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bevy_react/
plugin.rs

1//! The public Bevy plugin: wires the JS thread, channels, UI root, and hot
2//! reload into a consumer's `App`.
3
4use std::path::PathBuf;
5
6use crate::animations::{
7    AnimationCommand, AnimationSet, AnimationSettled, ReactUiAnimationsPlugin,
8};
9use bevy::asset::embedded_asset;
10use bevy::prelude::*;
11use bevy::window::CustomCursorImage;
12
13use crate::filter::{FilterMaterial, FilterMaterialCache, init_filter_assets};
14
15use crate::bridge::{JsBridge, OpReceiver, OutboundResource, OutboundSender};
16use crate::event::ReactEventRegistry;
17use crate::host::{self, HostConfig, HostSenders};
18use crate::message::{ReactMessage, ReactRegistry};
19use crate::protocol::{Op, Outbound};
20use crate::reconcile::{
21    OpApplyStats, apply_interaction_styles, apply_js_ops, apply_pending_selections,
22    apply_surface_interaction_styles, collect_canvas_resize_events, collect_hover_events,
23    collect_pointer_events, collect_scroll_events, collect_surface_clicks,
24    collect_surface_hover_events, collect_surface_pointer_events, collect_ui_events,
25    on_focus_gained, on_focus_lost, on_text_edit_change, sync_editable_a11y,
26};
27use crate::request::{RawRequest, ReactRequestRegistry, RequestReceiver, dispatch_react_requests};
28
29/// Whether the React UI currently owns the mouse pointer. Refreshed every frame
30/// in [`PointerCaptureSet`]; world-input systems (a 3D camera controller, picking,
31/// …) should consult it and ignore the mouse when it reports captured, so a UI
32/// drag or click doesn't also drive the scene.
33///
34/// Order such a system after the set to read the current frame's state:
35/// ```no_run
36/// # use bevy::prelude::*;
37/// # use bevy_react::PointerCaptureSet;
38/// # fn orbit_camera() {}
39/// # let mut app = App::new();
40/// app.add_systems(Update, orbit_camera.after(PointerCaptureSet));
41/// ```
42#[derive(Resource, Default, Debug, Clone, Copy)]
43pub struct PointerCapture {
44    /// A bevy-react element is being dragged (an `onPointer*` press is in
45    /// progress). Stays true for the whole gesture — even after the cursor leaves
46    /// the element's bounds — until the button is released.
47    pub dragging: bool,
48    /// The pointer is over an interactive UI element (its `Interaction` is
49    /// `Hovered` or `Pressed`).
50    pub over_ui: bool,
51}
52
53impl PointerCapture {
54    /// The UI owns the current pointer input; world systems should ignore the
55    /// mouse. True while dragging a UI element or while over interactive UI.
56    pub fn is_captured(&self) -> bool {
57        self.dragging || self.over_ui
58    }
59}
60
61/// System set in which [`PointerCapture`] is refreshed each frame. Order your
62/// world-input systems `.after(PointerCaptureSet)` so they see this frame's state.
63#[derive(SystemSet, Debug, Clone, Copy, PartialEq, Eq, Hash)]
64pub struct PointerCaptureSet;
65
66/// Adds a React-driven `bevy_ui` layer to a Bevy `App`.
67///
68/// Point it at a built JS bundle (see the `bevy-react` npm package). The plugin
69/// spawns the dedicated JS thread, applies the reconciler's ops to the ECS,
70/// reports interactions back to React, and — unless disabled — hot reloads the
71/// app when the bundle changes on disk.
72pub struct ReactUiPlugin {
73    bundle: PathBuf,
74    hot_reload: bool,
75    animations: bool,
76    default_font: Option<PathBuf>,
77    named_fonts: Vec<(String, PathBuf)>,
78    custom_cursors: Vec<(String, PathBuf, (u16, u16))>,
79}
80
81impl ReactUiPlugin {
82    /// Create the plugin for the given built app bundle (`app.js`). The build
83    /// emits a `vendor.js` beside it (react + the bevy-react runtime, loaded once);
84    /// both must exist. Hot reload (React Fast Refresh — edits preserve component
85    /// state) and the Reanimated-style animations engine are enabled by default.
86    ///
87    /// The plugin does **not** spawn a camera — `bevy_ui` needs one to render, so
88    /// your app must provide it (a `Camera2d`, or any camera that renders UI).
89    pub fn new(bundle: impl Into<PathBuf>) -> Self {
90        Self {
91            bundle: bundle.into(),
92            hot_reload: true,
93            animations: true,
94            default_font: None,
95            named_fonts: Vec::new(),
96            custom_cursors: Vec::new(),
97        }
98    }
99
100    /// Enable/disable watching the bundle and hot reloading on change.
