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214 Commits
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a3fa0c2c8f |
Rename Preferences to Settings in the appropriate places (#24613)
# Objective `bevy_settings` currently conflates "settings" and "preferences" in a number of places. The name of the framework itself is Bevy Settings, so anything that drives general "settings" behaviors should use "settings" terminology. For example, `PreferencesPlugin` should be `SettingsPlugin` because it handles _all_ `SettingsGroup` types (regardless of their "scope" such as "preferences.toml"). ## Solution Use "settings" instead of "preferences" in the appropriate places. I've also removed the custom `ExitAfterSave` commands in the examples as they are unnecessary. This should land in 0.19 because we haven't published this API yet and getting naming right is important. --------- Co-authored-by: Dave Waggoner <waggoner.dave@gmail.com> Co-authored-by: Kevin Chen <chen.kevin.f@gmail.com> |
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e626337b00 |
Use the shorthand functions to construct Val in examples (#24096)
This is my first bevy PR, please tell me if I'm doing anything wrong. # Objective Contribute to #22695. Showcase the preferred coding style in all examples. ## Solution Replace Val:: constructors with the more ergonomic shorthand functions. Change their float literals to integer literals if they are integral. Exceptions: - const contexts (the shorthand functions are not const) - inside bsn! macros (these are new and presumably know what they are doing) - in testbed (these are not really examples) - Val::ZERO (no helper function) ## Testing Ran the changed examples before and after, except the library example `widgets` where I just checked that it still builds. ## Context There was PR #22765 that fixed the same thing but only in the UI examples. --------- Co-authored-by: ickshonpe <david.curthoys@googlemail.com> |
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535cf401cc |
Reframe old "scene" terminology as "world serialization" (#23630)
Part 2 of #23619 In **Bevy 0.19** we are landing a subset of Bevy's Next Generation Scene system (often known as BSN), which now lives in the `bevy_scene` / `bevy::scene` crate. However the old `bevy_scene` system still needs to stick around for a bit longer, as it provides some features that Bevy's Next Generation Scene system doesn't (yet!): 1. It is not _yet_ possible to write a World _to_ BSN, so the old system is still necessary for "round trip World serialization". 2. The GLTF scene loader has not yet been ported to BSN, so the old system is still necessary to spawn GLTF scenes in Bevy. For this reason, we have renamed the old `bevy_scene` crate to `bevy_world_serialization`. If you were referencing `bevy_scene::*` or `bevy::scene::*` types, rename those paths to `bevy_world_serialization::*` and `bevy::world_serialization::*` respectively. Additionally, to avoid confusion / conflicts with the new scene system, all "scene" terminology / types have been reframed as "world serialization": - `Scene` -> `WorldAsset` (as this was always just a World wrapper) - `SceneRoot` -> `WorldAssetRoot` - `DynamicScene` -> `DynamicWorld` - `DynamicScene::from_scene` -> `DynamicWorld::from_world_asset` - `DynamicSceneBuilder` -> `DynamicWorldBuilder` - `DynamicSceneRoot` -> `DynamicWorldRoot` - `SceneInstanceReady` -> `WorldInstanceReady` - `SceneLoader` -> `WorldAssetLoader` - `ScenePlugin` -> `WorldSerializationPlugin` - `SceneRootTemplate` -> `WorldAssetRootTemplate` - `SceneSpawner` -> `WorldInstanceSpawner` - `SceneFilter` -> `WorldFilter` - `SceneLoaderError` -> `WorldAssetLoaderError` - `SceneSpawnError` -> `WorldInstanceSpawnError` Note that I went with `bevy_world_serialization` over `bevy_ecs_serialization`, as that is what all of the internal features described themselves as. I think it is both more specific and does a better job of making itself decoupled from `bevy_ecs` proper. |
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4b09a461e9 |
Simplify Command error handling traits (#23432)
# Objective
I have working `Command` reflection for my game:
```rust
#[derive(Clone)]
pub struct ReflectCommand {
pub apply: fn(&mut World, &dyn PartialReflect, &TypeRegistry),
}
impl ReflectCommand {
pub fn apply(&self, world: &mut World, command: &dyn PartialReflect, registry: &TypeRegistry) {
(self.apply)(world, command, registry);
}
}
impl<C: Command<Result> + Reflect + TypePath> FromType<C> for ReflectCommand {
fn from_type() -> Self {
ReflectCommand {
apply: |world, command, registry| {
let command = from_reflect_with_fallback::<C>(command, world, registry);
command.apply(world);
},
}
}
}
```
However, I am currently only allowed to support a single output type
across *all* command types (which I've chosen to be `Result` for the
time being). This is because, by virtue of `Out` being a generic
parameter, `Command` *can* be implemented multiple times for the same
type, but with different output types. In order for my command
reflection logic to support command types with *any* output type, I need
the ability to guarantee that `Command` will only be implemented once
for some `FooCommand`.
That's why `Out` should be changed into an associated type.
## Solution
- Turned the `Out` generic parameter into an associated type on both
`Command` and `EntityCommand`.
- Bounded `Command::Out` associated type with a new `CommandOutput`
trait.
- This replaces the functionality of the now removed `HandleError`
trait, and allows us to add its functions directly on the `Command`
trait.
- Also bounded `EntityCommand::Out` associated type with the new
`CommandOutput` trait.
- This replaces the functionality of the now removed `CommandWithEntity`
trait, and allows us to add its functions directly on the
`EntityCommand` trait.
Additionally, the new `CommandOutput` trait gives a place for bevy users
to hook into error handling logic with their own types! It also comes
with `diagnostic::on_unimplemented` diagnostics!
## Testing
Maybe TODO: Current tests appear green but should we add tests for the
new `CommandOutput` trait?
