Skip to main content

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::bridge::{JsBridge, OpReceiver, OutboundResource, OutboundSender};
14use crate::event::ReactEventRegistry;
15use crate::host::{self, HostConfig, HostSenders};
16use crate::message::{ReactAppExt, ReactMessage, ReactRegistry};
17use crate::protocol::{op::Op, outbound::Outbound};
18use crate::reconcile::{
19    OpApplyStats, apply_interaction_styles, apply_js_ops, apply_pending_selections,
20    apply_surface_interaction_styles, collect_canvas_resize_events, collect_hover_events,
21    collect_pointer_events, collect_scroll_events, collect_surface_clicks,
22    collect_surface_hover_events, collect_surface_pointer_events, collect_ui_events,
23    on_focus_gained, on_focus_lost, on_text_edit_change, sync_editable_a11y,
24};
25use crate::request::{RawRequest, ReactRequestRegistry, RequestReceiver, dispatch_react_requests};
26
27/// Whether the React UI currently owns the mouse pointer. Refreshed every frame
28/// in [`PointerCaptureSet`]; world-input systems (a 3D camera controller, picking,
29/// …) should consult it and ignore the mouse when it reports captured, so a UI
30/// drag or click doesn't also drive the scene.
31///
32/// Order such a system after the set to read the current frame's state:
33/// ```no_run
34/// # use bevy::prelude::*;
35/// # use bevy_react::PointerCaptureSet;
36/// # fn orbit_camera() {}
37/// # let mut app = App::new();
38/// app.add_systems(Update, orbit_camera.after(PointerCaptureSet));
39/// ```
40#[derive(Resource, Default, Debug, Clone, Copy)]
41pub struct PointerCapture {
42    /// A bevy-react element is being dragged (an `onPointer*` press is in
43    /// progress). Stays true for the whole gesture — even after the cursor leaves
44    /// the element's bounds — until the button is released.
45    pub dragging: bool,
46    /// The pointer is over an interactive UI element (its `Interaction` is
47    /// `Hovered` or `Pressed`).
48    pub over_ui: bool,
49    /// The UI consumed this frame's wheel input: a scroll container actually
50    /// moved, an `onWheel` listener claimed the delta, or an overlay (devtools
51    /// pick mode) owns the pointer. Unlike `over_ui`, merely hovering
52    /// interactive UI does not set this — a world wheel-consumer (a zoom
53    /// camera) can gate on it alone to keep zooming over pass-through elements.
54    pub wheel_captured: bool,
55}
56
57impl PointerCapture {
58    /// The UI owns the current pointer input; world systems should ignore the
59    /// mouse. True while dragging a UI element, while over interactive UI, or
60    /// when the UI consumed this frame's wheel. Coarse by design — consumers
61    /// wanting finer behavior (e.g. a camera that zooms over pass-through UI)
62    /// read the individual fields instead.
63    pub fn is_captured(&self) -> bool {
64        self.dragging || self.over_ui || self.wheel_captured
65    }
66}
67
68/// System set in which [`PointerCapture`] is refreshed each frame. Order your
69/// world-input systems `.after(PointerCaptureSet)` so they see this frame's state.
70#[derive(SystemSet, Debug, Clone, Copy, PartialEq, Eq, Hash)]
71pub struct PointerCaptureSet;
72
73/// Adds a React-driven `bevy_ui` layer to a Bevy `App`.
74///
75/// Point it at a built JS bundle (see the `bevy-react` npm package). The plugin
76/// spawns the dedicated JS thread, applies the reconciler's ops to the ECS,
77/// reports interactions back to React, and — unless disabled — hot reloads the
78/// app when the bundle changes on disk. In dev builds it also enables the
79/// devtools inspector (toggled with `F12`; see [`Self::devtools`]).
80///
81/// Requires Bevy's `AssetPlugin` (satisfied by `DefaultPlugins`): `build`
82/// registers the [`SvgDocument`](crate::svg::SvgDocument) asset + loader, so a
83/// headless/minimal app must add `AssetPlugin` (plus its task-pool
84/// prerequisites, e.g. via `MinimalPlugins`) before this plugin.
85pub struct ReactUiPlugin {
86    bundle: PathBuf,
87    hot_reload: bool,
88    animations: bool,
89    default_font: Option<PathBuf>,
90    named_fonts: Vec<(String, PathBuf)>,
91    custom_cursors: Vec<(String, PathBuf, (u16, u16))>,
92    #[cfg(feature = "devtools")]
93    devtools: crate::devtools::DevtoolsConfig,
94}
95
96impl ReactUiPlugin {
97    /// Create the plugin for the given built app bundle (`app.js`). The build
98    /// emits a `vendor.js` beside it (react + the bevy-react runtime, loaded once);
99    /// both must exist. Hot reload (React Fast Refresh — edits preserve component
100    /// state) and the Reanimated-style animations engine are enabled by default.
101    ///
102    /// The plugin does **not** spawn a camera — `bevy_ui` needs one to render, so
103    /// your app must provide it (a `Camera2d`, or any camera that renders UI).
104    pub fn new(bundle: impl Into<PathBuf>) -> Self {
105        Self {
106            bundle: bundle.into(),
107            hot_reload: true,
108            animations: true,
109            default_font: None,
110            named_fonts: Vec::new(),
111            custom_cursors: Vec::new(),
112            #[cfg(feature = "devtools")]
113            devtools: Default::default(),
114        }
115    }
116
117    /// Configure the devtools inspector, on by default in dev builds (release
118    /// builds never run it, even when compiled in). Every
119    /// [`DevtoolsConfig`](crate::DevtoolsConfig) field has a default, so
120    /// override only what you need:
121    ///
122    /// ```no_run
123    /// # use bevy::prelude::*;
124    /// # use bevy_react::{DevtoolsConfig, ReactUiPlugin};
125    /// # let mut app = App::new();
126    /// app.add_plugins(ReactUiPlugin::new("ui/dist/app.js").devtools(DevtoolsConfig {
127    ///     toggle_key: KeyCode::F1,
128    ///     settings_path: Some(".config/devtools.json".into()),
129    ///     ..default()
130    /// }));
131    /// // or disable devtools entirely
132    /// app.add_plugins(ReactUiPlugin::new("ui/dist/app.js").devtools(DevtoolsConfig {
133    ///     enabled: false,
134    ///     ..default()
135    /// }));
136    /// ```
137    #[cfg(feature = "devtools")]
138    pub fn devtools(mut self, config: crate::devtools::DevtoolsConfig) -> Self {
139        self.devtools = config;
140        self
141    }
142
143    /// Enable/disable watching the bundle and hot reloading on change.
