
# Objective `ui_stack_system` generates a tree of `StackingContexts` which it then flattens to get the `UiStack`. But there's no need to construct a new tree. We can query for nodes with a global `ZIndex`, add those nodes to the root nodes list and then build the `UiStack` from a walk of the existing layout tree, ignoring any branches that have a global `Zindex`. Fixes #9877 ## Solution Split the `ZIndex` enum into two separate components, `ZIndex` and `GlobalZIndex` Query for nodes with a `GlobalZIndex`, add those nodes to the root nodes list and then build the `UiStack` from a walk of the existing layout tree, filtering branches by `Without<GlobalZIndex>` so we don't revisit nodes. ``` cargo run --profile stress-test --features trace_tracy --example many_buttons ``` <img width="672" alt="ui-stack-system-walk-split-enum" src="https://github.com/bevyengine/bevy/assets/27962798/11e357a5-477f-4804-8ada-c4527c009421"> (Yellow is this PR, red is main) --- ## Changelog `Zindex` * The `ZIndex` enum has been split into two separate components `ZIndex` (which replaces `ZIndex::Local`) and `GlobalZIndex` (which replaces `ZIndex::Global`). An entity can have both a `ZIndex` and `GlobalZIndex`, in comparisons `ZIndex` breaks ties if two `GlobalZIndex` values are equal. `ui_stack_system` * Instead of generating a tree of `StackingContexts`, query for nodes with a `GlobalZIndex`, add those nodes to the root nodes list and then build the `UiStack` from a walk of the existing layout tree, filtering branches by `Without<GlobalZIndex` so we don't revisit nodes. ## Migration Guide The `ZIndex` enum has been split into two separate components `ZIndex` (which replaces `ZIndex::Local`) and `GlobalZIndex` (which replaces `ZIndex::Global`). An entity can have both a `ZIndex` and `GlobalZIndex`, in comparisons `ZIndex` breaks ties if two `GlobalZindex` values are equal. --------- Co-authored-by: Gabriel Bourgeois <gabriel.bourgeoisv4si@gmail.com> Co-authored-by: Alice Cecile <alice.i.cecile@gmail.com> Co-authored-by: UkoeHB <37489173+UkoeHB@users.noreply.github.com>
134 lines
5.4 KiB
Rust
134 lines
5.4 KiB
Rust
//! Demonstrates how to use the z-index component on UI nodes to control their relative depth
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//!
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//! It uses colored boxes with different z-index values to demonstrate how it can affect the order of
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//! depth of nodes compared to their siblings, but also compared to the entire UI.
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use bevy::{
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color::palettes::basic::{BLUE, GRAY, LIME, PURPLE, RED, YELLOW},
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prelude::*,
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};
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fn main() {
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App::new()
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.insert_resource(ClearColor(Color::BLACK))
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.add_plugins(DefaultPlugins)
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.add_systems(Startup, setup)
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.run();
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}
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fn setup(mut commands: Commands) {
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commands.spawn(Camera2dBundle::default());
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// spawn the container with default z-index.
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// the default z-index value is `ZIndex::Local(0)`.
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// because this is a root UI node, using local or global values will do the same thing.
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commands
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.spawn(NodeBundle {
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style: Style {
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width: Val::Percent(100.),
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height: Val::Percent(100.),
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align_items: AlignItems::Center,
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justify_content: JustifyContent::Center,
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..default()
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},
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..default()
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})
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.with_children(|parent| {
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parent
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.spawn(NodeBundle {
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background_color: GRAY.into(),
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style: Style {
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width: Val::Px(180.0),
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height: Val::Px(100.0),
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..default()
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},
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..default()
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})
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.with_children(|parent| {
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// spawn a node with default z-index.
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parent.spawn(NodeBundle {
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background_color: RED.into(),
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style: Style {
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position_type: PositionType::Absolute,
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left: Val::Px(10.0),
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bottom: Val::Px(40.0),
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width: Val::Px(100.0),
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height: Val::Px(50.0),
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..default()
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},
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..default()
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});
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// spawn a node with a positive local z-index of 2.
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// it will show above other nodes in the gray container.
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parent.spawn(NodeBundle {
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z_index: ZIndex(2),
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background_color: BLUE.into(),
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style: Style {
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position_type: PositionType::Absolute,
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left: Val::Px(45.0),
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bottom: Val::Px(30.0),
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width: Val::Px(100.),
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height: Val::Px(50.),
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..default()
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},
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..default()
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});
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// spawn a node with a negative local z-index.
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// it will show under other nodes in the gray container.
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parent.spawn(NodeBundle {
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z_index: ZIndex(-1),
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background_color: LIME.into(),
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style: Style {
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position_type: PositionType::Absolute,
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left: Val::Px(70.0),
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bottom: Val::Px(20.0),
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width: Val::Px(100.),
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height: Val::Px(75.),
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..default()
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},
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..default()
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});
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// spawn a node with a positive global z-index of 1.
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// it will show above all other nodes, because it's the highest global z-index in this example.
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// by default, boxes all share the global z-index of 0 that the gray container is added to.
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parent.spawn((
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NodeBundle {
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background_color: PURPLE.into(),
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style: Style {
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position_type: PositionType::Absolute,
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left: Val::Px(15.0),
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bottom: Val::Px(10.0),
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width: Val::Px(100.),
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height: Val::Px(60.),
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..default()
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},
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..Default::default()
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},
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GlobalZIndex(1),
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));
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// spawn a node with a negative global z-index of -1.
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// this will show under all other nodes including its parent, because it's the lowest global z-index
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// in this example.
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parent.spawn((
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NodeBundle {
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background_color: YELLOW.into(),
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style: Style {
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position_type: PositionType::Absolute,
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left: Val::Px(-15.0),
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bottom: Val::Px(-15.0),
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width: Val::Px(100.),
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height: Val::Px(125.),
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..default()
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},
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..Default::default()
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},
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GlobalZIndex(-1),
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));
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});
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});
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}
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