bevy/crates/bevy_ui/src/layout/mod.rs
Carter Anderson d8fa57bd7b
Switch ChildOf back to tuple struct (#18672)
# Objective

In #17905 we swapped to a named field on `ChildOf` to help resolve
variable naming ambiguity of child vs parent (ex: `child_of.parent`
clearly reads as "I am accessing the parent of the child_of
relationship", whereas `child_of.0` is less clear).

Unfortunately this has the side effect of making initialization less
ideal. `ChildOf { parent }` reads just as well as `ChildOf(parent)`, but
`ChildOf { parent: root }` doesn't read nearly as well as
`ChildOf(root)`.

## Solution

Move back to `ChildOf(pub Entity)` but add a `child_of.parent()`
function and use it for all accesses. The downside here is that users
are no longer "forced" to access the parent field with `parent`
nomenclature, but I think this strikes the right balance.

Take a look at the diff. I think the results provide strong evidence for
this change. Initialization has the benefit of reading much better _and_
of taking up significantly less space, as many lines go from 3 to 1, and
we're cutting out a bunch of syntax in some cases.

Sadly I do think this should land in 0.16 as the cost of doing this
_after_ the relationships migration is high.
2025-04-02 00:10:10 +00:00

1141 lines
40 KiB
Rust

use crate::{
experimental::{UiChildren, UiRootNodes},
BorderRadius, ComputedNode, ComputedNodeTarget, ContentSize, Display, LayoutConfig, Node,
Outline, OverflowAxis, ScrollPosition, Val,
};
use bevy_ecs::{
change_detection::{DetectChanges, DetectChangesMut},
entity::Entity,
hierarchy::{ChildOf, Children},
query::With,
removal_detection::RemovedComponents,
system::{Commands, Query, ResMut},
world::Ref,
};
use bevy_math::Vec2;
use bevy_sprite::BorderRect;
use bevy_transform::components::Transform;
use thiserror::Error;
use tracing::warn;
use ui_surface::UiSurface;
use bevy_text::ComputedTextBlock;
use bevy_text::CosmicFontSystem;
mod convert;
pub mod debug;
pub(crate) mod ui_surface;
pub struct LayoutContext {
pub scale_factor: f32,
pub physical_size: Vec2,
}
impl LayoutContext {
pub const DEFAULT: Self = Self {
scale_factor: 1.0,
physical_size: Vec2::ZERO,
};
/// create new a [`LayoutContext`] from the window's physical size and scale factor
fn new(scale_factor: f32, physical_size: Vec2) -> Self {
Self {
scale_factor,
physical_size,
}
}
}
#[cfg(test)]
impl LayoutContext {
pub const TEST_CONTEXT: Self = Self {
scale_factor: 1.0,
physical_size: Vec2::new(1000.0, 1000.0),
};
}
impl Default for LayoutContext {
fn default() -> Self {
Self::DEFAULT
}
}
#[derive(Debug, Error)]
pub enum LayoutError {
#[error("Invalid hierarchy")]
InvalidHierarchy,
#[error("Taffy error: {0}")]
TaffyError(taffy::TaffyError),
}
/// Updates the UI's layout tree, computes the new layout geometry and then updates the sizes and transforms of all the UI nodes.
pub fn ui_layout_system(
mut commands: Commands,
mut ui_surface: ResMut<UiSurface>,
ui_root_node_query: UiRootNodes,
mut node_query: Query<(
Entity,
Ref<Node>,
Option<&mut ContentSize>,
Ref<ComputedNodeTarget>,
)>,
computed_node_query: Query<(Entity, Option<Ref<ChildOf>>), With<ComputedNode>>,
ui_children: UiChildren,
mut node_transform_query: Query<(
&mut ComputedNode,
&mut Transform,
&Node,
Option<&LayoutConfig>,
Option<&BorderRadius>,
Option<&Outline>,
Option<&ScrollPosition>,
)>,
mut buffer_query: Query<&mut ComputedTextBlock>,
mut font_system: ResMut<CosmicFontSystem>,
mut removed_children: RemovedComponents<Children>,
mut removed_content_sizes: RemovedComponents<ContentSize>,
mut removed_nodes: RemovedComponents<Node>,
) {
// When a `ContentSize` component is removed from an entity, we need to remove the measure from the corresponding taffy node.
