mirror of
https://github.com/bevyengine/bevy.git
synced 2026-07-01 08:12:51 -04:00
create-pull-request/patch
23 Commits
| Author | SHA1 | Message | Date | |
|---|---|---|---|---|
|
|
6ca4769128 |
Minimal responsive FontSize support (#22614)
# Objective
Add responsive font sizes supporting rem and viewport units to
`bevy_text` with minimal changes to the APIs and systems.
## Solution
Introduce a new `FontSize` enum:
```rust
pub enum FontSize {
/// Font Size in logical pixels.
Px(f32),
/// Font size as a percentage of the viewport width.
Vw(f32),
/// Font size as a percentage of the viewport height.
Vh(f32),
/// Font size as a percentage of the smaller of the viewport width and height.
VMin(f32),
/// Font size as a percentage of the larger of the viewport width and height.
VMax(f32),
/// Font Size relative to the value of the `RemSize` resource.
Rem(f32),
}
```
This replaces the `f32` value of `TextFont`'s `font_size` field.
The viewport variants work the same way as their respective `Val`
counterparts.
`Rem` values are multiplied by the value of the `RemSize` resource
(which newtypes an `f32`).
`FontSize` provides an `eval` method that takes a logical viewport size
and rem base size and returns an `f32` logical font size. The resolved
logical font size is then written into the `Attributes` passed to Cosmic
Text by `TextPipeline::update_buffer`.
Any text implementation using `bevy_text` must now provide viewport and
rem base values when calling `TextPipeline::update_buffer` or
`create_measure`.
`Text2d` uses the size of the primary window to resolve viewport values
(or `Vec2::splat(1000)` if no primary window is found). This is a
deliberate compromise, a single `Text2d` can be rendered to multiple
viewports using `RenderLayers`, so it's difficult to find a rule for
which viewport size should be chosen.
### Change detection
`ComputedTextBlock` has two new fields: `uses_viewport_sizes` and
`uses_rem_sizes`, which are set to true in `TextPipeline::update_buffer`
iff any text section in the block uses viewport or rem font sizes,
respectively.
The `ComputedTextBlock::needs_rerender` method has been modified to take
take two bool parameters:
```rust
pub fn needs_rerender(
&self,
is_viewport_size_changed: bool,
is_rem_size_changed: bool,
) -> bool {
self.needs_rerender
|| (is_viewport_size_changed && self.uses_viewport_sizes)
|| (is_rem_size_changed && self.uses_rem_sizes)
}
```
This ensures that text reupdates will also be scheduled if one of the text section's uses a viewport font size and the local viewport size changed, or if one of the text section's uses a rem font size and the rem size changed.
#### Limitations
There are some limitations because we don't have any sort of font style inheritance yet:
* "rem" units aren't proper rem units, and just based on the value of a resource.
* "em" units are resolved based on inherited font size, so can't be implemented without inheritance support.
#### Notes
* This PR is quite small and not very technical. Reviewers don't need to be especially familiar with `bevy_text`. Most of the changes are to the examples.
* We could consider using `Val` instead of `FontSize`, then we could use `Val`'s constructor functions which would be much nicer, but some variants might not have sensible interpretations in both UI and Text2d contexts. Also we'd have to make `Val` accessible to `bevy_text`.
## Testing
The changes to the text systems are relatively trivial and easy to understand. I already added a minor change to the `text` example to use `Vh` font size for the "hello bevy" text in the bottom right corner. If you change the size of the window, you should see the text change size in response. The text initially flickers before it updates because of some unrelated asset/image changes that mean that font textures aren't ready until the frame after the text update that changes the font size.
Most of the example migrations were automated using regular expressions, and there are bound to be mistakes in those changes. It's infeasible to check every single example thoroughly, but it's early enough in the release cycle that I don't think we should be too worried if a few bugs slip in.
---------
Co-authored-by: Kevin Chen <chen.kevin.f@gmail.com>
|
||
|
|
e5d4dfd7a6 |
Minimal Font Families, Font Queries, Collections, System Fonts, Stretch, and Slant support (#22156)
# Objective
Implement support for the remaining missing text features with minimal
changes.