144    pub fn hot_reload(mut self, yes: bool) -> Self {
145        self.hot_reload = yes;
146        self
147    }
148
149    /// Enable/disable the bundled [`ReactUiAnimationsPlugin`] (the `Animated.node`
150    /// / shared-value engine). On by default; disable to drop it entirely — the
151    /// `op_animate` op stays registered but its commands are discarded.
152    pub fn with_animations(mut self, yes: bool) -> Self {
153        self.animations = yes;
154        self
155    }
156
157    /// Set the app-wide default font, loaded via the `AssetServer` (path relative
158    /// to your `AssetPlugin.file_path`, e.g. `"fonts/Roboto.ttf"`). Every `<text>`
159    /// run uses it unless its style names another family via [`Self::font`].
160    pub fn default_font(mut self, path: impl Into<PathBuf>) -> Self {
161        self.default_font = Some(path.into());
162        self
163    }
164
165    /// Register a named font family. React selects it per element with
166    /// `style={{ fontFamily: name }}`; the path is loaded via the `AssetServer`
167    /// (relative to your `AssetPlugin.file_path`).
168    pub fn font(mut self, name: impl Into<String>, path: impl Into<PathBuf>) -> Self {
169        self.named_fonts.push((name.into(), path.into()));
170        self
171    }
172
173    /// Register a named custom **image** cursor. React selects it per element with
174    /// `style={{ cursor: name }}` (any name that isn't a built-in cursor keyword);
175    /// the image at `path` is loaded via the `AssetServer` (relative to your
176    /// `AssetPlugin.file_path`), and `hotspot` is the click-point pixel (top-left
177    /// origin) within it. The cursor analogue of [`Self::font`].
178    pub fn cursor(
179        mut self,
180        name: impl Into<String>,
181        path: impl Into<PathBuf>,
182        hotspot: (u16, u16),
183    ) -> Self {
184        self.custom_cursors
185            .push((name.into(), path.into(), hotspot));
186        self
187    }
188}
189
190/// Register the layer/filter shader assets: the importable filter-pass
191/// prelude (`#import bevy_react::filter`, see `layer/filter_prelude.wgsl`)
192/// plus the embedded pass shaders. `load_shader_library!` both embeds the
193/// prelude and loads it as a `Shader`, which registers its
194/// `#define_import_path` with the shader composer.
195///
196/// Split out of [`Plugin::build`]'s render-gated block so asset-capable tests
197/// (see `filters/test_util.rs`) can register the shaders without the render
198/// sub-app; callers must have `AssetPlugin` and the `Shader` asset set up.
199///
200/// Each shader lives next to its loading code — the built-in pass shaders
201/// beside `filters/builtin`'s `ReactFilter::shader` impls, the prelude and
202/// composite beside `layer/render.rs`'s pipelines — and the embedded paths
203/// mirror that layout (this macro roots them at THIS file's directory).
204pub(crate) fn register_layer_shader_assets(app: &mut App) {
205    bevy::shader::load_shader_library!(app, "layer/filter_prelude.wgsl");
206    embedded_asset!(app, "layer/composite.wgsl");
207    embedded_asset!(app, "layer/render/mip_blit.wgsl");
208    embedded_asset!(app, "layer/render/backdrop_blit.wgsl");
209    embedded_asset!(app, "filters/builtin/color_matrix.wgsl");
210    embedded_asset!(app, "filters/builtin/blur.wgsl");
211    embedded_asset!(app, "filters/builtin/bloom.wgsl");
212    embedded_asset!(app, "filters/builtin/chromatic_aberration.wgsl");
213}
214
215impl Plugin for ReactUiPlugin {
216    fn build(&self, app: &mut App) {
217        // Render-side wiring, gated on a render pipeline being present (the
218        // canonical `DefaultPlugins`-first setup), since `embedded_asset!` and the
219        // render sub-app need the asset + render infrastructure — a headless `App`
220        // with neither (e.g. wiring-only tests) simply skips it.
221        if app.is_plugin_added::<bevy::render::RenderPlugin>() {
222            // Layer compositing (see `crate::layer::render`): the capture
223            // pass + composite quad over stock `bevy_ui_render`, public
224            // seams only. Steal window: after Queue, before the stock sort;
225            // prepare after the stock prepares' PrepareBindGroups slot is
226            // irrelevant (disjoint items).
227            register_layer_shader_assets(app);
228            if let Some(render_app) = app.get_sub_app_mut(bevy::render::RenderApp) {
229                use crate::layer::render as lr;
230                use bevy::core_pipeline::schedule::{Core2d, Core2dSystems, Core3d, Core3dSystems};
231                use bevy::render::render_phase::{AddRenderCommand, sort_phase_system};
232                use bevy::render::render_resource::SpecializedRenderPipelines;
233                use bevy::render::{
234                    ExtractSchedule, GpuResourceAppExt, Render, RenderStartup, RenderSystems,
235                };
236                use bevy::ui_render::{
237                    RenderUiSystems, TransparentUi, extract_ui_camera_view, ui_pass,
238                };
239
240                render_app
241                    .init_resource::<lr::ExtractedUiLayers>()
242                    .init_resource::<lr::LayerAtlases>()
243                    .init_resource::<lr::LayerTextureStore>()
244                    .init_gpu_resource::<SpecializedRenderPipelines<lr::LayerCompositePipeline>>()
245                    .init_gpu_resource::<lr::LayerCompositeMeta>()
246                    .init_gpu_resource::<lr::transform3d::CompositeUniformsMeta>()
247                    .init_gpu_resource::<SpecializedRenderPipelines<lr::LayerFilterPipeline>>()
248                    .init_gpu_resource::<lr::LayerFilterMeta>()
249                    .init_gpu_resource::<SpecializedRenderPipelines<lr::mips::LayerBlitPipeline>>()
250                    .init_gpu_resource::<lr::mips::LayerMipMeta>()
251                    .init_gpu_resource::<SpecializedRenderPipelines<lr::backdrop::BackdropBlitPipeline>>()
252                    .init_gpu_resource::<lr::backdrop::BackdropMeta>()
253                    .add_render_command::<TransparentUi, lr::DrawLayerComposite>()
254                    .add_systems(
255                        RenderStartup,
256                        (
257                            lr::init_layer_composite_pipeline,
258                            lr::init_layer_filter_pipeline,
259                            lr::mips::init_layer_blit_pipeline,
260                            lr::backdrop::init_backdrop_blit_pipeline,
261                        ),
262                    )
263                    .init_resource::<lr::clip::SwappedClips>()
264                    .add_systems(
265                        ExtractSchedule,
266                        (
267                            lr::extract_ui_layers.after(extract_ui_camera_view),
268                            // The extract-window clip swap: members'
269                            // CalculatedClip carries INTERIOR clips for
270                            // exactly the span of the stock UI extraction
271                            // sets (the main world is exclusively borrowed
272                            // here, so nothing main-world can observe it).
