bevy/examples/ui/ghost_nodes.rs

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Add UI `GhostNode` (#15341) # Objective - Fixes #14826 - For context, see #15238 ## Solution Add a `GhostNode` component to `bevy_ui` and update all the relevant systems to use it to traverse for UI children. - [x] `ghost_hierarchy` module - [x] Add `GhostNode` - [x] Add `UiRootNodes` system param for iterating (ghost-aware) UI root nodes - [x] Add `UiChildren` system param for iterating (ghost-aware) UI children - [x] Update `layout::ui_layout_system` - [x] Use ghost-aware root nodes for camera updates - [x] Update and remove children in taffy - [x] Initial spawn - [x] Detect changes on nested UI children - [x] Use ghost-aware children traversal in `update_uinode_geometry_recursive` - [x] Update the rest of the UI systems to use the ghost hierarchy - [x] `stack::ui_stack_system` - [x] `update::` - [x] `update_clipping_system` - [x] `update_target_camera_system` - [x] `accessibility::calc_name` ## Testing - [x] Added a new example `ghost_nodes` that can be used as a testbed. - [x] Added unit tests for _some_ of the traversal utilities in `ghost_hierarchy` - [x] Ensure this fulfills the needs for currently known use cases - [x] Reactivity libraries (test with `bevy_reactor`) - [ ] Text spans (mentioned by koe [on discord](https://discord.com/channels/691052431525675048/1285371432460881991/1285377442998915246)) --- ## Performance [See comment below](https://github.com/bevyengine/bevy/pull/15341#issuecomment-2385456820) ## Migration guide Any code that previously relied on `Parent`/`Children` to iterate UI children may now want to use `bevy_ui::UiChildren` to ensure ghost nodes are skipped, and their first descendant Nodes included. UI root nodes may now be children of ghost nodes, which means `Without<Parent>` might not query all root nodes. Use `bevy_ui::UiRootNodes` where needed to iterate root nodes instead. ## Potential future work - Benchmarking/optimizations of hierarchies containing lots of ghost nodes - Further exploration of UI hierarchies and markers for root nodes/leaf nodes to create better ergonomics for things like `UiLayer` (world-space ui) --------- Co-authored-by: Alice Cecile <alice.i.cecile@gmail.com> Co-authored-by: UkoeHB <37489173+UkoeHB@users.noreply.github.com>
2024-10-02 00:24:28 +00:00
//! This example demonstrates the use of Ghost Nodes.
//!
//! UI layout will ignore ghost nodes, and treat their children as if they were direct descendants of the first non-ghost ancestor.
use bevy::{prelude::*, ui::GhostNode, winit::WinitSettings};
fn main() {
App::new()
.add_plugins(DefaultPlugins)
.insert_resource(WinitSettings::desktop_app())
.add_systems(Startup, setup)
.add_systems(Update, button_system)
.run();
}
#[derive(Component)]
struct Counter(i32);
fn setup(mut commands: Commands, asset_server: Res<AssetServer>) {
let font_handle = asset_server.load("fonts/FiraSans-Bold.ttf");
commands.spawn(Camera2d);
Add UI `GhostNode` (#15341) # Objective - Fixes #14826 - For context, see #15238 ## Solution Add a `GhostNode` component to `bevy_ui` and update all the relevant systems to use it to traverse for UI children. - [x] `ghost_hierarchy` module - [x] Add `GhostNode` - [x] Add `UiRootNodes` system param for iterating (ghost-aware) UI root nodes - [x] Add `UiChildren` system param for iterating (ghost-aware) UI children - [x] Update `layout::ui_layout_system` - [x] Use ghost-aware root nodes for camera updates - [x] Update and remove children in taffy - [x] Initial spawn - [x] Detect changes on nested UI children - [x] Use ghost-aware children traversal in `update_uinode_geometry_recursive` - [x] Update the rest of the UI systems to use the ghost hierarchy - [x] `stack::ui_stack_system` - [x] `update::` - [x] `update_clipping_system` - [x] `update_target_camera_system` - [x] `accessibility::calc_name` ## Testing - [x] Added a new example `ghost_nodes` that can be used as a testbed. - [x] Added unit tests for _some_ of the traversal utilities in `ghost_hierarchy` - [x] Ensure this fulfills the needs for currently known use cases - [x] Reactivity libraries (test with `bevy_reactor`) - [ ] Text spans (mentioned by koe [on