bevy/crates/bevy_ui/src/lib.rs
ickshonpe e9daac4f11
Move TextShadow to text widget module (#19579)
# Objective

It's odd that `TextShadow` is accessible by importing `bevy::ui::*` but
`Text` isn't.

Move the `TextShadow` component to `text` widget module and move its
type registration to the `build_text_interop` function.
2025-06-29 17:37:04 +00:00

341 lines
12 KiB
Rust

#![expect(missing_docs, reason = "Not all docs are written yet, see #3492.")]
#![cfg_attr(docsrs, feature(doc_auto_cfg))]
#![doc(
html_logo_url = "https://bevy.org/assets/icon.png",
html_favicon_url = "https://bevy.org/assets/icon.png"
)]
//! This crate contains Bevy's UI system, which can be used to create UI for both 2D and 3D games
//! # Basic usage
//! Spawn UI elements with [`widget::Button`], [`ImageNode`], [`Text`](prelude::Text) and [`Node`]
//! This UI is laid out with the Flexbox and CSS Grid layout models (see <https://cssreference.io/flexbox/>)
pub mod interaction_states;
pub mod measurement;
pub mod ui_material;
pub mod update;
pub mod widget;
pub mod gradients;
#[cfg(feature = "bevy_ui_picking_backend")]
pub mod picking_backend;
pub mod ui_transform;
use bevy_derive::{Deref, DerefMut};
#[cfg(feature = "bevy_ui_picking_backend")]
use bevy_picking::PickingSystems;
use bevy_reflect::{std_traits::ReflectDefault, Reflect};
mod accessibility;
// This module is not re-exported, but is instead made public.
// This is intended to discourage accidental use of the experimental API.
pub mod experimental;
mod focus;
mod geometry;
mod layout;
mod render;
mod stack;
mod ui_node;
pub use focus::*;
pub use geometry::*;
pub use gradients::*;
pub use interaction_states::{Checkable, Checked, InteractionDisabled, Pressed};
pub use layout::*;
pub use measurement::*;
pub use render::*;
pub use ui_material::*;
pub use ui_node::*;
pub use ui_transform::*;
use widget::{ImageNode, ImageNodeSize, ViewportNode};
/// The UI prelude.
///
/// This includes the most common types in this crate, re-exported for your convenience.
pub mod prelude {
#[cfg(feature = "bevy_ui_picking_backend")]
#[doc(hidden)]
pub use crate::picking_backend::{UiPickingCamera, UiPickingPlugin, UiPickingSettings};
#[doc(hidden)]
#[cfg(feature = "bevy_ui_debug")]
pub use crate::render::UiDebugOptions;
#[doc(hidden)]
pub use crate::widget::{Text, TextShadow, TextUiReader, TextUiWriter};
#[doc(hidden)]
pub use {
crate::{
geometry::*,
gradients::*,
ui_material::*,
ui_node::*,
ui_transform::*,
widget::{Button, ImageNode, Label, NodeImageMode, ViewportNode},
Interaction, MaterialNode, UiMaterialPlugin, UiScale,
},
// `bevy_sprite` re-exports for texture slicing
bevy_sprite::{BorderRect, SliceScaleMode, SpriteImageMode, TextureSlicer},
bevy_text::TextBackgroundColor,
};
}
use bevy_app::{prelude::*, AnimationSystems};
use bevy_ecs::prelude::*;
use bevy_input::InputSystems;
use bevy_render::{camera::CameraUpdateSystems, RenderApp};
use bevy_transform::TransformSystems;
use layout::ui_surface::UiSurface;
use stack::ui_stack_system;
pub use stack::UiStack;
use update::{update_clipping_system, update_ui_context_system};
/// The basic plugin for Bevy UI
pub struct UiPlugin {
/// If set to false, the UI's rendering systems won't be added to the `RenderApp` and no UI elements will be drawn.