for entity in removed_content_sizes.read() {
ui_surface.try_remove_node_context(entity);
}
// Sync Node and ContentSize to Taffy for all nodes
node_query
.iter_mut()
.for_each(|(entity, node, content_size, computed_target)| {
if computed_target.is_changed()
|| node.is_changed()
|| content_size
.as_ref()
.is_some_and(|c| c.is_changed() || c.measure.is_some())
{
let layout_context = LayoutContext::new(
computed_target.scale_factor,
computed_target.physical_size.as_vec2(),
);
let measure = content_size.and_then(|mut c| c.measure.take());
ui_surface.upsert_node(&layout_context, entity, &node, measure);
}
});
// update and remove children
for entity in removed_children.read() {
ui_surface.try_remove_children(entity);
}
computed_node_query
.iter()
.for_each(|(entity, maybe_child_of)| {
if let Some(child_of) = maybe_child_of {
// Note: This does not cover the case where a parent's Node component was removed.
// Users are responsible for fixing hierarchies if they do that (it is not recommended).
// Detecting it here would be a permanent perf burden on the hot path.
if child_of.is_changed() && !ui_children.is_ui_node(child_of.parent()) {
warn!(
"Node ({entity}) is in a non-UI entity hierarchy. You are using an entity \
with UI components as a child of an entity without UI components, your UI layout may be broken."
);
}
}
if ui_children.is_changed(entity) {
ui_surface.update_children(entity, ui_children.iter_ui_children(entity));
}
});
// clean up removed nodes after syncing children to avoid potential panic (invalid SlotMap key used)
ui_surface.remove_entities(
removed_nodes
.read()
.filter(|entity| !node_query.contains(*entity)),
);
// Re-sync changed children: avoid layout glitches caused by removed nodes that are still set as a child of another node
computed_node_query.iter().for_each(|(entity, _)| {
if ui_children.is_changed(entity) {
ui_surface.update_children(entity, ui_children.iter_ui_children(entity));
}
});
for ui_root_entity in ui_root_node_query.iter() {
let (_, _, _, computed_target) = node_query.get(ui_root_entity).unwrap();
ui_surface.compute_layout(
ui_root_entity,
computed_target.physical_size,
&mut buffer_query,
&mut font_system,
);
update_uinode_geometry_recursive(
&mut commands,
ui_root_entity,
&mut ui_surface,
true,
None,
&mut node_transform_query,
&ui_children,
computed_target.scale_factor.recip(),
Vec2::ZERO,
Vec2::ZERO,
);
}
// Returns the combined bounding box of the node and any of its overflowing children.
fn update_uinode_geometry_recursive(
commands: &mut Commands,
entity: Entity,
ui_surface: &mut UiSurface,
inherited_use_rounding: bool,
root_size: Option<Vec2>,
node_transform_query: &mut Query<(
&mut ComputedNode,
&mut Transform,
&Node,
Option<&LayoutConfig>,
Option<&BorderRadius>,
Option<&Outline>,
Option<&ScrollPosition>,
)>,
ui_children: &UiChildren,
inverse_target_scale_factor: f32,
parent_size: Vec2,
parent_scroll_position: Vec2,
) {
if let Ok((
mut node,
mut transform,
style,
maybe_layout_config,
maybe_border_radius,
maybe_outline,
maybe_scroll_position,
)) = node_transform_query.get_mut(entity)
{
let use_rounding = maybe_layout_config
.map(|layout_config| layout_config.use_rounding)
.unwrap_or(inherited_use_rounding);
let Ok((layout, unrounded_size)) = ui_surface.get_layout(entity, use_rounding) else {
return;
};
let layout_size = Vec2::new(layout.size.width, layout.size.height);
let layout_location = Vec2::new(layout.location.x, layout.location.y);
// The position of the center of the node, stored in the node's transform
let node_center =
layout_location - parent_scroll_position + 0.5 * (layout_size - parent_size);
// only trigger change detection when the new values are different
if node.size != layout_size
|| node.unrounded_size != unrounded_size
|| node.inverse_scale_factor != inverse_target_scale_factor
{
node.size = layout_size;
node.unrounded_size = unrounded_size;
node.inverse_scale_factor = inverse_target_scale_factor;
}
let content_size = Vec2::new(layout.content_size.width, layout.content_size.height);
node.bypass_change_detection().content_size = content_size;
let taffy_rect_to_border_rect = |rect: taffy::Rect<f32>| BorderRect {
left: rect.left,
right: rect.right,
top: rect.top,
bottom: rect.bottom,
};
node.bypass_change_detection().border = taffy_rect_to_border_rect(layout.border);
node.bypass_change_detection().padding = taffy_rect_to_border_rect(layout.padding);
let viewport_size = root_size.unwrap_or(node.size);
if let Some(border_radius) = maybe_border_radius {
// We don't trigger change detection for changes to border radius
node.bypass_change_detection().border_radius = border_radius.resolve(
node.size,
viewport_size,
inverse_target_scale_factor.recip(),
);
}
if let Some(outline) = maybe_outline {
// don't trigger change detection when only outlines are changed
let node = node.bypass_change_detection();
node.outline_width = if style.display != Display::None {
match outline.width {
Val::Px(w) => Val::Px(w / inverse_target_scale_factor),
width => width,
}
.resolve(node.size().x, viewport_size)
.unwrap_or(0.)
