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mod.rs
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use crate::{
experimental::{UiChildren, UiRootNodes},
BorderRadius, ComputedNode, ContentSize, DefaultUiCamera, Display, Node, Outline, OverflowAxis,
ScrollPosition, TargetCamera, UiScale, Val,
};
use bevy_ecs::{
change_detection::{DetectChanges, DetectChangesMut},
entity::{Entity, EntityHashMap, EntityHashSet},
event::EventReader,
query::With,
removal_detection::RemovedComponents,
system::{Commands, Local, Query, Res, ResMut, SystemParam},
world::Ref,
};
use bevy_hierarchy::{Children, Parent};
use bevy_math::{UVec2, Vec2};
use bevy_render::camera::{Camera, NormalizedRenderTarget};
use bevy_sprite::BorderRect;
use bevy_transform::components::Transform;
use bevy_utils::tracing::warn;
use bevy_window::{PrimaryWindow, Window, WindowScaleFactorChanged};
use thiserror::Error;
use ui_surface::UiSurface;
use bevy_text::ComputedTextBlock;
use bevy_text::CosmicFontSystem;
mod convert;
pub mod debug;
pub(crate) mod ui_surface;
pub struct LayoutContext {
pub scale_factor: f32,
pub physical_size: Vec2,
}
impl LayoutContext {
pub const DEFAULT: Self = Self {
scale_factor: 1.0,
physical_size: Vec2::ZERO,
};
/// create new a [`LayoutContext`] from the window's physical size and scale factor
fn new(scale_factor: f32, physical_size: Vec2) -> Self {
Self {
scale_factor,
physical_size,
}
}
}
#[cfg(test)]
impl LayoutContext {
pub const TEST_CONTEXT: Self = Self {
scale_factor: 1.0,
physical_size: Vec2::new(1000.0, 1000.0),
};
}
impl Default for LayoutContext {
fn default() -> Self {
Self::DEFAULT
}
}
#[derive(Debug, Error)]
pub enum LayoutError {
#[error("Invalid hierarchy")]
InvalidHierarchy,
#[error("Taffy error: {0}")]
TaffyError(taffy::TaffyError),
}
#[doc(hidden)]
#[derive(SystemParam)]
pub struct UiLayoutSystemRemovedComponentParam<'w, 's> {
removed_cameras: RemovedComponents<'w, 's, Camera>,
removed_children: RemovedComponents<'w, 's, Children>,
removed_content_sizes: RemovedComponents<'w, 's, ContentSize>,
removed_nodes: RemovedComponents<'w, 's, Node>,
}
#[doc(hidden)]
#[derive(Default)]
pub struct UiLayoutSystemBuffers {
interned_root_nodes: Vec<Vec<Entity>>,
resized_windows: EntityHashSet,
camera_layout_info: EntityHashMap<CameraLayoutInfo>,
}
struct CameraLayoutInfo {
size: UVec2,
resized: bool,
scale_factor: f32,
root_nodes: Vec<Entity>,
}
/// Updates the UI's layout tree, computes the new layout geometry and then updates the sizes and transforms of all the UI nodes.
