2024-04-09 12:50:19 +00:00
|
|
|
//! Shows how to create a loading screen that waits for assets to load and render.
|
|
|
|
use bevy::{ecs::system::SystemId, prelude::*};
|
|
|
|
use pipelines_ready::*;
|
|
|
|
|
|
|
|
// The way we'll go about doing this in this example is to
|
|
|
|
// keep track of all assets that we want to have loaded before
|
|
|
|
// we transition to the desired scene.
|
|
|
|
//
|
|
|
|
// In order to ensure that visual assets are fully rendered
|
|
|
|
// before transitioning to the scene, we need to get the
|
|
|
|
// current status of cached pipelines.
|
|
|
|
//
|
|
|
|
// While loading and pipelines compilation is happening, we
|
|
|
|
// will show a loading screen. Once loading is complete, we
|
|
|
|
// will transition to the scene we just loaded.
|
|
|
|
|
|
|
|
fn main() {
|
|
|
|
App::new()
|
|
|
|
.add_plugins(DefaultPlugins)
|
|
|
|
// `PipelinesReadyPlugin` is declared in the `pipelines_ready` module below.
|
|
|
|
.add_plugins(PipelinesReadyPlugin)
|
|
|
|
.insert_resource(LoadingState::default())
|
|
|
|
.insert_resource(LoadingData::new(5))
|
|
|
|
.add_systems(Startup, (setup, load_loading_screen))
|
|
|
|
.add_systems(
|
|
|
|
Update,
|
|
|
|
(update_loading_data, level_selection, display_loading_screen),
|
|
|
|
)
|
|
|
|
.run();
|
|
|
|
}
|
|
|
|
|
|
|
|
// A `Resource` that holds the current loading state.
|
|
|
|
#[derive(Resource, Default)]
|
|
|
|
enum LoadingState {
|
|
|
|
#[default]
|
|
|
|
LevelReady,
|
|
|
|
LevelLoading,
|
|
|
|
}
|
|
|
|
|
|
|
|
// A resource that holds the current loading data.
|
|
|
|
#[derive(Resource, Debug, Default)]
|
|
|
|
struct LoadingData {
|
|
|
|
// This will hold the currently unloaded/loading assets.
|
|
|
|
loading_assets: Vec<UntypedHandle>,
|
|
|
|
// Number of frames that everything needs to be ready for.
|
|
|
|
// This is to prevent going into the fully loaded state in instances
|
|
|
|
// where there might be a some frames between certain loading/pipelines action.
|
|
|
|
confirmation_frames_target: usize,
|
|
|
|
// Current number of confirmation frames.
|
|
|
|
confirmation_frames_count: usize,
|
|
|
|
}
|
|
|
|
|
|
|
|
impl LoadingData {
|
|
|
|
fn new(confirmation_frames_target: usize) -> Self {
|
|
|
|
Self {
|
|
|
|
loading_assets: Vec::new(),
|
|
|
|
confirmation_frames_target,
|
|
|
|
confirmation_frames_count: 0,
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
// This resource will hold the level related systems ID for later use.
|
|
|
|
#[derive(Resource)]
|
|
|
|
struct LevelData {
|
|
|
|
unload_level_id: SystemId,
|
|
|
|
level_1_id: SystemId,
|
|
|
|
level_2_id: SystemId,
|
|
|
|
}
|
|
|
|
|
|
|
|
fn setup(mut commands: Commands) {
|
|
|
|
let level_data = LevelData {
|
2024-08-25 14:12:13 +00:00
|
|
|
unload_level_id: commands.register_system(unload_current_level),
|
|
|
|
level_1_id: commands.register_system(load_level_1),
|
|
|
|
level_2_id: commands.register_system(load_level_2),
|
2024-04-09 12:50:19 +00:00
|
|
|
};
|
|
|
|
commands.insert_resource(level_data);
|
|
|
|
|
|
|
|
// Spawns the UI that will show the user prompts.