/// The layout and interaction components will still be updated as normal.
pub enable_rendering: bool,
}
impl Default for UiPlugin {
fn default() -> Self {
Self {
enable_rendering: true,
}
}
}
/// The label enum labeling the types of systems in the Bevy UI
#[derive(Debug, Hash, PartialEq, Eq, Clone, SystemSet)]
pub enum UiSystems {
/// After this label, input interactions with UI entities have been updated for this frame.
///
/// Runs in [`PreUpdate`].
Focus,
/// All UI systems in [`PostUpdate`] will run in or after this label.
Prepare,
/// Update content requirements before layout.
Content,
/// After this label, the ui layout state has been updated.
///
/// Runs in [`PostUpdate`].
Layout,
/// UI systems ordered after [`UiSystems::Layout`].
///
/// Runs in [`PostUpdate`].
PostLayout,
/// After this label, the [`UiStack`] resource has been updated.
///
/// Runs in [`PostUpdate`].
Stack,
}
/// Deprecated alias for [`UiSystems`].
#[deprecated(since = "0.17.0", note = "Renamed to `UiSystems`.")]
pub type UiSystem = UiSystems;
/// The current scale of the UI.
///
/// A multiplier to fixed-sized ui values.
/// **Note:** This will only affect fixed ui values like [`Val::Px`]
#[derive(Debug, Reflect, Resource, Deref, DerefMut)]
#[reflect(Resource, Debug, Default)]
pub struct UiScale(pub f32);
impl Default for UiScale {
fn default() -> Self {
Self(1.0)
}
}
// Marks systems that can be ambiguous with [`widget::text_system`] if the `bevy_text` feature is enabled.
// See https://github.com/bevyengine/bevy/pull/11391 for more details.
#[derive(SystemSet, Debug, Hash, PartialEq, Eq, Clone)]
struct AmbiguousWithText;
#[derive(SystemSet, Debug, Hash, PartialEq, Eq, Clone)]
struct AmbiguousWithUpdateText2dLayout;
impl Plugin for UiPlugin {
fn build(&self, app: &mut App) {
app.init_resource::<UiSurface>()
.init_resource::<UiScale>()
.init_resource::<UiStack>()
.register_type::<BackgroundColor>()
.register_type::<CalculatedClip>()
.register_type::<ComputedNode>()
.register_type::<ContentSize>()
.register_type::<FocusPolicy>()
.register_type::<Interaction>()
.register_type::<Node>()
.register_type::<RelativeCursorPosition>()
.register_type::<ScrollPosition>()
.register_type::<UiTargetCamera>()
.register_type::<ImageNode>()
.register_type::<ImageNodeSize>()
.register_type::<ViewportNode>()
.register_type::<UiRect>()
.register_type::<UiScale>()
.register_type::<BorderColor>()
.register_type::<BorderRadius>()
.register_type::<BoxShadow>()
.register_type::<widget::Button>()
.register_type::<widget::Label>()
.register_type::<ZIndex>()
.register_type::<GlobalZIndex>()
.register_type::<Outline>()
.register_type::<BoxShadowSamples>()
.register_type::<UiAntiAlias>()
.register_type::<ColorStop>()
.register_type::<AngularColorStop>()
.register_type::<UiPosition>()
.register_type::<RadialGradientShape>()
.register_type::<Gradient>()
.register_type::<BackgroundGradient>()
.register_type::<BorderGradient>()
.register_type::<ComputedNodeTarget>()
.configure_sets(
PostUpdate,
(
CameraUpdateSystems,
UiSystems::Prepare.after(AnimationSystems),
UiSystems::Content,
UiSystems::Layout,
UiSystems::PostLayout,
)
.chain(),
)
.add_systems(
PreUpdate,
ui_focus_system.in_set(UiSystems::Focus).after(InputSystems),
);
#[cfg(feature = "bevy_ui_picking_backend")]
app.add_plugins(picking_backend::UiPickingPlugin)
.add_systems(
First,
widget::viewport_picking.in_set(PickingSystems::PostInput),
);
let ui_layout_system_config = ui_layout_system
.in_set(UiSystems::Layout)
.before(TransformSystems::Propagate);
let ui_layout_system_config = ui_layout_system_config
// Text and Text2D operate on disjoint sets of entities
.ambiguous_with(bevy_text::update_text2d_layout)
.ambiguous_with(bevy_text::detect_text_needs_rerender::<bevy_text::Text2d>);
app.add_systems(
PostUpdate,
(
update_ui_context_system.in_set(UiSystems::Prepare),
ui_layout_system_config,
ui_stack_system
.in_set(UiSystems::Stack)
// These systems don't care about stack index
.ambiguous_with(update_clipping_system)
.ambiguous_with(ui_layout_system)
.ambiguous_with(widget::update_viewport_render_target_size)
.in_set(AmbiguousWithText),
update_clipping_system.after(TransformSystems::Propagate),
// Potential conflicts: `Assets<Image>`
// They run independently since `widget::image_node_system` will only ever observe
// its own ImageNode, and `widget::text_system` & `bevy_text::update_text2d_layout`
// will never modify a pre-existing `Image` asset.
