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https://github.com/bevyengine/bevy
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# Objective As discussed in #15341, ghost nodes are a contentious and experimental feature. In the interest of enabling ecosystem experimentation, we've decided to keep them in Bevy 0.15. That said, we don't use them internally, and don't expect third-party crates to support them. If the experimentation returns a negative result (they aren't very useful, an alternative design is preferred etc) they will be removed. We should clearly communicate this status to users, and make sure that users don't use ghost nodes in their projects without a very clear understanding of what they're getting themselves into. ## Solution To make life easy for users (and Bevy), `GhostNode` and all associated helpers remain public and are always available. However, actually constructing these requires enabling a feature flag that's clearly marked as experimental. To do so, I've added a meaningless private field. When the feature flag is enabled, our constructs (`new` and `default`) can be used. I've added a `new` constructor, which should be preferred over `Default::default` as that can be readily deprecated, allowing us to prompt users to swap over to the much nicer `GhostNode` syntax once this is a unit struct again. Full credit: this was mostly @cart's design: I'm just implementing it! ## Testing I've run the ghost_nodes example and it fails to compile without the feature flag. With the feature flag, it works fine :) --------- Co-authored-by: Zachary Harrold <zac@harrold.com.au>
204 lines
7.2 KiB
Rust
204 lines
7.2 KiB
Rust
//! This module contains systems that update the UI when something changes
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use crate::{
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experimental::{UiChildren, UiRootNodes},
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CalculatedClip, Display, OverflowAxis, Style, TargetCamera,
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};
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use super::Node;
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use bevy_ecs::{
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entity::Entity,
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query::{Changed, With},
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system::{Commands, Query},
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};
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use bevy_math::Rect;
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use bevy_sprite::BorderRect;
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use bevy_transform::components::GlobalTransform;
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use bevy_utils::HashSet;
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/// Updates clipping for all nodes
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pub fn update_clipping_system(
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mut commands: Commands,
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root_nodes: UiRootNodes,
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mut node_query: Query<(&Node, &GlobalTransform, &Style, Option<&mut CalculatedClip>)>,
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ui_children: UiChildren,
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) {
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for root_node in root_nodes.iter() {
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update_clipping(
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&mut commands,
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&ui_children,
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&mut node_query,
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root_node,
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None,
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);
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}
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}
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fn update_clipping(
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commands: &mut Commands,
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ui_children: &UiChildren,
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node_query: &mut Query<(&Node, &GlobalTransform, &Style, Option<&mut CalculatedClip>)>,
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entity: Entity,
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mut maybe_inherited_clip: Option<Rect>,
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) {
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let Ok((node, global_transform, style, maybe_calculated_clip)) = node_query.get_mut(entity)
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else {
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return;
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};
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// If `display` is None, clip the entire node and all its descendants by replacing the inherited clip with a default rect (which is empty)
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if style.display == Display::None {
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maybe_inherited_clip = Some(Rect::default());
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}
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// Update this node's CalculatedClip component
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if let Some(mut calculated_clip) = maybe_calculated_clip {
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if let Some(inherited_clip) = maybe_inherited_clip {
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// Replace the previous calculated clip with the inherited clipping rect
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if calculated_clip.clip != inherited_clip {
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*calculated_clip = CalculatedClip {
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clip: inherited_clip,
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};
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}
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} else {
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// No inherited clipping rect, remove the component
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commands.entity(entity).remove::<CalculatedClip>();
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}
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} else if let Some(inherited_clip) = maybe_inherited_clip {
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// No previous calculated clip, add a new CalculatedClip component with the inherited clipping rect
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commands.entity(entity).try_insert(CalculatedClip {
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clip: inherited_clip,
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});
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}
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// Calculate new clip rectangle for children nodes
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let children_clip = if style.overflow.is_visible() {
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// When `Visible`, children might be visible even when they are outside
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// the current node's boundaries. In this case they inherit the current
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// node's parent clip. If an ancestor is set as `Hidden`, that clip will
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// be used; otherwise this will be `None`.