101    pub fn hot_reload(mut self, yes: bool) -> Self {
102        self.hot_reload = yes;
103        self
104    }
105
106    /// Enable/disable the bundled [`ReactUiAnimationsPlugin`] (the `Animated.node`
107    /// / shared-value engine). On by default; disable to drop it entirely — the
108    /// `op_animate` op stays registered but its commands are discarded.
109    pub fn with_animations(mut self, yes: bool) -> Self {
110        self.animations = yes;
111        self
112    }
113
114    /// Set the app-wide default font, loaded via the `AssetServer` (path relative
115    /// to your `AssetPlugin.file_path`, e.g. `"fonts/Roboto.ttf"`). Every `<text>`
116    /// run uses it unless its style names another family via [`Self::font`].
117    pub fn default_font(mut self, path: impl Into<PathBuf>) -> Self {
118        self.default_font = Some(path.into());
119        self
120    }
121
122    /// Register a named font family. React selects it per element with
123    /// `style={{ fontFamily: name }}`; the path is loaded via the `AssetServer`
124    /// (relative to your `AssetPlugin.file_path`).
125    pub fn font(mut self, name: impl Into<String>, path: impl Into<PathBuf>) -> Self {
126        self.named_fonts.push((name.into(), path.into()));
127        self
128    }
129
130    /// Register a named custom **image** cursor. React selects it per element with
131    /// `style={{ cursor: name }}` (any name that isn't a built-in cursor keyword);
132    /// the image at `path` is loaded via the `AssetServer` (relative to your
133    /// `AssetPlugin.file_path`), and `hotspot` is the click-point pixel (top-left
134    /// origin) within it. The cursor analogue of [`Self::font`].
135    pub fn cursor(
136        mut self,
137        name: impl Into<String>,
138        path: impl Into<PathBuf>,
139        hotspot: (u16, u16),
140    ) -> Self {
141        self.custom_cursors
142            .push((name.into(), path.into(), hotspot));
143        self
144    }
145}
146
147impl Plugin for ReactUiPlugin {
148    fn build(&self, app: &mut App) {
149        // The `filter` style's shader, embedded so it ships with the crate (no
150        // `assets/` folder needed by consumers). The `UiMaterialPlugin` registers
151        // the `FilterMaterial` asset + render pipeline; `init_filter_assets`
152        // creates the shared white pixel for solid-color filtered nodes. Gated on
153        // a render pipeline being present (the canonical `DefaultPlugins`-first
154        // setup), since `embedded_asset!`/`UiMaterialPlugin` need the asset + render
155        // infrastructure — a headless `App` with neither (e.g. wiring-only tests)
156        // simply skips it.
157        if app.is_plugin_added::<bevy::render::RenderPlugin>() {
158            embedded_asset!(app, "filter.wgsl");
159            app.add_plugins(UiMaterialPlugin::<FilterMaterial>::default())
160                .init_resource::<FilterMaterialCache>()
161                .add_systems(Startup, init_filter_assets);
162        }
163
164        // Channels: op batches, app messages, requests, and animation commands flow
165        // JS -> Bevy (crossbeam, same on every target). The Bevy -> JS direction (a
166        // single `Outbound` stream plus, on native, reload signals) is owned by the
167        // target's host, which returns its sender below.
168        // TODO(review): all of these are UNBOUNDED — there's no backpressure. A system that
169        // `events.send`s every frame while the JS side consumes slowly (or not at all) grows
170        // the outbound queue without bound. Consider bounded channels with an explicit
171        // drop/coalesce policy before this is "production".
172        let (ops_tx, ops_rx) = crossbeam_channel::unbounded::<Vec<Op>>();
173        let (emit_tx, emit_rx) = crossbeam_channel::unbounded::<ReactMessage>();
174        let (request_tx, request_rx) = crossbeam_channel::unbounded::<RawRequest>();
175        let (anim_tx, anim_rx) = crossbeam_channel::unbounded::<AnimationCommand>();
176
177        // Spawn/install the target's JS host: native runs an embedded V8 isolate on
178        // a dedicated thread (fed from disk, with hot reload); web runs React in the
179        // browser's own engine. The host owns the Bevy->JS transport and returns the
180        // sender every outbound producer writes to. It starts before `setup` builds
181        // the root, so the first ops simply queue until then.