.max(0.)
} else {
0.
};
node.outline_offset = match outline.offset {
Val::Px(offset) => Val::Px(offset / inverse_target_scale_factor),
offset => offset,
}
.resolve(node.size().x, viewport_size)
.unwrap_or(0.)
.max(0.);
}
if transform.translation.truncate() != node_center {
transform.translation = node_center.extend(0.);
}
let scroll_position: Vec2 = maybe_scroll_position
.map(|scroll_pos| {
Vec2::new(
if style.overflow.x == OverflowAxis::Scroll {
scroll_pos.offset_x
} else {
0.0
},
if style.overflow.y == OverflowAxis::Scroll {
scroll_pos.offset_y
} else {
0.0
},
)
})
.unwrap_or_default();
let max_possible_offset = (content_size - layout_size).max(Vec2::ZERO);
let clamped_scroll_position = scroll_position.clamp(
Vec2::ZERO,
max_possible_offset * inverse_target_scale_factor,
);
if clamped_scroll_position != scroll_position {
commands
.entity(entity)
.insert(ScrollPosition::from(clamped_scroll_position));
}
let physical_scroll_position =
(clamped_scroll_position / inverse_target_scale_factor).round();
for child_uinode in ui_children.iter_ui_children(entity) {
update_uinode_geometry_recursive(
commands,
child_uinode,
ui_surface,
use_rounding,
Some(viewport_size),
node_transform_query,
ui_children,
inverse_target_scale_factor,
layout_size,
physical_scroll_position,
);
}
}
}
}
#[cfg(test)]
mod tests {
use taffy::TraversePartialTree;
use bevy_asset::{AssetEvent, Assets};
use bevy_core_pipeline::core_2d::Camera2d;
use bevy_ecs::{prelude::*, system::RunSystemOnce};
use bevy_image::Image;
use bevy_math::{Rect, UVec2, Vec2};
use bevy_platform_support::collections::HashMap;
use bevy_render::{camera::ManualTextureViews, prelude::Camera};
use bevy_transform::systems::mark_dirty_trees;
use bevy_transform::{
prelude::GlobalTransform,
systems::{propagate_parent_transforms, sync_simple_transforms},
};
use bevy_utils::prelude::default;
use bevy_window::{
PrimaryWindow, Window, WindowCreated, WindowResized, WindowResolution,
WindowScaleFactorChanged,
};
use crate::{
layout::ui_surface::UiSurface, prelude::*, ui_layout_system,
update::update_ui_context_system, ContentSize, LayoutContext,
};
// these window dimensions are easy to convert to and from percentage values
const WINDOW_WIDTH: f32 = 1000.;
const WINDOW_HEIGHT: f32 = 100.;
fn setup_ui_test_world() -> (World, Schedule) {
let mut world = World::new();
world.init_resource::<UiScale>();
world.init_resource::<UiSurface>();
world.init_resource::<Events<WindowScaleFactorChanged>>();
world.init_resource::<Events<WindowResized>>();
// Required for the camera system
world.init_resource::<Events<WindowCreated>>();
world.init_resource::<Events<AssetEvent<Image>>>();
world.init_resource::<Assets<Image>>();
world.init_resource::<ManualTextureViews>();
world.init_resource::<bevy_text::TextPipeline>();
world.init_resource::<bevy_text::CosmicFontSystem>();
world.init_resource::<bevy_text::SwashCache>();
// spawn a dummy primary window and camera
world.spawn((
Window {
resolution: WindowResolution::new(WINDOW_WIDTH, WINDOW_HEIGHT),
..default()
},
PrimaryWindow,
));
world.spawn(Camera2d);
let mut ui_schedule = Schedule::default();
ui_schedule.add_systems(
(
// UI is driven by calculated camera target info, so we need to run the camera system first
bevy_render::camera::camera_system,
update_ui_context_system,
ApplyDeferred,
ui_layout_system,
mark_dirty_trees,
sync_simple_transforms,
propagate_parent_transforms,
