bevy/crates/bevy_ui/src/lib.rs
KDecay f531a94370 Remove redundant Size import (#5339)
# Objective

- Fixes  #5338 
- Allow the usage of `use bevy::ui::Size` (see migration guide in #4285)

## Solution

- Remove the `use crate::Size` import so that the `pub use geometry::*` import also publicly uses the `Size` struct.
2022-07-16 13:53:41 +00:00

114 lines
4 KiB
Rust

//! This crate contains Bevy's UI system, which can be used to create UI for both 2D and 3D games
//! # Basic usage
//! Spawn UI elements with [`entity::ButtonBundle`], [`entity::ImageBundle`], [`entity::TextBundle`] and [`entity::NodeBundle`]
//! This UI is laid out with the Flexbox paradigm (see <https://cssreference.io/flexbox/> ) except the vertical axis is inverted
mod flex;
mod focus;
mod geometry;
mod render;
mod ui_node;
pub mod entity;
pub mod update;
pub mod widget;
use bevy_render::extract_component::ExtractComponentPlugin;
pub use flex::*;
pub use focus::*;
pub use geometry::*;
pub use render::*;
pub use ui_node::*;
#[doc(hidden)]
pub mod prelude {
#[doc(hidden)]
pub use crate::{entity::*, geometry::*, ui_node::*, widget::Button, Interaction};
}
use bevy_app::prelude::*;
use bevy_ecs::schedule::{ParallelSystemDescriptorCoercion, SystemLabel};
use bevy_input::InputSystem;
use bevy_transform::TransformSystem;
use bevy_window::ModifiesWindows;
use update::{ui_z_system, update_clipping_system};
use crate::prelude::UiCameraConfig;
/// The basic plugin for Bevy UI
#[derive(Default)]
pub struct UiPlugin;
/// The label enum labeling the types of systems in the Bevy UI
#[derive(Debug, Hash, PartialEq, Eq, Clone, SystemLabel)]
pub enum UiSystem {
/// After this label, the ui flex state has been updated
Flex,
/// After this label, input interactions with UI entities have been updated for this frame
Focus,
}
impl Plugin for UiPlugin {
fn build(&self, app: &mut App) {
app.add_plugin(ExtractComponentPlugin::<UiCameraConfig>::default())
.init_resource::<FlexSurface>()
.register_type::<AlignContent>()
.register_type::<AlignItems>()
.register_type::<AlignSelf>()
.register_type::<CalculatedSize>()
.register_type::<Direction>()
.register_type::<Display>()
.register_type::<FlexDirection>()
.register_type::<FlexWrap>()
.register_type::<FocusPolicy>()
.register_type::<Interaction>()
.register_type::<JustifyContent>()
.register_type::<Node>()
// NOTE: used by Style::aspect_ratio
.register_type::<Option<f32>>()
.register_type::<Overflow>()
.register_type::<PositionType>()
.register_type::<Size<f32>>()
.register_type::<Size<Val>>()
.register_type::<UiRect<Val>>()
.register_type::<Style>()
.register_type::<UiColor>()
.register_type::<UiImage>()
.register_type::<Val>()
.register_type::<widget::Button>()
.register_type::<widget::ImageMode>()
.add_system_to_stage(
CoreStage::PreUpdate,
ui_focus_system.label(UiSystem::Focus).after(InputSystem),
)
// add these stages to front because these must run before transform update systems
.add_system_to_stage(
CoreStage::PostUpdate,
widget::text_system
.before(UiSystem::Flex)
.after(ModifiesWindows),
)
.add_system_to_stage(
CoreStage::PostUpdate,
widget::image_node_system.before(UiSystem::Flex),
)
.add_system_to_stage(
CoreStage::PostUpdate,
flex_node_system
.label(UiSystem::Flex)
.before(TransformSystem::TransformPropagate)
.after(ModifiesWindows),
)
.add_system_to_stage(
CoreStage::PostUpdate,
ui_z_system
.after(UiSystem::Flex)
.before(TransformSystem::TransformPropagate),
)
.add_system_to_stage(
CoreStage::PostUpdate,
update_clipping_system.after(TransformSystem::TransformPropagate),
);
crate::render::build_ui_render(app);
}
}