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use bevy::{
ecs::{event::ManualEventReader, system::CommandQueue},
prelude::*,
utils::{HashMap, HashSet},
calculate_nodes::{calculate_layout, calculate_nodes},
children::KChildren,
clone_component::{clone_state, clone_system, EntityCloneSystems, PreviousWidget},
cursor::PointerEvents,
event_dispatcher::EventDispatcher,
focus_tree::FocusTree,
input::query_world,
layout::{LayoutCache, Rect},
layout_dispatcher::LayoutEventDispatcher,
node::{DirtyNode, WrappedIndex},
prelude::KayakWidgetContext,
render::{
font::FontMapping,
unified::pipeline::{ExtractedQuad, ExtractedQuads, UIQuadType},
MAX_OPACITY_LAYERS,
},
styles::{
ComputedStyles, Corner, Edge, KCursorIcon, KPositionType, KStyle, LayoutType,
RenderCommand, StyleProp, Units,
Focusable, KayakUIPlugin, WindowSize,
};
/// A tag component representing when a widget has been mounted(added to the tree).
#[derive(Component, Reflect, Default)]
#[reflect(Component)]
pub struct Mounted;
const UPDATE_DEPTH: u32 = 0;
type WidgetSystems = HashMap<
String,
(
Box<dyn System<In = (Entity, Entity), Out = bool>>,
Box<dyn System<In = Entity, Out = bool>>,
///
/// Kayak Context
///
/// This bevy resource keeps track of all of the necessary UI state. This includes the widgets, tree, input, layout, and other important data.
/// The Context provides some connivent helper functions for creating and using widgets, state, and context.
///
/// Usage:
/// ```rust
/// use bevy::prelude::*;
/// use kayak_ui::prelude::{widgets::*, *};
///
/// // Bevy setup function
/// fn setup(mut commands: Commands) {
/// let mut widget_context = Context::new();
/// let app_entity = commands.spawn(KayakAppBundle {
/// ..Default::default()
/// }).id();
/// // Stores the kayak app widget in the widget context's tree.
/// widget_context.add_widget(None, app_entity);
/// commands.spawn((widget_context, EventDispatcher::default()));
/// }
///
/// fn main() {
/// App::new()
/// .add_plugins(DefaultPlugins)
/// .add_plugin(ContextPlugin)
/// .add_plugin(KayakWidgets)
/// .add_startup_system(setup);
/// }
/// ```
#[derive(Component)]
pub struct KayakRootContext {
pub tree: Arc<RwLock<Tree>>,
pub(crate) layout_cache: Arc<RwLock<LayoutCache>>,
pub(crate) focus_tree: FocusTree,
pub(crate) current_z: f32,
pub(crate) context_entities: ContextEntities,
pub(crate) current_cursor: CursorIcon,
pub(crate) clone_systems: Arc<RwLock<EntityCloneSystems>>,
pub(crate) cloned_widget_entities: DashMap<Entity, Entity>,
pub(crate) widget_state: WidgetState,
pub(crate) order_tree: Arc<RwLock<Tree>>,
/// Unique id's store entity id's related to a key rather than the child tree.
/// This lets users get a unique entity. The first Entity is the parent widget.
/// The 2nd hashmap is a list of keys and their entities.
pub(crate) unique_ids: DashMap<Entity, DashMap<String, Entity>>,
/// Maps keyed entities to spawn parents. We can't use the tree in this case.
pub(crate) unique_ids_parents: DashMap<Entity, Entity>,
pub(crate) uninitilized_systems: HashSet<String>,
impl Default for KayakRootContext {
fn default() -> Self {
Self::new(Entity::from_raw(0))
}
}
impl KayakRootContext {
/// Creates a new widget context.