)
.chain(),
);
(world, ui_schedule)
}
#[test]
fn ui_nodes_with_percent_100_dimensions_should_fill_their_parent() {
let (mut world, mut ui_schedule) = setup_ui_test_world();
// spawn a root entity with width and height set to fill 100% of its parent
let ui_root = world
.spawn(Node {
width: Val::Percent(100.),
height: Val::Percent(100.),
..default()
})
.id();
let ui_child = world
.spawn(Node {
width: Val::Percent(100.),
height: Val::Percent(100.),
..default()
})
.id();
world.entity_mut(ui_root).add_child(ui_child);
ui_schedule.run(&mut world);
let mut ui_surface = world.resource_mut::<UiSurface>();
for ui_entity in [ui_root, ui_child] {
let layout = ui_surface.get_layout(ui_entity, true).unwrap().0;
assert_eq!(layout.size.width, WINDOW_WIDTH);
assert_eq!(layout.size.height, WINDOW_HEIGHT);
}
}
#[test]
fn ui_surface_tracks_ui_entities() {
let (mut world, mut ui_schedule) = setup_ui_test_world();
ui_schedule.run(&mut world);
// no UI entities in world, none in UiSurface
let ui_surface = world.resource::<UiSurface>();
assert!(ui_surface.entity_to_taffy.is_empty());
let ui_entity = world.spawn(Node::default()).id();
// `ui_layout_system` should map `ui_entity` to a ui node in `UiSurface::entity_to_taffy`
ui_schedule.run(&mut world);
let ui_surface = world.resource::<UiSurface>();
assert!(ui_surface.entity_to_taffy.contains_key(&ui_entity));
assert_eq!(ui_surface.entity_to_taffy.len(), 1);
world.despawn(ui_entity);
// `ui_layout_system` should remove `ui_entity` from `UiSurface::entity_to_taffy`
ui_schedule.run(&mut world);
let ui_surface = world.resource::<UiSurface>();
assert!(!ui_surface.entity_to_taffy.contains_key(&ui_entity));
assert!(ui_surface.entity_to_taffy.is_empty());
}
#[test]
#[should_panic]
fn despawning_a_ui_entity_should_remove_its_corresponding_ui_node() {
let (mut world, mut ui_schedule) = setup_ui_test_world();
let ui_entity = world.spawn(Node::default()).id();
// `ui_layout_system` will insert a ui node into the internal layout tree corresponding to `ui_entity`
ui_schedule.run(&mut world);
// retrieve the ui node corresponding to `ui_entity` from ui surface
let ui_surface = world.resource::<UiSurface>();
let ui_node = ui_surface.entity_to_taffy[&ui_entity];
world.despawn(ui_entity);
// `ui_layout_system` will receive a `RemovedComponents<Node>` event for `ui_entity`
// and remove `ui_entity` from `ui_node` from the internal layout tree
ui_schedule.run(&mut world);
let ui_surface = world.resource::<UiSurface>();
// `ui_node` is removed, attempting to retrieve a style for `ui_node` panics
let _ = ui_surface.taffy.style(ui_node.id);
}
#[test]
fn changes_to_children_of_a_ui_entity_change_its_corresponding_ui_nodes_children() {
let (mut world, mut ui_schedule) = setup_ui_test_world();
let ui_parent_entity = world.spawn(Node::default()).id();
// `ui_layout_system` will insert a ui node into the internal layout tree corresponding to `ui_entity`
ui_schedule.run(&mut world);
let ui_surface = world.resource::<UiSurface>();
let ui_parent_node = ui_surface.entity_to_taffy[&ui_parent_entity];
// `ui_parent_node` shouldn't have any children yet
assert_eq!(ui_surface.taffy.child_count(ui_parent_node.id), 0);
let mut ui_child_entities = (0..10)
.map(|_| {
let child = world.spawn(Node::default()).id();
world.entity_mut(ui_parent_entity).add_child(child);
child
})
.collect::<Vec<_>>();
ui_schedule.run(&mut world);