## Solution
`TextFont` has been expanded to include new fields:
```rust
pub struct TextFont {
pub font: FontSource,
pub font_size: f32,
pub weight: FontWeight,
pub width: FontWidth,
pub style: FontStyle,
pub font_smoothing: FontSmoothing,
pub font_features: FontFeatures,
}
```
FontSource has two variants: Handle, which identifies a font by asset
handle, and Family, which selects a font by its family name.
`FontWidth` is a newtype struct representing OpenType font stretch
classifications ranging from ULTRA_CONDENSED (50%) to ULTRA_EXPANDED
(200%).
`FontStyle` is an enum used to set the slant style of a font, either
`Normal`, `Italic`, or `Oblique`.
The system font support is very barebones. You load them using the
`CosmicFontSystem` resource:
```rust
font_system.db_mut().load_system_fonts()
```
Then they are available to be selected by family name using
`FontSource::Family`.
### Other changes
* `TextPipelines`'s `glyph_info` field has been removed. There is no
need to collect the section infos or perform any querys during text
layout updates, so that code has been removed as well.
* `update_text_layout_info` used some `try_for_each` with some nested
closures which was unnecessarily complicated again. They've been
replaced with a regular for loop.
* After font assets are loaded there's a new system
`load_font_assets_into_fontdb_system` that automatically adds them to
cosmic text's font database. Then they are available to be looked up by
family name as well as by asset handle.
* There aren't are performance motivated changes but layout updates seem
to be overall significantly more efficient now, with a slight regression
for very large numbers of short, single section text entities.
* Font texture atlases are no longer automatically cleared when the font
asset they were generated from is removed. There is no way to remove
individual fonts from cosmic text's `FontSystem`, so the font is still
accessible using the family name with `FontSource::family` and removing
the text atlases naively could cause a panic since rendering expects
them to be present.
## Testing
```
cargo run --example font_query
```
---
## Showcase
<img width="1229" height="591" alt="font-query"
src="https://github.com/user-attachments/assets/23f5aaa2-fdb8-4448-9b4e-9d65d6431107"
/>
---------
Co-authored-by: Thierry Berger <contact@thierryberger.com>
|
||
|
|
13877fa84d |
Add a new trait to accept more types in the Val-helper functions (#20551)
# Objective - Allow the `Val`-helper functions to accept more types besides just `f32` Fixes #20549 ## Solution - Adds a new trait that can be implemented for numbers - That trait has a method that converts `self` to `f32` ## Testing - I tested it using Rust's testing framework (although I didn't leave the tests in, as I don't deem them important enough) <details> <summary>Rust test</summary> ```rust #[cfg(test)] mod tests { use super::*; #[test] fn test_val_helpers_work() { let p = px(10_u8); assert_eq!(p, Val::Px(10.0)); let p = px(10_u16); assert_eq!(p, Val::Px(10.0)); let p = px(10_u32); assert_eq!(p, Val::Px(10.0)); let p = px(10_u64); assert_eq!(p, Val::Px(10.0)); let p = px(10_u128); assert_eq!(p, Val::Px(10.0)); let p = px(10_i8); assert_eq!(p, Val::Px(10.0)); let p = px(10_i16); assert_eq!(p, Val::Px(10.0)); let p = px(10_i32); assert_eq!(p, Val::Px(10.0)); let p = px(10_i64); assert_eq!(p, Val::Px(10.0)); let p = px(10_i128); assert_eq!(p, Val::Px(10.0)); let p = px(10.3_f32); assert_eq!(p, Val::Px(10.3)); let p = px(10.6_f64); assert_eq!(p, Val::Px(10.6)); } } ``` </details> --- ## Showcase ```rust // Same as Val::Px(10.) px(10); px(10_u8); px(10.0); ``` |
||
|
|
a750cfe4a1 |
Split CursorOptions off of Window (#19668)
# Objective - Fixes #19627 - Tackles part of #19644 - Supersedes #19629 - `Window` has become a very very very big component - As such, our change detection does not *really* work on it, as e.g. moving the mouse will cause a change for the entire window - We circumvented this with a cache - But, some things *shouldn't* be cached as they can be changed from outside the user's control, notably the cursor grab mode on web - So, we need to disable the cache for that - But because change detection is broken, that would result in the cursor grab mode being set every frame the mouse is moved - That is usually *not* what a dev wants, as it forces the cursor to be locked even when the end-user is trying to free the cursor on the browser - the cache in this situation is invalid due to #8949 ## Solution - Split `Window` into multiple components, each with working change detection - Disable caching of the cursor grab mode - This will only attempt to force the grab mode when the `CursorOptions` were touched by the user, which is *much* rarer than simply moving the mouse. - If this PR is merged, I'll do the exact same for the other constituents of `Window` as a follow-up ## Testing - Ran all the changed examples |
||
