1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50 51 52 53 54 55 56 57 58 59 60 61 62 63 64 65 66 67 68 69 70 71 72 73 74 75 76 77 78 79 80 81 82 83 84 85 86 87 88 89 90 91 92 93 94 95 96 97 98 99 100 101 102 103 104 105 106 107 108 109 110 111 112 113 114 115 116 117 118 119 120 121 122 123 124 125 126 127 128 129 130 131 132 133 134 135 136 137 138 139 140 141 142 143 144 145 146 147 148 149 150 151 152 153 154 155 156 157 158 159 160 161 162 163 164 165 166 167 168 169 170 171 172 173 174 175 176 177 178 179 180 181 182 183 184 185 186 187 188 189 190 191 192 193 194 195 196 197 198 199 200 201 202 203 204 205 206 207 208 209 210 211 212 213 214 215 216 217 218 219 220 221 222 223 224 225 226 227 228 229 230 231 232 233 234 235 236 237 238 239 240 241 242 243
// FIXME(3492): remove once docs are ready
#![allow(missing_docs)]
//! 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 [`node_bundles::ButtonBundle`], [`node_bundles::ImageBundle`], [`node_bundles::TextBundle`] and [`node_bundles::NodeBundle`]
//! This UI is laid out with the Flexbox and CSS Grid layout models (see <https://cssreference.io/flexbox/>)
pub mod measurement;
pub mod node_bundles;
pub mod ui_material;
pub mod update;
pub mod widget;
use bevy_derive::{Deref, DerefMut};
use bevy_reflect::Reflect;
#[cfg(feature = "bevy_text")]
mod accessibility;
mod focus;
mod geometry;
mod layout;
mod render;
mod stack;
mod texture_slice;
mod ui_node;
pub use focus::*;
pub use geometry::*;
pub use layout::*;
pub use measurement::*;
pub use render::*;
pub use ui_material::*;
pub use ui_node::*;
use widget::UiImageSize;
#[doc(hidden)]
pub mod prelude {
#[doc(hidden)]
pub use crate::{
geometry::*, node_bundles::*, ui_material::*, ui_node::*, widget::Button, widget::Label,
Interaction, UiMaterialPlugin, UiScale,
};
// `bevy_sprite` re-exports for texture slicing
#[doc(hidden)]
pub use bevy_sprite::{BorderRect, ImageScaleMode, SliceScaleMode, TextureSlicer};
}
use bevy_app::prelude::*;
use bevy_ecs::prelude::*;
use bevy_input::InputSystem;
use bevy_render::RenderApp;
use bevy_transform::TransformSystem;
use stack::ui_stack_system;
pub use stack::UiStack;
use update::{update_clipping_system, update_target_camera_system};
/// The basic plugin for Bevy UI
#[derive(Default)]
pub struct UiPlugin;
/// The label enum labeling the types of systems in the Bevy UI
#[derive(Debug, Hash, PartialEq, Eq, Clone, SystemSet)]
pub enum UiSystem {
/// After this label, the ui layout state has been updated
Layout,
/// After this label, input interactions with UI entities have been updated for this frame
Focus,
/// After this label, the [`UiStack`] resource has been updated
Stack,
/// After this label, node outline widths have been updated
Outlines,
}
/// 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)]
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 AmbiguousWithTextSystem;
#[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::<AlignContent>()
.register_type::<AlignItems>()
.register_type::<AlignSelf>()
.register_type::<BackgroundColor>()
.register_type::<CalculatedClip>()
.register_type::<ContentSize>()
.register_type::<Direction>()
.register_type::<Display>()
.register_type::<FlexDirection>()
.register_type::<FlexWrap>()
.register_type::<FocusPolicy>()
.register_type::<GridAutoFlow>()
.register_type::<GridPlacement>()
.register_type::<GridTrack>()
.register_type::<Interaction>()
.register_type::<JustifyContent>()
