
# Objective NOTE: This depends on #7267 and should not be merged until #7267 is merged. If you are reviewing this before that is merged, I highly recommend viewing the Base Sets commit instead of trying to find my changes amongst those from #7267. "Default sets" as described by the [Stageless RFC](https://github.com/bevyengine/rfcs/pull/45) have some [unfortunate consequences](https://github.com/bevyengine/bevy/discussions/7365). ## Solution This adds "base sets" as a variant of `SystemSet`: A set is a "base set" if `SystemSet::is_base` returns `true`. Typically this will be opted-in to using the `SystemSet` derive: ```rust #[derive(SystemSet, Clone, Hash, Debug, PartialEq, Eq)] #[system_set(base)] enum MyBaseSet { A, B, } ``` **Base sets are exclusive**: a system can belong to at most one "base set". Adding a system to more than one will result in an error. When possible we fail immediately during system-config-time with a nice file + line number. For the more nested graph-ey cases, this will fail at the final schedule build. **Base sets cannot belong to other sets**: this is where the word "base" comes from Systems and Sets can only be added to base sets using `in_base_set`. Calling `in_set` with a base set will fail. As will calling `in_base_set` with a normal set. ```rust app.add_system(foo.in_base_set(MyBaseSet::A)) // X must be a normal set ... base sets cannot be added to base sets .configure_set(X.in_base_set(MyBaseSet::A)) ``` Base sets can still be configured like normal sets: ```rust app.add_system(MyBaseSet::B.after(MyBaseSet::Ap)) ``` The primary use case for base sets is enabling a "default base set": ```rust schedule.set_default_base_set(CoreSet::Update) // this will belong to CoreSet::Update by default .add_system(foo) // this will override the default base set with PostUpdate .add_system(bar.in_base_set(CoreSet::PostUpdate)) ``` This allows us to build apis that work by default in the standard Bevy style. This is a rough analog to the "default stage" model, but it use the new "stageless sets" model instead, with all of the ordering flexibility (including exclusive systems) that it provides. --- ## Changelog - Added "base sets" and ported CoreSet to use them. ## Migration Guide TODO
151 lines
5.6 KiB
Rust
151 lines
5.6 KiB
Rust
//! 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 paradigm (see <https://cssreference.io/flexbox/>)
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mod flex;
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mod focus;
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mod geometry;
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mod render;
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mod stack;
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mod ui_node;
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pub mod camera_config;
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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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use bevy_render::{camera::CameraUpdateSystem, extract_component::ExtractComponentPlugin};
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pub use flex::*;
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pub use focus::*;
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pub use geometry::*;
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pub use render::*;
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pub use ui_node::*;
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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, Interaction,
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UiScale,
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};
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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_transform::TransformSystem;
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use bevy_window::ModifiesWindows;
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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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use crate::prelude::UiCameraConfig;
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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 flex state has been updated
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Flex,
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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::<FlexSurface>()
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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::<CalculatedSize>()
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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::<Interaction>()
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.register_type::<JustifyContent>()
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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::<PositionType>()
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.register_type::<Size>()
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.register_type::<UiRect>()
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.register_type::<Style>()
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.register_type::<BackgroundColor>()
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.register_type::<UiImage>()
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.register_type::<Val>()
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.register_type::<widget::Button>()
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.configure_set(UiSystem::Focus.in_base_set(CoreSet::PreUpdate))
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.configure_set(UiSystem::Flex.in_base_set(CoreSet::PostUpdate))
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.configure_set(UiSystem::Stack.in_base_set(CoreSet::PostUpdate))
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.add_system(ui_focus_system.in_set(UiSystem::Focus).after(InputSystem))
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// add these systems to front because these must run before transform update systems
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.add_system(
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widget::text_system
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.in_base_set(CoreSet::PostUpdate)
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.before(UiSystem::Flex)
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.after(ModifiesWindows)
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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::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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)
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.add_system(
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widget::update_image_calculated_size_system
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.in_base_set(CoreSet::PostUpdate)
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.before(UiSystem::Flex)
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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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.ambiguous_with(bevy_text::update_text2d_layout)
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.ambiguous_with(widget::text_system),
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)
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.add_system(
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flex_node_system
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.in_set(UiSystem::Flex)
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.before(TransformSystem::TransformPropagate)
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.after(ModifiesWindows),
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)
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.add_system(ui_stack_system.in_set(UiSystem::Stack))
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.add_system(
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update_clipping_system
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.after(TransformSystem::TransformPropagate)
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.in_base_set(CoreSet::PostUpdate),
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);
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crate::render::build_ui_render(app);
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}
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}
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