# Objective `text_system` and `measure_text_system` both keep local queues to keep track of text node entities that need recomputations/remeasurement, which scales very badly with large numbers of text entities (O(n^2)) and makes the code quite difficult to understand. Also `text_system` filters for `Changed<Text>`, this isn't something that it should do. When a text node entity fails to be processed by `measure_text_system` because a font can't be found, the text node will still be added to `text_system`'s local queue for recomputation. `Text` should only ever be queued by `text_system` when a text node's geometry is modified or a new measure is added. ## Solution Remove the local text queues and use a component `TextFlags` to schedule remeasurements and recomputations. ## Changelog * Created a component `TextFlags` with fields `remeasure` and `recompute`, which can be used to schedule a text `remeasure` or `recomputation` respectively and added it to `TextBundle`. * Removed the local text queues from `measure_text_system` and `text_system` and instead use the `TextFlags` component to schedule remeasurements and recomputations. ## Migration Guide The component `TextFlags` has been added to `TextBundle`.
266 lines
10 KiB
Rust
266 lines
10 KiB
Rust
//! This module contains basic node bundles used to build UIs
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use crate::{
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widget::{Button, TextFlags, UiImageSize},
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BackgroundColor, ContentSize, FocusPolicy, Interaction, Node, Style, UiImage, ZIndex,
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};
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use bevy_ecs::bundle::Bundle;
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use bevy_render::{
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prelude::{Color, ComputedVisibility},
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view::Visibility,
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};
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#[cfg(feature = "bevy_text")]
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use bevy_text::{Text, TextAlignment, TextLayoutInfo, TextSection, TextStyle};
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use bevy_transform::prelude::{GlobalTransform, Transform};
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/// The basic UI node
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///
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/// Useful as a container for a variety of child nodes.
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#[derive(Bundle, Clone, Debug)]
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pub struct NodeBundle {
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/// Describes the logical size of the node
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pub node: Node,
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/// Styles which control the layout (size and position) of the node and it's children
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/// In some cases these styles also affect how the node drawn/painted.
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pub style: Style,
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/// The background color, which serves as a "fill" for this node
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pub background_color: BackgroundColor,
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/// Whether this node should block interaction with lower nodes
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pub focus_policy: FocusPolicy,
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/// The transform of the node
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///
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/// This field is automatically managed by the UI layout system.
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/// To alter the position of the `NodeBundle`, use the properties of the [`Style`] component.
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pub transform: Transform,
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/// The global transform of the node
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///
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/// This field is automatically managed by the UI layout system.
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/// To alter the position of the `NodeBundle`, use the properties of the [`Style`] component.
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pub global_transform: GlobalTransform,
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/// Describes the visibility properties of the node
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pub visibility: Visibility,
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/// Algorithmically-computed indication of whether an entity is visible and should be extracted for rendering
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pub computed_visibility: ComputedVisibility,
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/// Indicates the depth at which the node should appear in the UI
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pub z_index: ZIndex,
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}
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impl Default for NodeBundle {
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fn default() -> Self {
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NodeBundle {
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// Transparent background
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background_color: Color::NONE.into(),
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node: Default::default(),
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style: Default::default(),
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focus_policy: Default::default(),
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transform: Default::default(),
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global_transform: Default::default(),
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visibility: Default::default(),
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computed_visibility: Default::default(),
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z_index: Default::default(),
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}
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}
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}
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/// A UI node that is an image
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#[derive(Bundle, Debug, Default)]
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pub struct ImageBundle {
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/// Describes the logical size of the node
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///
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/// This field is automatically managed by the UI layout system.
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/// To alter the position of the `NodeBundle`, use the properties of the [`Style`] component.
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pub node: Node,
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/// Styles which control the layout (size and position) of the node and it's children
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/// In some cases these styles also affect how the node drawn/painted.
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pub style: Style,
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/// The calculated size based on the given image
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pub calculated_size: ContentSize,
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/// The background color, which serves as a "fill" for this node
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///
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/// Combines with `UiImage` to tint the provided image.
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pub background_color: BackgroundColor,
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/// The image of the node
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pub image: UiImage,
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/// The size of the image in pixels
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///
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/// This field is set automatically
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pub image_size: UiImageSize,
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/// Whether this node should block interaction with lower nodes
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pub focus_policy: FocusPolicy,
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/// The transform of the node
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///
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/// This field is automatically managed by the UI layout system.
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/// To alter the position of the `NodeBundle`, use the properties of the [`Style`] component.
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pub transform: Transform,
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/// The global transform of the node
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///
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/// This field is automatically managed by the UI layout system.
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/// To alter the position of the `NodeBundle`, use the properties of the [`Style`] component.
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pub global_transform: GlobalTransform,
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/// Describes the visibility properties of the node
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pub visibility: Visibility,
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/// Algorithmically-computed indication of whether an entity is visible and should be extracted for rendering
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pub computed_visibility: ComputedVisibility,
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/// Indicates the depth at which the node should appear in the UI
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pub z_index: ZIndex,
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}
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#[cfg(feature = "bevy_text")]
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/// A UI node that is text
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#[derive(Bundle, Debug)]
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pub struct TextBundle {
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/// Describes the logical size of the node
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pub node: Node,
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/// Styles which control the layout (size and position) of the node and it's children
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/// In some cases these styles also affect how the node drawn/painted.