discord](https://discord.com/channels/691052431525675048/1285371432460881991/1285377442998915246)) --- ## Performance [See comment below](https://github.com/bevyengine/bevy/pull/15341#issuecomment-2385456820) ## Migration guide Any code that previously relied on `Parent`/`Children` to iterate UI children may now want to use `bevy_ui::UiChildren` to ensure ghost nodes are skipped, and their first descendant Nodes included. UI root nodes may now be children of ghost nodes, which means `Without<Parent>` might not query all root nodes. Use `bevy_ui::UiRootNodes` where needed to iterate root nodes instead. ## Potential future work - Benchmarking/optimizations of hierarchies containing lots of ghost nodes - Further exploration of UI hierarchies and markers for root nodes/leaf nodes to create better ergonomics for things like `UiLayer` (world-space ui) --------- Co-authored-by: Alice Cecile <alice.i.cecile@gmail.com> Co-authored-by: UkoeHB <37489173+UkoeHB@users.noreply.github.com>
2024-10-02 00:24:28 +00:00
// Ghost UI root
commands.spawn(GhostNode).with_children(|ghost_root| {
ghost_root
.spawn(NodeBundle::default())
.with_child(create_label(
"This text node is rendered under a ghost root",
font_handle.clone(),
));
});
// Normal UI root
commands
.spawn(NodeBundle {
style: Style {
width: Val::Percent(100.0),
height: Val::Percent(100.0),
align_items: AlignItems::Center,
justify_content: JustifyContent::Center,
..default()
},
..default()
})
.with_children(|parent| {
parent
.spawn((NodeBundle::default(), Counter(0)))
.with_children(|layout_parent| {
layout_parent
.spawn((GhostNode, Counter(0)))
.with_children(|ghost_parent| {
// Ghost children using a separate counter state
// These buttons are being treated as children of layout_parent in the context of UI
ghost_parent
.spawn(create_button())
.with_child(create_label("0", font_handle.clone()));
ghost_parent
.spawn(create_button())
.with_child(create_label("0", font_handle.clone()));
});
// A normal child using the layout parent counter
layout_parent
.spawn(create_button())
.with_child(create_label("0", font_handle.clone()));
});
});
}
fn create_button() -> ButtonBundle {
ButtonBundle {
style: Style {
width: Val::Px(150.0),
height: Val::Px(65.0),
border: UiRect::all(Val::Px(5.0)),
// horizontally center child text
justify_content: JustifyContent::Center,
// vertically center child text
align_items: AlignItems::Center,
..default()
},
border_color: BorderColor(Color::BLACK),
border_radius: BorderRadius::MAX,
background_color: Color::srgb(0.15, 0.15, 0.15).into(),
..default()
}
}
fn create_label(text: &str, font: Handle<Font>) -> (Text, TextFont, TextColor) {
Text rework (#15591) **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>
2024-10-09 18:35:36 +00:00
(
Text::new(text),
TextFont {
Add UI `GhostNode` (#15341) # Objective - Fixes #14826 - For context, see #15238 ## Solution Add a `GhostNode` component to `bevy_ui` and update all the relevant systems to use it to traverse for UI children. - [x] `ghost_hierarchy` module - [x] Add `GhostNode` - [x] Add `UiRootNodes` system param for iterating (ghost-aware) UI root nodes - [x] Add `UiChildren` system param for iterating (ghost-aware) UI children - [x] Update `layout::ui_layout_system` - [x] Use ghost-aware root nodes for camera updates - [x] Update and remove children in taffy - [x] Initial spawn - [x] Detect changes on nested UI children - [x] Use ghost-aware children traversal in `update_uinode_geometry_recursive` - [x] Update the rest of the UI systems to use the ghost hierarchy - [x] `stack::ui_stack_system` - [x] `update::` - [x] `update_clipping_system` - [x] `update_target_camera_system` - [x] `accessibility::calc_name` ## Testing - [x] Added a new example `ghost_nodes` that can be used as a testbed. - [x] Added unit tests for _some_ of the traversal utilities in `ghost_hierarchy` - [x] Ensure this fulfills the needs for currently known use cases - [x] Reactivity libraries (test with `bevy_reactor`) - [ ] Text spans (mentioned by koe [on discord](https://discord.com/channels/691052431525675048/1285371432460881991/1285377442998915246)) --- ## Performance [See comment below](https://github.com/bevyengine/bevy/pull/15341#issuecomment-2385456820) ## Migration guide Any code that previously relied on `Parent`/`Children` to