|
|
c3ff6d4136 |
Fix non-crate typos (#18219)
# Objective Correct spelling ## Solution Fix typos, specifically ones that I found in folders other than /crates ## Testing CI --------- Co-authored-by: Alice Cecile <alice.i.cecile@gmail.com> |
||
|
|
015f2c69ca |
Merge Style properties into Node. Use ComputedNode for computed properties. (#15975)
# Objective Continue improving the user experience of our UI Node API in the direction specified by [Bevy's Next Generation Scene / UI System](https://github.com/bevyengine/bevy/discussions/14437) ## Solution As specified in the document above, merge `Style` fields into `Node`, and move "computed Node fields" into `ComputedNode` (I chose this name over something like `ComputedNodeLayout` because it currently contains more than just layout info. If we want to break this up / rename these concepts, lets do that in a separate PR). `Style` has been removed. This accomplishes a number of goals: ## Ergonomics wins Specifying both `Node` and `Style` is now no longer required for non-default styles Before: ```rust commands.spawn(( Node::default(), Style { width: Val::Px(100.), ..default() }, )); ``` After: ```rust commands.spawn(Node { width: Val::Px(100.), ..default() }); ``` ## Conceptual clarity `Style` was never a comprehensive "style sheet". It only defined "core" style properties that all `Nodes` shared. Any "styled property" that couldn't fit that mold had to be in a separate component. A "real" style system would style properties _across_ components (`Node`, `Button`, etc). We have plans to build a true style system (see the doc linked above). By moving the `Style` fields to `Node`, we fully embrace `Node` as the driving concept and remove the "style system" confusion. ## Next Steps * Consider identifying and splitting out "style properties that aren't core to Node". This should not happen for Bevy 0.15. --- ## Migration Guide Move any fields set on `Style` into `Node` and replace all `Style` component usage with `Node`. Before: ```rust commands.spawn(( Node::default(), Style { width: Val::Px(100.), ..default() }, )); ``` After: ```rust commands.spawn(Node { width: Val::Px(100.), ..default() }); ``` For any usage of the "computed node properties" that used to live on `Node`, use `ComputedNode` instead: Before: ```rust fn system(nodes: Query<&Node>) { for node in &nodes { let computed_size = node.size(); } } ``` After: ```rust fn system(computed_nodes: Query<&ComputedNode>) { for computed_node in &computed_nodes { let computed_size = computed_node.size(); } } ``` |
||
|
|
d96a9d15f6 |
Migrate from Query::single and friends to Single (#15872)
# Objective - closes #15866 ## Solution - Simply migrate where possible. ## Testing - Expect that CI will do most of the work. Examples is another way of testing this, as most of the work is in that area. --- ## Notes For now, this PR doesn't migrate `QueryState::single` and friends as for now, this look like another issue. So for example, QueryBuilders that used single or `World::query` that used single wasn't migrated. If there is a easy way to migrate those, please let me know. Most of the uses of `Query::single` were removed, the only other uses that I found was related to tests of said methods, so will probably be removed when we remove `Query::single`. |
||
|
|
6f7d0e5725 |
split up TextStyle (#15857)
# Objective
Currently text is recomputed unnecessarily on any changes to its color,
which is extremely expensive.
## Solution
Split up `TextStyle` into two separate components `TextFont` and
`TextColor`.
## Testing
I added this system to `many_buttons`:
```rust
fn set_text_colors_changed(mut colors: Query<&mut TextColor>) {
for mut text_color in colors.iter_mut() {
text_color.set_changed();
}
}
```
reports ~4fps on main, ~50fps with this PR.