273                            // Explicitly bracket every RenderUiSystems set —
274                            // there is no umbrella set to hang onto.
275                            lr::clip::swap_interior_clips_in
276                                .before(RenderUiSystems::ExtractCameraViews)
277                                .before(RenderUiSystems::ExtractBoxShadows)
278                                .before(RenderUiSystems::ExtractBackgrounds)
279                                .before(RenderUiSystems::ExtractImages)
280                                .before(RenderUiSystems::ExtractTextureSlice)
281                                .before(RenderUiSystems::ExtractBorders)
282                                .before(RenderUiSystems::ExtractViewportNodes)
283                                .before(RenderUiSystems::ExtractTextBackgrounds)
284                                .before(RenderUiSystems::ExtractTextShadows)
285                                .before(RenderUiSystems::ExtractText)
286                                .before(RenderUiSystems::ExtractCursor)
287                                .before(RenderUiSystems::ExtractDebug)
288                                .before(RenderUiSystems::ExtractGradient),
289                            lr::clip::swap_interior_clips_out
290                                .after(RenderUiSystems::ExtractCameraViews)
291                                .after(RenderUiSystems::ExtractBoxShadows)
292                                .after(RenderUiSystems::ExtractBackgrounds)
293                                .after(RenderUiSystems::ExtractImages)
294                                .after(RenderUiSystems::ExtractTextureSlice)
295                                .after(RenderUiSystems::ExtractBorders)
296                                .after(RenderUiSystems::ExtractViewportNodes)
297                                .after(RenderUiSystems::ExtractTextBackgrounds)
298                                .after(RenderUiSystems::ExtractTextShadows)
299                                .after(RenderUiSystems::ExtractText)
300                                .after(RenderUiSystems::ExtractCursor)
301                                .after(RenderUiSystems::ExtractDebug)
302                                .after(RenderUiSystems::ExtractGradient),
303                        ),
304                    )
305                    .add_systems(
306                        Render,
307                        (
308                            lr::redistribute_ui_layers
309                                .in_set(RenderSystems::PhaseSort)
310                                .before(sort_phase_system::<TransparentUi>),
311                            lr::prepare_layer_textures.in_set(RenderSystems::PrepareResources),
312                            // Filter staging: allocates/specializes everything
313                            // a filter pass needs; `ui_layer_capture_pass`
314                            // replays the staged runs after each layer's
315                            // capture.
316                            lr::prepare_layer_filters
317                                .in_set(RenderSystems::PrepareBindGroups)
318                                .after(lr::prepare_layer_textures)
319                                .before(lr::prepare_layer_composites),
320                            // Backdrop staging: snapshot blit + a second
321                            // filter run per backdrop layer; the composite
322                            // gate reads its `output_valid`.
323                            lr::backdrop::prepare_layer_backdrops
324                                .in_set(RenderSystems::PrepareBindGroups)
325                                .after(lr::prepare_layer_textures)
326                                .before(lr::prepare_layer_composites),
327                            // Mip staging: after filters (`output_valid` /
328                            // `output_index` decided — mips build on the
329                            // filter output), before composites (its
330                            // bind-group choice reads `mips_valid`).
331                            lr::mips::prepare_layer_mips
332                                .in_set(RenderSystems::PrepareBindGroups)
333                                .after(lr::prepare_layer_filters)
334                                .before(lr::prepare_layer_composites),
335                            lr::prepare_layer_composites.in_set(RenderSystems::PrepareBindGroups),
336                        ),
337                    )
338                    .add_systems(
339                        Core2d,
340                        lr::ui_layer_capture_pass
341                            .after(Core2dSystems::PostProcess)
342                            .before(ui_pass),
343                    )
344                    .add_systems(
345                        Core3d,
346                        lr::ui_layer_capture_pass
347                            .after(Core3dSystems::PostProcess)
348                            .before(ui_pass),
349                    );
350            }
351        }
352
353        // Channels: op batches, app messages, requests, and animation commands flow
354        // JS -> Bevy (crossbeam, same on every target). The Bevy -> JS direction (a
355        // single `Outbound` stream plus, on native, reload signals) is owned by the
356        // target's host, which returns its sender below.
357        // TODO(review): all of these are UNBOUNDED — there's no backpressure. A system that
358        // `events.send`s every frame while the JS side consumes slowly (or not at all) grows
359        // the outbound queue without bound. Consider bounded channels with an explicit
360        // drop/coalesce policy before this is "production".
361        let (ops_tx, ops_rx) = crossbeam_channel::unbounded::<Vec<Op>>();
362        // Side channel of per-batch send instants (see `FlushStamps`): feeds the
363        // devtools "pre-apply" timing leg. Stays empty on web (no `Instant`).
364        let (flush_stamps_tx, flush_stamps_rx) =
365            crossbeam_channel::unbounded::<std::time::Instant>();
366        // Side channel of per-batch devtools-origin flags (see `FlushFlags`):
367        // lets applies be attributed to the panel vs the app on every target.