|
2024-10-13 17:06:22 +00:00
|
|
|
let text_style = TextFont {
|
2024-09-16 23:14:37 +00:00
|
|
|
font_size: 42.0,
|
2024-04-09 12:50:19 +00:00
|
|
|
..default()
|
|
|
|
};
|
|
|
|
commands
|
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>
2024-10-17 21:11:02 +00:00
|
|
|
.spawn((
|
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();
}
}
```
2024-10-18 22:25:33 +00:00
|
|
|
Node {
|
2024-04-09 12:50:19 +00:00
|
|
|
justify_self: JustifySelf::Center,
|
|
|
|
align_self: AlignSelf::FlexEnd,
|
|
|
|
..default()
|
|
|
|
},
|
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();
}
}
```
2024-10-18 22:25:33 +00:00
|
|
|
BackgroundColor(Color::NONE),
|
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>
2024-10-17 21:11:02 +00:00
|
|
|
))
|
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>
2024-10-09 18:35:36 +00:00
|
|
|
.with_child((Text::new("Press 1 or 2 to load a new scene."), text_style));
|
2024-04-09 12:50:19 +00:00
|
|
|
}
|
|
|
|
|
|
|
|
// Selects the level you want to load.
|
|
|
|
fn level_selection(
|
|
|
|
mut commands: Commands,
|
|
|
|
keyboard: Res<ButtonInput<KeyCode>>,
|
|
|
|
level_data: Res<LevelData>,
|
|
|
|
loading_state: Res<LoadingState>,
|
|
|
|
) {
|
|
|
|
// Only trigger a load if the current level is fully loaded.
|
|
|
|
if let LoadingState::LevelReady = loading_state.as_ref() {
|
|
|
|
if keyboard.just_pressed(KeyCode::Digit1) {
|
|
|
|
commands.run_system(level_data.unload_level_id);
|
|
|
|
commands.run_system(level_data.level_1_id);
|
|
|
|
} else if keyboard.just_pressed(KeyCode::Digit2) {
|
|
|
|
commands.run_system(level_data.unload_level_id);
|
|
|
|
commands.run_system(level_data.level_2_id);
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
// Marker component for easier deletion of entities.
|
|
|
|
#[derive(Component)]
|
|
|
|
struct LevelComponents;
|
|
|
|
|
|
|
|
// Removes all currently loaded level assets from the game World.
|
|
|
|
fn unload_current_level(
|
|
|
|
mut commands: Commands,
|
|
|
|
mut loading_state: ResMut<LoadingState>,
|
|
|
|
entities: Query<Entity, With<LevelComponents>>,
|
|
|
|
) {
|
|
|
|
*loading_state = LoadingState::LevelLoading;
|
|
|
|
for entity in entities.iter() {
|
|
|
|
commands.entity(entity).despawn_recursive();
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
fn load_level_1(
|
|
|
|
mut commands: Commands,
|
|
|
|
mut loading_data: ResMut<LoadingData>,
|
|
|
|
asset_server: Res<AssetServer>,
|
|
|
|
) {
|
|
|
|
// Spawn the camera.
|
|
|
|
commands.spawn((
|
2024-10-05 01:59:52 +00:00
|
|
|
Camera3d::default(),
|
|
|
|
Transform::from_xyz(155.0, 155.0, 155.0).looking_at(Vec3::new(0.0, 40.0, 0.0), Vec3::Y),
|
2024-04-09 12:50:19 +00:00
|
|
|
LevelComponents,
|
|
|
|
));
|
|
|
|
|
|
|
|
// Save the asset into the `loading_assets` vector.
|
2024-05-31 23:25:57 +00:00
|
|
|
let fox = asset_server.load(GltfAssetLabel::Scene(0).from_asset("models/animated/Fox.glb"));
|
2024-04-09 12:50:19 +00:00
|
|
|
loading_data.loading_assets.push(fox.clone().into());
|
|
|
|
// Spawn the fox.
|
|
|
|
commands.spawn((
|
Migrate scenes to required components (#15579)
# Objective
A step in the migration to required components: scenes!
## Solution
As per the [selected
proposal](https://hackmd.io/@bevy/required_components/%2FPJtNGVMMQhyM0zIvCJSkbA):
- Deprecate `SceneBundle` and `DynamicSceneBundle`.
- Add `SceneRoot` and `DynamicSceneRoot` components, which wrap a
`Handle<Scene>` and `Handle<DynamicScene>` respectively.