## Migration Guide
`TextStyle` has been renamed to `TextFont` and its `color` field has
been moved to a separate component named `TextColor` which newtypes
`Color`.
|
||
|
|
c2c19e5ae4 |
Text rework (#15591)
**Ready for review. Examples migration progress: 100%.** # Objective - Implement https://github.com/bevyengine/bevy/discussions/15014 ## Solution This implements [cart's proposal](https://github.com/bevyengine/bevy/discussions/15014#discussioncomment-10574459) faithfully except for one change. I separated `TextSpan` from `TextSpan2d` because `TextSpan` needs to require the `GhostNode` component, which is a `bevy_ui` component only usable by UI. Extra changes: - Added `EntityCommands::commands_mut` that returns a mutable reference. This is a blocker for extension methods that return something other than `self`. Note that `sickle_ui`'s `UiBuilder::commands` returns a mutable reference for this reason. ## Testing - [x] Text examples all work. --- ## Showcase TODO: showcase-worthy ## Migration Guide TODO: very breaking ### Accessing text spans by index Text sections are now text sections on different entities in a hierarchy, Use the new `TextReader` and `TextWriter` system parameters to access spans by index. Before: ```rust fn refresh_text(mut query: Query<&mut Text, With<TimeText>>, time: Res<Time>) { let text = query.single_mut(); text.sections[1].value = format_time(time.elapsed()); } ``` After: ```rust fn refresh_text( query: Query<Entity, With<TimeText>>, mut writer: UiTextWriter, time: Res<Time> ) { let entity = query.single(); *writer.text(entity, 1) = format_time(time.elapsed()); } ``` ### Iterating text spans Text spans are now entities in a hierarchy, so the new `UiTextReader` and `UiTextWriter` system parameters provide ways to iterate that hierarchy. The `UiTextReader::iter` method will give you a normal iterator over spans, and `UiTextWriter::for_each` lets you visit each of the spans. --------- Co-authored-by: ickshonpe <david.curthoys@googlemail.com> Co-authored-by: Carter Anderson <mcanders1@gmail.com> |
||
|
|
25bfa80e60 |
Migrate cameras to required components (#15641)
# Objective Yet another PR for migrating stuff to required components. This time, cameras! ## Solution As per the [selected proposal](https://hackmd.io/tsYID4CGRiWxzsgawzxG_g#Combined-Proposal-1-Selected), deprecate `Camera2dBundle` and `Camera3dBundle` in favor of `Camera2d` and `Camera3d`. Adding a `Camera` without `Camera2d` or `Camera3d` now logs a warning, as suggested by Cart [on Discord](https://discord.com/channels/691052431525675048/1264881140007702558/1291506402832945273). I would personally like cameras to work a bit differently and be split into a few more components, to avoid some footguns and confusing semantics, but that is more controversial, and shouldn't block this core migration. ## Testing I ran a few 2D and 3D examples, and tried cameras with and without render graphs. --- ## Migration Guide `Camera2dBundle` and `Camera3dBundle` have been deprecated in favor of `Camera2d` and `Camera3d`. Inserting them will now also insert the other components required by them automatically. |
||
|
|
522d82b21a |
Fixing text sizes for examples (#15190)
# Objective - Fixes #14265 ## Solution - Go through Pixel Eagle examples (and examples all in all) - If default size is used it is usually left there - If size of font is touched try dividing with 1.2 and round it to nearest whole number ## Testing - Run example before and after - Make sure examples text are readable or like before cosmic-text change --- ## Showcase Before:  After:  |
||
|
|
47c4e3084a |
Add custom cursors (#14284)