#[allow(clippy::too_many_arguments)]
pub fn ui_layout_system(
mut commands: Commands,
mut buffers: Local<UiLayoutSystemBuffers>,
primary_window: Query<(Entity, &Window), With<PrimaryWindow>>,
camera_data: (Query<(Entity, &Camera)>, DefaultUiCamera),
ui_scale: Res<UiScale>,
mut scale_factor_events: EventReader<WindowScaleFactorChanged>,
mut resize_events: EventReader<bevy_window::WindowResized>,
mut ui_surface: ResMut<UiSurface>,
root_nodes: UiRootNodes,
mut node_query: Query<(
Entity,
Ref<Node>,
Option<&mut ContentSize>,
Option<&TargetCamera>,
)>,
computed_node_query: Query<(Entity, Option<Ref<Parent>>), With<ComputedNode>>,
ui_children: UiChildren,
mut removed_components: UiLayoutSystemRemovedComponentParam,
mut node_transform_query: Query<(
&mut ComputedNode,
&mut Transform,
&Node,
Option<&BorderRadius>,
Option<&Outline>,
Option<&ScrollPosition>,
)>,
mut buffer_query: Query<&mut ComputedTextBlock>,
mut font_system: ResMut<CosmicFontSystem>,
) {
let UiLayoutSystemBuffers {
interned_root_nodes,
resized_windows,
camera_layout_info,
} = &mut *buffers;
let (cameras, default_ui_camera) = camera_data;
let default_camera = default_ui_camera.get();
let camera_with_default = |target_camera: Option<&TargetCamera>| {
target_camera.map(TargetCamera::entity).or(default_camera)
};
resized_windows.clear();
resized_windows.extend(resize_events.read().map(|event| event.window));
let mut calculate_camera_layout_info = |camera: &Camera| {
let size = camera.physical_viewport_size().unwrap_or(UVec2::ZERO);
let scale_factor = camera.target_scaling_factor().unwrap_or(1.0);
let camera_target = camera
.target
.normalize(primary_window.get_single().map(|(e, _)| e).ok());
let resized = matches!(camera_target,
Some(NormalizedRenderTarget::Window(window_ref)) if resized_windows.contains(&window_ref.entity())
);
CameraLayoutInfo {
size,
resized,
scale_factor: scale_factor * ui_scale.0,
root_nodes: interned_root_nodes.pop().unwrap_or_default(),
}
};
// Precalculate the layout info for each camera, so we have fast access to it for each node
camera_layout_info.clear();
node_query
.iter_many(root_nodes.iter())
.for_each(|(entity, _, _, target_camera)| {
match camera_with_default(target_camera) {
Some(camera_entity) => {
let Ok((_, camera)) = cameras.get(camera_entity) else {
warn!(
"TargetCamera (of root UI node {entity:?}) is pointing to a camera {:?} which doesn't exist",
camera_entity
);
return;
};
let layout_info = camera_layout_info
.entry(camera_entity)
.or_insert_with(|| calculate_camera_layout_info(camera));
layout_info.root_nodes.push(entity);
}
None => {
if cameras.is_empty() {
warn!("No camera found to render UI to. To fix this, add at least one camera to the scene.");
} else {
warn!(
"Multiple cameras found, causing UI target ambiguity. \
To fix this, add an explicit `TargetCamera` component to the root UI node {:?}",
entity
);
}
}
}
}
);
// When a `ContentSize` component is removed from an entity, we need to remove the measure from the corresponding taffy node.
for entity in removed_components.removed_content_sizes.read() {
ui_surface.try_remove_node_context(entity);
}
// Sync Node and ContentSize to Taffy for all nodes
node_query
.iter_mut()
.for_each(|(entity, node, content_size, target_camera)| {
if let Some(camera) =
camera_with_default(target_camera).and_then(|c| camera_layout_info.get(&c))
{
if camera.resized
|| !scale_factor_events.is_empty()
|| ui_scale.is_changed()
|| node.is_changed()
|| content_size
.as_ref()
.map(|c| c.is_changed() || c.measure.is_some())
.unwrap_or(false)
{
let layout_context = LayoutContext::new(
camera.scale_factor,
[camera.size.x as f32, camera.size.y as f32].into(),
);
let measure = content_size.and_then(|mut c| c.measure.take());
ui_surface.upsert_node(&layout_context, entity, &node, measure);
}
} else {
ui_surface.upsert_node(&LayoutContext::DEFAULT, entity, &Node::default(), None);
}
});
scale_factor_events.clear();
// clean up removed cameras
ui_surface.remove_camera_entities(removed_components.removed_cameras.read());
// update camera children
for (camera_id, _) in cameras.iter() {
let root_nodes =
if let Some(CameraLayoutInfo { root_nodes, .. }) = camera_layout_info.get(&camera_id) {
root_nodes.iter().cloned()
} else {
[].iter().cloned()
};
ui_surface.set_camera_children(camera_id, root_nodes);
}
// update and remove children
for entity in removed_components.removed_children.read() {
ui_surface.try_remove_children(entity);
}
computed_node_query
.iter()
.for_each(|(entity, maybe_parent)| {
if let Some(parent) = maybe_parent {
// Note: This does not cover the case where a parent's Node component was removed.
