bevy/bevy_ui/src/ui_update_system.rs

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use super::Node;
use bevy_core::transform::run_on_hierarchy_subworld_mut;
use bevy_transform::prelude::{Children, Parent};
use bevy_window::Windows;
use glam::Vec2;
use legion::{prelude::*, systems::SubWorld};
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pub fn ui_update_system() -> Box<dyn Schedulable> {
SystemBuilder::new("ui_update")
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.read_resource::<Windows>()
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.with_query(<(Write<Node>,)>::query().filter(!component::<Parent>()))
.write_component::<Node>()
.read_component::<Children>()
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.build(move |_, world, windows, node_query| {
let window = windows.get_primary().unwrap();
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let parent_size = glam::vec2(window.width as f32, window.height as f32);
let parent_position = glam::vec2(0.0, 0.0);
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for (entity, _) in node_query.iter_entities_mut(world) {
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run_on_hierarchy_subworld_mut(
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world,
entity,
(parent_size, parent_position),
&mut update_node_entity,
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);
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}
})
}
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fn update_node_entity(
world: &mut SubWorld,
entity: Entity,
parent_properties: (Vec2, Vec2),
) -> Option<(Vec2, Vec2)> {
let (parent_size, parent_position) = parent_properties;
if let Some(mut node) = world.get_component_mut::<Node>(entity) {
node.update(parent_size, parent_position);
return Some((node.size, node.global_position));
}
None
}