bevy_quill

Crates.iobevy_quill
lib.rsbevy_quill
version0.1.7
sourcesrc
created_at2023-11-24 20:20:08.093976
updated_at2024-08-13 00:42:21.188628
descriptionA reactive UI framework for Bevy
homepage
repositoryhttps://github.com/viridia/quill
max_upload_size
id1047608
size233,069
Talin (viridia)

documentation

README

Quill

Quill is a UI framework for the Bevy game engine. It's meant to provide a simple API for constructing reactive user interfaces, similar to frameworks like React and Solid, but built on a foundation of Bevy ECS state management.

Quill is an experimental library which borrows ideas from a number of popular UI frameworks, including React.js, Solid.js, Dioxus, and Xilem. However, the way these ideas are implemented is quite different, owing to the need to build on the foundations of Bevy ECS.

Quill is relatively unopinionated about styling, layout or ECS hierarchies - you can use it to build a traditional 2D game UI, gizmo-like overlays in 3D, or reactive scenes. However, Quill comes with a separate crate, bevy_quill_obsidian which provides a set of opininated widgets for building game editors.

Getting started

:warning: Quill currently requires the unstable Rust feature impl_trait_in_assoc_type. This requirement will go away once the feature has been stabilized, which is scheduled to happen sometime before the end of 2024.

:warning: Quill is currently in early development, and is likely to change as it evolves.

For now, you can run the examples. The "complex" example shows off multiple features of the library:

cargo run --example complex

Aspirations / guiding principles:

  • Allows easy composition and re-use of hierarchical widgets.
  • Built on top of existing Bevy UI components.
  • No special syntax required, it's just Rust.
  • Allows reactive hooks such as use_resource() that hook into Bevy's change detection framework.
  • State management built on top of Bevy ECS, rather than maintaining its own separate UI "world".
  • Any data type (String, int, color, etc.) can be displayed in the UI so long as it implements the View trait.
  • Efficient rendering approach with minimal memory allocations. Uses a hybrid approach that borrows from both React and Solid to handle incremental modifications of the UI node graph.
  • Supports dynamic styling and animation effects.

A Basic Example

To create a basic widget, start by creating a struct which implements the ViewTemplate trait. This trait has one method, create(), which takes a context (Cx) and returns a View.

/// A view template
struct MyWidget;

impl ViewTempate for MyWidget {
    type View = impl View;

    fn create(cx: &mut Cx) -> Self::View {
        // Access data in a resource
        let counter = cx.use_resource::<Counter>();
        Element::<NodeBundle>::new().children((
            format!("The count is: {}", counter.count),
        ))
    }
}

To actually display this widget, you'll need to set up a few things:

  • Add QuillPlugin in your app's plugins.
  • Initialize the Counter resource.
  • Spawn a view root.

The view root is an ECS entity which represents the root of the UI hierarchy. Note that there are actually two hierarchies, the "view hierarchy" which is the tree of templates and reactive objects, and the "display hierarchy", which are the actual Bevy entities that get rendered on the screen. You only need to worry about the former, since the display hierarchy is automatically constructed.

To spawn a root for the MyWidget template, use Bevy commands in a setup system:

commands.spawn(MyWidget.to_root());

View Structure and Lifecycle

Quill manages views and templates on three different levels:

  • View templates are application-level components that "react" when their dependencies change. If you have every used React.js, a ViewTemplate is the equivalent of a React Component.
  • Views are lower-level constructs that generate the basic ECS building blocks of a UI, such as entities and components. Views understand incremental updates: how to patch an ECS hierarchy to make modifications without re-constructing the whole tree.
  • Display nodes are the actual renderable ECS entities created by the views.

Every ViewTemplate has a method called create which is called when the template is first spawned, and which is called again each time the display needs to update. It's important to understand how create() is called, as this is the key to working with Quill:

  • create() is typically called many times, which means that any code inside of create needs to be written in a way that is repeatable. Fortunately, the Cx object has lots of methods to help with this: for example, if you want to write some code that only runs once, or only runs under certain situations, you can call cx.create_effect().
  • create() is reactive, meaning that it will be run again whenever one of its dependencies change. For example, when you access a Bevy resource or component, it automatically adds that resource or component to a tracking list. If some other function later modifies that resource or component, it will trigger a reaction, which will cause create to run again.