pub fn new(camera_entity: Entity) -> Self {
Self {
tree: Arc::new(RwLock::new(Tree::default())),
layout_cache: Arc::new(RwLock::new(LayoutCache::default())),
focus_tree: Default::default(),
systems: HashMap::default(),
current_z: 0.0,
context_entities: ContextEntities::new(),
current_cursor: CursorIcon::Default,
clone_systems: Default::default(),
cloned_widget_entities: Default::default(),
widget_state: Default::default(),
index: Default::default(),
order_tree: Default::default(),
unique_ids: Default::default(),
unique_ids_parents: Default::default(),
uninitilized_systems: Default::default(),
/// Adds a kayak plugin and runs the build function on the context.
pub fn add_plugin(&mut self, plugin: impl KayakUIPlugin) {
plugin.build(self)
}
/// Get's the layout for th given widget index.
pub(crate) fn get_layout(&self, id: &WrappedIndex) -> Option<Rect> {
if let Ok(cache) = self.layout_cache.try_read() {
cache.rect.get(id).cloned()
} else {
None
}
}
pub(crate) fn get_geometry_changed(&self, id: &WrappedIndex) -> bool {
if let Ok(cache) = self.layout_cache.try_read() {
if let Some(geometry_changed) = cache.geometry_changed.get(id) {
!geometry_changed.is_empty()
} else {
false
}
} else {
false
}
}
/// Adds a new set of systems for a widget type.
/// Update systems are ran every frame and return true or false depending on if the widget has "changed".
/// Render systems are ran only if the widget has changed and are meant to re-render children and handle
/// tree changes.
pub fn add_widget_system<Params, Params2>(
update: impl IntoSystem<(Entity, Entity), bool, Params>,
render: impl IntoSystem<Entity, bool, Params2>,
let type_name = type_name.into();
let update_system = Box::new(IntoSystem::into_system(update));
let render_system = Box::new(IntoSystem::into_system(render));
self.systems
.insert(type_name.clone(), (update_system, render_system));
self.uninitilized_systems.insert(type_name);
/// Let's the widget context know what data types are used for a given widget.
/// This is useful as it allows Kayak to keep track of previous values for diffing.
/// When the default update widget system is called it checks the props and state of
/// the current widget with it's values from the previous frame.
/// This allows Kayak to diff data. Alternatively a custom widget update system can
/// be used and listen for events, resources, or any other bevy ECS data.
Props: Component + Clone + PartialEq,
State: Component + Clone + PartialEq,
>(
&mut self,
) {
if let Ok(mut clone_systems) = self.clone_systems.try_write() {
clone_systems
.0
.push((clone_system::<Props>, clone_state::<State>));
}
/// Adds a widget to the tree.
/// Widgets are created using entities and components.
/// Once created their id's need to be added to the widget tree
/// so that the correct ordering is preserved for updates and rendering.
pub fn add_widget(&mut self, parent: Option<Entity>, entity: Entity) {
if let Ok(mut tree) = self.tree.write() {
tree.add(WrappedIndex(entity), parent.map(WrappedIndex));
if let Ok(mut cache) = self.layout_cache.try_write() {
cache.add(WrappedIndex(entity));
}
}
}
/// Creates a new context using the context entity for the given type_id + parent id.
/// Context can be considered state that changes across multiple components.
/// Alternatively you can use bevy's resources.
pub fn set_context_entity<T: Default + 'static>(
&self,
parent_id: Option<Entity>,
context_entity: Entity,
) {
self.context_entities
.add_context_entity::<T>(parent_id, context_entity);
/// Returns a new/existing widget entity.
/// Because a re-render can potentially spawn new entities it's advised to use this
/// to avoid creating a new entity.
///
/// Usage:
/// fn setup() {
/// let mut widget_context = WidgetContext::new();
/// // Root tree node, no parent node.
