bevy/crates/bevy_ui/src/node_bundles.rs
ickshonpe e0a94abf1c
Replace the local text queues in the text systems with flags stored in a component (#8549)
# 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`.
2023-05-08 13:57:52 +00:00

266 lines
10 KiB
Rust

//! This module contains basic node bundles used to build UIs
use crate::{
widget::{Button, TextFlags, UiImageSize},
BackgroundColor, ContentSize, FocusPolicy, Interaction, Node, Style, UiImage, ZIndex,
};
use bevy_ecs::bundle::Bundle;
use bevy_render::{
prelude::{Color, ComputedVisibility},
view::Visibility,
};
#[cfg(feature = "bevy_text")]
use bevy_text::{Text, TextAlignment, TextLayoutInfo, TextSection, TextStyle};
use bevy_transform::prelude::{GlobalTransform, Transform};
/// The basic UI node
///
/// Useful as a container for a variety of child nodes.
#[derive(Bundle, Clone, Debug)]
pub struct NodeBundle {
/// Describes the logical size of the node
pub node: Node,
/// Styles which control the layout (size and position) of the node and it's children
/// In some cases these styles also affect how the node drawn/painted.
pub style: Style,
/// The background color, which serves as a "fill" for this node
pub background_color: BackgroundColor,
/// Whether this node should block interaction with lower nodes
pub focus_policy: FocusPolicy,
/// The transform of the node
///
/// This field is automatically managed by the UI layout system.
/// To alter the position of the `NodeBundle`, use the properties of the [`Style`] component.
pub transform: Transform,
/// The global transform of the node
///
/// This field is automatically managed by the UI layout system.
/// To alter the position of the `NodeBundle`, use the properties of the [`Style`] component.
pub global_transform: GlobalTransform,
/// Describes the visibility properties of the node
pub visibility: Visibility,
/// Algorithmically-computed indication of whether an entity is visible and should be extracted for rendering
pub computed_visibility: ComputedVisibility,
/// Indicates the depth at which the node should appear in the UI
pub z_index: ZIndex,
}
impl Default for NodeBundle {
fn default() -> Self {
NodeBundle {
// Transparent background
background_color: Color::NONE.into(),
node: Default::default(),
style: Default::default(),
focus_policy: Default::default(),
transform: Default::default(),
global_transform: Default::default(),
visibility: Default::default(),
computed_visibility: Default::default(),
z_index: Default::default(),
}
}
}
/// A UI node that is an image
#[derive(Bundle, Debug, Default)]
pub struct ImageBundle {
/// Describes the logical size of the node
///
/// This field is automatically managed by the UI layout system.
/// To alter the position of the `NodeBundle`, use the properties of the [`Style`] component.
pub node: Node,
/// Styles which control the layout (size and position) of the node and it's children
/// In some cases these styles also affect how the node drawn/painted.
pub style: Style,
/// The calculated size based on the given image
pub calculated_size: ContentSize,
/// The background color, which serves as a "fill" for this node
///
/// Combines with `UiImage` to tint the provided image.
pub background_color: BackgroundColor,
/// The image of the node
pub image: UiImage,
/// The size of the image in pixels
///
/// This field is set automatically
pub image_size: UiImageSize,
/// Whether this node should block interaction with lower nodes
pub focus_policy: FocusPolicy,
/// The transform of the node
///
/// This field is automatically managed by the UI layout system.
/// To alter the position of the `NodeBundle`, use the properties of the [`Style`] component.
pub transform: Transform,
/// The global transform of the node
///
/// This field is automatically managed by the UI layout system.
/// To alter the position of the `NodeBundle`, use the properties of the [`Style`] component.
pub global_transform: GlobalTransform,
/// Describes the visibility properties of the node
pub visibility: Visibility,
/// Algorithmically-computed indication of whether an entity is visible and should be extracted for rendering
pub computed_visibility: ComputedVisibility,
/// Indicates the depth at which the node should appear in the UI
pub z_index: ZIndex,
}
#[cfg(feature = "bevy_text")]
/// A UI node that is text
#[derive(Bundle, Debug)]
pub struct TextBundle {
/// Describes the logical size of the node
pub node: Node,
/// Styles which control the layout (size and position) of the node and it's children
/// In some cases these styles also affect how the node drawn/painted.
pub style: Style,
/// Contains the text of the node
pub text: Text,
/// Text layout information
pub text_layout_info: TextLayoutInfo,
/// Text system flags
pub text_flags: TextFlags,
/// The calculated size based on the given image
pub calculated_size: ContentSize,
/// Whether this node should block interaction with lower nodes
pub focus_policy: FocusPolicy,
/// The transform of the node
///
/// This field is automatically managed by the UI layout system.