368        let (flush_devtools_tx, flush_devtools_rx) = crossbeam_channel::unbounded::<bool>();
369        let (emit_tx, emit_rx) = crossbeam_channel::unbounded::<ReactMessage>();
370        let (request_tx, request_rx) = crossbeam_channel::unbounded::<RawRequest>();
371        let (anim_tx, anim_rx) = crossbeam_channel::unbounded::<AnimationCommand>();
372
373        // Spawn/install the target's JS host: native runs an embedded V8 isolate on
374        // a dedicated thread (fed from disk, with hot reload); web runs React in the
375        // browser's own engine. The host owns the Bevy->JS transport and returns the
376        // sender every outbound producer writes to. It starts before `setup` builds
377        // the root, so the first ops simply queue until then.
378        let outbound_tx = host::spawn(
379            app,
380            HostConfig {
381                bundle: self.bundle.clone(),
382                hot_reload: self.hot_reload,
383            },
384            HostSenders {
385                ops: ops_tx,
386                flush_stamps: flush_stamps_tx,
387                flush_devtools: flush_devtools_tx,
388                emit: emit_tx,
389                request: request_tx,
390                anim: anim_tx,
391            },
392        );
393        app.insert_resource(crate::reconcile::FlushStamps(flush_stamps_rx));
394        app.insert_resource(crate::reconcile::FlushFlags(flush_devtools_rx));
395
396        app.insert_resource(BridgeChannels {
397            ops_rx: Some(ops_rx),
398            outbound_tx: outbound_tx.clone(),
399        })
400        // A standalone outbound handle for the request dispatcher and the
401        // `ReactEvents` param, available before `setup` builds `JsBridge`.
402        .insert_resource(OutboundResource(outbound_tx))
403        .insert_resource(EmitReceiver(emit_rx))
404        .insert_resource(RequestReceiver(request_rx))
405        .insert_resource(ReactUiConfig {
406            default_font: self.default_font.clone(),
407            named_fonts: self.named_fonts.clone(),
408            custom_cursors: self.custom_cursors.clone(),
409        })
410        .init_resource::<ReactRegistry>()
411        .init_resource::<ReactRequestRegistry>()
412        .init_resource::<ReactEventRegistry>()
413        .init_resource::<PointerCapture>()
414        .init_resource::<OpApplyStats>()
415        // Unconditional so wasm compiles; it just stays `None` there.
416        .init_resource::<crate::reconcile::FrameStamp>()
417        .init_resource::<crate::ui_map::AtlasLayoutCache>()
418        .init_resource::<crate::scrollbar::ScrollbarTracks>()
419        .init_resource::<Fonts>()
420        .init_resource::<crate::cursor::CustomCursors>()
421        // SVG documents (`<image src="x.svg">`): parsed once per file into a
422        // resolution-independent asset, rasterized per node at laid-out size.
423        .init_asset::<crate::svg::SvgDocument>()
424        .register_asset_loader(crate::svg::SvgAssetLoader)
425        // Per-pointer refined svg shape hits — the picking refinement's
426        // handoff to the Interaction/event synthesis.
427        .init_resource::<crate::svg::pick::SvgPointerShapeHits>()
428        // The offscreen render-target ("portal") registry and its shared blank
429        // placeholder texture, created before the first portal can mount.
430        .init_resource::<crate::portal::RenderTargets>()
431        .add_systems(Startup, crate::portal::init_portal_placeholder)
432        // The `<surface>` registry (UI subtrees rendered into offscreen textures)
433        // and its single virtual pointer for in-world clicks.
434        .init_resource::<crate::surface::Surfaces>()
435        .add_systems(Startup, crate::surface::init_surface_pointer)
436        .add_systems(Startup, crate::layer::pick3d::init_transform3d_pointer)
437        .add_systems(Startup, setup)
438        .add_systems(
439            PreUpdate,
440            (dispatch_react_messages, dispatch_react_requests),
441        )
442        // Drive the surface virtual pointer (cursor → mesh UV → image render
443        // target) before `bevy_picking` processes inputs, so the offscreen UI is
444        // hit-tested with this frame's cursor.
445        .add_systems(
446            PreUpdate,
447            crate::surface::drive_surface_pointer
448                .before(bevy::picking::PickingSystems::ProcessInput),
449        )
450        // Remap the window cursor into 3D-transformed layers (inverse
451        // homography → virtual pointer) before input processing, like the
452        // surface driver. Reads last frame's matrices — the composite quad
453        // the user sees is last frame's too, so picking matches the visual.
454        .add_systems(
455            PreUpdate,
456            crate::layer::pick3d::drive_transform3d_pointer
457                .before(bevy::picking::PickingSystems::ProcessInput),
458        )
459        // Re-filter picking hits against the render-grade inherited clip
460        // (`CalculatedClip`) — bevy_ui 0.19's own clip check misses hits on
461        // scrolled/clipped-away nodes whose direct parent doesn't clip (see
462        // `pick_clip` module docs). Between the backends and the hover-map
463        // update, so every downstream consumer sees only visible hits.
464        .add_systems(
465            PreUpdate,
466            crate::pick_clip::filter_clipped_pointer_hits
467                .after(bevy::picking::PickingSystems::Backend)
468                .before(bevy::picking::PickingSystems::Hover),
469        )
470        // Scope hits around the transformed-layer remap (stale layout rects
471        // for the mouse, layer-membership for the virtual pointer) — after
472        // the clip filter for a deterministic filter order.
473        .add_systems(
474            PreUpdate,
475            crate::layer::pick3d::suppress_transformed_layer_hits
476                .after(bevy::picking::PickingSystems::Backend)
477                .after(crate::pick_clip::filter_clipped_pointer_hits)
478                .before(bevy::picking::PickingSystems::Hover),
479        )
480        // Refine hits on JSX `<svg>` nodes into hits on the topmost painted
481        // shape under the cursor (svg::pick module docs). Last of the three
482        // hit rewriters — after the transform3d suppression: suppression must
483        // settle first so a refinement only ever amplifies a SURVIVING svg-node
484        // hit (refining a hit that suppression then strips would leave a
485        // shape hit with no live node under it).
486        .add_systems(
487            PreUpdate,
488            crate::svg::pick::refine_svg_pointer_hits
489                .after(bevy::picking::PickingSystems::Backend)
490                .after(crate::pick_clip::filter_clipped_pointer_hits)
491                .after(crate::layer::pick3d::suppress_transformed_layer_hits)
492                .before(bevy::picking::PickingSystems::Hover),
493        )
494        .add_systems(
495            Update,
496            (
497                apply_js_ops,
498                collect_ui_events,
499                // Forward window-global keystrokes to React as built-in named
500                // events (`onKeyDown`/`onKeyUp`). Node-independent: reads Bevy's
501                // `KeyboardInput` messages directly, no reconciler state needed.