// `ui_parent_node` should have children now
let ui_surface = world.resource::<UiSurface>();
assert_eq!(
ui_surface.entity_to_taffy.len(),
1 + ui_child_entities.len()
);
assert_eq!(
ui_surface.taffy.child_count(ui_parent_node.id),
ui_child_entities.len()
);
let child_node_map = <HashMap<_, _>>::from_iter(
ui_child_entities
.iter()
.map(|child_entity| (*child_entity, ui_surface.entity_to_taffy[child_entity])),
);
// the children should have a corresponding ui node and that ui node's parent should be `ui_parent_node`
for node in child_node_map.values() {
assert_eq!(ui_surface.taffy.parent(node.id), Some(ui_parent_node.id));
}
// delete every second child
let mut deleted_children = vec![];
for i in (0..ui_child_entities.len()).rev().step_by(2) {
let child = ui_child_entities.remove(i);
world.despawn(child);
deleted_children.push(child);
}
ui_schedule.run(&mut world);
let ui_surface = world.resource::<UiSurface>();
assert_eq!(
ui_surface.entity_to_taffy.len(),
1 + ui_child_entities.len()
);
assert_eq!(
ui_surface.taffy.child_count(ui_parent_node.id),
ui_child_entities.len()
);
// the remaining children should still have nodes in the layout tree
for child_entity in &ui_child_entities {
let child_node = child_node_map[child_entity];
assert_eq!(ui_surface.entity_to_taffy[child_entity], child_node);
assert_eq!(
ui_surface.taffy.parent(child_node.id),
Some(ui_parent_node.id)
);
assert!(ui_surface
.taffy
.children(ui_parent_node.id)
.unwrap()
.contains(&child_node.id));
}
// the nodes of the deleted children should have been removed from the layout tree
for deleted_child_entity in &deleted_children {
assert!(!ui_surface
.entity_to_taffy
.contains_key(deleted_child_entity));
let deleted_child_node = child_node_map[deleted_child_entity];
assert!(!ui_surface
.taffy
.children(ui_parent_node.id)
.unwrap()
.contains(&deleted_child_node.id));
}
// despawn the parent entity and its descendants
world.entity_mut(ui_parent_entity).despawn();
ui_schedule.run(&mut world);
// all nodes should have been deleted
let ui_surface = world.resource::<UiSurface>();
assert!(ui_surface.entity_to_taffy.is_empty());
}
/// bugfix test, see [#16288](https://github.com/bevyengine/bevy/pull/16288)
#[test]
fn node_removal_and_reinsert_should_work() {
let (mut world, mut ui_schedule) = setup_ui_test_world();
ui_schedule.run(&mut world);
// no UI entities in world, none in UiSurface
let ui_surface = world.resource::<UiSurface>();
assert!(ui_surface.entity_to_taffy.is_empty());
let ui_entity = world.spawn(Node::default()).id();
// `ui_layout_system` should map `ui_entity` to a ui node in `UiSurface::entity_to_taffy`
ui_schedule.run(&mut world);
let ui_surface = world.resource::<UiSurface>();
assert!(ui_surface.entity_to_taffy.contains_key(&ui_entity));
assert_eq!(ui_surface.entity_to_taffy.len(), 1);
// remove and re-insert Node to trigger removal code in `ui_layout_system`
world.entity_mut(ui_entity).remove::<Node>();
world.entity_mut(ui_entity).insert(Node::default());
// `ui_layout_system` should still have `ui_entity`
ui_schedule.run(&mut world);
let ui_surface = world.resource::<UiSurface>();
assert!(ui_surface.entity_to_taffy.contains_key(&ui_entity));
assert_eq!(ui_surface.entity_to_taffy.len(), 1);
}
/// regression test for >=0.13.1 root node layouts
/// ensure root nodes act like they are absolutely positioned
/// without explicitly declaring it.