182        let outbound_tx = host::spawn(
183            app,
184            HostConfig {
185                bundle: self.bundle.clone(),
186                hot_reload: self.hot_reload,
187            },
188            HostSenders {
189                ops: ops_tx,
190                emit: emit_tx,
191                request: request_tx,
192                anim: anim_tx,
193            },
194        );
195
196        app.insert_resource(BridgeChannels {
197            ops_rx: Some(ops_rx),
198            outbound_tx: outbound_tx.clone(),
199        })
200        // A standalone outbound handle for the request dispatcher and the
201        // `ReactEvents` param, available before `setup` builds `JsBridge`.
202        .insert_resource(OutboundResource(outbound_tx))
203        .insert_resource(EmitReceiver(emit_rx))
204        .insert_resource(RequestReceiver(request_rx))
205        .insert_resource(ReactUiConfig {
206            default_font: self.default_font.clone(),
207            named_fonts: self.named_fonts.clone(),
208            custom_cursors: self.custom_cursors.clone(),
209        })
210        .init_resource::<ReactRegistry>()
211        .init_resource::<ReactRequestRegistry>()
212        .init_resource::<ReactEventRegistry>()
213        .init_resource::<PointerCapture>()
214        .init_resource::<OpApplyStats>()
215        .init_resource::<crate::ui_map::AtlasLayoutCache>()
216        .init_resource::<Fonts>()
217        .init_resource::<crate::cursor::CustomCursors>()
218        // The offscreen render-target ("portal") registry and its shared blank
219        // placeholder texture, created before the first portal can mount.
220        .init_resource::<crate::portal::RenderTargets>()
221        .add_systems(Startup, crate::portal::init_portal_placeholder)
222        // The `<surface>` registry (UI subtrees rendered into offscreen textures)
223        // and its single virtual pointer for in-world clicks.
224        .init_resource::<crate::surface::Surfaces>()
225        .add_systems(Startup, crate::surface::init_surface_pointer)
226        .add_systems(Startup, setup)
227        .add_systems(
228            PreUpdate,
229            (dispatch_react_messages, dispatch_react_requests),
230        )
231        // Drive the surface virtual pointer (cursor → mesh UV → image render
232        // target) before `bevy_picking` processes inputs, so the offscreen UI is
233        // hit-tested with this frame's cursor.
234        .add_systems(
235            PreUpdate,
236            crate::surface::drive_surface_pointer
237                .before(bevy::picking::PickingSystems::ProcessInput),
238        )
239        .add_systems(
240            Update,
241            (
242                apply_js_ops,
243                collect_ui_events,
244                // Forward window-global keystrokes to React as built-in named
245                // events (`onKeyDown`/`onKeyUp`). Node-independent: reads Bevy's
246                // `KeyboardInput` messages directly, no reconciler state needed.
247                crate::keyboard::collect_keyboard_events,
248                // Emit `pointerEnter`/`pointerLeave` from `Interaction` transitions
249                // (same signal as hover styling), for nodes with those handlers.
250                collect_hover_events,
251                collect_pointer_events.in_set(PointerCaptureSet),
252                // Wheel-scroll any `overflow: scroll` node under the cursor, and
253                // deliver raw wheel deltas to any `onWheel` node. Both in the same
254                // set, after `collect_pointer_events`, so their `PointerCapture::over_ui`
255                // claim survives (that system *assigns* `over_ui`) and world systems
256                // (ordered `.after(PointerCaptureSet)`) see it. (A sub-tuple: the outer
257                // tuple is at Bevy's arity limit.)
258                (
259                    crate::scroll::apply_scroll
260                        .in_set(PointerCaptureSet)
261                        .after(collect_pointer_events),
262                    crate::scroll::collect_wheel_events
263                        .in_set(PointerCaptureSet)
264                        .after(collect_pointer_events),
265                ),
266                // Ease `ScrollPosition` toward the target the controlled write
267                // (`apply_js_ops`) and the wheel (`PointerCaptureSet`) set this frame.
268                // Runs after both so it eases toward the freshest target.
269                crate::transition::drive_scroll_transition
270                    .after(apply_js_ops)
271                    .after(PointerCaptureSet),
272                // Report scroll-offset changes (wheel, controlled write, or an eased
273                // frame) to JS for any node with an `onScroll` handler. After the ease
274                // so it sees the moved offset; after the op drain so a controlled write
275                // is already seeded into the dedup map (no echo).
276                collect_scroll_events
277                    .after(crate::transition::drive_scroll_transition)
278                    .after(PointerCaptureSet)
279                    .after(apply_js_ops),
280                // After the op drain so this frame's `StyleVariants` writes are
281                // visible; the ordering forces a command sync point first.