502                crate::keyboard::collect_keyboard_events,
503                // Emit `pointerEnter`/`pointerLeave` from `Interaction` transitions
504                // (same signal as hover styling), for nodes with those handlers.
505                collect_hover_events,
506                collect_pointer_events.in_set(PointerCaptureSet),
507                // Wheel-scroll any `overflow: scroll` node under the cursor, and
508                // deliver raw wheel deltas to any `onWheel` node. Both in the same
509                // set, after `collect_pointer_events`, so their `PointerCapture::over_ui`
510                // claim survives (that system *assigns* `over_ui`) and world systems
511                // (ordered `.after(PointerCaptureSet)`) see it. (A sub-tuple: the outer
512                // tuple is at Bevy's arity limit.)
513                (
514                    crate::scroll::apply_scroll
515                        .in_set(PointerCaptureSet)
516                        .after(collect_pointer_events),
517                    crate::scroll::collect_wheel_events
518                        .in_set(PointerCaptureSet)
519                        .after(collect_pointer_events),
520                    // Hovering a scrollbar part claims the hover channel (the
521                    // widget has `Hovered`, not `Interaction`, so a press on it
522                    // would otherwise start a world grab); a thumb drag claims
523                    // the pointer outright and snaps any eased scroll state. In the set,
524                    // after `collect_pointer_events` so its `over_ui` claim survives.
525                    crate::scrollbar::bridge_scrollbar_capture
526                        .in_set(PointerCaptureSet)
527                        .after(collect_pointer_events),
528                ),
529                // Ease `ScrollPosition` toward the target the controlled write
530                // (`apply_js_ops`) and the wheel (`PointerCaptureSet`) set this frame.
531                // Runs after both so it eases toward the freshest target.
532                crate::transition::drive_scroll_transition
533                    .after(apply_js_ops)
534                    .after(PointerCaptureSet),
535                // Report scroll-offset changes (wheel, controlled write, or an eased
536                // frame) to JS for any node with an `onScroll` handler. After the ease
537                // so it sees the moved offset; after the op drain so a controlled write
538                // is already seeded into the dedup map (no echo).
539                collect_scroll_events
540                    .after(crate::transition::drive_scroll_transition)
541                    .after(PointerCaptureSet)
542                    .after(apply_js_ops),
543                // After the op drain so this frame's `StyleVariants` writes are
544                // visible; the ordering forces a command sync point first.
545                apply_interaction_styles.after(apply_js_ops),
546                // Ease `transform`/`opacity`/`backgroundColor` toward the target the
547                // style appliers just wrote. After `apply_interaction_styles` (and
548                // thus the op drain) so the eased value lands last and a coincident
549                // re-render's snap never wins.
550                crate::transition::drive_transitions.after(apply_interaction_styles),
551                // World-anchored overlays reposition after the op drain so they
552                // override this frame's static `left`/`top`.
553                crate::anchor::position_anchored_nodes.after(apply_js_ops),
554                // Repaint `<canvas>` textures after their surfaces/sizes update,
555                // and report layout resizes to JS (the surface just cleared — so
556                // the app / the runtime's declarative replay redraws). Both read
557                // last frame's `ComputedNode`. The cursor driver rides here too —
558                // it also reads last frame's `ComputedNode` after the op drain
559                // (freshly-stamped `NodeCursor`s visible), and this sub-tuple keeps
560                // the outer tuple under Bevy's arity limit.
561                (
562                    crate::canvas::update_canvas_surfaces.after(apply_js_ops),
563                    collect_canvas_resize_events.after(apply_js_ops),
564                    // Repaint svg surfaces the same way — svg-mode `<image>`
565                    // documents and JSX `<svg>` shape trees: reads last
566                    // frame's `ComputedNode` after the op drain (fresh
567                    // `SvgSurface`s AND the flushed queued `SvgShape`/child
568                    // writes visible — the JSX dirt derivation needs them
569                    // same-frame), rasters at laid-out size. Also after the
570                    // animation appliers: their shape-attr stage writes driven
571                    // `SvgShape` seeds, and the raster must read them the same
572                    // frame or a driven animation paints one frame late
573                    // (pinned by `driven_shape_attr_repaints_same_frame`).
574                    // With animations disabled the set is empty and the edge
575                    // is vacuous. Also after `drive_transitions`: the shape
576                    // transition channel writes eased `SvgShape` attrs and the
577                    // raster must paint them the SAME frame (pinned by
578                    // `eased_shape_attr_repaints_same_frame`).
579                    crate::svg::update_svg_surfaces
580                        .after(apply_js_ops)
581                        .after(AnimationSet::Apply)
582                        .after(crate::transition::drive_transitions),
583                    crate::cursor::drive_cursor_icon.after(apply_js_ops),
584                    // Spawn/teardown the Bevy scrollbar widget over each
585                    // `overflow: scroll` container that declared a `scrollbar`
586                    // style, then place its track over the container's edge. Both
587                    // after the op drain (fresh `ScrollbarConfig`s visible); place
588                    // after sync so the tracks exist. Bevy's `ScrollbarPlugin`
589                    // (in `DefaultPlugins`) drives the thumb in `PostUpdate`.
590                    crate::scrollbar::sync_scrollbars.after(apply_js_ops),
591                    crate::scrollbar::position_scrollbars
592                        .after(apply_js_ops)
593                        .after(crate::scrollbar::sync_scrollbars),
594                    // Paint each bar in its hover/pressed/base state (reads Bevy's
595                    // `Hovered` + `ScrollbarDragState`). After sync so the entities exist.
596                    crate::scrollbar::style_scrollbar_states
597                        .after(crate::scrollbar::sync_scrollbars),
598                ),
599                // Bind `<portal>` nodes to their render-target textures after the
600                // op drain (so a freshly-spawned portal binds the same frame), then
601                // drive resolution + the snapshot camera lifecycle.