/// To alter the position of the `NodeBundle`, use the properties of the [`Style`] component.
pub transform: Transform,
/// The global transform of the node
///
/// This field is automatically managed by the UI layout system.
/// To alter the position of the `NodeBundle`, use the properties of the [`Style`] component.
pub global_transform: GlobalTransform,
/// Describes the visibility properties of the node
pub visibility: Visibility,
/// Algorithmically-computed indication of whether an entity is visible and should be extracted for rendering
pub computed_visibility: ComputedVisibility,
/// Indicates the depth at which the node should appear in the UI
pub z_index: ZIndex,
/// The background color that will fill the containing node
pub background_color: BackgroundColor,
}
#[cfg(feature = "bevy_text")]
impl Default for TextBundle {
fn default() -> Self {
Self {
text: Default::default(),
text_layout_info: Default::default(),
text_flags: Default::default(),
calculated_size: Default::default(),
// Transparent background
background_color: BackgroundColor(Color::NONE),
node: Default::default(),
style: Default::default(),
focus_policy: Default::default(),
transform: Default::default(),
global_transform: Default::default(),
visibility: Default::default(),
computed_visibility: Default::default(),
z_index: Default::default(),
}
}
}
#[cfg(feature = "bevy_text")]
impl TextBundle {
/// Create a [`TextBundle`] from a single section.
///
/// See [`Text::from_section`] for usage.
pub fn from_section(value: impl Into<String>, style: TextStyle) -> Self {
Self {
text: Text::from_section(value, style),
..Default::default()
}
}
/// Create a [`TextBundle`] from a list of sections.
///
/// See [`Text::from_sections`] for usage.
pub fn from_sections(sections: impl IntoIterator<Item = TextSection>) -> Self {
Self {
text: Text::from_sections(sections),
..Default::default()
}
}
/// Returns this [`TextBundle`] with a new [`TextAlignment`] on [`Text`].
pub const fn with_text_alignment(mut self, alignment: TextAlignment) -> Self {
self.text.alignment = alignment;
self
}
/// Returns this [`TextBundle`] with a new [`Style`].
pub fn with_style(mut self, style: Style) -> Self {
self.style = style;
self
}
/// Returns this [`TextBundle`] with a new [`BackgroundColor`].
pub const fn with_background_color(mut self, color: Color) -> Self {
self.background_color = BackgroundColor(color);
self
}
}
/// A UI node that is a button
#[derive(Bundle, Clone, Debug)]
pub struct ButtonBundle {
/// Describes the logical size of the node
pub node: Node,
/// Marker component that signals this node is a button
pub button: Button,
/// Styles which control the layout (size and position) of the node and it's children
/// In some cases these styles also affect how the node drawn/painted.
pub style: Style,
/// Describes whether and how the button has been interacted with by the input
pub interaction: Interaction,
/// Whether this node should block interaction with lower nodes
pub focus_policy: FocusPolicy,
/// The background color, which serves as a "fill" for this node
///
/// When combined with `UiImage`, tints the provided image.
pub background_color: BackgroundColor,
/// The image of the node
pub image: UiImage,
/// The transform of the node
///
/// This field is automatically managed by the UI layout system.
/// To alter the position of the `NodeBundle`, use the properties of the [`Style`] component.
pub transform: Transform,
/// The global transform of the node
///
/// This field is automatically managed by the UI layout system.
/// To alter the position of the `NodeBundle`, use the properties of the [`Style`] component.
pub global_transform: GlobalTransform,
/// Describes the visibility properties of the node
pub visibility: Visibility,
/// Algorithmically-computed indication of whether an entity is visible and should be extracted for rendering
pub computed_visibility: ComputedVisibility,
/// Indicates the depth at which the node should appear in the UI
pub z_index: ZIndex,
}
impl Default for ButtonBundle {
fn default() -> Self {
Self {
focus_policy: FocusPolicy::Block,
node: Default::default(),
button: Default::default(),
style: Default::default(),
interaction: Default::default(),
background_color: Default::default(),
image: Default::default(),
transform: Default::default(),
global_transform: Default::default(),
visibility: Default::default(),
computed_visibility: Default::default(),
z_index: Default::default(),
}
}
}