
**Ready for review. Examples migration progress: 100%.** # Objective - Implement https://github.com/bevyengine/bevy/discussions/15014 ## Solution This implements [cart's proposal](https://github.com/bevyengine/bevy/discussions/15014#discussioncomment-10574459) faithfully except for one change. I separated `TextSpan` from `TextSpan2d` because `TextSpan` needs to require the `GhostNode` component, which is a `bevy_ui` component only usable by UI. Extra changes: - Added `EntityCommands::commands_mut` that returns a mutable reference. This is a blocker for extension methods that return something other than `self`. Note that `sickle_ui`'s `UiBuilder::commands` returns a mutable reference for this reason. ## Testing - [x] Text examples all work. --- ## Showcase TODO: showcase-worthy ## Migration Guide TODO: very breaking ### Accessing text spans by index Text sections are now text sections on different entities in a hierarchy, Use the new `TextReader` and `TextWriter` system parameters to access spans by index. Before: ```rust fn refresh_text(mut query: Query<&mut Text, With<TimeText>>, time: Res<Time>) { let text = query.single_mut(); text.sections[1].value = format_time(time.elapsed()); } ``` After: ```rust fn refresh_text( query: Query<Entity, With<TimeText>>, mut writer: UiTextWriter, time: Res<Time> ) { let entity = query.single(); *writer.text(entity, 1) = format_time(time.elapsed()); } ``` ### Iterating text spans Text spans are now entities in a hierarchy, so the new `UiTextReader` and `UiTextWriter` system parameters provide ways to iterate that hierarchy. The `UiTextReader::iter` method will give you a normal iterator over spans, and `UiTextWriter::for_each` lets you visit each of the spans. --------- Co-authored-by: ickshonpe <david.curthoys@googlemail.com> Co-authored-by: Carter Anderson <mcanders1@gmail.com>
273 lines
9.5 KiB
Rust
273 lines
9.5 KiB
Rust
// FIXME(15321): solve CI failures, then replace with `#![expect()]`.
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#![allow(missing_docs, reason = "Not all docs are written yet, see #3492.")]
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#![cfg_attr(docsrs, feature(doc_auto_cfg))]
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#![doc(
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html_logo_url = "https://bevyengine.org/assets/icon.png",
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html_favicon_url = "https://bevyengine.org/assets/icon.png"
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)]
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//! 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`], [`Text`](prelude::Text) and [`node_bundles::NodeBundle`]
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//! This UI is laid out with the Flexbox and CSS Grid layout models (see <https://cssreference.io/flexbox/>)
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pub mod measurement;
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pub mod node_bundles;
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pub mod ui_material;
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pub mod update;
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pub mod widget;
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#[cfg(feature = "bevy_ui_picking_backend")]
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pub mod picking_backend;
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use bevy_derive::{Deref, DerefMut};
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use bevy_reflect::{std_traits::ReflectDefault, Reflect};
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#[cfg(feature = "bevy_text")]
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mod accessibility;
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mod focus;
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mod geometry;
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mod ghost_hierarchy;
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mod layout;
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mod render;
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mod stack;
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mod ui_node;
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pub use focus::*;
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pub use geometry::*;
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pub use ghost_hierarchy::*;
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pub use layout::*;
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pub use measurement::*;
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pub use render::*;
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pub use ui_material::*;
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pub use ui_node::*;
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use widget::UiImageSize;
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/// The UI prelude.
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///
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/// This includes the most common types in this crate, re-exported for your convenience.
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pub mod prelude {
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#[doc(hidden)]
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pub use {
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crate::{
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geometry::*,
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node_bundles::*,
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ui_material::*,
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ui_node::*,
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widget::{Button, Label, Text, UiTextReader, UiTextWriter},
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Interaction, UiMaterialHandle, UiMaterialPlugin, UiScale,
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},
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// `bevy_sprite` re-exports for texture slicing
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bevy_sprite::{BorderRect, ImageScaleMode, SliceScaleMode, TextureSlicer},
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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_render::{
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camera::CameraUpdateSystem,
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view::{check_visibility, VisibilitySystems},
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RenderApp,
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};
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use bevy_transform::TransformSystem;
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use layout::ui_surface::UiSurface;
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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, update_target_camera_system};
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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, input interactions with UI entities have been updated for this frame.
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///
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/// Runs in [`PreUpdate`].
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Focus,
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/// All UI systems in [`PostUpdate`] will run in or after this label.
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Prepare,
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/// After this label, the ui layout state has been updated.
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///
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/// Runs in [`PostUpdate`].
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Layout,
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/// UI systems ordered after [`UiSystem::Layout`].
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///
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/// Runs in [`PostUpdate`].
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PostLayout,
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/// After this label, the [`UiStack`] resource has been updated.
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///
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/// Runs in [`PostUpdate`].
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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, Reflect, Resource, Deref, DerefMut)]
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#[reflect(Resource, Debug, Default)]
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pub struct UiScale(pub f32);
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impl Default for UiScale {
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fn default() -> Self {
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Self(1.0)
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}
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}
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// Marks systems that can be ambiguous with [`widget::text_system`] if the `bevy_text` feature is enabled.
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// See https://github.com/bevyengine/bevy/pull/11391 for more details.