/// let root_entity = widget_context.spawn_widget(&mut commands, None);
/// commands.entity(root_entity).insert(KayakAppBundle::default());
/// widget_context.add_widget(None, root_entity);
/// }
parent_id: Option<Entity>,
) -> Entity {
let mut entity = None;
if let Some(parent_entity) = parent_id {
if let Some(key) = key.map(|key| key.to_string()) {
if let Some(key_hashmap) = self.unique_ids.get(&parent_entity) {
entity = key_hashmap.get(&key).map(|v| *v.value());
if let Some(child) = entity {
if let Some(mut entity_commands) = commands.get_entity(child) {
entity_commands.despawn();
entity = Some(commands.get_or_spawn(child).set_parent(parent_entity).id());
log::trace!(
"Reusing keyed widget entity {:?} with parent: {:?}!",
child.index(),
parent_id.unwrap().index()
);
}
} else {
panic!("Couldn't get unique id lock!");
}
} else {
let children = self.get_children_ordered(parent_entity);
// We need to increment the index count even if we are using the unique id key.
let index = self.get_and_add_index(parent_entity);
let child = children.get(index).cloned();
if let Some(child) = child {
log::trace!(
"Reusing child {} as widget entity {:?} with parent: {:?}!",
index,
child.index(),
parent_id.unwrap().index()
);
if let Some(mut entity_commands) = commands.get_entity(child) {
entity_commands.despawn();
}
entity = Some(commands.get_or_spawn(child).id());
}
// If we have no entity spawn it!
if entity.is_none() {
entity = Some(commands.spawn_empty().id());
log::trace!(
"Spawning new widget with entity {:?}!",
// Note: The root widget cannot have a key for now..
if let Some(parent_entity) = parent_id {
commands.entity(entity.unwrap()).set_parent(parent_entity);
if let Some(key) = key.map(|key| key.to_string()) {
if let Some(key_hashmap) = self.unique_ids.get_mut(&parent_entity) {
key_hashmap.insert(key, entity.unwrap());
self.unique_ids_parents
.insert(entity.unwrap(), parent_entity);
} else {
let key_hashmap = DashMap::new();
key_hashmap.insert(key, entity.unwrap());
self.unique_ids.insert(parent_entity, key_hashmap);
self.unique_ids_parents
.insert(entity.unwrap(), parent_entity);
}
} else {
// We need to add it to the ordered tree
if let Ok(mut tree) = self.order_tree.try_write() {
tree.add(WrappedIndex(entity.unwrap()), parent_id.map(WrappedIndex))
}
}
} else if let Ok(_tree) = self.order_tree.try_write() {
// let root_node = tree.root_node;
// if entity.map(WrappedIndex) != root_node {
// tree.add(entity.map(WrappedIndex).unwrap(), root_node);
// // Don't forget to advance indices or weird stuff can happen.
// if let Some(parent_entity) = root_node {
// self.get_and_add_index(parent_entity.0);
// }
// }
}
}
entity.unwrap()
}
fn get_children_ordered(&self, entity: Entity) -> Vec<Entity> {
let mut children = vec![];
if let Ok(tree) = self.order_tree.read() {
let iterator = tree.child_iter(WrappedIndex(entity));
children = iterator.map(|index| index.0).collect::<Vec<_>>();
}
children
fn get_and_add_index(&self, parent: Entity) -> usize {
if self.index.contains_key(&parent) {
let mut index = self.index.get_mut(&parent).unwrap();
let current_index = *index;
*index.value_mut() += 1;
current_index
} else {
self.index.insert(parent, 1);
0
}
}
/// Generates a flat list of widget render commands sorted by tree order.
/// There is no need to call this unless you are implementing your own custom renderer.
commands: &mut Commands,
camera_entity: Entity,
dpi: f32,
widget_names: &Query<&WidgetName>,
fonts: &Assets<KayakFont>,
font_mapping: &FontMapping,
images: &Assets<Image>,
extracted_quads: &mut ExtractedQuads,
) {
let node_tree = self.tree.try_read();
if node_tree.is_err() {
}
let node_tree = node_tree.unwrap();
if node_tree.root_node.is_none() {
if let Ok(mut layout_cache) = self.layout_cache.try_write() {
recurse_node_tree_to_build_primitives(
&node_tree,
&mut layout_cache,
nodes,
widget_names,
fonts,
font_mapping,
images,
extracted_quads,
node_tree.root_node.unwrap(),
0.0,
commands: &mut Commands,
camera_entity: Entity,
dpi: f32,
layout_cache: &mut LayoutCache,
widget_names: &Query<&WidgetName>,
fonts: &Assets<KayakFont>,
font_mapping: &FontMapping,
images: &Assets<Image>,
extracted_quads: &mut ExtractedQuads,
mut current_opacity_layer: u32,
mut total_opacity_layers: u32,
let mut opacity = None;
// Skip rendering completely transparent objects.