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maybe_inherited_clip
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} else {
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// If `maybe_inherited_clip` is `Some`, use the intersection between
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// current node's clip and the inherited clip. This handles the case
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// of nested `Overflow::Hidden` nodes. If parent `clip` is not
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// defined, use the current node's clip.
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let mut clip_rect =
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Rect::from_center_size(global_transform.translation().truncate(), node.size());
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// Content isn't clipped at the edges of the node but at the edges of the region specified by [`Style::overflow_clip_margin`].
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//
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// `clip_inset` should always fit inside `node_rect`.
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// Even if `clip_inset` were to overflow, we won't return a degenerate result as `Rect::intersect` will clamp the intersection, leaving it empty.
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let clip_inset = match style.overflow_clip_margin.visual_box {
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crate::OverflowClipBox::BorderBox => BorderRect::ZERO,
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crate::OverflowClipBox::ContentBox => node.content_inset(),
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crate::OverflowClipBox::PaddingBox => node.border(),
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};
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clip_rect.min.x += clip_inset.left;
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clip_rect.min.y += clip_inset.top;
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clip_rect.max.x -= clip_inset.right;
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clip_rect.max.y -= clip_inset.bottom;
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clip_rect = clip_rect.inflate(style.overflow_clip_margin.margin.max(0.));
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if style.overflow.x == OverflowAxis::Visible {
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clip_rect.min.x = -f32::INFINITY;
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clip_rect.max.x = f32::INFINITY;
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}
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if style.overflow.y == OverflowAxis::Visible {
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clip_rect.min.y = -f32::INFINITY;
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clip_rect.max.y = f32::INFINITY;
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}
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Some(maybe_inherited_clip.map_or(clip_rect, |c| c.intersect(clip_rect)))
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};
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for child in ui_children.iter_ui_children(entity) {
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update_clipping(commands, ui_children, node_query, child, children_clip);
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}
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}
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pub fn update_target_camera_system(
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mut commands: Commands,
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changed_root_nodes_query: Query<
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(Entity, Option<&TargetCamera>),
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(With<Node>, Changed<TargetCamera>),
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>,
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node_query: Query<(Entity, Option<&TargetCamera>), With<Node>>,
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ui_root_nodes: UiRootNodes,
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ui_children: UiChildren,
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) {
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// Track updated entities to prevent redundant updates, as `Commands` changes are deferred,
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// and updates done for changed_children_query can overlap with itself or with root_node_query
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let mut updated_entities = HashSet::new();
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// Assuming that TargetCamera is manually set on the root node only,
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// update root nodes first, since it implies the biggest change
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for (root_node, target_camera) in changed_root_nodes_query.iter_many(ui_root_nodes.iter()) {
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update_children_target_camera(
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root_node,
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target_camera,
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&node_query,
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&ui_children,
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&mut commands,
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&mut updated_entities,
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);
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}
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// If the root node TargetCamera was changed, then every child is updated
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// by this point, and iteration will be skipped.
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// Otherwise, update changed children
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for (parent, target_camera) in &node_query {
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if !ui_children.is_changed(parent) {
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continue;
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}
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update_children_target_camera(
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parent,
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target_camera,
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&node_query,
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&ui_children,
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&mut commands,
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&mut updated_entities,
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);
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}
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}
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fn update_children_target_camera(
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entity: Entity,
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camera_to_set: Option<&TargetCamera>,
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node_query: &Query<(Entity, Option<&TargetCamera>), With<Node>>,
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ui_children: &UiChildren,
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commands: &mut Commands,
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updated_entities: &mut HashSet<Entity>,
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) {
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for child in ui_children.iter_ui_children(entity) {
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// Skip if the child has already been updated or update is not needed
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if updated_entities.contains(&child)
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|| camera_to_set == node_query.get(child).ok().and_then(|(_, camera)| camera)
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{
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continue;
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}
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match camera_to_set {
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Some(camera) => {
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commands.entity(child).try_insert(camera.clone());
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}
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None => {
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commands.entity(child).remove::<TargetCamera>();
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}
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}
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updated_entities.insert(child);
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update_children_target_camera(
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child,
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camera_to_set,
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node_query,
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ui_children,
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commands,
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updated_entities,
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);
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}
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}
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