282                apply_interaction_styles.after(apply_js_ops),
283                // Ease `transform`/`opacity`/`backgroundColor` toward the target the
284                // style appliers just wrote. After `apply_interaction_styles` (and
285                // thus the op drain) so the eased value lands last and a coincident
286                // re-render's snap never wins.
287                crate::transition::drive_transitions.after(apply_interaction_styles),
288                // World-anchored overlays reposition after the op drain so they
289                // override this frame's static `left`/`top`.
290                crate::anchor::position_anchored_nodes.after(apply_js_ops),
291                // Repaint `<canvas>` textures after their surfaces/sizes update,
292                // and report layout resizes to JS (the surface just cleared — so
293                // the app / the runtime's declarative replay redraws). Both read
294                // last frame's `ComputedNode`. The cursor driver rides here too —
295                // it also reads last frame's `ComputedNode` after the op drain
296                // (freshly-stamped `NodeCursor`s visible), and this sub-tuple keeps
297                // the outer tuple under Bevy's arity limit.
298                (
299                    crate::canvas::update_canvas_surfaces.after(apply_js_ops),
300                    collect_canvas_resize_events.after(apply_js_ops),
301                    crate::cursor::drive_cursor_icon.after(apply_js_ops),
302                ),
303                // Bind `<portal>` nodes to their render-target textures after the
304                // op drain (so a freshly-spawned portal binds the same frame), then
305                // drive resolution + the snapshot camera lifecycle.
306                crate::portal::bind_portals.after(apply_js_ops),
307                crate::portal::drive_render_targets.after(crate::portal::bind_portals),
308                // Bind `<surface>` roots to their offscreen UI cameras after the op
309                // drain (so a freshly-mounted surface binds the same frame), then
310                // drive the snapshot camera lifecycle.
311                crate::surface::bind_surfaces.after(apply_js_ops),
312                crate::surface::drive_surfaces.after(crate::surface::bind_surfaces),
313                // Surface interaction: turn the virtual pointer's picking events on
314                // the offscreen subtree into `onClick`/`onPointer*` + hover/press
315                // styling. The picking events are produced in `PreUpdate`, so these
316                // read this frame's events.
317                collect_surface_clicks,
318                collect_surface_pointer_events,
319                collect_surface_hover_events,
320                apply_surface_interaction_styles,
321            ),
322        );
323
324        // `editableText` edits arrive as Bevy's `TextEditChange` trigger; an observer
325        // turns real changes into `"change"` and selection moves into `"select"` UI
326        // events. Two more observers bridge focus gain/loss to `"focus"`/`"blur"`.
327        app.add_observer(on_text_edit_change);
328        app.add_observer(on_focus_gained);
329        app.add_observer(on_focus_lost);
330
331        // Controlled-selection writes and the a11y value sync run after Bevy's
332        // text-edit pass (`EditableTextSystems`) so they see this frame's applied
333        // edits and resolve byte offsets against the current text.
334        app.add_systems(
335            PostUpdate,
336            (apply_pending_selections, sync_editable_a11y).after(bevy::text::EditableTextSystems),
337        );
338
339        // The animations engine is a separate plugin (its crate can't depend on
340        // this one). We add it and, as the only crate that sees both sides, order
341        // its `Apply` set after `apply_js_ops` so per-frame animation writes win
342        // over this frame's static style. Disabled → `anim_rx` drops here and
343        // `op_animate` sends are discarded.
344        if self.animations {
345            app.add_plugins(ReactUiAnimationsPlugin::new(anim_rx))
346                .configure_sets(Update, AnimationSet::Apply.after(apply_js_ops))
347                // Completion callbacks: settlements the engine reports (once per
348                // token-tagged driver, not per frame) go out to JS.
349                .add_systems(Update, forward_animation_settled.after(AnimationSet::Tick));
350        }
351    }
352}
353
354/// Forward the animation engine's [`AnimationSettled`] messages to JS as
355/// [`Outbound::AnimationFinished`], resolving each to its completion callback.
356/// The engine crate can't depend on this one, so the bridging happens here.
357fn forward_animation_settled(
358    mut settled: MessageReader<AnimationSettled>,
359    outbound: Res<OutboundResource>,
360) {
361    for s in settled.read() {
362        let _ = outbound.0.send(Outbound::AnimationFinished {
363            id: s.id,
364            token: s.token,
365            finished: s.finished,
366        });
367    }
368}
369
370/// Marker for the UI root entity (reconciler node id 0 / `ROOT_ID`).