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947c8f2279 |
Implement a relationship between Windows and Monitors. (#23249)
# Objective Currently there is no easy way to tell what Monitor a Window is on, which is sometimes required for this like settings menus, without having to tie yourself to `bevy_winit`. This also fixes #19169 ## Solution This implements a Many-to-One relationship in `bevy_window`, which is the `HasWindows` and `OnMonitor` relationship, which connects Monitors and Windows together. As a note there is currently one potential issue, in that the relationship does not exist immediately when the Window is made, but instead exists shortly after when the system to sync changes between winit and the window component occurs. I'm not sure how to fix this as, due to ordering, the Window technically exists prior to any Monitor Entities being made at times. ## Testing I've tested this on Void Linux X86-64, using the provided example. I have not tested anything else. |
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53050f90e2 |
New bevy_settings crate (#23034)
Yet another attempt at implementing bevy preferences. This version uses bevy_reflect serialization to convert resources from toml values into Rust types and vice versa. This is based on the feedback that I got from the earlier attempt in #22770 To indicate that a resource type should be loaded as preferences, you'll need to add the `SettingsGroup` annotation: ```rust #[derive(Resource, SettingsGroup, Reflect, Default)] #[reflect(Resource, SettingsGroup, Default)] struct Counter { count: i32, } ``` This will produce a TOML file that looks like this: ```toml [counter] count = 3 ``` ## Theory of Operation The `PreferencesPlugin` scans the type registry for all resource types that impl `SettingsGroup` and `Default`. Derive attributes can be used to write the resource to a different file (or different key in browser local storage). `PreferencesPlugin` should be added before other plugins. This ensures that any other plugins can have access to the settings data during initialization. The loader checks to see if the resource already exists; if so, it uses that resource instance and patches the toml values into it, preserving any defaults that have been set. If the resource does not exist, it constructs a new one via `ReflectDefault` before applying the toml properties. (There was a suggestion of using `FromWorld` instead of `Default`. This is worth considering, although there may be issues with calling `FromWorld` so early in the app initialization lifecycle, before most resources have been created.) On `wasm` platforms, this uses browser local storage rather than the filesystem to store preferences. On platforms which have neither, preferences are not supported (although it's possible that some platform-specific settings storage could be implemented). ## Note on terminology I've tried to consistently use the term "preferences" rather than "settings" or "config" because those are broader terms. For example, the `xorg.conf` file, commonly used to configure an XWindows display, is technically a "settings" file, but it is not "preferences". However, for end users it's perfectly permissible to use the word "Settings" in menus and navigation elements since that is the term most commonly used in software today. ## Open Issues ### Syncing with non-resources Some important settings are not stored in resources: one of the most common things that users will want to preserve is the window position and size, which exist on the window entity. It's not possible, under my design, to store arbitrary entities as preferences, so in order for the window properties to be saved they will have to be copied to a resource before being serialized. We probably don't want to be continually copying the window size every time the window is dragged or moved, so we'll need some way to know when serialization is about to happen. I'm thinking that possibly some global event could be triggered just before serialization, and the handlers could use this event to make last-minute patches to resources. ## Saving If Changed Because saving involves i/o, we want to only save when preferences have actually changed. This involves two discrete checks: * Whether a save operation needs to be done at all * Which files need to be saved The reason for these two steps is that even checking which files need to be saved is non-trivial and probably should not be done every frame. Rather than check the `is_changed()` field of every preference resource every frame, the code currently relies on the user to issue an explicit `Command` whenever they change a preferences property. This gets especially tricky if the settings to be saved aren't actually in a resource, like the aforementioned window position. There are two forms of the command: `SavePreferences` and `SavePreferencesSync`. The former, which uses an i/o task, is the preferred approach, unless the app is about to exit, in which case the sync version is preferred. Once we know that a save will take place, a second pass can be used to check the timestamp on every resource: if any resource has a tick value later than the last time the file was either loaded or saved, then we know that file is out of date. Also some properties can change at high frequency - for example, dragging the master volume slider changes the volume every frame. For this reason, we will generally want to put in a delay / debounce logic to batch updated together (not present in this PR). However, this delay means that if the user adjusts the setting and then immediately terminates the app, the setting won't be recorded. (There is no chance of the file being corrupted, as it uses standard practices for ensuring file integrity.) Unfortunately, on some platforms, depending on how the user chooses to quit (Command-Q on Mac) there's no opportunity to listen for the `AppExit` event. For this reason, it's best to use a "belt and suspenders" approach which listens for both `AppExit` and autosave timer events. Fixes #23172 Fixes #13311 --------- Co-authored-by: Alice Cecile <alice.i.cecile@gmail.com> Co-authored-by: Kevin Chen <chen.kevin.f@gmail.com> |
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d1dc09ae19 |
Use the shorthand functions to construct Vals and UiRects in examples (#22765)
# Objective - Fixes #22753 ## Solution - Replace `Val::Px` and `Val::Auto` with `px()` and `auto()` in examples ## Testing - None |
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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>
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a88af65738 |
Contact Shadows (#22382)
# Objective - Implement contact shadows to add fine shadow detail where shadow cascades cannot. ## Solution - Extend our existing pbr implementation using our existing raymarching functions. --- ## Showcase <img width="1824" height="1180" alt="image" src="https://github.com/user-attachments/assets/e93b79c5-c596-4a9e-b94d-20bdde1d863b" /> <img width="1824" height="1180" alt="image" src="https://github.com/user-attachments/assets/0fd7dffa-60b8-4b92-8fad-7f993d4d89dd" /> https://github.com/user-attachments/assets/e74b190d-9ae3-4aaf-97f0-b520930a0667 https://github.com/user-attachments/assets/e80ccb26-bbaa-4d25-a823-8ea12354c5b9 https://github.com/user-attachments/assets/b04f4b00-92bd-4a2f-b7dd-5157d8fbe0ab <img width="1073" height="685" alt="image" src="https://github.com/user-attachments/assets/b7629908-dd32-48db-8ee7-a4d2dd8f66c2" /> <img width="1073" height="685" alt="image" src="https://github.com/user-attachments/assets/3de0258e-9191-4180-ac57-41b32e1205bd" /> <img width="1073" height="685" alt="image" src="https://github.com/user-attachments/assets/951477f9-e9a9-426f-ae8d-18ae50cc7b85" /> <img width="1073" height="685" alt="image" src="https://github.com/user-attachments/assets/2291453c-da57-4fcc-a6b0-f60f6eac6cbb" /> <img width="1073" height="685" alt="image" src="https://github.com/user-attachments/assets/5820cdff-ea54-4294-b520-2a8d8dc24996" /> <img width="1073" height="685" alt="image" src="https://github.com/user-attachments/assets/3ea16481-7689-4e99-87e2-1589f1532e4c" /> --------- Co-authored-by: Alice Cecile <alice.i.cecile@gmail.com> Co-authored-by: charlotte 🌸 <charlotte.c.mcelwain@gmail.com> |
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61a46455d1 |
Refactor window creation logic (#22088)
# Objective Fixes #21948 Currently we tell winit to spawn any new `Window`s during the `about_to_wait` lifecycle method, but that's unreliable: if no new events appear while we're already waiting it could take an arbitrarily long time, or no new events could appear at all so we never spawn the window. This is especially bad when going from 0 to 1 `Window`s, as many events are related to the existing window. ## Solution Check for new windows in `resumed` for the initial window (which is also what winit examples do) and in `user_event` for new windows. I also did some other improvements while I was investigating this: * Inlined the `Added<Window>` query filter into `CreateWindowParams`, as the logic didn't make sense with any other filter. * Insert the `EventLoopProxyWrapper` resource when the plugin builds instead of inside the `winit_runner`. This currently makes no practical difference, but in another version of this PR I had a crash because the observer tried to use the resource before the runner started. It's also a more natural way to do it. * Made `WinitPlugin` no longer generic, and removed the `custom_user_event` example. The functionality it provides (being able to send events into bevy from the outside) only works in one direction, and I don't see why it needs to go via winit instead of a dedicated plugin with channels. ~~If this feature is useful for reasons I've missed then I'm happy to re-add it.~~ edit: winit is removing custom user events in 0.31, which made me even more confident it's the right direction for us too. ## Testing Run different examples and see that the window spawns in a timely fashion, edit the `multiple_windows` example as in #21948 and see that the window spawns. |
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67633b34da |