It's important to write the create() method in a way that doesn't leak memory or resources. For example, it would be a mistake to write a create() method that calls material_assets.add() directly, since this would add a new material every update, returning a new handle. Instead, you can wrap the material initialization in a call to cx.create_memo(), which will allow you to preserve the material handle between invocations.

As a general rule, you should write your templates in a "mostly functional" style, minimizing side effects. When you do need side effects, there are special methods available like .insert() or .create_mutable() to help you out.

The return value from create is an object that implements the View trait. Views have a more complicated lifecycle that involves methods such as build(), rebuild() and raze(), but most of the time you won't need to worry about these.

Elements

Typically you won't need to write your own implementations of View, as these have already been provided. The most important of these is the Element type, which creates a single display node entity. Elements have three aspects:

  • A bundle type: the type of bundle that will be inserted into the entity upon creation.
  • Zero or more children.
  • Zero or more "effects".

The children of an element are also views, defined using View objects. These are constructed by the parent and inserted as children of the display node using the standard Bevy parent/child relations.

"Effects" are anything that add or modify an entity's ECS components, such as:

  • Adding bevy_mod_picking event handlers.
  • Adding custom materials.
  • Adding animations.
  • Adding ARIA nodes for accessibility.
  • Applying styles.

Children and effects are added using a builder pattern, as in the following example:

Element::<NodeBundle>::new()
    .style(style_panel)
    .children((
        "Hello, ",
        "world!",
    ))

The children() method accepts either a single view or a tuple of views. In this case, we're passing plain text strings. Because the View trait has an implementation for &str, these strings can be displayed as views, and will construct the appropriate bevy_ui Text nodes.

Note that ViewTemplates also implement View, so you can freely mix both templates and views when defining children.

In the above example, the .style() method adds a "style effect" - an effect which initializes the style components of the entity.

The .style() method is an example of a static effect, an effect which is only applied once when the element is first created. There are also dynamic effects which can be applied multiple times. Dynamic effects typically take a list of dependencies, and only re-run the effect when the dependencies change. For example, here's a style effect which displays a "focus rectangle" around a checkbox, but only when the "focus" flag (as determined by the accessiibility Focus resource) is set to true:

.style_dyn(
    // This closure only runs when 'focused' changes.
    |focused, sb| {
        if focused {
            sb.outline_color(colors::FOCUS)
                .outline_offset(1.0)
                .width(2.0);
        } else {
            sb.outline_color(Option::<Color>::None);
        }
    },
    focused,
)

Another frequently-used effect is .insert() and it's dynamic counterpart, .insert_dyn(), which inserts an ECS component. There's also a variation, .insert_if() which inserts a component when the condition is true, and removes it when it's false - handy for marker components like Disabled.

The .insert() method is frequently used for inserting bevy_mod_picking event handlers.

More Examples

Conditional rendering with Cond

The Cond (short for "conditional") view takes a conditional expression, and two child views, one which is built when the condition is true, the other when the condition is false.

/// Widget that displays whether the count is even or odd.
struct EvenOrOdd;

impl ViewTempate for EvenOrOdd {
    type View = impl View;

    fn create(cx: &mut Cx) -> Self::View {
        let counter = cx.use_resource::<Counter>();
        Element::new().children((
            "The count is: ",
            Cond::new(counter.count & 1 == 0, "even", "odd"),
        ))
    }
}

Note: It's perfectly OK to use a regular if statement or match for conditional views, however there is a limitation, which is that the result type has to be the same for all branches. Cond doesn't have this limitation, the true and false branches can be different types. Internally, Cond tears down the previous branch and initializes the new branch whenever the condition variable changes.

Often the "false" branch of a Cond will be the empty view, (), which renders nothing and creates no entities.