if node.opacity < 0.001 {
return (0, current_global_z, total_opacity_layers);
current_global_z += UI_Z_STEP + if node.z <= 0.0 { 0.0 } else { node.z };
// Set opacity layer on render primitive
// let mut new_z_index = main_z_index;
let new_z = current_global_z; // - parent_global_z;
let layout = if let Some(layout) = layout_cache.rect.get_mut(¤t_node) {
log::trace!(
"z_index is {} and node.z is {} for: {}-{}",
node.z,
widget_names.get(current_node.0).unwrap().0,
current_node.0.index(),
);
// new_z_index += if node.z <= 0.0 { 0.0 } else { node.z };
*layout
} else {
log::warn!(
"No layout for node: {}-{}",
widget_names.get(current_node.0).unwrap().0,
);
Rect::default()
};
let new_clip = node.resolved_styles.extract(
commands,
&layout,
current_opacity_layer,
extracted_quads,
camera_entity,
fonts,
font_mapping,
images,
dpi,
prev_clip.clone(),
);
// Only spawn an opacity layer if we have an opacity greater than zero or less than one.
if node.opacity < 1.0 {
// If we've hit max opacity layer capacity skip rendering.
if total_opacity_layers + 1 >= MAX_OPACITY_LAYERS {
return (0, current_global_z, total_opacity_layers);
}
// Add in an opacity layer
total_opacity_layers += 1;
extracted_quads.quads.push(ExtractedQuad {
camera_entity,
z_index: layout.z_index,
quad_type: UIQuadType::OpacityLayer,
opacity_layer: total_opacity_layers,
..Default::default()
});
opacity = Some((node.opacity, total_opacity_layers));
current_opacity_layer = total_opacity_layers;
}
// let _indent = " ".repeat(depth);
// if new_clip.is_some() {
// println!("{} [{:?} current_global_z: {}, z: {}, x: {}, y: {}, width: {}, height: {}]", _indent, extracted_quads.quads.last().unwrap_or(&ExtractedQuad::default()).quad_type, current_global_z, layout.z_index, layout.posx, layout.posy, layout.width, layout.height);
// }
prev_clip = match &new_clip {
Some(new_clip) => Some(new_clip.clone()),
None => prev_clip.clone(),
};
if node_tree.children.contains_key(¤t_node) {
let current_parent_global_z = current_global_z;
let children = node_tree.children.get(¤t_node).unwrap();
for child in children {
let (new_child_count, new_global_z, new_total_opacity_layers) =
recurse_node_tree_to_build_primitives(
node_tree,
layout_cache,
nodes,
widget_names,
fonts,
font_mapping,
images,
extracted_quads,
*child,
current_parent_global_z,
current_global_z,
current_opacity_layer,
total_opacity_layers,
);
current_global_z = new_global_z;
child_count += new_child_count;
total_opacity_layers = new_total_opacity_layers;
// Between each child node we need to reset the clip.
if let Some(prev_clip) = &prev_clip {
current_global_z += UI_Z_STEP * 2.0; // * child_count as f32;
extracted_quads.quads.push(ExtractedQuad {
z_index: current_global_z,
..prev_clip.clone()
});
// println!("{} [previous_clip, z: {}, x: {}, y: {}, width: {}, height: {}", _indent, current_global_z, layout.posx, layout.posy, layout.width, layout.height);
} else {
log::trace!(
"No children for node: {}-{}",
widget_names.get(current_node.0).unwrap().0,
log::error!(
"No render node: {}-{} > {}-{}",
node_tree
.get_parent(current_node)
.map(|v| v.0.index() as i32)
.unwrap_or(-1),
widget_names
.get(
node_tree
.get_parent(current_node)
.map(|v| v.0)
.unwrap_or(Entity::from_raw(0))
)
.map(|v| v.0.clone())
.unwrap_or_else(|_| "None".into()),
widget_names
.get(current_node.0)
.map(|v| v.0.clone())
.unwrap_or_else(|_| "None".into()),
// When an opacity layer has been added all of its children are drawn to the same render target.