# Objective - Add custom images as cursors - Fixes #9557 ## Solution - Change cursor type to accommodate both native and image cursors - I don't really like this solution because I couldn't use `Handle<Image>` directly. I would need to import `bevy_assets` and that causes a circular dependency. Alternatively we could use winit's `CustomCursor` smart pointers, but that seems hard because the event loop is needed to create those and is not easily accessable for users. So now I need to copy around rgba buffers which is sad. - I use a cache because especially on the web creating cursor images is really slow - Sorry to #14196 for yoinking, I just wanted to make a quick solution for myself and thought that I should probably share it too. Update: - Now uses `Handle<Image>`, reads rgba data in `bevy_render` and uses resources to send the data to `bevy_winit`, where the final cursors are created. ## Testing - Added example which works fine at least on Linux Wayland (winit side has been tested with all platforms). - I haven't tested if the url cursor works. ## Migration Guide - `CursorIcon` is no longer a field in `Window`, but a separate component can be inserted to a window entity. It has been changed to an enum that can hold custom images in addition to system icons. - `Cursor` is renamed to `CursorOptions` and `cursor` field of `Window` is renamed to `cursor_options` - `CursorIcon` is renamed to `SystemCursorIcon` --------- Co-authored-by: Alice Cecile <alice.i.cecile@gmail.com> Co-authored-by: Jan Hohenheim <jan@hohenheim.ch> |
||
|
|
599e5e4e76 |
Migrate from LegacyColor to bevy_color::Color (#12163)
# Objective - As part of the migration process we need to a) see the end effect of the migration on user ergonomics b) check for serious perf regressions c) actually migrate the code - To accomplish this, I'm going to attempt to migrate all of the remaining user-facing usages of `LegacyColor` in one PR, being careful to keep a clean commit history. - Fixes #12056. ## Solution I've chosen to use the polymorphic `Color` type as our standard user-facing API. - [x] Migrate `bevy_gizmos`. - [x] Take `impl Into<Color>` in all `bevy_gizmos` APIs - [x] Migrate sprites - [x] Migrate UI - [x] Migrate `ColorMaterial` - [x] Migrate `MaterialMesh2D` - [x] Migrate fog - [x] Migrate lights - [x] Migrate StandardMaterial - [x] Migrate wireframes - [x] Migrate clear color - [x] Migrate text - [x] Migrate gltf loader - [x] Register color types for reflection - [x] Remove `LegacyColor` - [x] Make sure CI passes Incidental improvements to ease migration: - added `Color::srgba_u8`, `Color::srgba_from_array` and friends - added `set_alpha`, `is_fully_transparent` and `is_fully_opaque` to the `Alpha` trait - add and immediately deprecate (lol) `Color::rgb` and friends in favor of more explicit and consistent `Color::srgb` - standardized on white and black for most example text colors - added vector field traits to `LinearRgba`: ~~`Add`, `Sub`, `AddAssign`, `SubAssign`,~~ `Mul<f32>` and `Div<f32>`. Multiplications and divisions do not scale alpha. `Add` and `Sub` have been cut from this PR. - added `LinearRgba` and `Srgba` `RED/GREEN/BLUE` - added `LinearRgba_to_f32_array` and `LinearRgba::to_u32` ## Migration Guide Bevy's color types have changed! Wherever you used a `bevy::render::Color`, a `bevy::color::Color` is used instead. These are quite similar! Both are enums storing a color in a specific color space (or to be more precise, using a specific color model). However, each of the different color models now has its own type. TODO... - `Color::rgba`, `Color::rgb`, `Color::rbga_u8`, `Color::rgb_u8`, `Color::rgb_from_array` are now `Color::srgba`, `Color::srgb`, `Color::srgba_u8`, `Color::srgb_u8` and `Color::srgb_from_array`. - `Color::set_a` and `Color::a` is now `Color::set_alpha` and `Color::alpha`. These are part of the `Alpha` trait in `bevy_color`. - `Color::is_fully_transparent` is now part of the `Alpha` trait in `bevy_color` - `Color::r`, `Color::set_r`, `Color::with_r` and the equivalents for `g`, `b` `h`, `s` and `l` have been removed due to causing silent relatively expensive conversions. Convert your `Color` into the desired color space, perform your operations there, and then convert it back into a polymorphic `Color` enum. - `Color::hex` is now `Srgba::hex`. Call `.into` or construct a `Color::Srgba` variant manually to convert it. - `WireframeMaterial`, `ExtractedUiNode`, `ExtractedDirectionalLight`, `ExtractedPointLight`, `ExtractedSpotLight` and `ExtractedSprite` now store a `LinearRgba`, rather than a polymorphic `Color` - `Color::rgb_linear` and `Color::rgba_linear` are now `Color::linear_rgb` and `Color::linear_rgba` - The various CSS color constants are no longer stored directly on `Color`. Instead, they're defined in the `Srgba` color space, and