602                crate::portal::bind_portals.after(apply_js_ops),
603                crate::portal::drive_render_targets.after(crate::portal::bind_portals),
604                // Bind `<surface>` roots to their offscreen UI cameras after the op
605                // drain (so a freshly-mounted surface binds the same frame), then
606                // drive the snapshot camera lifecycle.
607                crate::surface::bind_surfaces.after(apply_js_ops),
608                crate::surface::drive_surfaces.after(crate::surface::bind_surfaces),
609                // Surface interaction: turn the virtual pointer's picking events on
610                // the offscreen subtree into `onClick`/`onPointer*` + hover/press
611                // styling. The picking events are produced in `PreUpdate`, so these
612                // read this frame's events.
613                collect_surface_clicks,
614                collect_surface_pointer_events,
615                collect_surface_hover_events,
616                apply_surface_interaction_styles,
617            ),
618        );
619
620        // The built-in `filter` registry (blur + the color-matrix ops), beside
621        // the other name-keyed registries above. Registration is
622        // `AssetServer`-free — shaders load lazily inside each entry's resolve.
623        crate::filters::register_builtin_filters(app);
624
625        // The built-in `"resize"` event + `bevy.window.size()` request (see
626        // `crate::window`). A separate `add_systems` call — the Update tuple
627        // above is at Bevy's arity cap. `.after(apply_js_ops)` so the initial
628        // size goes out the same frame the first batch applies.
629        app.add_systems(
630            Update,
631            crate::window::send_resize_events.after(apply_js_ops),
632        );
633
634        // The built-in gamepad events (see `crate::gamepad`). A separate
635        // `add_systems` call — the Update tuple above is at the arity cap.
636        // `.after(apply_js_ops)` so the late-join announce goes out the same
637        // frame the first batch applies. The `add_message` calls are idempotent
638        // (`InputPlugin` registers both in real apps) and keep the collector's
639        // and observers' params valid in headless `MinimalPlugins` apps.
640        app.init_resource::<crate::gamepad::GamepadRegistry>();
641        app.add_message::<bevy::input::gamepad::GamepadEvent>();
642        app.add_message::<bevy::input::gamepad::GamepadConnectionEvent>();
643        app.add_message::<bevy::input::gamepad::GamepadRumbleRequest>();
644        app.add_systems(
645            Update,
646            crate::gamepad::collect_gamepad_events.after(apply_js_ops),
647        );
648
649        // `backgroundImage` runtime systems (see `crate::background_image`).
650        // A separate `add_systems` call — the Update tuple above is at the
651        // arity cap. Ordered after the op drain AND the interaction restyle
652        // (both stamp `RBackgroundTexture` / insert `ImageNode`s; the explicit
653        // edges also force the command syncs), so a freshly-styled node binds
654        // and gets its DPI-corrected tile scale the same frame.
655        app.add_systems(
656            Update,
657            (
658                crate::background_image::bind_background_textures
659                    .after(apply_js_ops)
660                    .after(apply_interaction_styles),
661                crate::background_image::sync_background_tile_scale
662                    .after(apply_js_ops)
663                    .after(apply_interaction_styles),
664            ),
665        );
666
667        // Layer promotion (see `crate::layer`). Main-world state registers
668        // unconditionally so headless wiring tests build; the render half is
669        // gated above with the rest of the render-only setup. A separate
670        // `add_systems` call — the Update tuple above is at the arity cap.
671        // Ordering: after the op drain (fresh props/dirty marks; the explicit
672        // constraint also forces a command sync so markers are visible), and
673        // before every later alpha writer this frame — the interaction
674        // restyle, transitions (ordered after it), and the animation appliers
675        // — so they all see the final promotion state (no cross-stage
676        // ping-pong).
677        app.init_resource::<crate::layer::LayerMembership>();
678        app.init_resource::<crate::layer::LayersRegistry>();
679        app.init_resource::<crate::layer::LayerContentDirt>();
680        app.init_resource::<crate::layer::LayerRepaintState>();
681        app.init_resource::<crate::layer::clip::LayerClips>();
682        app.add_systems(
683            Update,
684            (
685                crate::layer::evaluate_layer_promotions
686                    .after(apply_js_ops)
687                    .before(apply_interaction_styles)
688                    .before(AnimationSet::Apply),
689                // Async `<image>` texture arrivals have no other write site the
690                // layer cache could tap.
691                crate::layer::watch_layer_image_assets,
692                // Override `ui_focus_system`'s geometric (stale-rect) verdict
693                // for members of visually-transformed layers with the virtual
694                // pointer's, before styling/enter-leave/drag-position readers.
695                crate::layer::pick3d::correct_transformed_interactions
696                    .before(apply_interaction_styles)
697                    .before(collect_hover_events)
698                    .before(crate::reconcile::collect_pointer_events),
699            ),
700        );
701        // Synthesize `Interaction`/`RelativeCursorPosition`/user-space cursor
702        // for handler-bearing SVG shape children from the hover map + the
703        // refined per-shape hits (`svg::interact` module docs) — shapes are
704        // Node-less, so `ui_focus_system` never sees them. Same slot as
705        // `correct_transformed_interactions` above: before styling,
706        // enter/leave, and drag-position readers so they all see the
707        // synthesized state — and AFTER `correct_transformed_interactions`
708        // itself: for a handler-bearing shape inside a visually-transformed
709        // layer both systems write the same `RelativeCursorPosition` (pick3d
710        // writes `normalized: None` — shapes have no `ComputedNode`), and
711        // without an explicit order the winner is nondeterministic and the
712        // two writes ping-pong `Changed` every frame. The svg synthesis must
713        // land last: it holds the refined user-space hit. A separate
714        // `add_systems` call — the Update tuple above is at Bevy's arity cap.
715        app.add_systems(
716            Update,
717            crate::svg::interact::sync_shape_interactions
718                .after(crate::layer::pick3d::correct_transformed_interactions)
719                .before(apply_interaction_styles)
720                .before(collect_hover_events)
721                .before(crate::reconcile::collect_pointer_events),
722        );
723        // Resolve each promoted root's wire `filter` and `backdropFilter`
724        // chains into packed render passes — the two instances of
725        // `crate::filters::resolve_chains`. After the interaction restyle —
726        // the last input writer this frame (and, transitively, after the
727        // promotion evaluator, so `Added<PromotedLayer>` is visible) — and
728        // before the transition/animation appliers so filter-param writes
729        // land on an already-resolved chain. Its own `add_systems` call — the
730        // Update tuple above is at the arity cap.