iterate UI children may now want to use `bevy_ui::UiChildren` to ensure ghost nodes are skipped, and their first descendant Nodes included. UI root nodes may now be children of ghost nodes, which means `Without<Parent>` might not query all root nodes. Use `bevy_ui::UiRootNodes` where needed to iterate root nodes instead. ## Potential future work - Benchmarking/optimizations of hierarchies containing lots of ghost nodes - Further exploration of UI hierarchies and markers for root nodes/leaf nodes to create better ergonomics for things like `UiLayer` (world-space ui) --------- Co-authored-by: Alice Cecile <alice.i.cecile@gmail.com> Co-authored-by: UkoeHB <37489173+UkoeHB@users.noreply.github.com>
2024-10-02 00:24:28 +00:00
font,
font_size: 33.0,
Text rework (#15591) **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>
2024-10-09 18:35:36 +00:00
..default()
Add UI `GhostNode` (#15341) # Objective - Fixes #14826 - For context, see #15238 ## Solution Add a `GhostNode` component to `bevy_ui` and update all the relevant systems to use it to traverse for UI children. - [x] `ghost_hierarchy` module - [x] Add `GhostNode` - [x] Add `UiRootNodes` system param for iterating (ghost-aware) UI root nodes - [x] Add `UiChildren` system param for iterating (ghost-aware) UI children - [x] Update `layout::ui_layout_system` - [x] Use ghost-aware root nodes for camera updates - [x] Update and remove children in taffy - [x] Initial spawn - [x] Detect changes on nested UI children - [x] Use ghost-aware children traversal in `update_uinode_geometry_recursive` - [x] Update the rest of the UI systems to use the ghost hierarchy - [x] `stack::ui_stack_system` - [x] `update::` - [x] `update_clipping_system` - [x] `update_target_camera_system` - [x] `accessibility::calc_name` ## Testing - [x] Added a new example `ghost_nodes` that can be used as a testbed. - [x] Added unit tests for _some_ of the traversal utilities in `ghost_hierarchy` - [x] Ensure this fulfills the needs for currently known use cases - [x] Reactivity libraries (test with `bevy_reactor`) - [ ] Text spans (mentioned by koe [on discord](https://discord.com/channels/691052431525675048/1285371432460881991/1285377442998915246)) --- ## Performance [See comment below](https://github.com/bevyengine/bevy/pull/15341#issuecomment-2385456820) ## Migration guide Any code that previously relied on `Parent`/`Children` to iterate UI children may now want to use `bevy_ui::UiChildren` to ensure ghost nodes are skipped, and their first descendant Nodes included. UI root nodes may now be children of ghost nodes, which means `Without<Parent>` might not query all root nodes. Use `bevy_ui::UiRootNodes` where needed to iterate root nodes instead. ## Potential future work - Benchmarking/optimizations of hierarchies containing lots of ghost nodes - Further exploration of UI hierarchies and markers for root nodes/leaf nodes to create better ergonomics for things like `UiLayer` (world-space ui) --------- Co-authored-by: Alice Cecile <alice.i.cecile@gmail.com> Co-authored-by: UkoeHB <37489173+UkoeHB@users.noreply.github.com>
2024-10-02 00:24:28 +00:00
},
TextColor(Color::srgb(0.9, 0.9, 0.9)),
Add UI `GhostNode` (#15341) # Objective - Fixes #14826 - For context, see #15238 ## Solution Add a `GhostNode` component to `bevy_ui` and update all the relevant systems to use it to traverse for UI children. - [x] `ghost_hierarchy` module - [x] Add `GhostNode` - [x] Add `UiRootNodes` system param for iterating (ghost-aware) UI root nodes - [x] Add `UiChildren` system param for iterating (ghost-aware) UI children - [x] Update `layout::ui_layout_system` - [x] Use ghost-aware root nodes for camera updates - [x] Update and remove children in taffy - [x] Initial spawn - [x] Detect changes on nested UI children - [x] Use ghost-aware children traversal in `update_uinode_geometry_recursive` - [x] Update the rest of the UI systems to use the ghost hierarchy - [x] `stack::ui_stack_system` - [x] `update::` - [x] `update_clipping_system` - [x] `update_target_camera_system` - [x] `accessibility::calc_name` ## Testing - [x] Added a new example `ghost_nodes` that can be used as a testbed. - [x] Added unit tests for _some_ of the traversal utilities in `ghost_hierarchy` - [x] Ensure