Convert RenderTarget to Component (#20917)
# Objective #20830 created the possibility that we may want to have render targets that produce a number of outputs, e.g. depth and normals. This is a first step towards something like that (e.g. a `RendersTo` relation) by converting `RenderTarget` to be a component. This is also useful for out-of-tree render targets that may want to do something like `#[require(RenderTarget::Image)]` once BSN lands. ## Solution Make it a component. |
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d597657f28 |
Slightly improve the window settings example (#21862)
# Objective Update the example to avoid teaching new people that the recommended way of updating a component is to re-insert it. ## Solution Instead of inserting the component every time we want to change it, update the value. ## Testing - Did you test these changes? If so, how? Yes, ran the example - Are there any parts that need more testing? I don't think so? - How can other people (reviewers) test your changes? Is there anything specific they need to know? Run the example, press left and right mouse. - If relevant, what platforms did you test these changes on, and are there any important ones you can't test? (linux/wayland) |
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4d74baf1ae |
BufferedEvent -> Message Rename (#20953)
This renames the concept of `BufferedEvent` to `Message`, and updates our APIs, comments, and documentation to refer to these types as "messages" instead of "events". It also removes/updates anything that considers messages to be "observable", "listenable", or "triggerable". This is a followup to https://github.com/bevyengine/bevy/pull/20731, which omitted the `BufferedEvent -> Message` rename for brevity. See that post for rationale. |
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62270640e6 |
convert more examples to new spawn api (#20876)
# Objective works on #18238 ## Solution convert calls to `.with_children` to use the `Children::spawn` or `Children::spawn_one` types or `children!` macro. This touches the `window`, `2d`, `animation` folders, as well as `ecs/one_shot_systems.rs`. `observer_propagation.rs` looks like exactly what `with_children` is useful for, so I deliberately haven't touched it. I can break this up into more PRs or squash if desired. ## Testing I've run the examples before and after this patch and verified visually that nothing has changed |
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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); ``` |
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6eb12806a9 |
Text2d multi target scale factors support (#20656)
# Objective Use the scale factor of the render target for `Text2d` entities, instead of always using the scale factor of the primary window. Fixes #17342 Fixes #1890 ## Solution Iterate the cameras, find the first camera with `RenderLayers` intersecting the `Text2d` entity's `RenderLayers` and use that camera's target's scale factor. This also allows us to remove the `bevy_window` dependency from `bevy_sprite_render` and make it optional for `bevy_sprite` on the "bevy_sprite_picking_backend" feature. `Text2d` is still limited to generating only one text layout per `Text2d` entity. If a `Text2d` entity is simultaneously rendered to multiple targets with different scale factors then the maximum of the target scale factors is used. ## Testing I think I'm using `RenderLayers` and `VisibleEntities` correctly, and my tests and the examples seem to work, but it would be best if a rendering SME gave this a glance just to to make sure that I'm not doing something naive. Comes with a new example `multi_window_text` that can be used for testing: ``` cargo run --example multi_window_text ``` If the changes are working correctly, the secondary window's text should be twice as big as the primary window's text without blurriness. ## Showcase <img width="642" alt="primary" src="https://github.com/user-attachments/assets/547edf21-5c6e-4a95-ac8b-1b08b1c1364e" /> <img width="642" alt="secondary" src="https://github.com/user-attachments/assets/b38d278d-64bc-4a90-9b11-0ac27d3a02bb" /> All the text uses a font-size of `30`. The secondary window has a scale factor of `2.`, so the secondary window's text uses glyphs drawn at double the resolution. On main, `Text2d` use glyphs drawn at the same size for both windows, and so the text drawn with `Text2d` to the secondary window is blurry: <img width="642" alt="secondary_main" src="https://github.com/user-attachments/assets/1aa3a523-e1d4-4196-a13c-d6ac8aa34cf3" /> |
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121981b016 |
Remove redundant number conversion in window resolution (#20582)
# Objective `WindowResolution` stores the width and height as `u32`, but the constructors take `f32` and just convert straight to `u32`. Additionally, everywhere in Bevy where a `WindowResolution` is constructed specifies whole numbers, making the use of a float entirely pointless. ## Solution Replace the `f32` constructors with `u32` constructors. I also decided to change the generic `I: Into<f32>` tuple and array constructors to only take u32 instead of `I: Into<u32>` for UX reasons. It allows formatting those constructors as `(1920, 1080).into()`, as the compiler can infer that the numbers are u32. Keeping those impls generic prevents that inference, and because the default number type (i32) doesn't impl `Into<u32>`, that would require formatting it explicitly as `(1920u32, 1080u32).into()` to compile. In practice, these generic constructors were only used with whole-number f32 values anyway, like everything else, so them being generic wasn't actually leveraged anywhere. ## Testing Chased type errors until they were all gone |
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03dd839b82 |
Use bevy::camera in examples instead of bevy::render::camera re-export (#20477)
# Objective - Prepare for removing re-exports ## Solution - title ## Testing - cargo check --examples |
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8e52194d70 |
CI fixes for Rust 1.89 (#20462)
Adopted from #20456 Notes: * The origin of the `dead_code` lints were coming from the `ShaderType ` derive macro. This has been reported as https://github.com/teoxoy/encase/issues/102, and a temporary workspace-wide `allow` added to the top level Cargo.toml. * One of the lints pointed out that `PartialEq` and `Eq` may not work as expected for function pointers, so `CloneBehavior` no longer implements either trait, and pattern matching is used in instead. Original PR Description: ># Objective > >Unbreak CI. > > ## Solution > > Fix the lints. > >I've opted for anonymous lifetimes in every revealed case so far; please let me know if you think I should used named lifetimes in specific cases and why. > >## Testing > >Is CI green? > >## Context > > This lint originally had a much larger splash damage, with fairly negative effects on Bevy. See https://github.com/rust-lang/rust/issues/131725. > > The more restricted former is much more helpful, despite the large diff in this PR. Bevy is a large code base! > >## TODO > >- [x] discuss proposed lifetime lint fixes >,- [x] use cargo clippy --fix to fix newly uncovered docs misformatting >- [x] fix newly revealed dead code issues >- [x] ensure CI is green --------- Co-authored-by: Alice Cecile <alice.i.cecile@gmail.com> Co-authored-by: Mike <mike.hsu@gmail.com> |
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caafa03d21 |
Untangle Cursor Dependencies (#20427)
# Objective Fixes #20182 Fixes #20381 Alternative to #20384 ## Solution The root cause of the problems above is that `bevy_window` includes `bevy_window::ANDROID_APP`, which prevents it from behaving as a backend-agnostic window API. This forces `bevy_asset` to take a dependency on `bevy_window` just to provide android support, which is unnecessary. This in turn prevents `bevy_window` from owning the relevant CursorIcon / CustomCursor types, because it would need to depend on `bevy_asset`, which creates a circular dependency. The solution is to move `ANDROID_APP` to a new `bevy_android` crate, which `bevy_asset` can then depend on. This allows the "backend-agnostic" cursor types to live in `bevy_window`, which then allows `bevy_feathers` to remove its dependency on `bevy_winit`. While I was touching this code I also chose to make `CustomCursor::Url` available on all platforms. This is up to the backends to implement (or not implement). It also means that users no longer need to know the magic `#[cfg]` block to make their code compile on all platforms. `bevy_winit` currently logs a `error_once` if it is ever used on a platform where it is not supported. |
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4e9e78c31e |
Split BufferedEvent from Event (#20101)
# Objective > I think we should axe the shared `Event` trait entirely It doesn't serve any functional purpose, and I don't think it's useful pedagogically @alice-i-cecile on discord ## Solution - Remove `Event` as a supertrait of `BufferedEvent` - Remove any `Event` derives that were made unnecessary - Update release notes --------- Co-authored-by: SpecificProtagonist <vincentjunge@posteo.net> |
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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 |
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38c3423693 |
Event Split: Event, EntityEvent, and BufferedEvent (#19647)