// Users are responsible for fixing hierarchies if they do that (it is not recommended).
// Detecting it here would be a permanent perf burden on the hot path.
if parent.is_changed() && !ui_children.is_ui_node(parent.get()) {
warn!(
"Node ({entity}) is in a non-UI entity hierarchy. You are using an entity \
with UI components as a child of an entity without UI components, your UI layout may be broken."
);
}
}
if ui_children.is_changed(entity) {
ui_surface.update_children(entity, ui_children.iter_ui_children(entity));
}
});
let text_buffers = &mut buffer_query;
// clean up removed nodes after syncing children to avoid potential panic (invalid SlotMap key used)
ui_surface.remove_entities(
removed_components
.removed_nodes
.read()
.filter(|entity| !node_query.contains(*entity)),
);
// Re-sync changed children: avoid layout glitches caused by removed nodes that are still set as a child of another node
computed_node_query.iter().for_each(|(entity, _)| {
if ui_children.is_changed(entity) {
ui_surface.update_children(entity, ui_children.iter_ui_children(entity));
}
});
for (camera_id, mut camera) in camera_layout_info.drain() {
let inverse_target_scale_factor = camera.scale_factor.recip();
ui_surface.compute_camera_layout(camera_id, camera.size, text_buffers, &mut font_system);
for root in &camera.root_nodes {
update_uinode_geometry_recursive(
&mut commands,
*root,
&mut ui_surface,
None,
&mut node_transform_query,
&ui_children,
inverse_target_scale_factor,
Vec2::ZERO,
Vec2::ZERO,
);
}
camera.root_nodes.clear();
interned_root_nodes.push(camera.root_nodes);
}
// Returns the combined bounding box of the node and any of its overflowing children.
fn update_uinode_geometry_recursive(
commands: &mut Commands,
entity: Entity,
ui_surface: &mut UiSurface,
root_size: Option<Vec2>,
node_transform_query: &mut Query<(
&mut ComputedNode,
&mut Transform,
&Node,
Option<&BorderRadius>,
Option<&Outline>,
Option<&ScrollPosition>,
)>,
ui_children: &UiChildren,
inverse_target_scale_factor: f32,
parent_size: Vec2,
parent_scroll_position: Vec2,
) {
if let Ok((
mut node,
mut transform,
style,
maybe_border_radius,
maybe_outline,
maybe_scroll_position,
)) = node_transform_query.get_mut(entity)
{
let Ok((layout, unrounded_size)) = ui_surface.get_layout(entity) else {
return;
};
let layout_size = Vec2::new(layout.size.width, layout.size.height);
let layout_location = Vec2::new(layout.location.x, layout.location.y);
// The position of the center of the node, stored in the node's transform
let node_center =
layout_location - parent_scroll_position + 0.5 * (layout_size - parent_size);
// only trigger change detection when the new values are different
if node.size != layout_size
|| node.unrounded_size != unrounded_size
|| node.inverse_scale_factor != inverse_target_scale_factor
{
node.size = layout_size;
node.unrounded_size = unrounded_size;
node.inverse_scale_factor = inverse_target_scale_factor;
}
let taffy_rect_to_border_rect = |rect: taffy::Rect<f32>| BorderRect {
left: rect.left,
right: rect.right,
top: rect.top,
bottom: rect.bottom,
};
node.bypass_change_detection().border = taffy_rect_to_border_rect(layout.border);
node.bypass_change_detection().padding = taffy_rect_to_border_rect(layout.padding);
let viewport_size = root_size.unwrap_or(node.size);
if let Some(border_radius) = maybe_border_radius {
// We don't trigger change detection for changes to border radius
node.bypass_change_detection().border_radius = border_radius.resolve(
node.size,
viewport_size,
inverse_target_scale_factor.recip(),
);
}
if let Some(outline) = maybe_outline {
// don't trigger change detection when only outlines are changed
let node = node.bypass_change_detection();
node.outline_width = if style.display != Display::None {
match outline.width {
Val::Px(w) => Val::Px(w / inverse_target_scale_factor),
width => width,
}
.resolve(node.size().x, viewport_size)
.unwrap_or(0.)