#[test]
fn ui_root_node_should_act_like_position_absolute() {
let (mut world, mut ui_schedule) = setup_ui_test_world();
let mut size = 150.;
world.spawn(Node {
// test should pass without explicitly requiring position_type to be set to Absolute
// position_type: PositionType::Absolute,
width: Val::Px(size),
height: Val::Px(size),
..default()
});
size -= 50.;
world.spawn(Node {
// position_type: PositionType::Absolute,
width: Val::Px(size),
height: Val::Px(size),
..default()
});
size -= 50.;
world.spawn(Node {
// position_type: PositionType::Absolute,
width: Val::Px(size),
height: Val::Px(size),
..default()
});
ui_schedule.run(&mut world);
let overlap_check = world
.query_filtered::<(Entity, &ComputedNode, &GlobalTransform), Without<ChildOf>>()
.iter(&world)
.fold(
Option::<(Rect, bool)>::None,
|option_rect, (entity, node, global_transform)| {
let current_rect = Rect::from_center_size(
global_transform.translation().truncate(),
node.size(),
);
assert!(
current_rect.height().abs() + current_rect.width().abs() > 0.,
"root ui node {entity} doesn't have a logical size"
);
assert_ne!(
global_transform.affine(),
GlobalTransform::default().affine(),
"root ui node {entity} global transform is not populated"
);
let Some((rect, is_overlapping)) = option_rect else {
return Some((current_rect, false));
};
if rect.contains(current_rect.center()) {
Some((current_rect, true))
} else {
Some((current_rect, is_overlapping))
}
},
);
let Some((_rect, is_overlapping)) = overlap_check else {
unreachable!("test not setup properly");
};
assert!(is_overlapping, "root ui nodes are expected to behave like they have absolute position and be independent from each other");
}
#[test]
fn ui_node_should_properly_update_when_changing_target_camera() {
#[derive(Component)]
struct MovingUiNode;
fn update_camera_viewports(
primary_window_query: Query<&Window, With<PrimaryWindow>>,
mut cameras: Query<&mut Camera>,
) {
let primary_window = primary_window_query
.single()
.expect("missing primary window");
let camera_count = cameras.iter().len();
for (camera_index, mut camera) in cameras.iter_mut().enumerate() {
let viewport_width =
primary_window.resolution.physical_width() / camera_count as u32;
let viewport_height = primary_window.resolution.physical_height();
let physical_position = UVec2::new(viewport_width * camera_index as u32, 0);
let physical_size = UVec2::new(viewport_width, viewport_height);
camera.viewport = Some(bevy_render::camera::Viewport {
physical_position,
physical_size,
..default()
});
}
}
fn move_ui_node(
In(pos): In<Vec2>,
mut commands: Commands,
cameras: Query<(Entity, &Camera)>,
moving_ui_query: Query<Entity, With<MovingUiNode>>,
) {
let (target_camera_entity, _) = cameras
.iter()
.find(|(_, camera)| {
let Some(logical_viewport_rect) = camera.logical_viewport_rect() else {
panic!("missing logical viewport")
};
// make sure cursor is in viewport and that viewport has at least 1px of size
logical_viewport_rect.contains(pos)
&& logical_viewport_rect.max.cmpge(Vec2::splat(0.)).any()
})
.expect("cursor position outside of camera viewport");
for moving_ui_entity in moving_ui_query.iter() {
commands
.entity(moving_ui_entity)
.insert(UiTargetCamera(target_camera_entity))
.insert(Node {
position_type: PositionType::Absolute,
top: Val::Px(pos.y),
left: Val::Px(pos.x),
..default()
});
}
}
fn do_move_and_test(
world: &mut World,
ui_schedule: &mut Schedule,
new_pos: Vec2,
expected_camera_entity: &Entity,
) {
world.run_system_once_with(move_ui_node, new_pos).unwrap();
ui_schedule.run(world);
let (ui_node_entity, UiTargetCamera(target_camera_entity)) = world
.query_filtered::<(Entity, &UiTargetCamera), With<MovingUiNode>>()
.single(world)
.expect("missing MovingUiNode");
assert_eq!(expected_camera_entity, target_camera_entity);
let mut ui_surface = world.resource_mut::<UiSurface>();
let layout = ui_surface
.get_layout(ui_node_entity, true)
.expect("failed to get layout")
.0;
// negative test for #12255
assert_eq!(Vec2::new(layout.location.x, layout.location.y), new_pos);
}
fn get_taffy_node_count(world: &World) -> usize {
world.resource::<UiSurface>().taffy.total_node_count()
}
let (mut world, mut ui_schedule) = setup_ui_test_world();
world.spawn((
Camera2d,
Camera {
order: 1,
..default()
},
));
