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