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#[derive(SystemSet, Debug, Hash, PartialEq, Eq, Clone)]
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struct AmbiguousWithTextSystem;
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#[derive(SystemSet, Debug, Hash, PartialEq, Eq, Clone)]
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struct AmbiguousWithUpdateText2DLayout;
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/// A convenient alias for `With<Node>`, for use with
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/// [`bevy_render::view::VisibleEntities`].
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pub type WithNode = With<Node>;
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impl Plugin for UiPlugin {
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fn build(&self, app: &mut App) {
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app.init_resource::<UiSurface>()
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.init_resource::<UiScale>()
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.init_resource::<UiStack>()
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.register_type::<BackgroundColor>()
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.register_type::<CalculatedClip>()
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.register_type::<ContentSize>()
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.register_type::<FocusPolicy>()
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.register_type::<Interaction>()
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.register_type::<Node>()
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.register_type::<RelativeCursorPosition>()
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.register_type::<ScrollPosition>()
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.register_type::<Style>()
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.register_type::<TargetCamera>()
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.register_type::<UiImage>()
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.register_type::<UiImageSize>()
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.register_type::<UiRect>()
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.register_type::<UiScale>()
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.register_type::<BorderColor>()
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.register_type::<BorderRadius>()
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.register_type::<widget::Button>()
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.register_type::<widget::Label>()
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.register_type::<ZIndex>()
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.register_type::<Outline>()
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.register_type::<UiBoxShadowSamples>()
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.register_type::<UiAntiAlias>()
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.configure_sets(
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PostUpdate,
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(
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CameraUpdateSystem,
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UiSystem::Prepare
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.before(UiSystem::Stack)
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.after(bevy_animation::Animation),
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UiSystem::Layout,
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UiSystem::PostLayout,
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)
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.chain(),
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)
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.add_systems(
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PreUpdate,
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ui_focus_system.in_set(UiSystem::Focus).after(InputSystem),
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);
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app.add_systems(
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PostUpdate,
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(
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check_visibility::<WithNode>.in_set(VisibilitySystems::CheckVisibility),
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update_target_camera_system.in_set(UiSystem::Prepare),
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ui_layout_system
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.in_set(UiSystem::Layout)
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.before(TransformSystem::TransformPropagate)
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// Text and Text2D operate on disjoint sets of entities
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.ambiguous_with(bevy_text::detect_text_needs_rerender::<bevy_text::Text2d>)
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.ambiguous_with(bevy_text::update_text2d_layout),
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ui_stack_system
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.in_set(UiSystem::Stack)
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// the systems don't care about stack index
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.ambiguous_with(update_clipping_system)
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.ambiguous_with(ui_layout_system)
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.in_set(AmbiguousWithTextSystem),
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update_clipping_system.after(TransformSystem::TransformPropagate),
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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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widget::update_image_content_size_system
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.in_set(UiSystem::Prepare)
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.in_set(AmbiguousWithTextSystem)
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.in_set(AmbiguousWithUpdateText2DLayout),
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),
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);
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#[cfg(feature = "bevy_text")]
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build_text_interop(app);
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build_ui_render(app);
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#[cfg(feature = "bevy_ui_picking_backend")]
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app.add_plugins(picking_backend::UiPickingBackendPlugin);
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}
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fn finish(&self, app: &mut App) {
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let Some(render_app) = app.get_sub_app_mut(RenderApp) else {
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return;
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};
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render_app.init_resource::<UiPipeline>();
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}
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}
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/// A function that should be called from [`UiPlugin::build`] when [`bevy_text`] is enabled.
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#[cfg(feature = "bevy_text")]
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fn build_text_interop(app: &mut App) {
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use crate::widget::TextNodeFlags;
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use bevy_text::TextLayoutInfo;
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use widget::Text;
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app.register_type::<TextLayoutInfo>()
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.register_type::<TextNodeFlags>()
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.register_type::<Text>();
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app.add_systems(
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PostUpdate,
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(
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(
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bevy_text::detect_text_needs_rerender::<Text>,
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widget::measure_text_system,
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)
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.chain()
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.in_set(UiSystem::Prepare)
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// Text and Text2d are independent.
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.ambiguous_with(bevy_text::detect_text_needs_rerender::<bevy_text::Text2d>)
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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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// We assume Text is on disjoint UI entities to UiImage and UiTextureAtlasImage
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// FIXME: Add an archetype invariant for this https://github.com/bevyengine/bevy/issues/1481.
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.ambiguous_with(widget::update_image_content_size_system),
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widget::text_system
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.in_set(UiSystem::PostLayout)
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.after(bevy_text::remove_dropped_font_atlas_sets)
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// Text2d and bevy_ui text are entirely on separate entities
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.ambiguous_with(bevy_text::detect_text_needs_rerender::<bevy_text::Text2d>)
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.ambiguous_with(bevy_text::update_text2d_layout)
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.ambiguous_with(bevy_text::calculate_bounds_text2d),
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),
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);
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app.add_plugins(accessibility::AccessibilityPlugin);
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app.configure_sets(
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PostUpdate,
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AmbiguousWithTextSystem.ambiguous_with(widget::text_system),
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);
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app.configure_sets(
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PostUpdate,
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AmbiguousWithUpdateText2DLayout.ambiguous_with(bevy_text::update_text2d_layout),
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);
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}
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