world.spawn((
Node {
position_type: PositionType::Absolute,
top: Val::Px(0.),
left: Val::Px(0.),
..default()
},
MovingUiNode,
));
ui_schedule.run(&mut world);
let pos_inc = Vec2::splat(1.);
let total_cameras = world.query::<&Camera>().iter(&world).len();
// add total cameras - 1 (the assumed default) to get an idea for how many nodes we should expect
let expected_max_taffy_node_count = get_taffy_node_count(&world) + total_cameras - 1;
world.run_system_once(update_camera_viewports).unwrap();
ui_schedule.run(&mut world);
let viewport_rects = world
.query::<(Entity, &Camera)>()
.iter(&world)
.map(|(e, c)| (e, c.logical_viewport_rect().expect("missing viewport")))
.collect::<Vec<_>>();
for (camera_entity, viewport) in viewport_rects.iter() {
let target_pos = viewport.min + pos_inc;
do_move_and_test(&mut world, &mut ui_schedule, target_pos, camera_entity);
}
// reverse direction
let mut viewport_rects = viewport_rects.clone();
viewport_rects.reverse();
for (camera_entity, viewport) in viewport_rects.iter() {
let target_pos = viewport.max - pos_inc;
do_move_and_test(&mut world, &mut ui_schedule, target_pos, camera_entity);
}
let current_taffy_node_count = get_taffy_node_count(&world);
if current_taffy_node_count > expected_max_taffy_node_count {
panic!("extra taffy nodes detected: current: {current_taffy_node_count} max expected: {expected_max_taffy_node_count}");
}
}
#[test]
fn ui_node_should_be_set_to_its_content_size() {
let (mut world, mut ui_schedule) = setup_ui_test_world();
let content_size = Vec2::new(50., 25.);
let ui_entity = world
.spawn((
Node {
align_self: AlignSelf::Start,
..default()
},
ContentSize::fixed_size(content_size),
))
.id();
ui_schedule.run(&mut world);
let mut ui_surface = world.resource_mut::<UiSurface>();
let layout = ui_surface.get_layout(ui_entity, true).unwrap().0;
// the node should takes its size from the fixed size measure func
assert_eq!(layout.size.width, content_size.x);
assert_eq!(layout.size.height, content_size.y);
}
#[test]
fn measure_funcs_should_be_removed_on_content_size_removal() {
let (mut world, mut ui_schedule) = setup_ui_test_world();
let content_size = Vec2::new(50., 25.);
let ui_entity = world
.spawn((
Node {
align_self: AlignSelf::Start,
..Default::default()
},
ContentSize::fixed_size(content_size),
))
.id();
ui_schedule.run(&mut world);
let mut ui_surface = world.resource_mut::<UiSurface>();
let ui_node = ui_surface.entity_to_taffy[&ui_entity];
// a node with a content size should have taffy context
assert!(ui_surface.taffy.get_node_context(ui_node.id).is_some());
let layout = ui_surface.get_layout(ui_entity, true).unwrap().0;
assert_eq!(layout.size.width, content_size.x);
assert_eq!(layout.size.height, content_size.y);
world.entity_mut(ui_entity).remove::<ContentSize>();
ui_schedule.run(&mut world);
let mut ui_surface = world.resource_mut::<UiSurface>();
// a node without a content size should not have taffy context
assert!(ui_surface.taffy.get_node_context(ui_node.id).is_none());
// Without a content size, the node has no width or height constraints so the length of both dimensions is 0.
let layout = ui_surface.get_layout(ui_entity, true).unwrap().0;
assert_eq!(layout.size.width, 0.);
assert_eq!(layout.size.height, 0.);
}
#[test]
fn ui_rounding_test() {
let (mut world, mut ui_schedule) = setup_ui_test_world();
let parent = world
.spawn(Node {
display: Display::Grid,
grid_template_columns: RepeatedGridTrack::min_content(2),
margin: UiRect::all(Val::Px(4.0)),
..default()
})
.with_children(|commands| {
for _ in 0..2 {
commands.spawn(Node {
display: Display::Grid,
width: Val::Px(160.),
height: Val::Px(160.),
..default()
});
}
})
.id();
let children = world
.entity(parent)
.get::<Children>()
.unwrap()
.iter()
.collect::<Vec<Entity>>();
for r in [2, 3, 5, 7, 11, 13, 17, 19, 21, 23, 29, 31].map(|n| (n as f32).recip()) {
// This fails with very small / unrealistic scale values
let mut s = 1. - r;
while s <= 5. {
world.resource_mut::<UiScale>().0 = s;
ui_schedule.run(&mut world);
let width_sum: f32 = children
.iter()
.map(|child| world.get::<ComputedNode>(*child).unwrap().size.x)
.sum();
let parent_width = world.get::<ComputedNode>(parent).unwrap().size.x;
assert!((width_sum - parent_width).abs() < 0.001);
assert!((width_sum - 320. * s).abs() <= 1.);