.max(0.)
} else {
0.
};
node.outline_offset = match outline.offset {
Val::Px(offset) => Val::Px(offset / inverse_target_scale_factor),
offset => offset,
}
.resolve(node.size().x, viewport_size)
.unwrap_or(0.)
.max(0.);
}
if transform.translation.truncate() != node_center {
transform.translation = node_center.extend(0.);
}
let scroll_position: Vec2 = maybe_scroll_position
.map(|scroll_pos| {
Vec2::new(
if style.overflow.x == OverflowAxis::Scroll {
scroll_pos.offset_x
} else {
0.0
},
if style.overflow.y == OverflowAxis::Scroll {
scroll_pos.offset_y
} else {
0.0
},
)
})
.unwrap_or_default();
let content_size = Vec2::new(layout.content_size.width, layout.content_size.height);
let max_possible_offset = (content_size - layout_size).max(Vec2::ZERO);
let clamped_scroll_position = scroll_position.clamp(Vec2::ZERO, max_possible_offset);
if clamped_scroll_position != scroll_position {
commands
.entity(entity)
.insert(ScrollPosition::from(&clamped_scroll_position));
}
for child_uinode in ui_children.iter_ui_children(entity) {
update_uinode_geometry_recursive(
commands,
child_uinode,
ui_surface,
Some(viewport_size),
node_transform_query,
ui_children,
inverse_target_scale_factor,
layout_size,
clamped_scroll_position,
);
}
}
}
}
#[cfg(test)]
mod tests {
use taffy::TraversePartialTree;
use bevy_asset::{AssetEvent, Assets};
use bevy_core_pipeline::core_2d::Camera2d;
use bevy_ecs::{
entity::Entity,
event::Events,
prelude::{Commands, Component, In, Query, With},
query::Without,
schedule::{ApplyDeferred, IntoSystemConfigs, Schedule},
system::RunSystemOnce,
world::World,
};
use bevy_hierarchy::{
despawn_with_children_recursive, BuildChildren, ChildBuild, Children, Parent,
};
use bevy_image::Image;
use bevy_math::{Rect, UVec2, Vec2};
use bevy_render::{
camera::{ManualTextureViews, OrthographicProjection},
prelude::Camera,
};
use bevy_transform::{
prelude::GlobalTransform,
systems::{propagate_transforms, sync_simple_transforms},
};
use bevy_utils::{prelude::default, HashMap};
use bevy_window::{
PrimaryWindow, Window, WindowCreated, WindowResized, WindowResolution,
WindowScaleFactorChanged,
};
use crate::{
layout::ui_surface::UiSurface, prelude::*, ui_layout_system,
update::update_target_camera_system, ContentSize, LayoutContext,
};
// these window dimensions are easy to convert to and from percentage values
const WINDOW_WIDTH: f32 = 1000.;
const WINDOW_HEIGHT: f32 = 100.;
fn setup_ui_test_world() -> (World, Schedule) {
let mut world = World::new();
world.init_resource::<UiScale>();
world.init_resource::<UiSurface>();
world.init_resource::<Events<WindowScaleFactorChanged>>();
world.init_resource::<Events<WindowResized>>();
// Required for the camera system
world.init_resource::<Events<WindowCreated>>();
world.init_resource::<Events<AssetEvent<Image>>>();
world.init_resource::<Assets<Image>>();
world.init_resource::<ManualTextureViews>();
world.init_resource::<bevy_text::TextPipeline>();
world.init_resource::<bevy_text::CosmicFontSystem>();
world.init_resource::<bevy_text::SwashCache>();
// spawn a dummy primary window and camera
world.spawn((
Window {
resolution: WindowResolution::new(WINDOW_WIDTH, WINDOW_HEIGHT),
..default()
},
PrimaryWindow,
));
world.spawn(Camera2d);
let mut ui_schedule = Schedule::default();
ui_schedule.add_systems(
(