accessed via `bevy::color::palettes::css`. Call `.into()` on them to convert them into a `Color` for quick debugging use, and consider using the much prettier `tailwind` palette for prototyping. - The `LIME_GREEN` color has been renamed to `LIMEGREEN` to comply with the standard naming. - Vector field arithmetic operations on `Color` (add, subtract, multiply and divide by a f32) have been removed. Instead, convert your colors into `LinearRgba` space, and perform your operations explicitly there. This is particularly relevant when working with emissive or HDR colors, whose color channel values are routinely outside of the ordinary 0 to 1 range. - `Color::as_linear_rgba_f32` has been removed. Call `LinearRgba::to_f32_array` instead, converting if needed. - `Color::as_linear_rgba_u32` has been removed. Call `LinearRgba::to_u32` instead, converting if needed. - Several other color conversion methods to transform LCH or HSL colors into float arrays or `Vec` types have been removed. Please reimplement these externally or open a PR to re-add them if you found them particularly useful. - Various methods on `Color` such as `rgb` or `hsl` to convert the color into a specific color space have been removed. Convert into `LinearRgba`, then to the color space of your choice. - Various implicitly-converting color value methods on `Color` such as `r`, `g`, `b` or `h` have been removed. Please convert it into the color space of your choice, then check these properties. - `Color` no longer implements `AsBindGroup`. Store a `LinearRgba` internally instead to avoid conversion costs. --------- Co-authored-by: Alice Cecile <alice.i.cecil@gmail.com> Co-authored-by: Afonso Lage <lage.afonso@gmail.com> Co-authored-by: Rob Parrett <robparrett@gmail.com> Co-authored-by: Zachary Harrold <zac@harrold.com.au> |
||
|
|
de004da8d5 |
Rename bevy_render::Color to LegacyColor (#12069)
# Objective The migration process for `bevy_color` (#12013) will be fairly involved: there will be hundreds of affected files, and a large number of APIs. ## Solution To allow us to proceed granularly, we're going to keep both `bevy_color::Color` (new) and `bevy_render::Color` (old) around until the migration is complete. However, simply doing this directly is confusing! They're both called `Color`, making it very hard to tell when a portion of the code has been ported. As discussed in #12056, by renaming the old `Color` type, we can make it easier to gradually migrate over, one API at a time. ## Migration Guide THIS MIGRATION GUIDE INTENTIONALLY LEFT BLANK. This change should not be shipped to end users: delete this section in the final migration guide! --------- Co-authored-by: Alice Cecile <alice.i.cecil@gmail.com> |
||
|
|
ced216f59a |
Update winit dependency to 0.29 (#10702)
# Objective - Update winit dependency to 0.29 ## Changelog ### KeyCode changes - Removed `ScanCode`, as it was [replaced by KeyCode](https://github.com/rust-windowing/winit/blob/master/CHANGELOG.md#0292). - `ReceivedCharacter.char` is now a `SmolStr`, [relevant doc](https://docs.rs/winit/latest/winit/event/struct.KeyEvent.html#structfield.text). - Changed most `KeyCode` values, and added more. KeyCode has changed meaning. With this PR, it refers to physical position on keyboard rather than the printed letter on keyboard keys. In practice this means: - On QWERTY keyboard layouts, nothing changes - On any other keyboard layout, `KeyCode` no longer reflects the label on key. - This is "good". In bevy 0.12, when you used WASD for movement, users with non-QWERTY keyboards couldn't play your game! This was especially bad for non-latin keyboards. Now, WASD represents the physical keys. A French player will press the ZQSD keys, which are near each other, Kyrgyz players will use "Цфыв". - This is "bad" as well. You can't know in advance what the label of the key for input is. Your UI says "press WASD to move", even if in reality, they should be pressing "ZQSD" or "Цфыв". You also no longer can use `KeyCode` for text inputs. In any case, it was a pretty bad API for text input. You should use `ReceivedCharacter` now instead. ### Other changes - Use `web-time` rather than `instant` crate. (https://github.com/rust-windowing/winit/pull/2836) - winit