731        app.add_systems(
732            Update,
733            (
734                crate::filters::resolve_chains::<
735                    crate::filters::FilterInput,
736                    crate::filters::ResolvedFilterChain,
737                >,
738                crate::filters::resolve_chains::<
739                    crate::filters::BackdropInput,
740                    crate::filters::ResolvedBackdropChain,
741                >,
742            )
743                .after(apply_interaction_styles)
744                .before(crate::transition::drive_transitions)
745                .before(AnimationSet::Apply),
746        );
747        // After bevy_ui layout so capture rects/membership are this frame's
748        // geometry (extraction reads them the same frame, post-PostUpdate).
749        app.add_systems(
750            PostUpdate,
751            (
752                crate::layer::sync_layer_geometry.after(bevy::ui::UiSystems::Layout),
753                // Membership + geometry hashes are this frame's, and bevy_ui's
754                // text systems (PostLayout) have re-shaped — turn the frame's
755                // dirt into per-layer repaint decisions for extraction.
756                crate::layer::resolve_layer_repaints
757                    .after(crate::layer::sync_layer_geometry)
758                    .after(bevy::ui::UiSystems::PostLayout),
759                // Derives each transformed layer's composite matrix from this
760                // frame's layout; pushes composite-only dirt the resolver
761                // drains, so it slots between geometry sync and the resolver.
762                crate::layer::transform3d::sync_transform3d_matrices
763                    .after(crate::layer::sync_layer_geometry)
764                    .before(crate::layer::resolve_layer_repaints),
765                // Interior/quad clip maps: needs this frame's membership
766                // (sync_layer_geometry) and bevy_ui's final CalculatedClip
767                // (PostLayout). Deliberately NOT feeding
768                // resolve_layer_repaints — clip changes never dirty a
769                // capture (scrolling must stay a cache hit).
770                crate::layer::clip::sync_layer_clips
771                    .after(crate::layer::sync_layer_geometry)
772                    .after(bevy::ui::UiSystems::PostLayout),
773                // Re-clamps deferred controlled-scroll requests (a pin to the
774                // bottom in the same commit that grew the content) against
775                // fresh geometry.
776                crate::scroll::settle_controlled_scroll.after(bevy::ui::UiSystems::Layout),
777            ),
778        );
779        // Re-stamp the svg intrinsic measure after `bevy_ui`'s
780        // `update_image_content_size_system` (`UiSystems::Content`), which
781        // clears the `ContentSize` of any non-`Auto` `ImageNode` that changed
782        // this frame — every svg-mode prop rebuild re-inserts the `ImageNode`,
783        // so without this the measure vanishes on each delta. Before `Layout`
784        // so the re-stamp feeds the same frame's layout pass.
785        app.add_systems(
786            PostUpdate,
787            crate::svg::stamp_svg_measures
788                .after(bevy::ui::widget::update_image_content_size_system)
789                .before(bevy::ui::UiSystems::Layout),
790        );
791        app.add_react_request_handler(crate::window::handle_window_size_request);
792
793        // The built-in rumble messages (`bevy.gamepad.rumble` / `.stopRumble`,
794        // see `crate::gamepad`): registers the payloads in `ReactRegistry` and
795        // attaches the observers in one call each. `bevy.gamepad.getAll()` is
796        // the pull companion to `gamepadConnected` for late-mounted components.
797        app.add_react_handler(crate::gamepad::on_rumble);
798        app.add_react_handler(crate::gamepad::on_stop_rumble);
799        app.add_react_request_handler(crate::gamepad::handle_gamepad_get_all);
800
801        // Frame-start stamp for the devtools frame-wait / pre-apply split
802        // (native only — no usable `Instant::now` on wasm). `First`: before
803        // any work the pre-apply leg should attribute.
804        #[cfg(not(target_arch = "wasm32"))]
805        app.add_systems(bevy::app::First, crate::reconcile::mark_frame_start);
806
807        // `editableText` edits arrive as Bevy's `TextEditChange` trigger; an observer
808        // turns real changes into `"change"` and selection moves into `"select"` UI
809        // events. Two more observers bridge focus gain/loss to `"focus"`/`"blur"`.
810        app.add_observer(on_text_edit_change);
811        app.add_observer(on_focus_gained);
812        app.add_observer(on_focus_lost);
813
814        // Controlled-selection writes and the a11y value sync run after Bevy's
815        // text-edit pass (`EditableTextSystems`) so they see this frame's applied
816        // edits and resolve byte offsets against the current text.
817        app.add_systems(
818            PostUpdate,
819            (apply_pending_selections, sync_editable_a11y).after(bevy::text::EditableTextSystems),
820        );
821
822        // The animations engine is a separate plugin (its crate can't depend on
823        // this one). We add it and, as the only crate that sees both sides, order
824        // its `Apply` set after `apply_js_ops` so per-frame animation writes win
825        // over this frame's static style. Disabled → `anim_rx` drops here and
826        // `op_animate` sends are discarded.
827        if self.animations {
828            app.add_plugins(ReactUiAnimationsPlugin::new(anim_rx))
829                .configure_sets(Update, AnimationSet::Apply.after(apply_js_ops))
830                // Completion callbacks: settlements the engine reports (once per
831                // token-tagged driver, not per frame) go out to JS.
832                .add_systems(Update, forward_animation_settled.after(AnimationSet::Tick));
833        }
834
835        // The devtools inspector rides along by default (see `Self::devtools`).
836        // Registration is the only gate needed here: the plugin itself registers
837        // nothing in `--release` builds.
838        #[cfg(feature = "devtools")]
839        if self.devtools.enabled {
840            app.add_plugins(crate::devtools::DevtoolsPlugin::new(self.devtools.clone()));
841        }
842    }
843}
844
845/// Forward the animation engine's [`AnimationSettled`] messages to JS as
846/// [`Outbound::AnimationFinished`], resolving each to its completion callback.
847/// The engine crate can't depend on this one, so the bridging happens here.