// UI is driven by calculated camera target info, so we need to run the camera system first
bevy_render::camera::camera_system::<OrthographicProjection>,
update_target_camera_system,
ApplyDeferred,
ui_layout_system,
sync_simple_transforms,
propagate_transforms,
)
.chain(),
);
(world, ui_schedule)
}
#[test]
fn ui_nodes_with_percent_100_dimensions_should_fill_their_parent() {
let (mut world, mut ui_schedule) = setup_ui_test_world();
// spawn a root entity with width and height set to fill 100% of its parent
let ui_root = world
.spawn(Node {
width: Val::Percent(100.),
height: Val::Percent(100.),
..default()
})
.id();
let ui_child = world
.spawn(Node {
width: Val::Percent(100.),
height: Val::Percent(100.),
..default()
})
.id();
world.entity_mut(ui_root).add_child(ui_child);
ui_schedule.run(&mut world);
let mut ui_surface = world.resource_mut::<UiSurface>();
for ui_entity in [ui_root, ui_child] {
let layout = ui_surface.get_layout(ui_entity).unwrap().0;
assert_eq!(layout.size.width, WINDOW_WIDTH);
assert_eq!(layout.size.height, WINDOW_HEIGHT);
}
}
#[test]
fn ui_surface_tracks_ui_entities() {
let (mut world, mut ui_schedule) = setup_ui_test_world();
ui_schedule.run(&mut world);
// no UI entities in world, none in UiSurface
let ui_surface = world.resource::<UiSurface>();
assert!(ui_surface.entity_to_taffy.is_empty());
let ui_entity = world.spawn(Node::default()).id();
// `ui_layout_system` should map `ui_entity` to a ui node in `UiSurface::entity_to_taffy`
ui_schedule.run(&mut world);
let ui_surface = world.resource::<UiSurface>();
assert!(ui_surface.entity_to_taffy.contains_key(&ui_entity));
assert_eq!(ui_surface.entity_to_taffy.len(), 1);
world.despawn(ui_entity);
// `ui_layout_system` should remove `ui_entity` from `UiSurface::entity_to_taffy`
ui_schedule.run(&mut world);
let ui_surface = world.resource::<UiSurface>();
assert!(!ui_surface.entity_to_taffy.contains_key(&ui_entity));
assert!(ui_surface.entity_to_taffy.is_empty());
}
#[test]
fn ui_surface_tracks_camera_entities() {
let (mut world, mut ui_schedule) = setup_ui_test_world();
// despawn all cameras so we can reset ui_surface back to a fresh state
let camera_entities = world
.query_filtered::<Entity, With<Camera>>()
.iter(&world)
.collect::<Vec<_>>();
for camera_entity in camera_entities {
world.despawn(camera_entity);
}
ui_schedule.run(&mut world);
// no UI entities in world, none in UiSurface
let ui_surface = world.resource::<UiSurface>();
assert!(ui_surface.camera_entity_to_taffy.is_empty());
// respawn camera
let camera_entity = world.spawn(Camera2d).id();
let ui_entity = world
.spawn((Node::default(), TargetCamera(camera_entity)))
.id();
// `ui_layout_system` should map `camera_entity` to a ui node in `UiSurface::camera_entity_to_taffy`
ui_schedule.run(&mut world);
let ui_surface = world.resource::<UiSurface>();
assert!(ui_surface
.camera_entity_to_taffy
.contains_key(&camera_entity));
assert_eq!(ui_surface.camera_entity_to_taffy.len(), 1);
world.despawn(ui_entity);
world.despawn(camera_entity);
// `ui_layout_system` should remove `camera_entity` from `UiSurface::camera_entity_to_taffy`
ui_schedule.run(&mut world);
let ui_surface = world.resource::<UiSurface>();
assert!(!ui_surface
.camera_entity_to_taffy
.contains_key(&camera_entity));
assert!(ui_surface.camera_entity_to_taffy.is_empty());