did split `run_return` in `run_onDemand` and `pump_events`, I did the same change in bevy_winit and used `pump_events`. - Removed `return_from_run` from `WinitSettings` as `winit::run` now returns on supported platforms. - I left the example "return_after_run" as I think it's still useful. - This winit change is done partly to allow to create a new window after quitting all windows: https://github.com/emilk/egui/issues/1918 ; this PR doesn't address. - added `width` and `height` properties in the `canvas` from wasm example (https://github.com/bevyengine/bevy/pull/10702#discussion_r1420567168) ## Known regressions (important follow ups?) - Provide an API for reacting when a specific key from current layout was released. - possible solutions: use winit::Key from winit::KeyEvent ; mapping between KeyCode and Key ; or . - We don't receive characters through alt+numpad (e.g. alt + 151 = "ù") anymore ; reproduced on winit example "ime". maybe related to https://github.com/rust-windowing/winit/issues/2945 - (windows) Window content doesn't refresh at all when resizing. By reading https://github.com/rust-windowing/winit/issues/2900 ; I suspect we should just fire a `window.request_redraw();` from `AboutToWait`, and handle actual redrawing within `RedrawRequested`. I'm not sure how to move all that code so I'd appreciate it to be a follow up. - (windows) unreleased winit fix for using set_control_flow in AboutToWait https://github.com/rust-windowing/winit/issues/3215 ; ⚠️ I'm not sure what the implications are, but that feels bad 🤔 ## Follow up I'd like to avoid bloating this PR, here are a few follow up tasks worthy of a separate PR, or new issue to track them once this PR is closed, as they would either complicate reviews, or at risk of being controversial: - remove CanvasParentResizePlugin (https://github.com/bevyengine/bevy/pull/10702#discussion_r1417068856) - avoid mentionning explicitly winit in docs from bevy_window ? - NamedKey integration on bevy_input: https://github.com/rust-windowing/winit/pull/3143 introduced a new NamedKey variant. I implemented it only on the converters but we'd benefit making the same changes to bevy_input. - Add more info in KeyboardInput https://github.com/bevyengine/bevy/pull/10702#pullrequestreview-1748336313 - https://github.com/bevyengine/bevy/pull/9905 added a workaround on a bug allegedly fixed by winit 0.29. We should check if it's still necessary. - update to raw_window_handle 0.6 - blocked by wgpu - Rename `KeyCode` to `PhysicalKeyCode` https://github.com/bevyengine/bevy/pull/10702#discussion_r1404595015 - remove `instant` dependency, [replaced by](https://github.com/rust-windowing/winit/pull/2836) `web_time`), we'd need to update to : - fastrand >= 2.0 - [`async-executor`](https://github.com/smol-rs/async-executor) >= 1.7 - [`futures-lite`](https://github.com/smol-rs/futures-lite) >= 2.0 - Verify license, see [discussion](https://github.com/bevyengine/bevy/pull/8745#discussion_r1402439800) - we might be missing a short notice or description of changes made - Consider using https://github.com/rust-windowing/cursor-icon directly rather than vendoring it in bevy. - investigate [this unwrap](https://github.com/bevyengine/bevy/pull/8745#discussion_r1387044986) (`winit_window.canvas().unwrap();`) - Use more good things about winit's update - https://github.com/bevyengine/bevy/pull/10689#issuecomment-1823560428 ## Migration Guide This PR should have one. |
||
|
|
1f97717a3d |
Rename Input to ButtonInput (#10859)
# Objective - Resolves #10853 ## Solution - ~~Changed the name of `Input` struct to `PressableInput`.~~ - Changed the name of `Input` struct to `ButtonInput`. ## Migration Guide - Breaking Change: Users need to rename `Input` to `ButtonInput` in their projects. |
||
|
|
1918608b02 |
Update default ClearColor to better match Bevy's branding (#10339)
# Objective - Changes the default clear color to match the code block color on Bevy's website. ## Solution - Changed the clear color, updated text in examples to ensure adequate contrast. Inconsistent usage of white text color set to use the default color instead, which is already white. - Additionally, updated the `3d_scene` example to make it look a bit better, and use bevy's branding colors.  |
||