s += r;
}
}
}
#[test]
fn no_camera_ui() {
let mut world = World::new();
world.init_resource::<UiScale>();
world.init_resource::<UiSurface>();
world.init_resource::<Events<WindowScaleFactorChanged>>();
world.init_resource::<Events<WindowResized>>();
// Required for the camera system
world.init_resource::<Events<WindowCreated>>();
world.init_resource::<Events<AssetEvent<Image>>>();
world.init_resource::<Assets<Image>>();
world.init_resource::<ManualTextureViews>();
world.init_resource::<bevy_text::TextPipeline>();
world.init_resource::<bevy_text::CosmicFontSystem>();
world.init_resource::<bevy_text::SwashCache>();
// spawn a dummy primary window and camera
world.spawn((
Window {
resolution: WindowResolution::new(WINDOW_WIDTH, WINDOW_HEIGHT),
..default()
},
PrimaryWindow,
));
let mut ui_schedule = Schedule::default();
ui_schedule.add_systems(
(
// UI is driven by calculated camera target info, so we need to run the camera system first
bevy_render::camera::camera_system,
update_ui_context_system,
ApplyDeferred,
ui_layout_system,
)
.chain(),
);
let ui_root = world
.spawn(Node {
width: Val::Percent(100.),
height: Val::Percent(100.),
..default()
})
.id();
let ui_child = world
.spawn(Node {
width: Val::Percent(100.),
height: Val::Percent(100.),
..default()
})
.id();
world.entity_mut(ui_root).add_child(ui_child);
ui_schedule.run(&mut world);
}
#[test]
fn test_ui_surface_compute_camera_layout() {
use bevy_ecs::prelude::ResMut;
let (mut world, ..) = setup_ui_test_world();
let root_node_entity = Entity::from_raw(1);
struct TestSystemParam {
root_node_entity: Entity,
}
fn test_system(
params: In<TestSystemParam>,
mut ui_surface: ResMut<UiSurface>,
mut computed_text_block_query: Query<&mut bevy_text::ComputedTextBlock>,
mut font_system: ResMut<bevy_text::CosmicFontSystem>,
) {
ui_surface.upsert_node(
&LayoutContext::TEST_CONTEXT,
params.root_node_entity,
&Node::default(),
None,
);
ui_surface.compute_layout(
params.root_node_entity,
UVec2::new(800, 600),
&mut computed_text_block_query,
&mut font_system,
);
}
let _ = world.run_system_once_with(test_system, TestSystemParam { root_node_entity });
let ui_surface = world.resource::<UiSurface>();
let taffy_node = ui_surface.entity_to_taffy.get(&root_node_entity).unwrap();
assert!(ui_surface.taffy.layout(taffy_node.id).is_ok());
}
#[test]
fn no_viewport_node_leak_on_root_despawned() {
let (mut world, mut ui_schedule) = setup_ui_test_world();
let ui_root_entity = world.spawn(Node::default()).id();
// The UI schedule synchronizes Bevy UI's internal `TaffyTree` with the
// main world's tree of `Node` entities.
ui_schedule.run(&mut world);
// Two taffy nodes are added to the internal `TaffyTree` for each root UI entity.
// An implicit taffy node representing the viewport and a taffy node corresponding to the
// root UI entity which is parented to the viewport taffy node.
assert_eq!(
world.resource_mut::<UiSurface>().taffy.total_node_count(),
2
);
world.despawn(ui_root_entity);
// The UI schedule removes both the taffy node corresponding to `ui_root_entity` and its
// parent viewport node.
ui_schedule.run(&mut world);
// Both taffy nodes should now be removed from the internal `TaffyTree`
assert_eq!(
world.resource_mut::<UiSurface>().taffy.total_node_count(),
0
);
}
#[test]
fn no_viewport_node_leak_on_parented_root() {
let (mut world, mut ui_schedule) = setup_ui_test_world();
let ui_root_entity_1 = world.spawn(Node::default()).id();
let ui_root_entity_2 = world.spawn(Node::default()).id();
ui_schedule.run(&mut world);
// There are two UI root entities. Each root taffy node is given it's own viewport node parent,
// so a total of four taffy nodes are added to the `TaffyTree` by the UI schedule.
assert_eq!(
world.resource_mut::<UiSurface>().taffy.total_node_count(),
4
);
// Parent `ui_root_entity_2` onto `ui_root_entity_1` so now only `ui_root_entity_1` is a
// UI root entity.
world
.entity_mut(ui_root_entity_1)
.add_child(ui_root_entity_2);
// Now there is only one root node so the second viewport node is removed by
// the UI schedule.
ui_schedule.run(&mut world);
// There is only one viewport node now, so the `TaffyTree` contains 3 nodes in total.
assert_eq!(
world.resource_mut::<UiSurface>().taffy.total_node_count(),
3
);
}
}