Conditional rendering with Switch

You can select from multiple views using Switch. This works great with Bevy game states!

let state = *cx.use_resource::<State<EditorState>>().get();

Switch::new(state)
    .case(EditorState::Realm, EditModeRealmControls)
    .case(EditorState::Terrain, EditModeTerrainControls)
    .case(EditorState::Scenery, EditModeSceneryControls)
    .case(EditorState::Meta, EditModeMetadataControls)
    .case(EditorState::Play, EditModePlayControls)

Rendering multiple items with For

For::each() takes a list of items, and a callback which builds a View for each item:

struct EventLog;

impl ViewTempate for EventLog {
    type View = impl View;

    fn create(cx: &mut Cx) -> Self::View {
      let log = cx.use_resource::<ClickLog>();
      Element::new()
          .children(For::each(&log.0, |item| {
              Element::new()
                  .styled(STYLE_LOG_ENTRY.clone())
                  .children((item.to_owned(), "00:00:00"))
          }).with_fallback("No items")),
    }
}

During updates, the For view compares the list of items with the previous list and computes a diff. Only items which have actually changed (insertions, deletions and mutations) are rebuilt. There are three different variations of the For construct, which differ in how they handle comparisons between items:

  • For::each() requires that the array elements implement PartialEq.
  • For::each_cmp() takes an additional comparator argument which is used to compare the items.
  • For::index() doesn't compare items, but instead uses the array index as a key. This version is less efficient, since an item insertion or deletion will require re-building all of the child views.

Returning multiple nodes

Normally a ViewTemplate returns a single View. If you want to return multiple views, use a tuple:

(
    "Hello, ",
    "World!"
)

This works because tuples of views are also views.

Despawning

To despawn a Quill view hierarchy, simply call .despawn() on the root entity. Do not call .despawn_recursive() as this will panic. The reason is because the Quill view hierarchy is more complex than just simple parent/child relationships, and relies on Bevy component hooks to do it's internal cleanup.

This also means that Quill UIs are not currently compatible with StateScoped (which always does a recursive despawn), although this is something which can hopefully be addressed in a future release.

For removing subtrees, you should not despawn individual entities (which will confuse things), but rather rely on conditional constructs such as Cond and Switch.

Mutables: Local state

It's common in UI code where a parent widget will have to keep track of some local state. Often this state needs to be accessible by both the code that creates the UI and the event handlers. "Mutables" are a way to manage local state in a reactive way.

A Mutable<T> is a handle which refers to a piece of mutable data stored within the Bevy World. Since the Mutable itself is just an id, it supports Clone/Copy, which means you can pass it around to child views or other functions.

Creating a new Mutable is performed via the create_mutable::<T>(value) method which is implemented for both Cx and World. Note that mutables created through Cx are owned by the current view, and are automatically despawned when the view is despawned. Handles created on the world are not; you are responsible for deleting them.

There are several ways to access data in a mutable, but all of them require some kind of context so that the data can be retrieved. This context can be either a Cx context object or a World.

  • mutable.get(cx)
  • mutable.get(world)
  • mutable.set(cx, new_value)
  • mutable.set(world, new_value)

Because Mutables are components, they are also reactive: calling mutable.get(cx) automatically adds the mutable to the tracking set for that context. This does not happen if you pass in a World however.

The .get(), .set() methods given above assume that the data in the mutable implements Copy. There are also .get_clone() and .set_clone() methods, which works with data types that implement Clone.

You can also update Mutables in place via .update(), which takes a callback that is passed a reference to the mutable data.

Hook methods and the Cx object

The Cx context object is passed as a parameter when creating view templates or building views. This object contains a reference to the tracking scope, which tracks the set of reactive dependencies for the current template.

Cx includes a number of methods for managing state, known as "hook functions". This use of the word "hook" comes from React.js and means effectively the same thing: a method which gives access to implicit state associated the current template. "Implicit state" refers to the fact that you don't need to manually allocate and deallocate the data returned by the hook.

Hook results are automatically memoized based on calling order: the first hook called within a template will always return the same result no matter how many times it is called, the same is true for the second hook and so on. This means, however, that it is important to call the hooks in the same order every tine - if try to call hooks conditionally in an if-statement, or in a loop, this is an error and will cause a panic.