|
|
aefe1f0739 |
Schedule-First: the new and improved add_systems (#8079)
Co-authored-by: Mike <mike.hsu@gmail.com> |
||
|
|
87dda354dd |
Remove Val::Undefined (#7485)
|
||
|
|
3d8fe46f94 |
Add unsupported platforms note to ui window fallthrough example (#7827)
# Objective This adds small comment to window fall through example that it won't work on specific platforms. This information is documented in `Cursor` api but I think it is worth to add it in example description for clarity sake. |
||
|
|
3900b48c88 |
update winit to 0.28 (#7480)
# Objective - Update winit to 0.28 ## Solution - Small API change - A security advisory has been added for a unmaintained crate used by a dependency of winit build script for wayland I didn't do anything for Android support in this PR though it should be fixable, it should be done in a separate one, maybe https://github.com/bevyengine/bevy/pull/6830 --- ## Changelog - `window.always_on_top` has been removed, you can now use `window.window_level` ## Migration Guide before: ```rust app.new() .add_plugins(DefaultPlugins.set(WindowPlugin { primary_window: Some(Window { always_on_top: true, ..default() }), ..default() })); ``` after: ```rust app.new() .add_plugins(DefaultPlugins.set(WindowPlugin { primary_window: Some(Window { window_level: bevy::window::WindowLevel::AlwaysOnTop, ..default() }), ..default() })); ``` |
||
|
|
ddfafab971 |
Windows as Entities (#5589)
# Objective Fix https://github.com/bevyengine/bevy/issues/4530 - Make it easier to open/close/modify windows by setting them up as `Entity`s with a `Window` component. - Make multiple windows very simple to set up. (just add a `Window` component to an entity and it should open) ## Solution - Move all properties of window descriptor to ~components~ a component. - Replace `WindowId` with `Entity`. - ~Use change detection for components to update backend rather than events/commands. (The `CursorMoved`/`WindowResized`/... events are kept for user convenience.~ Check each field individually to see what we need to update, events are still kept for user convenience. --- ## Changelog - `WindowDescriptor` renamed to `Window`. - Width/height consolidated into a `WindowResolution` component. - Requesting maximization/minimization is done on the [`Window::state`] field. - `WindowId` is now `Entity`. ## Migration Guide - Replace `WindowDescriptor` with `Window`. - Change `width` and `height` fields in a `WindowResolution`, either by doing ```rust WindowResolution::new(width, height) // Explicitly // or using From<_> for tuples for convenience (1920., 1080.).into() ``` - Replace any `WindowCommand` code to just modify the `Window`'s fields directly and creating/closing windows is now by spawning/despawning an entity with a `Window` component like so: ```rust let window = commands.spawn(Window { ... }).id(); // open window commands.entity(window).despawn(); // close window ``` ## Unresolved - ~How do we tell when a window is minimized by a user?~ ~Currently using the `Resize(0, 0)` as an indicator of minimization.~ No longer attempting to tell given how finnicky this was across platforms, now the user can only request that a window be maximized/minimized. ## Future work - Move `exit_on_close` functionality out from windowing and into app(?) - https://github.com/bevyengine/bevy/issues/5621 - https://github.com/bevyengine/bevy/issues/7099 - https://github.com/bevyengine/bevy/issues/7098 Co-authored-by: Carter Anderson <mcanders1@gmail.com> |
||
|
|
b3e45b75d6 |
Expose set_cursor_hittest() from winit (#6664)
# Objective - Bevy should be usable to create 'overlay' type apps, where the input is not captured by Bevy, but passed down/into a target app, or to allow passive displays/widgets etc. ## Solution - the `winit::window::Window` already has a `set_cursor_hittest()` which basically does this for mouse input events, so I've exposed it (trying to copy the style laid out in the existing wrappings, and added a simple demo. --- ## Changelog - Added `hittest` to `WindowAttributes` - Added the `hittest`'s setters/getters - Modified the `WindowBuilder` - Modifed the `WindowDescriptor`'s `Default` impl. - Added an example `cargo run --example fallthrough` |