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pub style: Style,
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/// Contains the text of the node
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pub text: Text,
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/// Text layout information
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pub text_layout_info: TextLayoutInfo,
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/// Text system flags
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pub text_flags: TextFlags,
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/// The calculated size based on the given image
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pub calculated_size: ContentSize,
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/// Whether this node should block interaction with lower nodes
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pub focus_policy: FocusPolicy,
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/// The transform of the node
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///
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/// This field is automatically managed by the UI layout system.
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/// To alter the position of the `NodeBundle`, use the properties of the [`Style`] component.
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pub transform: Transform,
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/// The global transform of the node
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///
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/// This field is automatically managed by the UI layout system.
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/// To alter the position of the `NodeBundle`, use the properties of the [`Style`] component.
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pub global_transform: GlobalTransform,
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/// Describes the visibility properties of the node
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pub visibility: Visibility,
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/// Algorithmically-computed indication of whether an entity is visible and should be extracted for rendering
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pub computed_visibility: ComputedVisibility,
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/// Indicates the depth at which the node should appear in the UI
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pub z_index: ZIndex,
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/// The background color that will fill the containing node
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pub background_color: BackgroundColor,
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}
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#[cfg(feature = "bevy_text")]
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impl Default for TextBundle {
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fn default() -> Self {
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Self {
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text: Default::default(),
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text_layout_info: Default::default(),
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text_flags: Default::default(),
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calculated_size: Default::default(),
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// Transparent background
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background_color: BackgroundColor(Color::NONE),
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node: Default::default(),
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style: Default::default(),
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focus_policy: Default::default(),
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transform: Default::default(),
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global_transform: Default::default(),
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visibility: Default::default(),
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computed_visibility: Default::default(),
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z_index: Default::default(),
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}
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}
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}
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#[cfg(feature = "bevy_text")]
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impl TextBundle {
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/// Create a [`TextBundle`] from a single section.
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///
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/// See [`Text::from_section`] for usage.
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pub fn from_section(value: impl Into<String>, style: TextStyle) -> Self {
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Self {
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text: Text::from_section(value, style),
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..Default::default()
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}
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}
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/// Create a [`TextBundle`] from a list of sections.
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///
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/// See [`Text::from_sections`] for usage.
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pub fn from_sections(sections: impl IntoIterator<Item = TextSection>) -> Self {
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Self {
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text: Text::from_sections(sections),
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..Default::default()
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}
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}
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/// Returns this [`TextBundle`] with a new [`TextAlignment`] on [`Text`].
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pub const fn with_text_alignment(mut self, alignment: TextAlignment) -> Self {
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self.text.alignment = alignment;
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self
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}
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/// Returns this [`TextBundle`] with a new [`Style`].
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pub fn with_style(mut self, style: Style) -> Self {
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self.style = style;
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self
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}
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/// Returns this [`TextBundle`] with a new [`BackgroundColor`].
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pub const fn with_background_color(mut self, color: Color) -> Self {
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self.background_color = BackgroundColor(color);
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self
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}
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}
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/// A UI node that is a button
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#[derive(Bundle, Clone, Debug)]
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pub struct ButtonBundle {
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/// Describes the logical size of the node
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pub node: Node,
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/// Marker component that signals this node is a button
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pub button: Button,
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/// Styles which control the layout (size and position) of the node and it's children
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/// In some cases these styles also affect how the node drawn/painted.
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pub style: Style,
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/// Describes whether and how the button has been interacted with by the input
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pub interaction: Interaction,
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/// Whether this node should block interaction with lower nodes
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pub focus_policy: FocusPolicy,
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/// The background color, which serves as a "fill" for this node
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///
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/// When combined with `UiImage`, tints the provided image.
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pub background_color: BackgroundColor,
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/// The image of the node
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pub image: UiImage,
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/// The transform of the node
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///
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/// This field is automatically managed by the UI layout system.
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/// To alter the position of the `NodeBundle`, use the properties of the [`Style`] component.
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pub transform: Transform,
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/// The global transform of the node
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///
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/// This field is automatically managed by the UI layout system.
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/// To alter the position of the `NodeBundle`, use the properties of the [`Style`] component.
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pub global_transform: GlobalTransform,
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/// Describes the visibility properties of the node
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pub visibility: Visibility,
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/// Algorithmically-computed indication of whether an entity is visible and should be extracted for rendering
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pub computed_visibility: ComputedVisibility,
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/// Indicates the depth at which the node should appear in the UI
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pub z_index: ZIndex,
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}
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impl Default for ButtonBundle {
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fn default() -> Self {
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Self {
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focus_policy: FocusPolicy::Block,
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node: Default::default(),
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button: Default::default(),
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style: Default::default(),
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interaction: Default::default(),
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background_color: Default::default(),
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image: Default::default(),
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transform: Default::default(),
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global_transform: Default::default(),
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visibility: Default::default(),
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computed_visibility: Default::default(),
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z_index: Default::default(),
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}
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}
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}
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