// After we need to draw the render target for that opacity layer to the screen.
if let Some((opacity, opacity_layer)) = opacity {
let root_node_layout = layout_cache
.rect
.get(&node_tree.root_node.unwrap())
.unwrap();
current_global_z += UI_Z_STEP * 2.0;
extracted_quads.quads.push(ExtractedQuad {
camera_entity,
z_index: current_global_z,
color: Color::rgba(1.0, 1.0, 1.0, opacity),
opacity_layer,
quad_type: UIQuadType::DrawOpacityLayer,
rect: bevy::prelude::Rect {
min: Vec2::new(root_node_layout.posx, root_node_layout.posy),
max: Vec2::new(
root_node_layout.posx + root_node_layout.width,
root_node_layout.posy + root_node_layout.height,
),
},
..Default::default()
});
(child_count + 1, current_global_z, total_opacity_layers)
/// Updates the widgets
pub fn update_widgets_sys(world: &mut World) {
let mut context_data = Vec::new();
query_world::<Query<(Entity, &mut KayakRootContext)>, _, _>(
|mut query| {
for (entity, mut kayak_root_context) in query.iter_mut() {
context_data.push((entity, std::mem::take(&mut *kayak_root_context)));
for (entity, mut context) in context_data.drain(..) {
for system_id in context.uninitilized_systems.drain() {
if let Some(system) = context.systems.get_mut(&system_id) {
system.0.initialize(world);
system.1.initialize(world);
let tree_iterator = if let Ok(tree) = context.tree.read() {
tree.down_iter().collect::<Vec<_>>()
} else {
panic!("Failed to acquire read lock.");
};
// let change_tick = world.increment_change_tick();
// let old_focus = {
// let current = context.focus_tree.current();
// context.focus_tree.clear();
// if let Ok(tree) = context.tree.read() {
// if let Some(root_node) = tree.root_node {
// context.focus_tree.add(root_node, &tree);
// }
// }
// current
// };
let mut new_ticks = HashMap::new();
update_widgets(
world,
&context.tree,
&context.layout_cache,
&mut context.systems,
tree_iterator,
&context.context_entities,
&context.focus_tree,
&context.clone_systems,
&context.cloned_widget_entities,
&context.widget_state,
&mut new_ticks,
&context.order_tree,
&context.index,
&context.unique_ids,
&context.unique_ids_parents,
// if let Some(old_focus) = old_focus {
// if context.focus_tree.contains(old_focus) {
// context.focus_tree.focus(old_focus);
// }
// }
let tick = world.read_change_tick();
for (key, system) in context.systems.iter_mut() {
if let Some(new_tick) = new_ticks.get(key) {
system.0.set_last_change_tick(*new_tick);
system.1.set_last_change_tick(*new_tick);
} else {
system.0.set_last_change_tick(tick);
system.1.set_last_change_tick(tick);
}
}
// Clear out indices
world.entity_mut(entity).insert(context);
world: &mut World,
tree: &Arc<RwLock<Tree>>,
layout_cache: &Arc<RwLock<LayoutCache>>,
systems: &mut WidgetSystems,
widgets: Vec<WrappedIndex>,
context_entities: &ContextEntities,
focus_tree: &FocusTree,
clone_systems: &Arc<RwLock<EntityCloneSystems>>,
widget_state: &WidgetState,
order_tree: &Arc<RwLock<Tree>>,
index: &DashMap<Entity, usize>,
unique_ids: &DashMap<Entity, DashMap<String, Entity>>,
unique_ids_parents: &DashMap<Entity, Entity>,
// if let (Some(entity_ref), Some(_)) = (
// world.get_entity(entity.0),
// tree.try_write()
// .ok()
// .map(|tree| tree.contains(*entity).clone()),
// )
if let Some(entity_ref) = world.get_entity(entity.0) {
if let Some(widget_type) = entity_ref.get::<WidgetName>() {
let widget_context = KayakWidgetContext::new(
tree.clone(),
context_entities.clone(),
layout_cache.clone(),
order_tree.clone(),
index.clone(),
unique_ids.clone(),
unique_ids_parents.clone(),
widget_context.copy_from_point(tree, *entity);
let children_before = widget_context.get_children(entity.0);