widget::update_image_content_size_system
.in_set(UiSystems::Content)
.in_set(AmbiguousWithText)
.in_set(AmbiguousWithUpdateText2dLayout),
// Potential conflicts: `Assets<Image>`
// `widget::text_system` and `bevy_text::update_text2d_layout` run independently
// since this system will only ever update viewport images.
widget::update_viewport_render_target_size
.in_set(UiSystems::PostLayout)
.in_set(AmbiguousWithText)
.in_set(AmbiguousWithUpdateText2dLayout),
),
);
build_text_interop(app);
if !self.enable_rendering {
return;
}
#[cfg(feature = "bevy_ui_debug")]
app.init_resource::<UiDebugOptions>();
build_ui_render(app);
}
fn finish(&self, app: &mut App) {
if !self.enable_rendering {
return;
}
let Some(render_app) = app.get_sub_app_mut(RenderApp) else {
return;
};
render_app.init_resource::<UiPipeline>();
}
}
fn build_text_interop(app: &mut App) {
use crate::widget::TextNodeFlags;
use bevy_text::TextLayoutInfo;
use widget::{Text, TextShadow};
app.register_type::<TextLayoutInfo>()
.register_type::<TextNodeFlags>()
.register_type::<Text>()
.register_type::<TextShadow>();
app.add_systems(
PostUpdate,
(
(
bevy_text::detect_text_needs_rerender::<Text>,
widget::measure_text_system,
)
.chain()
.in_set(UiSystems::Content)
// Text and Text2d are independent.
.ambiguous_with(bevy_text::detect_text_needs_rerender::<bevy_text::Text2d>)
// Potential conflict: `Assets<Image>`
// Since both systems will only ever insert new [`Image`] assets,
// they will never observe each other's effects.
.ambiguous_with(bevy_text::update_text2d_layout)
// We assume Text is on disjoint UI entities to ImageNode and UiTextureAtlasImage
// FIXME: Add an archetype invariant for this https://github.com/bevyengine/bevy/issues/1481.
.ambiguous_with(widget::update_image_content_size_system),
widget::text_system
.in_set(UiSystems::PostLayout)
.after(bevy_text::remove_dropped_font_atlas_sets)
.before(bevy_asset::AssetEventSystems)
// Text2d and bevy_ui text are entirely on separate entities
.ambiguous_with(bevy_text::detect_text_needs_rerender::<bevy_text::Text2d>)
.ambiguous_with(bevy_text::update_text2d_layout)
.ambiguous_with(bevy_text::calculate_bounds_text2d),
),
);
app.add_plugins(accessibility::AccessibilityPlugin);
app.add_observer(interaction_states::on_add_disabled)
.add_observer(interaction_states::on_remove_disabled)
.add_observer(interaction_states::on_add_checkable)
.add_observer(interaction_states::on_remove_checkable)
.add_observer(interaction_states::on_add_checked)
.add_observer(interaction_states::on_remove_checked);
app.configure_sets(
PostUpdate,
AmbiguousWithText.ambiguous_with(widget::text_system),
);
app.configure_sets(
PostUpdate,
AmbiguousWithUpdateText2dLayout.ambiguous_with(bevy_text::update_text2d_layout),
);
}