.register_type::<JustifyItems>()
.register_type::<JustifySelf>()
.register_type::<Node>()
.register_type::<Overflow>()
.register_type::<OverflowAxis>()
.register_type::<PositionType>()
.register_type::<RelativeCursorPosition>()
.register_type::<RepeatedGridTrack>()
.register_type::<Style>()
.register_type::<TargetCamera>()
.register_type::<UiImage>()
.register_type::<UiImageSize>()
.register_type::<UiRect>()
.register_type::<UiScale>()
.register_type::<Val>()
.register_type::<BorderColor>()
.register_type::<widget::Button>()
.register_type::<widget::Label>()
.register_type::<ZIndex>()
.register_type::<Outline>()
.add_systems(
PreUpdate,
ui_focus_system.in_set(UiSystem::Focus).after(InputSystem),
);
app.add_systems(
PostUpdate,
(
update_target_camera_system.before(UiSystem::Layout),
apply_deferred
.after(update_target_camera_system)
.before(UiSystem::Layout),
ui_layout_system
.in_set(UiSystem::Layout)
.before(TransformSystem::TransformPropagate),
resolve_outlines_system
.in_set(UiSystem::Outlines)
.after(UiSystem::Layout)
// clipping doesn't care about outlines
.ambiguous_with(update_clipping_system)
.in_set(AmbiguousWithTextSystem),
ui_stack_system
.in_set(UiSystem::Stack)
// the systems don't care about stack index
.ambiguous_with(update_clipping_system)
.ambiguous_with(resolve_outlines_system)
.ambiguous_with(ui_layout_system)
.in_set(AmbiguousWithTextSystem),
update_clipping_system.after(TransformSystem::TransformPropagate),
// Potential conflicts: `Assets<Image>`
// They run independently since `widget::image_node_system` will only ever observe
// its own UiImage, and `widget::text_system` & `bevy_text::update_text2d_layout`
// will never modify a pre-existing `Image` asset.
(
widget::update_image_content_size_system
.before(UiSystem::Layout)
.in_set(AmbiguousWithTextSystem)
.in_set(AmbiguousWithUpdateText2DLayout),
(
texture_slice::compute_slices_on_asset_event,
texture_slice::compute_slices_on_image_change,
),
)
.chain(),
),
);
#[cfg(feature = "bevy_text")]
build_text_interop(app);
build_ui_render(app);
}
fn finish(&self, app: &mut App) {
let Ok(render_app) = app.get_sub_app_mut(RenderApp) else {
return;
};
render_app.init_resource::<UiPipeline>();
}
}
/// A function that should be called from [`UiPlugin::build`] when [`bevy_text`] is enabled.
#[cfg(feature = "bevy_text")]
fn build_text_interop(app: &mut App) {
use crate::widget::TextFlags;
use bevy_text::TextLayoutInfo;
app.register_type::<TextLayoutInfo>()
.register_type::<TextFlags>();
app.add_systems(
PostUpdate,
(
widget::measure_text_system
.before(UiSystem::Layout)
// Potential conflict: `Assets<Image>`
// In practice, they run independently since `bevy_render::camera_update_system`
// will only ever observe its own render target, and `widget::measure_text_system`
// will never modify a pre-existing `Image` asset.
.ambiguous_with(bevy_render::camera::CameraUpdateSystem)
// 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 UiImage 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
.after(UiSystem::Layout)
.after(bevy_text::remove_dropped_font_atlas_sets)
// Text2d and bevy_ui text are entirely on separate entities
.ambiguous_with(bevy_text::update_text2d_layout),
),
);
app.add_plugins(accessibility::AccessibilityPlugin);
app.configure_sets(
PostUpdate,
AmbiguousWithTextSystem.ambiguous_with(widget::text_system),
);
app.configure_sets(
PostUpdate,
AmbiguousWithUpdateText2DLayout.ambiguous_with(bevy_text::update_text2d_layout),
);
}