}
#[test]
#[should_panic]
fn despawning_a_ui_entity_should_remove_its_corresponding_ui_node() {
let (mut world, mut ui_schedule) = setup_ui_test_world();
let ui_entity = world.spawn(Node::default()).id();
// `ui_layout_system` will insert a ui node into the internal layout tree corresponding to `ui_entity`
ui_schedule.run(&mut world);
// retrieve the ui node corresponding to `ui_entity` from ui surface
let ui_surface = world.resource::<UiSurface>();
let ui_node = ui_surface.entity_to_taffy[&ui_entity];
world.despawn(ui_entity);
// `ui_layout_system` will receive a `RemovedComponents<Node>` event for `ui_entity`
// and remove `ui_entity` from `ui_node` from the internal layout tree
ui_schedule.run(&mut world);
let ui_surface = world.resource::<UiSurface>();
// `ui_node` is removed, attempting to retrieve a style for `ui_node` panics
let _ = ui_surface.taffy.style(ui_node);
}
#[test]
fn changes_to_children_of_a_ui_entity_change_its_corresponding_ui_nodes_children() {
let (mut world, mut ui_schedule) = setup_ui_test_world();
let ui_parent_entity = world.spawn(Node::default()).id();
// `ui_layout_system` will insert a ui node into the internal layout tree corresponding to `ui_entity`
ui_schedule.run(&mut world);
let ui_surface = world.resource::<UiSurface>();
let ui_parent_node = ui_surface.entity_to_taffy[&ui_parent_entity];
// `ui_parent_node` shouldn't have any children yet
assert_eq!(ui_surface.taffy.child_count(ui_parent_node), 0);
let mut ui_child_entities = (0..10)
.map(|_| {
let child = world.spawn(Node::default()).id();
world.entity_mut(ui_parent_entity).add_child(child);
child
})
.collect::<Vec<_>>();
ui_schedule.run(&mut world);
// `ui_parent_node` should have children now
let ui_surface = world.resource::<UiSurface>();
assert_eq!(
ui_surface.entity_to_taffy.len(),
1 + ui_child_entities.len()
);
assert_eq!(
ui_surface.taffy.child_count(ui_parent_node),
ui_child_entities.len()
);
let child_node_map = <HashMap<_, _>>::from_iter(
ui_child_entities
.iter()
.map(|child_entity| (*child_entity, ui_surface.entity_to_taffy[child_entity])),
);
// the children should have a corresponding ui node and that ui node's parent should be `ui_parent_node`
for node in child_node_map.values() {
assert_eq!(ui_surface.taffy.parent(*node), Some(ui_parent_node));
}
// delete every second child
let mut deleted_children = vec![];
for i in (0..ui_child_entities.len()).rev().step_by(2) {
let child = ui_child_entities.remove(i);
world.despawn(child);
deleted_children.push(child);
}
ui_schedule.run(&mut world);
let ui_surface = world.resource::<UiSurface>();
assert_eq!(
ui_surface.entity_to_taffy.len(),
1 + ui_child_entities.len()
);
assert_eq!(
ui_surface.taffy.child_count(ui_parent_node),
ui_child_entities.len()
);
// the remaining children should still have nodes in the layout tree
for child_entity in &ui_child_entities {
let child_node = child_node_map[child_entity];
assert_eq!(ui_surface.entity_to_taffy[child_entity], child_node);
assert_eq!(ui_surface.taffy.parent(child_node), Some(ui_parent_node));
assert!(ui_surface
.taffy
.children(ui_parent_node)
.unwrap()
.contains(&child_node));
}
// the nodes of the deleted children should have been removed from the layout tree
for deleted_child_entity in &deleted_children {
