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Clean up UiSystem system sets (#14228)
# Objective - All UI systems should be in system sets that are easy to order around in user code. ## Solution - Add `UiSystem::Prepare` and `UiSystem::PostLayout` system sets to capture floater systems. - Adjust how UI systems are scheduled to align with the new sets. This is *mostly* a pure refactor without any behavior/scheduling changes. See migration guide. ## Testing - Not tested, correctness by inspection. --- ## Migration Guide `UiSystem` system set adjustments. - The `UiSystem::Outline` system set is now strictly ordered after `UiSystem::Layout`, rather than overlapping it.
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1 changed files with 35 additions and 14 deletions
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@ -70,13 +70,27 @@ 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 layout state has been updated
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Layout,
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/// After this label, input interactions with UI entities have been updated for this frame
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/// After this label, input interactions with UI entities have been updated for this frame.
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///
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/// Runs in [`PreUpdate`].
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Focus,
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/// After this label, the [`UiStack`] resource has been updated
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/// All UI systems in [`PostUpdate`] will run in or after this label.
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Prepare,
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/// After this label, the ui layout state has been updated.
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///
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/// Runs in [`PostUpdate`].
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Layout,
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/// UI systems ordered after [`UiSystem::Layout`].
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///
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/// Runs in [`PostUpdate`].
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PostLayout,
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/// After this label, the [`UiStack`] resource has been updated.
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///
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/// Runs in [`PostUpdate`].
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Stack,
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/// After this label, node outline widths have been updated
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/// After this label, node outline widths have been updated.
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///
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/// Runs in [`PostUpdate`].
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Outlines,
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}
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@ -129,6 +143,15 @@ impl Plugin for UiPlugin {
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.register_type::<widget::Label>()
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.register_type::<ZIndex>()
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.register_type::<Outline>()
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.configure_sets(
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PostUpdate,
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(
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UiSystem::Prepare.before(UiSystem::Stack),
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UiSystem::Layout,
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(UiSystem::PostLayout, UiSystem::Outlines),
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)
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.chain(),
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)
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.add_systems(
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PreUpdate,
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ui_focus_system.in_set(UiSystem::Focus).after(InputSystem),
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@ -138,16 +161,14 @@ impl Plugin for UiPlugin {
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PostUpdate,
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(
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check_visibility::<WithNode>.in_set(VisibilitySystems::CheckVisibility),
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update_target_camera_system.before(UiSystem::Layout),
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apply_deferred
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.after(update_target_camera_system)
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.before(UiSystem::Layout),
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(update_target_camera_system, apply_deferred)
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.chain()
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.in_set(UiSystem::Prepare),
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ui_layout_system
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.in_set(UiSystem::Layout)
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.before(TransformSystem::TransformPropagate),
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resolve_outlines_system
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.in_set(UiSystem::Outlines)
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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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.in_set(AmbiguousWithTextSystem),
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@ -164,14 +185,14 @@ impl Plugin for UiPlugin {
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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(UiSystem::Prepare)
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.in_set(AmbiguousWithTextSystem)
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.in_set(AmbiguousWithUpdateText2DLayout),
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(
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texture_slice::compute_slices_on_asset_event,
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texture_slice::compute_slices_on_image_change,
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)
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.after(UiSystem::Layout),
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.in_set(UiSystem::PostLayout),
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),
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);
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@ -203,7 +224,7 @@ fn build_text_interop(app: &mut App) {
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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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.in_set(UiSystem::Prepare)
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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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@ -217,7 +238,7 @@ fn build_text_interop(app: &mut App) {
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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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.in_set(UiSystem::PostLayout)
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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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