# Objective Closes #19564. The current `Event` trait looks like this: ```rust pub trait Event: Send + Sync + 'static { type Traversal: Traversal<Self>; const AUTO_PROPAGATE: bool = false; fn register_component_id(world: &mut World) -> ComponentId { ... } fn component_id(world: &World) -> Option<ComponentId> { ... } } ``` The `Event` trait is used by both buffered events (`EventReader`/`EventWriter`) and observer events. If they are observer events, they can optionally be targeted at specific `Entity`s or `ComponentId`s, and can even be propagated to other entities. However, there has long been a desire to split the trait semantically for a variety of reasons, see #14843, #14272, and #16031 for discussion. Some reasons include: - It's very uncommon to use a single event type as both a buffered event and targeted observer event. They are used differently and tend to have distinct semantics. - A common footgun is using buffered events with observers or event readers with observer events, as there is no type-level error that prevents this kind of misuse. - #19440 made `Trigger::target` return an `Option<Entity>`. This *seriously* hurts ergonomics for the general case of entity observers, as you need to `.unwrap()` each time. If we could statically determine whether the event is expected to have an entity target, this would be unnecessary. There's really two main ways that we can categorize events: push vs. pull (i.e. "observer event" vs. "buffered event") and global vs. targeted: | | Push | Pull | | ------------ | --------------- | --------------------------- | | **Global** | Global observer | `EventReader`/`EventWriter` | | **Targeted** | Entity observer | - | There are many ways to approach this, each with their tradeoffs. Ultimately, we kind of want to split events both ways: - A type-level distinction between observer events and buffered events, to prevent people from using the wrong kind of event in APIs - A statically designated entity target for observer events to avoid accidentally using untargeted events for targeted APIs This PR achieves these goals by splitting event traits into `Event`, `EntityEvent`, and `BufferedEvent`, with `Event` being the shared trait implemented by all events. ## `Event`, `EntityEvent`, and `BufferedEvent` `Event` is now a very simple trait shared by all events. ```rust pub trait Event: Send + Sync + 'static { // Required for observer APIs fn register_component_id(world: &mut World) -> ComponentId { ... } fn component_id(world: &World) -> Option<ComponentId> { ... } } ``` You can call `trigger` for *any* event, and use a global observer for listening to the event. ```rust #[derive(Event)] struct Speak { message: String, } // ... app.add_observer(|trigger: On<Speak>| { println!("{}", trigger.message); }); // ... commands.trigger(Speak { message: "Y'all like these reworked events?".to_string(), }); ``` To allow an event to be targeted at entities and even propagated further, you can additionally implement the `EntityEvent` trait: ```rust pub trait EntityEvent: Event { type Traversal: Traversal<Self>; const AUTO_PROPAGATE: bool = false; } ``` This lets you call `trigger_targets`, and to use targeted observer APIs like `EntityCommands::observe`: ```rust #[derive(Event, EntityEvent)] #[entity_event(traversal = &'static ChildOf, auto_propagate)] struct Damage { amount: f32, } // ... let enemy = commands.spawn((Enemy, Health(100.0))).id(); // Spawn some armor as a child of the enemy entity. // When the armor takes damage, it will bubble the event up to the enemy. let armor_piece = commands .spawn((ArmorPiece, Health(25.0), ChildOf(enemy))) .observe(|trigger: On<Damage>, mut query: Query<&mut Health>| { // Note: `On::target` only exists because this is an `EntityEvent`. let mut health = query.get(trigger.target()).unwrap(); health.0 -= trigger.amount(); }); commands.trigger_targets(Damage { amount: 10.0 }, armor_piece); ``` > [!NOTE] > You *can* still also trigger an `EntityEvent` without targets using `trigger`. We probably *could* make this an either-or thing, but I'm not sure that's actually desirable. To allow an event to be used with the buffered API, you can implement `BufferedEvent`: ```rust pub trait BufferedEvent: Event {} ``` The event can then be used with `EventReader`/`EventWriter`: ```rust #[derive(Event, BufferedEvent)] struct Message(String); fn write_hello(mut writer: EventWriter<Message>) { writer.write(Message("I hope these examples are alright".to_string())); } fn read_messages(mut reader: EventReader<Message>) { // Process all buffered events of type `Message`. for Message(message) in reader.read() { println!("{message}"); } } ``` In summary: - Need a basic event you can trigger and observe? Derive `Event`! - Need the event to be targeted at an entity? Derive `EntityEvent`! - Need the event to be buffered and support the `EventReader`/`EventWriter` API? Derive `BufferedEvent`! ## Alternatives I'll now cover some of the alternative approaches I have considered and briefly explored. I made this section collapsible since it ended up being quite long :P <details> <summary>Expand this to see alternatives</summary> ### 1. Unified `Event` Trait One option is not to have *three* separate traits (`Event`, `EntityEvent`, `BufferedEvent`), and to instead just use associated constants on `Event` to determine whether an event supports targeting and buffering or not: ```rust pub trait Event: Send + Sync + 'static { type Traversal: Traversal<Self>; const AUTO_PROPAGATE: bool = false; const TARGETED: bool = false; const BUFFERED: bool = false; fn register_component_id(world: &mut World) -> ComponentId { ... } fn component_id(world: &World) -> Option<ComponentId> { ... } } ``` Methods can then use bounds like `where E: Event<TARGETED = true>` or `where E: Event<BUFFERED = true>` to limit APIs to specific kinds of events. This would keep everything under one `Event` trait, but I don't think it's necessarily a good idea. It makes APIs harder to read, and docs can't easily refer to specific types of events. You can also create weird invariants: what if you specify `TARGETED = false`, but have `Traversal` and/or `AUTO_PROPAGATE` enabled? ### 2. `Event` and `Trigger` Another option is to only split the traits between buffered events and observer events, since that is the main thing people have been asking for, and they have the largest API difference. If we did this, I think we would need to make the terms *clearly* separate. We can't really use `Event` and `BufferedEvent` as the names, since it would be strange that `BufferedEvent` doesn't implement `Event`. Something like `ObserverEvent` and `BufferedEvent` could work, but it'd be more verbose. For this approach, I would instead keep `Event` for the current `EventReader`/`EventWriter` API, and call the observer event a `Trigger`, since the "trigger" terminology is already used in the observer context within Bevy (both as a noun and a verb). This is also what a long [bikeshed on Discord](https://discord.com/channels/691052431525675048/749335865876021248/1298057661878898791) seemed to land on at the end of last year. ```rust // For `EventReader`/`EventWriter` pub trait Event: Send + Sync + 'static {} // For observers pub trait Trigger: Send + Sync + 'static { type Traversal: Traversal<Self>; const AUTO_PROPAGATE: bool = false; const TARGETED: bool = false; fn register_component_id(world: &mut World) -> ComponentId { ... } fn component_id(world: &World) -> Option<ComponentId> { ... } } ``` The problem is that "event" is just a really good term for something that "happens". Observers are rapidly becoming the more prominent API, so it'd be weird to give them the `Trigger` name and leave the good `Event` name for the less common API. So, even though a split like this seems neat on the surface, I think it ultimately wouldn't really work. We want to keep the `Event` name for observer events, and there is no good alternative for the buffered variant. (`Message` was suggested, but saying stuff like "sends a collision message" is weird.) ### 3. `GlobalEvent` + `TargetedEvent` What if instead of focusing on the buffered vs. observed split, we *only* make a distinction between global and targeted events? ```rust // A shared event trait to allow global observers to work pub trait Event: Send + Sync + 'static { fn register_component_id(world: &mut World) -> ComponentId { ... } fn component_id(world: &World) -> Option<ComponentId> { ... } } // For buffered events and non-targeted observer events pub trait GlobalEvent: Event {} // For targeted observer events pub trait TargetedEvent: Event { type Traversal: Traversal<Self>; const AUTO_PROPAGATE: bool = false; } ``` This is actually the first approach I implemented, and it has the neat characteristic that you can only use non-targeted APIs like `trigger` with a `GlobalEvent` and targeted APIs like `trigger_targets` with a `TargetedEvent`. You have full control over whether the entity should or should not have a target, as they are fully distinct at the type-level. However, there's a few problems: - There is no type-level indication of whether a `GlobalEvent` supports buffered events or just non-targeted observer events - An `Event` on its own does literally nothing, it's just a shared trait required to make global observers accept both non-targeted and targeted events - If an event is both a `GlobalEvent` and `TargetedEvent`, global observers again have ambiguity on whether an event has a target or not, undermining some of the benefits - The names are not ideal ### 4. `Event` and `EntityEvent` We can fix some of the problems of Alternative 3 by accepting that targeted events can also be used in non-targeted contexts, and simply having the `Event` and `EntityEvent` traits: ```rust // For buffered events and non-targeted observer events pub trait Event: Send + Sync + 'static { fn register_component_id(world: &mut World) -> ComponentId { ... } fn component_id(world: &World) -> Option<ComponentId> { ... } } // For targeted observer events pub trait EntityEvent: Event { type Traversal: Traversal<Self>; const AUTO_PROPAGATE: bool = false; } ``` This is essentially identical to this PR, just without a dedicated `BufferedEvent`. The remaining major "problem" is that there is still zero type-level indication of whether an `Event` event *actually* supports the buffered API. This leads us to the solution proposed in this PR, using `Event`, `EntityEvent`, and `BufferedEvent`. </details> ## Conclusion The `Event` + `EntityEvent` + `BufferedEvent` split proposed in this PR aims to solve all the common problems with Bevy's current event model while keeping the "weirdness" factor minimal. It splits in terms of both the push vs. pull *and* global vs. targeted aspects, while maintaining a shared concept for an "event". ### Why I Like This - The term "event" remains as a single concept for all the different kinds of events in Bevy. - Despite all event types being "events", they use fundamentally different APIs. Instead of assuming that you can use an event type with any pattern (when only one is typically supported), you explicitly opt in to each one with dedicated traits. - Using separate traits for each type of event helps with documentation and clearer function signatures. - I can safely make assumptions on expected usage. - If I see that an event is an `EntityEvent`, I can assume that I can use `observe` on it and get targeted events. - If I see that an event is a `BufferedEvent`, I can assume that I can use `EventReader` to read events. - If I see both `EntityEvent` and `BufferedEvent`, I can assume that both APIs are supported. In summary: This allows for a unified concept for events, while limiting the different ways to use them with opt-in traits. No more guess-work involved when using APIs. ### Problems? - Because `BufferedEvent` implements `Event` (for more consistent semantics etc.), you can still use all buffered events for non-targeted observers. I think this is fine/good. The important part is that if you see that an event implements `BufferedEvent`, you know that the `EventReader`/`EventWriter` API should be supported. Whether it *also* supports other APIs is secondary. - I currently only support `trigger_targets` for an `EntityEvent`. However, you can technically target components too, without targeting any entities. I consider that such a niche and advanced use case that it's not a huge problem to only support it for `EntityEvent`s, but we could also split `trigger_targets` into `trigger_entities` and `trigger_components` if we wanted to (or implement components as entities :P). - You can still trigger an `EntityEvent` *without* targets. I consider this correct, since `Event` implements the non-targeted behavior, and it'd be weird if implementing another trait *removed* behavior. However, it does mean that global observers for entity events can technically return `Entity::PLACEHOLDER` again (since I got rid of the `Option<Entity>` added in #19440 for ergonomics). I think that's enough of an edge case that it's not a huge problem, but it is worth keeping in mind. - ~~Deriving both `EntityEvent` and `BufferedEvent` for the same type currently duplicates the `Event` implementation, so you instead need to manually implement one of them.~~ Changed to always requiring `Event` to be derived. ## Related Work There are plans to implement multi-event support for observers, especially for UI contexts. [Cart's example](https://github.com/bevyengine/bevy/issues/14649#issuecomment-2960402508) API looked like this: ```rust // Truncated for brevity trigger: Trigger<( OnAdd<Pressed>, OnRemove<Pressed>, OnAdd<InteractionDisabled>, OnRemove<InteractionDisabled>, OnInsert<Hovered>, )>, ``` I believe this shouldn't be in conflict with this PR. If anything, this PR might *help* achieve the multi-event pattern for entity observers with fewer footguns: by statically enforcing that all of these events are `EntityEvent`s in the context of `EntityCommands::observe`, we can avoid misuse or weird cases where *some* events inside the trigger are targeted while others are not. |
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a8376e982e |
Rename Timer::finished and Timer::paused to is_finished and is_paused (#19386)
# Objective Renames `Timer::finished` and `Timer::paused` to `Timer::is_finished` and `Timer::is_paused` to align the public APIs for `Time`, `Timer`, and `Stopwatch`. Fixes #19110 |
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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> |
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bfe932d1f3 |
Rework WindowMode::Fullscreen API (#17525)
# Objective - #16883 - Improve the default behaviour of the exclusive fullscreen API. ## Solution This PR changes the exclusive fullscreen window mode to require the type `WindowMode::Fullscreen(MonitorSelection, VideoModeSelection)` and removes `WindowMode::SizedFullscreen`. This API somewhat intentionally more closely resembles Winit 0.31's upcoming fullscreen and video mode API. The new VideoModeSelection enum is specified as follows: ```rust pub enum VideoModeSelection { /// Uses the video mode that the monitor is already in. Current, /// Uses a given [`crate::monitor::VideoMode`]. A list of video modes supported by the monitor /// is supplied by [`crate::monitor::Monitor::video_modes`]. Specific(VideoMode), } ``` ### Changing default behaviour This might be contentious because it removes the previous behaviour of `WindowMode::Fullscreen` which selected the highest resolution possible. While the previous behaviour would be quite easy to re-implement as additional options, or as an impl method on Monitor, I would argue that this isn't an implementation that should be encouraged. From the perspective of a Windows user, I prefer what the majority of modern games do when entering fullscreen which is to preserve the OS's current resolution settings, which allows exclusive fullscreen to be entered faster, and to only have it change if I manually select it in either the options of the game or the OS. The highest resolution available is not necessarily what the user prefers. I am open to changing this if I have just missed a good use case for it. Likewise, the only functionality that `WindowMode::SizedFullscreen` provided was that it selected the resolution closest to the current size of the window so it was removed since this behaviour can be replicated via the new `VideoModeSelection::Specific` if necessary. ## Out of scope WindowResolution and scale factor act strangely in exclusive fullscreen, this PR doesn't address it or regress it. ## Testing - Tested on Windows 11 and macOS 12.7 - Linux untested ## Migration Guide `WindowMode::SizedFullscreen(MonitorSelection)` and `WindowMode::Fullscreen(MonitorSelection)` has become `WindowMode::Fullscreen(MonitorSelection, VideoModeSelection)`. Previously, the VideoMode was selected based on the closest resolution to the current window size for SizedFullscreen and the largest resolution for Fullscreen. It is possible to replicate that behaviour by searching `Monitor::video_modes` and selecting it with `VideoModeSelection::Specific(VideoMode)` but it is recommended to use `VideoModeSelection::Current` as the default video mode when entering fullscreen. |
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ed529a7cae |
docs: Fix incorrect cycle_modes function documentation (#18237)
Update the documentation comment to correctly state that the function responds to spacebar presses rather than mouse clicks. This aligns the documentation with the actual implementation, which was already using keyboard input. # Objective - Fix incorrect documentation comment for the cycle_modes function that inaccurately described using mouse input when the implementation actually uses spacebar. - This ensures documentation accuracy and prevents confusion for new learners. ## Solution - Updated the documentation comment to correctly state that the function responds to spacebar presses rather than mouse clicks. - The code functionality remains unchanged. |
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a6144e3e5c |
extract_text_shadows camera query fix (#17930)
# Objective
`extract_text_shadows` was still using `UiTargetCamera` and
`DefaultUiCamera` for UI camera resolution, which no longer always
selects the right camera.
To see this modify the last lines of the `multiple_windows` example
from:
```rust
commands.spawn((
Text::new("First window"),
node.clone(),
// Since we are using multiple cameras, we need to specify which camera UI should be rendered to
UiTargetCamera(first_window_camera),
));
commands.spawn((
Text::new("Second window"),
node,
UiTargetCamera(second_window_camera),
));
```
to:
```rust
commands
.spawn((
node.clone(),
// Since we are using multiple cameras, we need to specify which camera UI should be rendered to
UiTargetCamera(first_window_camera),
))
.with_child((Text::new("First window"), TextShadow::default()));
commands
.spawn((node, UiTargetCamera(second_window_camera)))
.with_child((Text::new("Second window"), TextShadow::default()));
```
which results in the shadow that is meant to be displayed for the
"Second Window" label instead being written over the first:
<img width="800" alt="first_window_label"
src="https://github.com/user-attachments/assets/2eebccba-5749-4064-bb1c-e4f25ff0baf7">
## Solution
Remove the `UiTargetCamera` query and the `default_camera` parameter
from `extract_text_shadows` and use `UiCameraMap` with
`ComputedNodeTarget` instead.
## Testing
The `multiple_windows` example for this PR has been updated to add text
shadow to the window labels. You should see that it displays the "Second
Window" label's shadow correctly now.
