157 lines
5.7 KiB
Rust
157 lines
5.7 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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#[cfg(feature = "bevy_text")]
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mod accessibility;
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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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#[cfg(feature = "bevy_text")]
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use bevy_render::camera::CameraUpdateSystem;
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use bevy_render::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::*, Interaction, 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 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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.register_type::<widget::Label>()
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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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#[cfg(feature = "bevy_text")]
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app.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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// 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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#[cfg(feature = "bevy_text")]
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app.add_plugin(accessibility::AccessibilityPlugin);
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app.add_system({
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let system = 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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#[cfg(feature = "bevy_text")]
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let system = system
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.ambiguous_with(bevy_text::update_text2d_layout)
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.ambiguous_with(widget::text_system);
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system
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})
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.add_systems((
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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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ui_stack_system.in_set(UiSystem::Stack),
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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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