this fulfills the needs for currently known use cases - [x] Reactivity libraries (test with `bevy_reactor`) - [ ] Text spans (mentioned by koe [on discord](https://discord.com/channels/691052431525675048/1285371432460881991/1285377442998915246)) --- ## Performance [See comment below](https://github.com/bevyengine/bevy/pull/15341#issuecomment-2385456820) ## Migration guide Any code that previously relied on `Parent`/`Children` to iterate UI children may now want to use `bevy_ui::UiChildren` to ensure ghost nodes are skipped, and their first descendant Nodes included. UI root nodes may now be children of ghost nodes, which means `Without<Parent>` might not query all root nodes. Use `bevy_ui::UiRootNodes` where needed to iterate root nodes instead. ## Potential future work - Benchmarking/optimizations of hierarchies containing lots of ghost nodes - Further exploration of UI hierarchies and markers for root nodes/leaf nodes to create better ergonomics for things like `UiLayer` (world-space ui) --------- Co-authored-by: Alice Cecile <alice.i.cecile@gmail.com> Co-authored-by: UkoeHB <37489173+UkoeHB@users.noreply.github.com>
2024-10-02 00:24:28 +00:00
)
}
fn button_system(
mut interaction_query: Query<(&Interaction, &Parent), (Changed<Interaction>, With<Button>)>,
labels_query: Query<(&Children, &Parent), With<Button>>,
mut text_query: Query<&mut Text>,
mut counter_query: Query<&mut Counter>,
) {
// Update parent counter on click
for (interaction, parent) in &mut interaction_query {
if matches!(interaction, Interaction::Pressed) {
let mut counter = counter_query.get_mut(parent.get()).unwrap();
counter.0 += 1;
}
}
// Update button labels to match their parent counter
for (children, parent) in &labels_query {
let counter = counter_query.get(parent.get()).unwrap();
let mut text = text_query.get_mut(children[0]).unwrap();
Text rework (#15591) **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>
2024-10-09 18:35:36 +00:00
**text = counter.0.to_string();
Add UI `GhostNode` (#15341) # Objective - Fixes #14826 - For context, see #15238 ## Solution Add a `GhostNode` component to `bevy_ui` and update all the relevant systems to use it to traverse for UI children. - [x] `ghost_hierarchy` module - [x] Add `GhostNode` - [x] Add `UiRootNodes` system param for iterating (ghost-aware) UI root nodes - [x] Add `UiChildren` system param for iterating (ghost-aware) UI children - [x] Update `layout::ui_layout_system` - [x] Use ghost-aware root nodes for camera updates - [x] Update and remove children in taffy - [x] Initial spawn - [x] Detect changes on nested UI children - [x] Use ghost-aware children traversal in `update_uinode_geometry_recursive` - [x] Update the rest of the UI systems to use the ghost hierarchy - [x] `stack::ui_stack_system` - [x] `update::` - [x] `update_clipping_system` - [x] `update_target_camera_system` - [x] `accessibility::calc_name` ## Testing - [x] Added a new example `ghost_nodes` that can be used as a testbed. - [x] Added unit tests for _some_ of the traversal utilities in `ghost_hierarchy` - [x] Ensure this fulfills the needs for currently known use cases - [x] Reactivity libraries (test with `bevy_reactor`) - [ ] Text spans (mentioned by koe [on discord](https://discord.com/channels/691052431525675048/1285371432460881991/1285377442998915246)) --- ## Performance [See comment below](https://github.com/bevyengine/bevy/pull/15341#issuecomment-2385456820) ## Migration guide Any code that previously relied on `Parent`/`Children` to iterate UI children may now want to use `bevy_ui::UiChildren` to ensure ghost nodes are skipped, and their first descendant Nodes included. UI root nodes may now be children of ghost nodes, which means `Without<Parent>` might not query all root nodes. Use `bevy_ui::UiRootNodes` where needed to iterate root nodes instead. ## Potential future work - Benchmarking/optimizations of hierarchies containing lots of ghost nodes - Further exploration of UI hierarchies and markers for root nodes/leaf nodes to create better ergonomics for things like `UiLayer` (world-space ui) --------- Co-authored-by: Alice Cecile <alice.i.cecile@gmail.com> Co-authored-by: UkoeHB <37489173+UkoeHB@users.noreply.github.com>
2024-10-02 00:24:28 +00:00
}
}