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https://github.com/bevyengine/bevy
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Feature-gate all references to bevy_text
in bevy_ui
(#11391)
# Objective - `bevy_ui` fails to compile without `bevy_text` being enabled. - Fixes #11363. ## Solution - Add `#[cfg(feature = "bevy_text")]` to all items that require it. I think this change is honestly a bit ugly, but I can't see any other way around it. I considered making `bevy_text` required, but we agreed [on Discord](https://discord.com/channels/691052431525675048/743663673393938453/1196868117486379148) that there were some use cases for `bevy_ui` without `bevy_text`. If you have any ideas that decreases the amount of `#[cfg(...)]`s and `#[allow(...)]`s, that would be greatly appreciated. This was tested by running the following commands: ```shell $ cargo clippy -p bevy_ui $ cargo clippy -p bevy_ui -F bevy_text $ cargo run -p ci ``` --- ## Changelog - Fixed `bevy_ui` not compiling without `bevy_text`.
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6e959db134
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3 changed files with 71 additions and 63 deletions
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@ -12,8 +12,6 @@ pub mod widget;
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use bevy_derive::{Deref, DerefMut};
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use bevy_reflect::Reflect;
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#[cfg(feature = "bevy_text")]
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use bevy_text::TextLayoutInfo;
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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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@ -40,8 +38,6 @@ pub mod prelude {
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};
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}
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#[cfg(feature = "bevy_text")]
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use crate::widget::TextFlags;
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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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@ -81,6 +77,14 @@ impl Default for UiScale {
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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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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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@ -129,51 +133,6 @@ impl Plugin for UiPlugin {
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ui_focus_system.in_set(UiSystem::Focus).after(InputSystem),
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);
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#[cfg(feature = "bevy_text")]
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app.register_type::<TextLayoutInfo>()
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.register_type::<TextFlags>();
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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_systems(
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PostUpdate,
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(
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widget::measure_text_system
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.before(UiSystem::Layout)
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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::measure_text_system`
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// will never modify a pre-existing `Image` asset.
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.ambiguous_with(bevy_render::camera::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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// 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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.after(UiSystem::Layout)
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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::update_text2d_layout),
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),
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);
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#[cfg(feature = "bevy_text")]
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app.add_plugins(accessibility::AccessibilityPlugin);
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app.add_systems(PostUpdate, {
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let system = widget::update_image_content_size_system.before(UiSystem::Layout);
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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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app.add_systems(
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PostUpdate,
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(
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@ -189,18 +148,29 @@ impl Plugin for UiPlugin {
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.after(UiSystem::Layout)
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// clipping doesn't care about outlines
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.ambiguous_with(update_clipping_system)
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.ambiguous_with(widget::text_system),
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.in_set(AmbiguousWithTextSystem),
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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(resolve_outlines_system)
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.ambiguous_with(ui_layout_system)
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.ambiguous_with(widget::text_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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.before(UiSystem::Layout)
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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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}
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@ -212,3 +182,50 @@ impl Plugin for UiPlugin {
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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::TextFlags;
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use bevy_text::TextLayoutInfo;
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app.register_type::<TextLayoutInfo>()
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.register_type::<TextFlags>();
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app.add_systems(
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PostUpdate,
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(
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widget::measure_text_system
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.before(UiSystem::Layout)
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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::measure_text_system`
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// will never modify a pre-existing `Image` asset.
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.ambiguous_with(bevy_render::camera::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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// 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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.after(UiSystem::Layout)
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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::update_text2d_layout),
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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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@ -14,9 +14,9 @@ pub use render_pass::*;
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pub use ui_material_pipeline::*;
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use crate::{
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BackgroundColor, BorderColor, CalculatedClip, ContentSize, Node, Style, UiImage, UiScale, Val,
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BackgroundColor, BorderColor, CalculatedClip, ContentSize, DefaultUiCamera, Node, Outline,
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Style, TargetCamera, UiImage, UiScale, Val,
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};
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use crate::{DefaultUiCamera, Outline, TargetCamera};
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use bevy_app::prelude::*;
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use bevy_asset::{load_internal_asset, AssetEvent, AssetId, Assets, Handle};
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@ -34,7 +34,6 @@ use bevy_render::{
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view::{ExtractedView, ViewUniforms},
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Extract, RenderApp, RenderSet,
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};
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#[cfg(feature = "bevy_text")]
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use bevy_sprite::TextureAtlasLayout;
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#[cfg(feature = "bevy_text")]
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use bevy_text::{PositionedGlyph, Text, TextLayoutInfo};
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@ -1,14 +1,6 @@
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use crate::{measurement::AvailableSpace, ContentSize, Measure, Node, UiImage, UiScale};
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use bevy_asset::Assets;
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use bevy_ecs::change_detection::DetectChanges;
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use bevy_ecs::query::Without;
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use bevy_ecs::{
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prelude::Component,
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query::With,
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reflect::ReflectComponent,
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system::{Local, Query, Res},
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};
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use bevy_ecs::prelude::*;
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use bevy_math::Vec2;
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use bevy_reflect::{std_traits::ReflectDefault, Reflect};
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use bevy_render::texture::Image;
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