// let widget_name = widget_type.0.clone();
let (widget_context, should_update_children) = update_widget(
systems,
tree,
world,
*entity,
widget_type.0.clone(),
widget_context,
children_before,
clone_systems,
cloned_widget_entities,
widget_state,
order_tree,
unique_ids,
unique_ids_parents,
);
if should_update_children {
if let Ok(mut tree) = tree.write() {
let diff = tree.diff_children(&widget_context, *entity, 0);
for (_index, child, _parent, changes) in diff.changes.iter() {
if changes
.iter()
.any(|change| matches!(change, Change::Inserted))
{
if let Ok(mut cache) = layout_cache.try_write() {
cache.add(*child);
}
}
// let had_change = diff.has_changes();
// if had_change {
// println!("Tree Before:");
// tree.dump_all_at(Some(world), entity.0);
// println!("Changes:");
// diff.debug_print(world);
// }
// Children of this node need to be despawned.
let mut despawn_list = Vec::default();
'outer: for (_index, changed_entity, parent, changes) in diff.changes.iter()
{
// If a tree node goes from A to B we need to know and delete the descendants.
let mut remove_state = Vec::default();
if let Some(previous_entity) =
cloned_widget_entities.get(&changed_entity.0)
{
if let (Some(entity_ref), Some(prev_entity_ref)) = (
world.get_entity(changed_entity.0),
world.get_entity(*previous_entity),
) {
if let (Some(widget_name), Some(prev_widget_name)) = (
entity_ref.get::<WidgetName>(),
prev_entity_ref.get::<WidgetName>(),
if widget_name != prev_widget_name {
// It doesn't matter we always need to remove state
remove_state.push(changed_entity.0);
if tree.parent(*changed_entity).is_some() {
for child in
tree.down_iter_at(*changed_entity, false)
{
trace!(
"Removing AvsB children {}::{}",
entity_ref
.get::<WidgetName>()
.map(|n| n.0.clone())
.unwrap_or("Unknown".into()),
changed_entity.0.index()
);
let mut should_delete = true;
if let Ok(order_tree) = order_tree.try_read() {
if let Some(order_tree_parent) =
order_tree.parent(*changed_entity)
'back_up: for sibling in order_tree
.child_iter(order_tree_parent)
if sibling == *changed_entity {
continue 'back_up;
}
for child in
tree.down_iter_at(sibling, true)
// Ignore self again.
if child == *parent {
continue;
if let Some(entity_ref) =
world.get_entity(child.0)
if let Some(children) =
entity_ref
.get::<KChildren>()
if children
.contains_entity(
changed_entity
.0,
)
trace!("Caught an entity that was marked as deleted but wasn't! {:?} in {:?}", changed_entity.0, child.0);
// Don't despawn changed entity because it exists as a child passed via props
should_delete =
false;
break 'back_up;
}
}
}
}
}
}
if should_delete {
despawn_list.push((parent.0, child.0));
if let Ok(mut order_tree) =
order_tree.try_write()
{
order_tree.remove(*changed_entity);
}
}
}
}
}
}
}
}
if let Some(state_entity) = widget_state.remove(*entity) {
if let Some(mut entity_mut) = world.get_entity_mut(state_entity)
{
entity_mut.remove_parent();
entity_mut.despawn_recursive();
}
}
// Also remove all cloned widget entities
if let Some(target) = cloned_widget_entities.get(entity) {
world.despawn(*target);
if changes.iter().any(|change| *change == Change::Inserted) {
if let Some(mut entity_commands) =
world.get_entity_mut(changed_entity.0)
{
entity_commands.remove::<bevy::prelude::Parent>();
entity_commands.insert(Mounted);
entity_commands.insert(DirtyNode);
}
if world.get_entity(changed_entity.0).is_some() {
if let Some(mut entity_commands) =
world.get_entity_mut(parent.0)
{
entity_commands.add_child(changed_entity.0);
}
}
} else if changes
.iter()
.any(|change| matches!(change, Change::Deleted))
{
// If the child exists as a child of one of the children we do not need to remove it.