Here are some of the most frequently-used hooks:

  • create_mutable() has already been discussed in the previous section.
  • create_effect(closure, deps) runs a callback, but only when deps changes.
  • create_memo(factory, deps) returns a memoized value which is recomputed when deps changes.
  • create_entity() spawns a new, empty entity id. This entity will automatically be despawned when the template instance is despawned.
  • create_callback(system) registers a new one-shot system. The returned object can be passed to child widgets and other functions, and used to receive events.

Cx also has some additional methods which are not technically hooks because they don't need to be called in a specific order:

  • use_resource() returns a reference to the specified Resource.
  • use_component() returns a reference to the specifie Component.

The Quill Obsidian crate extends the Cx trait by adding some addional hooks:

  • is_hovering() returns true if the mouse is hovering over the current element.
  • is_focused() returns true if the element has keyboard focus. There are other variations such as is_focus_visible().
  • use_element_rect(id) returns the screen rect of a widget, given an entity id.
  • create_bistable_transition(open) creates a simple state machine which can be used when animating elements that have an "entering" and "exiting" animation.

Element::from_entity() and explicit entity ids

Elements normally spawn a new Entity when they are built. However, there are cases where you want to specify the entity id of an entity that has already been spawned. For this, you can use Element::for_entity(id) instead of Element::new().

An example of where this is useful is hovering: we want to highlight the color of an element when the mouse is over it. To do this, we want to pass in an "is_hovered" flag as a parameter when constructing the element so that the proper styles can be computed. But computing "is_hovered" requires knowing the element's entity id, which doesn't exist until the element has been created.

In the Obsidian library, there's a hook (an extension to Cx) named is_hovering(id) which returns true if a given element is currently being hovered over by the mouse. We can set up our widget with the following steps:

  • create a new entity id using id = cx.create_entity().
  • check for hovering using cx.is_hovering(id).
  • create an Element using the created id with Element::for_entity(id).
  • in the builder methods for the Element, use is_hovered to conditionally apply styles.

Reactive contexts and Bevy observers

While there's no explicit support yet for Observers, there is a way to trigger a reaction from an observer.

You can create an observer for a Quill View by inserting an Observer component on the owner entity:

let owner = cx.owner();
cx.create_effect(
    |world, owner| {
        world.entity_mut(owner).insert(Observer::new(callback));
    },
    owner
);

Since the observer is attached to the owner entity, it will be despawned when the View is.

To trigger a reaction, inject a Commands into the observer callback and invoke a TriggerReaction command. This command manually marks the tracking scope as changed, and will update during the next cycle.

commands.add(TriggerReaction(owner));

Note that you should not invoke TriggerReaction from within a reactive callback, as this will likely cause an infinite loop.

Styling

There are several different ways to approach styling in Bevy. One is "imperative styles", meaning that you explicitly create style components such as BackgroundColor and Outline in the template and attach them to the display node.

A disadvantage of this approach is that you have limited ability to compose styles from different sources. Rust has one mechanism for inheriting struct values from another struct, which is the .. syntax; this supposes that both of the struct values are known at the point of declaration. Ideally, what we want is a general mechanism that allows to take a "base" style and then add customizations on top of it, but in a way that doesn't require exposing the inner details of the base style to the world.

Quill takes a more functional approach to styles, using the bevy_mod_stylebuilder crate. This crate provides a StyleBuilder interface that lets you define Bevy styles using a fluent builder pattern. Moreover, it supports composition: you can pass in a tuple of styles (style1, style2, style3) and each of the three styles will be applied in the given order.

"Styles" in this system are just functions that take a StyleBuilder parameter. For example, the Obsidian Button widget uses the following style:

fn style_button(ss: &mut StyleBuilder) {
    ss.border(1)
        .display(ui::Display::Flex)
        .flex_direction(ui::FlexDirection::Row)
        .justify_content(ui::JustifyContent::Center)
        .align_items(ui::AlignItems::Center)
        .align_content(ui::AlignContent::Center)
        .padding((12, 0))
        .border(0)
        .color(colors::FOREGROUND)
        .cursor(CursorIcon::Pointer);
}

Within a view template, multiple styles can be added to the element:

element.style((
    // Default text styles
    typography::text_default,
    // Standard Button styles
    style_button,
    // Custom style overrides
    self.custom_styles.clone()
))

For convenience, the StyleBuilder API supports both "long-form" and "shortcut" syntax variations. For example, the following are all equivalent:

  • .border(ui::UiRect::all(ui::Val::Px(10.))) -- a border of 10px on all sides
  • .border(ui::Val::Px(10.)) -- Scalar is automatically converted to a rect
  • .border(10.) -- Px is assumed to be the default unit
  • .border(10) -- Integers are automatically converted to f32 type.