assert!(!ui_surface
.entity_to_taffy
.contains_key(deleted_child_entity));
let deleted_child_node = child_node_map[deleted_child_entity];
assert!(!ui_surface
.taffy
.children(ui_parent_node)
.unwrap()
.contains(&deleted_child_node));
}
// despawn the parent entity and its descendants
despawn_with_children_recursive(&mut world, ui_parent_entity, true);
ui_schedule.run(&mut world);
// all nodes should have been deleted
let ui_surface = world.resource::<UiSurface>();
assert!(ui_surface.entity_to_taffy.is_empty());
}
/// bugfix test, see [#16288](https://github.com/bevyengine/bevy/pull/16288)
#[test]
fn node_removal_and_reinsert_should_work() {
let (mut world, mut ui_schedule) = setup_ui_test_world();
ui_schedule.run(&mut world);
// no UI entities in world, none in UiSurface
let ui_surface = world.resource::<UiSurface>();
assert!(ui_surface.entity_to_taffy.is_empty());
let ui_entity = world.spawn(Node::default()).id();
// `ui_layout_system` should map `ui_entity` to a ui node in `UiSurface::entity_to_taffy`
ui_schedule.run(&mut world);
let ui_surface = world.resource::<UiSurface>();
assert!(ui_surface.entity_to_taffy.contains_key(&ui_entity));
assert_eq!(ui_surface.entity_to_taffy.len(), 1);
// remove and re-insert Node to trigger removal code in `ui_layout_system`
world.entity_mut(ui_entity).remove::<Node>();
world.entity_mut(ui_entity).insert(Node::default());
// `ui_layout_system` should still have `ui_entity`
ui_schedule.run(&mut world);
let ui_surface = world.resource::<UiSurface>();
assert!(ui_surface.entity_to_taffy.contains_key(&ui_entity));
assert_eq!(ui_surface.entity_to_taffy.len(), 1);
}
/// regression test for >=0.13.1 root node layouts
/// ensure root nodes act like they are absolutely positioned
/// without explicitly declaring it.
#[test]
fn ui_root_node_should_act_like_position_absolute() {
let (mut world, mut ui_schedule) = setup_ui_test_world();
let mut size = 150.;
world.spawn(Node {
// test should pass without explicitly requiring position_type to be set to Absolute
// position_type: PositionType::Absolute,
width: Val::Px(size),
height: Val::Px(size),
..default()
});
size -= 50.;
world.spawn(Node {
// position_type: PositionType::Absolute,
width: Val::Px(size),
height: Val::Px(size),
..default()
});
size -= 50.;
world.spawn(Node {
// position_type: PositionType::Absolute,
width: Val::Px(size),
height: Val::Px(size),
..default()
});
ui_schedule.run(&mut world);
let overlap_check = world
.query_filtered::<(Entity, &ComputedNode, &GlobalTransform), Without<Parent>>()
.iter(&world)
.fold(
Option::<(Rect, bool)>::None,
|option_rect, (entity, node, global_transform)| {
let current_rect = Rect::from_center_size(
global_transform.translation().truncate(),
node.size(),
);
assert!(
current_rect.height().abs() + current_rect.width().abs() > 0.,
"root ui node {entity:?} doesn't have a logical size"
);
assert_ne!(
global_transform.affine(),
GlobalTransform::default().affine(),
"root ui node {entity:?} global transform is not populated"
);
let Some((rect, is_overlapping)) = option_rect else {
return Some((current_rect, false));
};
if rect.contains(current_rect.center()) {
Some((current_rect, true))
} else {
Some((current_rect, is_overlapping))
}
},
);
let Some((_rect, is_overlapping)) = overlap_check else {