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2ad5908e58 |
Make Query::single (and friends) return a Result (#18082)
# Objective As discussed in #14275, Bevy is currently too prone to panic, and makes the easy / beginner-friendly way to do a large number of operations just to panic on failure. This is seriously frustrating in library code, but also slows down development, as many of the `Query::single` panics can actually safely be an early return (these panics are often due to a small ordering issue or a change in game state. More critically, in most "finished" products, panics are unacceptable: any unexpected failures should be handled elsewhere. That's where the new With the advent of good system error handling, we can now remove this. Note: I was instrumental in a) introducing this idea in the first place and b) pushing to make the panicking variant the default. The introduction of both `let else` statements in Rust and the fancy system error handling work in 0.16 have changed my mind on the right balance here. ## Solution 1. Make `Query::single` and `Query::single_mut` (and other random related methods) return a `Result`. 2. Handle all of Bevy's internal usage of these APIs. 3. Deprecate `Query::get_single` and friends, since we've moved their functionality to the nice names. 4. Add detailed advice on how to best handle these errors. Generally I like the diff here, although `get_single().unwrap()` in tests is a bit of a downgrade. ## Testing I've done a global search for `.single` to track down any missed deprecated usages. As to whether or not all the migrations were successful, that's what CI is for :) ## Future work ~~Rename `Query::get_single` and friends to `Query::single`!~~ ~~I've opted not to do this in this PR, and smear it across two releases in order to ease the migration. Successive deprecations are much easier to manage than the semantics and types shifting under your feet.~~ Cart has convinced me to change my mind on this; see https://github.com/bevyengine/bevy/pull/18082#discussion_r1974536085. ## Migration guide `Query::single`, `Query::single_mut` and their `QueryState` equivalents now return a `Result`. Generally, you'll want to: 1. Use Bevy 0.16's system error handling to return a `Result` using the `?` operator. 2. Use a `let else Ok(data)` block to early return if it's an expected failure. 3. Use `unwrap()` or `Ok` destructuring inside of tests. The old `Query::get_single` (etc) methods which did this have been deprecated. |
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5f86668bbb |
Renamed EventWriter::send methods to write. (#17977)
Fixes #17856. ## Migration Guide - `EventWriter::send` has been renamed to `EventWriter::write`. - `EventWriter::send_batch` has been renamed to `EventWriter::write_batch`. - `EventWriter::send_default` has been renamed to `EventWriter::write_default`. --------- Co-authored-by: François Mockers <mockersf@gmail.com> |
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14ad25227b |
Make CustomCursor variants CustomCursorImage/CustomCursorUrl structs (#17518)
# Objective - Make `CustomCursor::Image` easier to work with by splitting the enum variants off into `CustomCursorImage` and `CustomCursorUrl` structs and deriving `Default` on those structs. - Refs #17276. ## Testing - Ran two examples: `cargo run --example custom_cursor_image --features=custom_cursor` and `cargo run --example window_settings --features=custom_cursor` - CI. --- ## Migration Guide The `CustomCursor` enum's variants now hold instances of `CustomCursorImage` or `CustomCursorUrl`. Update your uses of `CustomCursor` accordingly. |
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adc33b5108 |
Rename TargetCamera to UiTargetCamera (#17403)
# Objective It's not immediately obvious that `TargetCamera` only works with UI node entities. It's natural to assume from looking at something like the `multiple_windows` example that it will work with everything. ## Solution Rename `TargetCamera` to `UiTargetCamera`. ## Migration Guide `TargetCamera` has been renamed to `UiTargetCamera`. |
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21f1e3045c |
Relationships (non-fragmenting, one-to-many) (#17398)
This adds support for one-to-many non-fragmenting relationships (with planned paths for fragmenting and non-fragmenting many-to-many relationships). "Non-fragmenting" means that entities with the same relationship type, but different relationship targets, are not forced into separate tables (which would cause "table fragmentation"). Functionally, this fills a similar niche as the current Parent/Children system. The biggest differences are: 1. Relationships have simpler internals and significantly improved performance and UX. Commands and specialized APIs are no longer necessary to keep everything in sync. Just spawn entities with the relationship components you want and everything "just works". 2. Relationships are generalized. Bevy can provide additional built in relationships, and users can define their own. **REQUEST TO REVIEWERS**: _please don't leave top level comments and instead comment on specific lines of code. That way we can take advantage of threaded discussions. Also dont leave comments simply pointing out CI failures as I can read those just fine._ ## Built on top of what we have Relationships are implemented on top of the Bevy ECS features we already have: components, immutability, and hooks. This makes them immediately compatible with all of our existing (and future) APIs for querying, spawning, removing, scenes, reflection, etc. The fewer specialized APIs we need to build, maintain, and teach, the better. ## Why focus on one-to-many non-fragmenting first? 1. This allows us to improve Parent/Children relationships immediately, in a way that is reasonably uncontroversial. Switching our hierarchy to fragmenting relationships would have significant performance implications. ~~Flecs is heavily considering a switch to non-fragmenting relations after careful considerations of the performance tradeoffs.~~ _(Correction from @SanderMertens: Flecs is implementing non-fragmenting storage specialized for asset hierarchies, where asset hierarchies are many instances of small trees that have a well defined structure)_ 2. Adding generalized one-to-many relationships is currently a priority for the [Next Generation Scene / UI effort](https://github.com/bevyengine/bevy/discussions/14437). Specifically, we're interested in building reactions and observers on top. ## The changes This PR does the following: 1. Adds a generic one-to-many Relationship system 3. Ports the existing Parent/Children system to Relationships, which now lives in `bevy_ecs::hierarchy`. The old `bevy_hierarchy` crate has been removed. 4. Adds on_despawn component hooks 5. Relationships can opt-in to "despawn descendants" behavior, meaning that the entire relationship hierarchy is despawned when `entity.despawn()` is called. The built in Parent/Children hierarchies enable this behavior, and `entity.despawn_recursive()` has been removed. 6. `world.spawn` now applies commands after spawning. This ensures that relationship bookkeeping happens immediately and removes the need to manually flush. This is in line with the equivalent behaviors recently added to the other APIs (ex: insert). 7. Removes the ValidParentCheckPlugin (system-driven / poll based) in favor of a `validate_parent_has_component` hook. ## Using Relationships The `Relationship` trait looks like this: ```rust pub trait Relationship: Component + Sized { type RelationshipSources: RelationshipSources<Relationship = Self>; fn get(&self) -> Entity; fn from(entity: Entity) -> Self; } ``` A relationship is a component that: 1. Is a simple wrapper over a "target" Entity. 2. Has a corresponding `RelationshipSources` component, which is a simple wrapper over a collection of entities. Every "target entity" targeted by a "source entity" with a `Relationship` has a `RelationshipSources` component, which contains every "source entity" that targets it. For example, the `Parent` component (as it currently exists in Bevy) is the `Relationship` component and the entity containing the Parent is the "source entity". The entity _inside_ the `Parent(Entity)` component is the "target entity". And that target entity has a `Children` component (which implements `RelationshipSources`). In practice, the Parent/Children relationship looks like this: ```rust #[derive(Relationship)] #[relationship(relationship_sources = Children)] pub struct Parent(pub Entity); #[derive(RelationshipSources)] #[relationship_sources(relationship = Parent)] pub struct Children(Vec<Entity>); ``` The Relationship and RelationshipSources derives automatically implement Component with the relevant configuration (namely, the hooks necessary to keep everything in sync). The most direct way to add relationships is to spawn entities with relationship components: ```rust let a = world.spawn_empty().id(); let b = world.spawn(Parent(a)).id(); assert_eq!