Similarly, it offers many automatic conversions for types such as colors, rectangles, and asset paths.

For those familiar with CSS, there will be some familiarity, however StyleBuilder differs from CSS in a number of important ways:

  • There is no prioritization or cascade, as this tends to be a source of confusion for web developers (Even CSS itself is moving away from this with the new "CSS layers" feature.) Instead styles are merged strictly in the order that they appear on the element.
  • Styles can only affect the element they are assigned to, not their children.

Pitfalls to avoid

There are a few things that you'll need to watch out for when writing view templates.

Convergence - The rebuilding of views is driven by an ECS system known as "RCS" which stands for "Reaction Control System". This system runs with world access, and will loop until it finds no more changes - that is, when the number of tracking scopes with changed dependencies falls to zero.

It's perfectly fine to have reactions that trigger other reactions. This often happens, for example, in calls to create_effect(). However, what's not fine is to have a reaction that triggers itself. This will cause an infinite loop.

To guard against this, RCS keeps track of the number of tracking scopes that need updating. As long as this number keeps decreasing, everything is fine: it means that we are "converging", that is, the set of reactions and dependencies is settling down into a quiescent state. It's also possible for the count of scopes that need updating to increase, or stay the same, but it should do so only rarely. This is a "divergence", and there's a hard limit on the number of divergences allowed each frame. The system will panic if this number is exceeded.

To avoid problems with excessive divergence, you should try to write your templates in a way that cleanly separates reading from writing: the main body of the template does the reading, while callbacks and event handlers handle mutations. In the rare case where you need to perform a mutation during setup (like inserting a component into an entity), you should write the code in a way that ensures that this mutation is only performed once, and not repeated every time the template re-executes.

Dynamic Views - sometimes you will want a View that is computed by an algorithm, that is, you'll have some formula which returns a different view depending on some state. The Obsidian "inspector" widget does this a lot. You may be tempted to use the .into_view_child() method for this, because it type-erases the view, allowing views of different types to be stored in the same "slot".

Unfortunately, this will panic during a rebuild, because the view's state (which is stored externally from the view, and which is also type-erased into an Any by .into_view_child()) will no longer match the type of the view. For example, if you were to change a Button into a Checkbox, you would end up in a situation where the Checkbox view is trying to use the old state generated by the previous Button template.

To avoid this, you can wrap the formula with Dynamic::new(child_view). The Dynamic view keeps additional information which allows it to detect when the type of the child view changes. When this happens, it razes the previous view and rebuilds the new view fresh.

Deep Dive: For-loops

For views are views that, given an array of data items, render a variable number of children. There are three different flavors of For loops. The simplest, and least efficient, is the index() loop. This loop simply renders each item at its index position in the array. The reason this is inefficient is that the array may have insertions and deletions since the previous render cycle. Thus, if element #2 becomes element #3, then the for loop will just blindly overwrite any existing display nodes at position #3, destroying any nodes that don't match and building new nodes in their place.

The next type is .each_cmp(), which is a bit smarter: it takes an additional function closure which produces can compare two array elements. The items can be any data type, so long as they are clonable. The algorithm then attempts to match the old array nodes with the new ones using an LCS (Longest Common Substring) matching algorithm. This means that as array elements shift around, it will re-use the display nodes from the previous render, minimizing the amount of churn. Any insertions or deletions will be detected, and the nodes in those positions built or razed as appropriate.

Finally, there is .each(), which doesn't require a comparator function, since it requires the array elements to implement both Clone and PartialEq.

Bibliography

Commit count: 91

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