1.0)
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}
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}
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// Marks systems that can be ambiguous with [`widget::text_system`] if the `bevy_text` feature is enabled.
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// See https://github.com/bevyengine/bevy/pull/11391 for more details.
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#[derive(SystemSet, Debug, Hash, PartialEq, Eq, Clone)]
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struct AmbiguousWithTextSystem;
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#[derive(SystemSet, Debug, Hash, PartialEq, Eq, Clone)]
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struct AmbiguousWithUpdateText2DLayout;
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impl Plugin for UiPlugin {
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fn build(&self, app: &mut App) {
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app.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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.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::<TargetCamera>()
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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::<UiScale>()
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.register_type::<Val>()
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.register_type::<BorderColor>()
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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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.register_type::<Outline>()
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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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app.add_systems(
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PostUpdate,
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(
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update_target_camera_system.before(UiSystem::Layout),
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apply_deferred
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.after(update_target_camera_system)
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.before(UiSystem::Layout),
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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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resolve_outlines_system
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.in_set(UiSystem::Outlines)
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.after(UiSystem::Layout)
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// clipping doesn't care about outlines
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.ambiguous_with(update_clipping_system)
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.in_set(AmbiguousWithTextSystem),
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ui_stack_system
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.in_set(UiSystem::Stack)
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// the systems don't care about stack index
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.ambiguous_with(update_clipping_system)
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.ambiguous_with(resolve_outlines_system)
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.ambiguous_with(ui_layout_system)
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.in_set(AmbiguousWithTextSystem),
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update_clipping_system.after(TransformSystem::TransformPropagate),
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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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(
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widget::update_image_content_size_system
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.before(UiSystem::Layout)
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.in_set(AmbiguousWithTextSystem)
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.in_set(AmbiguousWithUpdateText2DLayout),
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(
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texture_slice::compute_slices_on_asset_event,
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texture_slice::compute_slices_on_image_change,
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),
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)
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.chain(),
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),
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);
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#[cfg(feature = "bevy_text")]
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build_text_interop(app);
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build_ui_render(app);
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}
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fn finish(&self, app: &mut App) {
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let Ok(render_app) = app.get_sub_app_mut(RenderApp) else {
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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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/// A function that should be called from [`UiPlugin::build`] when [`bevy_text`] is enabled.
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#[cfg(feature = "bevy_text")]
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fn build_text_interop(app: &mut App) {
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use crate::widget::TextFlags;
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use bevy_text::TextLayoutInfo;
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app.register_type::<TextLayoutInfo>()
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.register_type::<TextFlags>();
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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(bevy_render::camera::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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// We assume Text is on disjoint UI entities to UiImage and UiTextureAtlasImage
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// FIXME: Add an archetype invariant for this https://github.com/bevyengine/bevy/issues/1481.
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.ambiguous_with(widget::update_image_content_size_system),
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widget::text_system
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.after(UiSystem::Layout)
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.after(bevy_text::remove_dropped_font_atlas_sets)
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// Text2d and bevy_ui text are entirely on separate entities
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.ambiguous_with(bevy_text::update_text2d_layout),
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),
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);
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app.add_plugins(accessibility::AccessibilityPlugin);
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app.configure_sets(
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PostUpdate,
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AmbiguousWithTextSystem.ambiguous_with(widget::text_system),
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);
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app.configure_sets(
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PostUpdate,
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AmbiguousWithUpdateText2DLayout.ambiguous_with(bevy_text::update_text2d_layout),
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);
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}
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