(world.entity(a).get::<Children>().unwrap(), &[b]); ``` There are also convenience APIs for spawning more than one entity with the same relationship: ```rust world.spawn_empty().with_related::<Children>(|s| { s.spawn_empty(); s.spawn_empty(); }) ``` The existing `with_children` API is now a simpler wrapper over `with_related`. This makes this change largely non-breaking for existing spawn patterns. ```rust world.spawn_empty().with_children(|s| { s.spawn_empty(); s.spawn_empty(); }) ``` There are also other relationship APIs, such as `add_related` and `despawn_related`. ## Automatic recursive despawn via the new on_despawn hook `RelationshipSources` can opt-in to "despawn descendants" behavior, which will despawn all related entities in the relationship hierarchy: ```rust #[derive(RelationshipSources)] #[relationship_sources(relationship = Parent, despawn_descendants)] pub struct Children(Vec<Entity>); ``` This means that `entity.despawn_recursive()` is no longer required. Instead, just use `entity.despawn()` and the relevant related entities will also be despawned. To despawn an entity _without_ despawning its parent/child descendants, you should remove the `Children` component first, which will also remove the related `Parent` components: ```rust entity .remove::<Children>() .despawn() ``` This builds on the on_despawn hook introduced in this PR, which is fired when an entity is despawned (before other hooks). ## Relationships are the source of truth `Relationship` is the _single_ source of truth component. `RelationshipSources` is merely a reflection of what all the `Relationship` components say. By embracing this, we are able to significantly improve the performance of the system as a whole. We can rely on component lifecycles to protect us against duplicates, rather than needing to scan at runtime to ensure entities don't already exist (which results in quadratic runtime). A single source of truth gives us constant-time inserts. This does mean that we cannot directly spawn populated `Children` components (or directly add or remove entities from those components). I personally think this is a worthwhile tradeoff, both because it makes the performance much better _and_ because it means theres exactly one way to do things (which is a philosophy we try to employ for Bevy APIs). As an aside: treating both sides of the relationship as "equivalent source of truth relations" does enable building simple and flexible many-to-many relationships. But this introduces an _inherent_ need to scan (or hash) to protect against duplicates. [`evergreen_relations`](https://github.com/EvergreenNest/evergreen_relations) has a very nice implementation of the "symmetrical many-to-many" approach. Unfortunately I think the performance issues inherent to that approach make it a poor choice for Bevy's default relationship system. ## Followup Work * Discuss renaming `Parent` to `ChildOf`. I refrained from doing that in this PR to keep the diff reasonable, but I'm personally biased toward this change (and using that naming pattern generally for relationships). * [Improved spawning ergonomics](https://github.com/bevyengine/bevy/discussions/16920) * Consider adding relationship observers/triggers for "relationship targets" whenever a source is added or removed. This would replace the current "hierarchy events" system, which is unused upstream but may have existing users downstream. I think triggers are the better fit for this than a buffered event queue, and would prefer not to add that back. * Fragmenting relations: My current idea hinges on the introduction of "value components" (aka: components whose type _and_ value determines their ComponentId, via something like Hashing / PartialEq). By labeling a Relationship component such as `ChildOf(Entity)` as a "value component", `ChildOf(e1)` and `ChildOf(e2)` would be considered "different components". This makes the transition between fragmenting and non-fragmenting a single flag, and everything else continues to work as expected. * Many-to-many support * Non-fragmenting: We can expand Relationship to be a list of entities instead of a single entity. I have largely already written the code for this. * Fragmenting: With the "value component" impl mentioned above, we get many-to-many support "for free", as it would allow inserting multiple copies of a Relationship component with different target entities. Fixes #3742 (If this PR is merged, I think we should open more targeted followup issues for the work above, with a fresh tracking issue free of the large amount of less-directed historical context) Fixes #17301 Fixes #12235 Fixes #15299 Fixes #15308 ## Migration Guide * Replace `ChildBuilder` with `ChildSpawnerCommands`. * Replace calls to `.set_parent(parent_id)` with `.insert(Parent(parent_id))`. * Replace calls to `.replace_children()` with `.remove::<Children>()` followed by `.add_children()`. Note that you'll need to manually despawn any children that are not carried over. * Replace calls to `.despawn_recursive()` with `.despawn()`. * Replace calls to `.despawn_descendants()` with `.despawn_related::<Children>()`. * If you have any calls to `.despawn()` which depend on the children being preserved, you'll need to remove the `Children` component first. --------- Co-authored-by: Alice Cecile <alice.i.cecile@gmail.com> |
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0756a19f28 |
Support texture atlases in CustomCursor::Image (#17121)
# Objective - Bevy 0.15 added support for custom cursor images in https://github.com/bevyengine/bevy/pull/14284. - However, to do animated cursors using the initial support shipped in 0.15 means you'd have to animate the `Handle<Image>`: You can't use a `TextureAtlas` like you can with sprites and UI images. - For my use case, my cursors are spritesheets. To animate them, I'd have to break them down into multiple `Image` assets, but that seems less than ideal. ## Solution - Allow users to specify a `TextureAtlas` field when creating a custom cursor image. - To create parity with Bevy's `TextureAtlas` support on `Sprite`s and `ImageNode`s, this also allows users to specify `rect`, `flip_x` and `flip_y`. In fact, for my own use case, I need to `flip_y`. ## Testing - I added unit tests for `calculate_effective_rect` and `extract_and_transform_rgba_pixels`. - I added a brand new example for custom cursor images. It has controls to toggle fields on and off. I opted to add a new example because the existing cursor example (`window_settings`) would be far too messy for showcasing these custom cursor features (I did start down that path but decided to stop and make a brand new example). - The new example uses a [Kenny cursor icon] sprite sheet. I included the licence even though it's not required (and it's CC0). - I decided to make the example just loop through all cursor icons for its animation even though it's not a _realistic_ in-game animation sequence. - I ran the PNG through https://tinypng.com. Looks like it's about 35KB. - I'm open to adjusting the example spritesheet if required, but if it's fine as is, great. [Kenny cursor icon]: https://kenney-assets.itch.io/crosshair-pack --- ## Showcase https://github.com/user-attachments/assets/8f6be8d7-d1d4-42f9-b769-ef8532367749 ## Migration Guide The `CustomCursor::Image` enum variant has some new fields. Update your code to set them. Before: ```rust CustomCursor::Image { handle: asset_server.load("branding/icon.png"), hotspot: (128, 128), } ``` After: ```rust CustomCursor::Image { handle: asset_server.load("branding/icon.png"), texture_atlas: None, flip_x: false, flip_y: false, rect: None, hotspot: (128, 128), } ``` ## References - Feature request [originally raised in Discord]. [originally raised in Discord]: https://discord.com/channels/691052431525675048/692572690833473578/1319836362219847681 |
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f0047899d7 |
Allow users to customize history length in FrameTimeDiagnosticsPlugin (#17259)
# Objective I have an application where I'd like to measure average frame rate over the entire life of the application, and it would be handy if I could just configure this on the existing `FrameTimeDiagnosticsPlugin`. Probably fixes #10948? ## Solution Add `max_history_length` to `FrameTimeDiagnosticsPlugin`, and because `smoothing_factor` seems to be based on history length, add that too. ## Discussion I'm not totally sure that `DEFAULT_MAX_HISTORY_LENGTH` is a great default for `FrameTimeDiagnosticsPlugin` (or any diagnostic?). That's 1/3 of a second at typical game frame rates. Moreover, the default print interval for `LogDiagnosticsPlugin` is 1 second. So when the two are combined, you are printing the average over the last third of the duration between now and the previous print, which seems a bit wonky. (related: #11429) I'm pretty sure this default value discussed and the current value wasn't totally arbitrary though. Maybe it would be nice for `Diagnostic` to have a `with_max_history_length_and_also_calculate_a_good_default_smoothing_factor` method? And then make an explicit smoothing factor in `FrameTimeDiagnosticsPlugin` optional? Or add a `new(max_history_length: usize)` method to `FrameTimeDiagnosticsPlugin` that sets a reasonable default `smoothing_factor`? edit: This one seems like a no-brainer, doing it. ## Alternatives It's really easy to roll your own `FrameTimeDiagnosticsPlugin`, but that might not be super interoperable with, for example, third party FPS overlays. Still, might be the right call. ## Testing `cargo run --example many_sprites` (modified to use a custom `max_history_length`) ## Migration Guide `FrameTimeDiagnosticsPlugin` now contains two fields. Use `FrameTimeDiagnosticsPlugin::default()` to match Bevy's previous behavior or, for example, `FrameTimeDiagnosticsPlugin::new(60)` to configure it. |
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b77e3ef33a |
Fix a few typos (#17292)
# Objective Stumbled upon a `from <-> form` transposition while reviewing a PR, thought it was interesting, and went down a bit of a rabbit hole. ## Solution Fix em |
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3c829d7f68 |
Remove everything except Instant from bevy_utils::time (#17158)