848fn forward_animation_settled(
849    mut settled: MessageReader<AnimationSettled>,
850    outbound: Res<OutboundResource>,
851) {
852    for s in settled.read() {
853        let _ = outbound.0.send(Outbound::AnimationFinished {
854            id: s.id,
855            token: s.token,
856            finished: s.finished,
857        });
858    }
859}
860
861/// Marker for the UI root entity (reconciler node id 0 / `ROOT_ID`).
862/// `pub(crate)`: devtools' reserve-space mode insets this root's margins to
863/// push the app UI aside while the panel is docked.
864#[derive(Component)]
865pub(crate) struct UiRoot;
866
867/// Plugin configuration read by the startup system.
868#[derive(Resource)]
869struct ReactUiConfig {
870    default_font: Option<PathBuf>,
871    named_fonts: Vec<(String, PathBuf)>,
872    custom_cursors: Vec<(String, PathBuf, (u16, u16))>,
873}
874
875/// Fonts loaded from the plugin config, resolved to handles at startup. The
876/// default backs every `<text>` run; named entries are selected per element via
877/// the `fontFamily` style prop. Empty (unconfigured) → Bevy's built-in font.
878#[derive(Resource, Default)]
879pub struct Fonts {
880    pub default: Option<Handle<Font>>,
881    pub named: std::collections::HashMap<String, Handle<Font>>,
882}
883
884/// Carries the Bevy-side channel ends from `build` into `setup`.
885#[derive(Resource)]
886struct BridgeChannels {
887    ops_rx: Option<OpReceiver>,
888    outbound_tx: OutboundSender,
889}
890
891/// Receives app messages emitted by the React app (`emit(name, value)`).
892#[derive(Resource)]
893struct EmitReceiver(crossbeam_channel::Receiver<ReactMessage>);
894
895/// The single consumption point for React-emitted messages. Drains the channel
896/// each frame and routes every message to its registered typed payload via
897/// [`ReactRegistry`], triggering it for observers. Runs in `PreUpdate` so the
898/// triggers land before consumer `Update` systems run the same frame.
899fn dispatch_react_messages(
900    rx: Res<EmitReceiver>,
901    registry: Res<ReactRegistry>,
902    mut commands: Commands,
903) {
904    while let Ok(msg) = rx.0.try_recv() {
905        registry.dispatch(msg, &mut commands);
906    }
907}
908
909fn setup(
910    mut commands: Commands,
911    mut channels: ResMut<BridgeChannels>,
912    config: Res<ReactUiConfig>,
913    assets: Res<AssetServer>,
914) {
915    // Load configured fonts into the `Fonts` resource before the first
916    // `apply_js_ops` (Update) creates any text.
917    commands.insert_resource(Fonts {
918        default: config.default_font.as_ref().map(|p| assets.load(p.clone())),
919        named: config
920            .named_fonts
921            .iter()
922            .map(|(name, path)| (name.clone(), assets.load(path.clone())))
923            .collect(),
924    });
925    // Likewise load configured custom image cursors into the registry `drive_cursor_icon`
926    // resolves a `cursor` name against.
927    commands.insert_resource(crate::cursor::CustomCursors(
928        config
929            .custom_cursors
930            .iter()
931            .map(|(name, path, hotspot)| {
932                (
933                    name.clone(),
934                    CustomCursorImage {
935                        handle: assets.load(path.clone()),
936                        hotspot: *hotspot,
937                        ..default()
938                    },
939                )
940            })
941            .collect(),
942    ));
943
944    // The root container: a full-window flex column the reconciler appends
945    // top-level children into (it is reconciler node id 0). Children stack from
946    // the top, horizontally centered.
947    let root = commands
948        .spawn((
949            Node {
950                width: Val::Percent(100.0),
951                height: Val::Percent(100.0),
952                flex_direction: FlexDirection::Column,
953                justify_content: JustifyContent::FlexStart,
954                align_items: AlignItems::Center,
955                row_gap: Val::Px(16.0),
956                ..default()
957            },
958            // Layout scaffolding only: without an explicit `Pickable` the UI
959            // picking backend treats the full-window root as a blocking hit,
960            // which would make hover queries (`HoverMap`) report "over UI"
961            // everywhere. Element nodes opt in per-`FocusPolicy` instead.
962            bevy::picking::Pickable {
963                should_block_lower: false,
964                ..default()
965            },
966            UiRoot,
967        ))
968        .id();
969
970    // The shared overlay container for world-anchored nodes (`<anchor>`).
971    // `position_anchored_nodes` reparents every anchored overlay under this so it lives
972    // in its own hierarchy and never inflates an app container's flex layout or
973    // scrollable `content_size`. Zero-size at the window origin (absolute, left/top 0)
974    // with default `Overflow::visible`, so it neither clips its children nor intercepts
975    // pointer input; anchored nodes position themselves relative to its (0,0) corner.
976    // Spawned as the root's first child so the app subtree (appended later via ops)
977    // renders above it — add a `GlobalZIndex` here to lift overlays above app content.
978    commands.spawn((
979        Node {
980            position_type: PositionType::Absolute,
981            left: Val::Px(0.0),
982            top: Val::Px(0.0),
983            width: Val::Px(0.0),
984            height: Val::Px(0.0),
985            ..default()
986        },
987        crate::anchor::AnchorLayer,
988        ChildOf(root),
989    ));
990
991    let ops_rx = channels.ops_rx.take().expect("setup runs once");
992    commands.insert_resource(JsBridge::new(ops_rx, channels.outbound_tx.clone(), root));
993}
994
995#[cfg(test)]
996mod tests {
997    use super::*;
998
999    /// `is_captured` must cover every capture channel: a UI drag, hovering
1000    /// interactive UI, and a UI-consumed wheel each count as "the UI owns the
1001    /// pointer" for consumers that don't need finer grain.
1002    #[test]
1003    fn is_captured_covers_all_channels() {
1004        assert!(!PointerCapture::default().is_captured());
1005        assert!(
1006            PointerCapture {
1007                dragging: true,
1008                ..default()
1009            }
1010            .is_captured()
1011        );
1012        assert!(
1013            PointerCapture {
1014                over_ui: true,
1015                ..default()
1016            }
1017            .is_captured()
1018        );
1019        assert!(
1020            PointerCapture {
1021                wheel_captured: true,
1022                ..default()
1023            }
1024            .is_captured()
1025        );
1026    }
1027}