unreachable!("test not setup properly");
};
assert!(is_overlapping, "root ui nodes are expected to behave like they have absolute position and be independent from each other");
}
#[test]
fn ui_node_should_properly_update_when_changing_target_camera() {
#[derive(Component)]
struct MovingUiNode;
fn update_camera_viewports(
primary_window_query: Query<&Window, With<PrimaryWindow>>,
mut cameras: Query<&mut Camera>,
) {
let primary_window = primary_window_query
.get_single()
.expect("missing primary window");
let camera_count = cameras.iter().len();
for (camera_index, mut camera) in cameras.iter_mut().enumerate() {
let viewport_width =
primary_window.resolution.physical_width() / camera_count as u32;
let viewport_height = primary_window.resolution.physical_height();
let physical_position = UVec2::new(viewport_width * camera_index as u32, 0);
let physical_size = UVec2::new(viewport_width, viewport_height);
camera.viewport = Some(bevy_render::camera::Viewport {
physical_position,
physical_size,
..default()
});
}
}
fn move_ui_node(
In(pos): In<Vec2>,
mut commands: Commands,
cameras: Query<(Entity, &Camera)>,
moving_ui_query: Query<Entity, With<MovingUiNode>>,
) {
let (target_camera_entity, _) = cameras
.iter()
.find(|(_, camera)| {
let Some(logical_viewport_rect) = camera.logical_viewport_rect() else {
panic!("missing logical viewport")
};
// make sure cursor is in viewport and that viewport has at least 1px of size
logical_viewport_rect.contains(pos)
&& logical_viewport_rect.max.cmpge(Vec2::splat(0.)).any()
})
.expect("cursor position outside of camera viewport");
for moving_ui_entity in moving_ui_query.iter() {
commands
.entity(moving_ui_entity)
.insert(TargetCamera(target_camera_entity))
.insert(Node {
position_type: PositionType::Absolute,
top: Val::Px(pos.y),
left: Val::Px(pos.x),
..default()
});
}
}
fn do_move_and_test(
world: &mut World,
ui_schedule: &mut Schedule,
new_pos: Vec2,
expected_camera_entity: &Entity,
) {
world.run_system_once_with(move_ui_node, new_pos).unwrap();
ui_schedule.run(world);
let (ui_node_entity, TargetCamera(target_camera_entity)) = world
.query_filtered::<(Entity, &TargetCamera), With<MovingUiNode>>()
.get_single(world)
.expect("missing MovingUiNode");
assert_eq!(expected_camera_entity, target_camera_entity);
let mut ui_surface = world.resource_mut::<UiSurface>();
let layout = ui_surface
.get_layout(ui_node_entity)
.expect("failed to get layout")
.0;
// negative test for #12255
assert_eq!(Vec2::new(layout.location.x, layout.location.y), new_pos);
}
fn get_taffy_node_count(world: &World) -> usize {
world.resource::<UiSurface>().taffy.total_node_count()
}
let (mut world, mut ui_schedule) = setup_ui_test_world();
world.spawn((
Camera2d,
Camera {
order: 1,
..default()
},
));
world.spawn((
Node {
position_type: PositionType::Absolute,
top: Val::Px(0.),
left: Val::Px(0.),
..default()
},
MovingUiNode,
));
ui_schedule.run(&mut world);
let pos_inc = Vec2::splat(1.);
let total_cameras = world.query::<&Camera>().iter(&world).len();
// add total cameras - 1 (the assumed default) to get an idea for how many nodes we should expect
let expected_max_taffy_node_count = get_taffy_node_count(&world) + total_cameras - 1;
world.run_system_once(update_camera_viewports).unwrap();
ui_schedule.run(&mut world);
let viewport_rects = world