371#[derive(Component)]
372struct UiRoot;
373
374/// Plugin configuration read by the startup system.
375#[derive(Resource)]
376struct ReactUiConfig {
377    default_font: Option<PathBuf>,
378    named_fonts: Vec<(String, PathBuf)>,
379    custom_cursors: Vec<(String, PathBuf, (u16, u16))>,
380}
381
382/// Fonts loaded from the plugin config, resolved to handles at startup. The
383/// default backs every `<text>` run; named entries are selected per element via
384/// the `fontFamily` style prop. Empty (unconfigured) → Bevy's built-in font.
385#[derive(Resource, Default)]
386pub struct Fonts {
387    pub default: Option<Handle<Font>>,
388    pub named: std::collections::HashMap<String, Handle<Font>>,
389}
390
391/// Carries the Bevy-side channel ends from `build` into `setup`.
392#[derive(Resource)]
393struct BridgeChannels {
394    ops_rx: Option<OpReceiver>,
395    outbound_tx: OutboundSender,
396}
397
398/// Receives app messages emitted by the React app (`emit(name, value)`).
399#[derive(Resource)]
400struct EmitReceiver(crossbeam_channel::Receiver<ReactMessage>);
401
402/// The single consumption point for React-emitted messages. Drains the channel
403/// each frame and routes every message to its registered typed payload via
404/// [`ReactRegistry`], triggering it for observers. Runs in `PreUpdate` so the
405/// triggers land before consumer `Update` systems run the same frame.
406fn dispatch_react_messages(
407    rx: Res<EmitReceiver>,
408    registry: Res<ReactRegistry>,
409    mut commands: Commands,
410) {
411    while let Ok(msg) = rx.0.try_recv() {
412        registry.dispatch(msg, &mut commands);
413    }
414}
415
416fn setup(
417    mut commands: Commands,
418    mut channels: ResMut<BridgeChannels>,
419    config: Res<ReactUiConfig>,
420    assets: Res<AssetServer>,
421) {
422    // Load configured fonts into the `Fonts` resource before the first
423    // `apply_js_ops` (Update) creates any text.
424    commands.insert_resource(Fonts {
425        default: config.default_font.as_ref().map(|p| assets.load(p.clone())),
426        named: config
427            .named_fonts
428            .iter()
429            .map(|(name, path)| (name.clone(), assets.load(path.clone())))
430            .collect(),
431    });
432    // Likewise load configured custom image cursors into the registry `drive_cursor_icon`
433    // resolves a `cursor` name against.
434    commands.insert_resource(crate::cursor::CustomCursors(
435        config
436            .custom_cursors
437            .iter()
438            .map(|(name, path, hotspot)| {
439                (
440                    name.clone(),
441                    CustomCursorImage {
442                        handle: assets.load(path.clone()),
443                        hotspot: *hotspot,
444                        ..default()
445                    },
446                )
447            })
448            .collect(),
449    ));
450
451    // The root container: a full-window flex column the reconciler appends
452    // top-level children into (it is reconciler node id 0). Children stack from
453    // the top, horizontally centered.
454    let root = commands
455        .spawn((
456            Node {
457                width: Val::Percent(100.0),
458                height: Val::Percent(100.0),
459                flex_direction: FlexDirection::Column,
460                justify_content: JustifyContent::FlexStart,
461                align_items: AlignItems::Center,
462                row_gap: Val::Px(16.0),
463                ..default()
464            },
465            UiRoot,
466        ))
467        .id();
468
469    // The shared overlay container for world-anchored nodes (`Anchored.node`).
470    // `position_anchored_nodes` reparents every anchored overlay under this so it lives
471    // in its own hierarchy and never inflates an app container's flex layout or
472    // scrollable `content_size`. Zero-size at the window origin (absolute, left/top 0)
473    // with default `Overflow::visible`, so it neither clips its children nor intercepts
474    // pointer input; anchored nodes position themselves relative to its (0,0) corner.
475    // Spawned as the root's first child so the app subtree (appended later via ops)
476    // renders above it — add a `GlobalZIndex` here to lift overlays above app content.
477    commands.spawn((
478        Node {
479            position_type: PositionType::Absolute,
480            left: Val::Px(0.0),
481            top: Val::Px(0.0),
482            width: Val::Px(0.0),
483            height: Val::Px(0.0),
484            ..default()
485        },
486        crate::anchor::AnchorLayer,
487        ChildOf(root),
488    ));
489
490    let ops_rx = channels.ops_rx.take().expect("setup runs once");
491    commands.insert_resource(JsBridge::new(ops_rx, channels.outbound_tx.clone(), root));
492}