# Objective - Contributes to #11478 - Contributes to #16877 ## Solution - Removed everything except `Instant` from `bevy_utils::time` ## Testing - CI --- ## Migration Guide If you relied on any of the following from `bevy_utils::time`: - `Duration` - `TryFromFloatSecsError` Import these directly from `core::time` regardless of platform target (WASM, mobile, etc.) If you relied on any of the following from `bevy_utils::time`: - `SystemTime` - `SystemTimeError` Instead import these directly from either `std::time` or `web_time` as appropriate for your target platform. ## Notes `Duration` and `TryFromFloatSecsError` are both re-exports from `core::time` regardless of whether they are used from `web_time` or `std::time`, so there is no value gained from re-exporting them from `bevy_utils::time` as well. As for `SystemTime` and `SystemTimeError`, no Bevy internal crates or examples rely on these types. Since Bevy doesn't have a `Time<Wall>` resource for interacting with wall-time (and likely shouldn't need one), I think removing these from `bevy_utils` entirely and waiting for a use-case to justify inclusion is a reasonable path forward. |
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21786632c3 |
Remove bevy_core (#16897)
# Objective - Fixes #16892 ## Solution - Removed `TypeRegistryPlugin` (`Name` is now automatically registered with a default `App`) - Moved `TaskPoolPlugin` to `bevy_app` - Moved `FrameCountPlugin` to `bevy_diagnostic` - Deleted now-empty `bevy_core` ## Testing - CI ## Migration Guide - `TypeRegistryPlugin` no longer exists. If you can't use a default `App` but still need `Name` registered, do so manually with `app.register_type::<Name>()`. - References to `TaskPoolPlugin` and associated types will need to import it from `bevy_app` instead of `bevy_core` - References to `FrameCountPlugin` and associated types will need to import it from `bevy_diagnostic` instead of `bevy_core` ## Notes This strategy was agreed upon by Cart and several other members in [Discord](https://discord.com/channels/691052431525675048/692572690833473578/1319137218312278077). |
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565616622b |
Correctly feature gate custom_cursor (#16093)
# Objective Currently there's no way to change the window's cursor icon with the `custom_cursor` feature **disabled**. You should still be able to set system cursor icons. Connections: - https://github.com/bevyengine/bevy/pull/15649 ## Solution Move some `custom_cursor` feature gates around, as to expose the `CursorIcon` type again. Note this refactoring was mainly piloted by hunting after the compiler warnings -- I shouldn't have missed anything, but FYI. ## Testing Disabled the `custom_cursor` feature, ran the `window_settings` example. |
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17e504812b |
simplify example, replace get_single to Single Query (#16187)
# Objective clean up example get_single method, make code clean; ## Solution - replace `Query` with `Single` Query - remove `get_single` or `get_single_mut` condition block |
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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(); } } ``` |
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eb19a9ea0b |
Migrate UI bundles to required components (#15898)
# Objective - Migrate UI bundles to required components, fixes #15889 ## Solution - deprecate `NodeBundle` in favor of `Node` - deprecate `ImageBundle` in favor of `UiImage` - deprecate `ButtonBundle` in favor of `Button` ## Testing CI. ## Migration Guide - Replace all uses of `NodeBundle` with `Node`. e.g. ```diff commands - .spawn(NodeBundle { - style: Style { + .spawn(( + Node::default(), + Style { width: Val::Percent(100.), align_items: AlignItems::Center, justify_content: JustifyContent::Center, ..default() }, - ..default() - }) + )) ``` - Replace all uses of `ButtonBundle` with `Button`. e.g. ```diff .spawn(( - ButtonBundle { - style: Style { - width: Val::Px(w), - height: Val::Px(h), - // horizontally center child text - justify_content: JustifyContent::Center, - // vertically center child text - align_items: AlignItems::Center, - margin: UiRect::all(Val::Px(20.0)), - ..default() - }, - image: image.clone().into(), + Button, + Style { + width: Val::Px(w), + height: Val::Px(h), + // horizontally center child text + justify_content: JustifyContent::Center, + // vertically center child text + align_items: AlignItems::Center, + margin: UiRect::all(Val::Px(20.0)), ..default() }, + UiImage::from(image.clone()), ImageScaleMode::Sliced(slicer.clone()), )) ``` - Replace all uses of `ImageBundle` with `UiImage`. e.g. ```diff - commands.spawn(ImageBundle { - image: UiImage { + commands.spawn(( + UiImage { texture: metering_mask, ..default() }, - style: Style { + Style { width: Val::Percent(100.0), height: Val::Percent(100.0), ..default() }, - ..default() - }); + )); ``` --------- Co-authored-by: Carter Anderson <mcanders1@gmail.com> |
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90b5ed6c93 |
Adjust some example text to match visual guidelines (#15966)
# Objective Adjust instruction text in some newer examples to match the [example visual guidelines](https://bevyengine.org/learn/contribute/helping-out/creating-examples/#visual-guidelines). ## Solution Move text 12px from edge of screen ## Testing ``` cargo run --example alter_mesh cargo run --example alter_sprite cargo run --example camera_orbit cargo run --example projection_zoom cargo run --example irradiance_volumes cargo run --example log_layers_ecs cargo run --example multi_asset_sync cargo run --example multiple_windows cargo run --example order_independent_transparency ``` ## Additional information This isn't comprehensive, just the most trivial cases. I'll double check my notes and probably follow up with an issue to look into visual guidelines for a few other examples. |
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7482a0d26d |
aligning public apis of Time,Timer and Stopwatch (#15962)
Fixes #15834 ## Migration Guide The APIs of `Time`, `Timer` and `Stopwatch` have been cleaned up for consistency with each other and the standard library's `Duration` type. The following methods have been renamed: - `Stowatch::paused` -> `Stopwatch::is_paused` - `Time::elapsed_seconds` -> `Time::elasped_secs` (including `_f64` and `_wrapped` variants) |
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5157fef84b |
Add window drag move and drag resize without decoration example. (#15814)
# Objective Add an example for the new drag move and drag resize introduced by PR #15674 and fix #15734. ## Solution I created an example that allows the user to exercise drag move and drag resize separately. The user can also choose what direction the resize works in.  ### Name The example is called `window_drag_move`. Happy to have that bikeshedded. ### Contentious Refactor? This PR removed the `ResizeDirection` enumeration in favor of using `CompassOctant` which had the same variants. Perhaps this is contentious. ### Unsafe? In PR #15674 I mentioned that `start_drag_move()` and `start_drag_resize()`'s requirement to only be called in the presence of a left-click looks like a compiler-unenforceable contract that can cause intermittent panics when not observed, so perhaps the functions should be marked them unsafe. **I have not made that change** here since I didn't see a clear consensus on that. ## Testing I exercised this on x86 macOS. However, winit for macOS does not support drag resize. It reports a good error when `start_drag_resize()` is called. I'd like to see it tested on Windows and Linux. --- ## Showcase Example window_drag_move shows how to drag or resize a window without decoration. --------- Co-authored-by: Alice Cecile <alice.i.cecile@gmail.com> |
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f602edad09 |
Text Rework cleanup (#15887)
# Objective Cleanup naming and docs, add missing migration guide after #15591 All text root nodes now use `Text` (UI) / `Text2d`. All text readers/writers use `Text<Type>Reader`/`Text<Type>Writer` convention. --- ## Migration Guide Doubles as #15591 migration guide. Text bundles (`TextBundle` and `Text2dBundle`) were removed in favor of `Text` and `Text2d`. Shared configuration fields were replaced with `TextLayout`, `TextFont` and `TextColor` components. Just `TextBundle`'s additional field turned into `TextNodeFlags` component, while `Text2dBundle`'s additional fields turned into `TextBounds` and `Anchor` components. Text sections were removed in favor of hierarchy-based approach. For root text entities with `Text` or `Text2d` components, child entities with `TextSpan` will act as additional text sections. To still access text spans by index, use the new `TextUiReader`, `Text2dReader` and `TextUiWriter`, `Text2dWriter` system parameters. |
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e79bc7811d |
Fix *most* clippy lints (#15906)
# Objective Another clippy-lint fix: the goal is so that `ci lints` actually displays the problems that a contributor caused, and not a bunch of existing stuff in the repo. (when run on nightly) ## Solution This fixes all but the `clippy::needless_lifetimes` lint, which will result in substantially more fixes and be in other PR(s). I also explicitly allow `non_local_definitions` since it is [not working correctly, but will be fixed](https://github.com/rust-lang/rust/issues/131643). A few things were manually fixed: for example, some places had an explicitly defined `div_ceil` function that was used, which is no longer needed since this function is stable on unsigned integers. Also, empty lines in doc comments were handled individually. ## Testing I ran `cargo clippy --workspace --all-targets --all-features --fix --allow-staged` with the `clippy::needless_lifetimes` lint marked as `allow` in `Cargo.toml` to avoid fixing that too. It now passes with all but the listed lint. |
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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`. |
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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`.
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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> |