// TODO: This is kinda of expensive we should think of a way of making this faster..
if let Ok(order_tree) = order_tree.try_read() {
if let Some(parent) = order_tree.parent(*changed_entity) {
for sibling in order_tree.child_iter(parent) {
for child in tree.down_iter_at(sibling, true) {
if let Some(entity_ref) = world.get_entity(child.0)
if let Some(children) =
entity_ref.get::<KChildren>()
{
if children
.contains_entity(changed_entity.0)
{
trace!("Caught an entity that was marked as deleted but wasn't! {:?}", changed_entity.0);
// Don't despawn changed entity because it exists as a child passed via props
continue 'outer;
}
trace!(
"Trying to remove: {:?} with parent {:?}",
changed_entity.0,
tree.parent(*changed_entity)
);
// Due to a bug in bevy we need to remove the parent manually otherwise we'll panic later.
if let Some(mut entity_mut) = world.get_entity_mut(changed_entity.0)
{
entity_mut.remove_parent();
}
if let Some(parent) = tree.parent(*changed_entity) {
despawn_list.push((parent.0, changed_entity.0));
}
if let Ok(mut order_tree) = order_tree.try_write() {
order_tree.remove(*changed_entity);
tree.merge(&widget_context, *entity, diff, UPDATE_DEPTH);
// println!("Tree After:");
// tree.dump_all_at(Some(world), entity.0);
for (parent, entity) in despawn_list.drain(..) {
// Clear out keyed entity.
if let Some(parent) =
unique_ids_parents.get(&entity).map(|v| *v.value())
if let Some(mut keyed_hashmap) = unique_ids.get_mut(&parent) {
let possible_key = keyed_hashmap
.iter()
.find(|item| *item.value() == entity)
.map(|item| item.key().clone());
if let Some(key) = possible_key {
keyed_hashmap.value_mut().remove(&key);
unique_ids_parents.remove(&entity);
log::trace!("Removing key {key}, for entity: {:?}", entity);
}
}
}
// Remove state entity
if let Some(state_entity) = widget_state.remove(entity) {
if let Some(mut entity_mut) = world.get_entity_mut(state_entity) {
entity_mut.remove_parent();
entity_mut.despawn_recursive();
}
}
// Remove widget entity
if let Some(mut entity_mut) = world.get_entity_mut(entity) {
log::trace!(
"Removing entity! {:?} - {:?} with parent {:?}",
entity.index(),
entity_mut.get::<WidgetName>(),
parent.index(),
);
entity_mut.remove::<Parent>();
entity_mut.remove::<bevy::prelude::Children>();
entity_mut.despawn();
// Also remove all cloned widget entities
if let Some(entity) =
cloned_widget_entities.get(&entity).map(|v| *v.value())
}
}
}
// if should_update_children {
if let Some(target_entity) = cloned_widget_entities.get(&entity.0) {
if let Some(styles) = world.entity(entity.0).get::<KStyle>().cloned() {
if let Some(mut entity) = world.get_entity_mut(*target_entity) {
entity.insert(styles);
}
if let Some(styles) =
world.entity(entity.0).get::<ComputedStyles>().cloned()
{
if let Some(mut entity) = world.get_entity_mut(*target_entity) {
entity.insert(styles);