## Migration Guide
Asset handles for scenes and dynamic scenes must now be wrapped in the
`SceneRoot` and `DynamicSceneRoot` components. Raw handles as components
no longer spawn scenes.
Additionally, `SceneBundle` and `DynamicSceneBundle` have been
deprecated. Instead, use the scene components directly.
Previously:
```rust
let model_scene = asset_server.load(GltfAssetLabel::Scene(0).from_asset("model.gltf"));
commands.spawn(SceneBundle {
scene: model_scene,
transform: Transform::from_xyz(-4.0, 0.0, -3.0),
..default()
});
```
Now:
```rust
let model_scene = asset_server.load(GltfAssetLabel::Scene(0).from_asset("model.gltf"));
commands.spawn((
SceneRoot(model_scene),
Transform::from_xyz(-4.0, 0.0, -3.0),
));
```
2024-10-01 22:42:11 +00:00
|
|
|
SceneRoot(fox.clone()),
|
|
|
|
Transform::from_xyz(0.0, 0.0, 0.0),
|
2024-04-09 12:50:19 +00:00
|
|
|
LevelComponents,
|
|
|
|
));
|
|
|
|
|
|
|
|
// Spawn the light.
|
|
|
|
commands.spawn((
|
2024-10-01 03:20:43 +00:00
|
|
|
DirectionalLight {
|
|
|
|
shadows_enabled: true,
|
2024-04-09 12:50:19 +00:00
|
|
|
..default()
|
|
|
|
},
|
2024-10-01 03:20:43 +00:00
|
|
|
Transform::from_xyz(3.0, 3.0, 2.0).looking_at(Vec3::ZERO, Vec3::Y),
|
2024-04-09 12:50:19 +00:00
|
|
|
LevelComponents,
|
|
|
|
));
|
|
|
|
}
|
|
|
|
|
|
|
|
fn load_level_2(
|
|
|
|
mut commands: Commands,
|
|
|
|
mut loading_data: ResMut<LoadingData>,
|
|
|
|
asset_server: Res<AssetServer>,
|
|
|
|
) {
|
|
|
|
// Spawn the camera.
|
|
|
|
commands.spawn((
|
2024-10-05 01:59:52 +00:00
|
|
|
Camera3d::default(),
|
|
|
|
Transform::from_xyz(1.0, 1.0, 1.0).looking_at(Vec3::new(0.0, 0.2, 0.0), Vec3::Y),
|
2024-04-09 12:50:19 +00:00
|
|
|
LevelComponents,
|
|
|
|
));
|
|
|
|
|
|
|
|
// Spawn the helmet.
|
2024-05-31 23:25:57 +00:00
|
|
|
let helmet_scene = asset_server
|
|
|
|
.load(GltfAssetLabel::Scene(0).from_asset("models/FlightHelmet/FlightHelmet.gltf"));
|
2024-04-09 12:50:19 +00:00
|
|
|
loading_data
|
|
|
|
.loading_assets
|
|
|
|
.push(helmet_scene.clone().into());
|
Migrate scenes to required components (#15579)
# Objective
A step in the migration to required components: scenes!
## Solution
As per the [selected
proposal](https://hackmd.io/@bevy/required_components/%2FPJtNGVMMQhyM0zIvCJSkbA):
- Deprecate `SceneBundle` and `DynamicSceneBundle`.
- Add `SceneRoot` and `DynamicSceneRoot` components, which wrap a
`Handle<Scene>` and `Handle<DynamicScene>` respectively.
## Migration Guide
Asset handles for scenes and dynamic scenes must now be wrapped in the
`SceneRoot` and `DynamicSceneRoot` components. Raw handles as components
no longer spawn scenes.
Additionally, `SceneBundle` and `DynamicSceneBundle` have been
deprecated. Instead, use the scene components directly.
Previously:
```rust
let model_scene = asset_server.load(GltfAssetLabel::Scene(0).from_asset("model.gltf"));
commands.spawn(SceneBundle {
scene: model_scene,
transform: Transform::from_xyz(-4.0, 0.0, -3.0),
..default()
});
```
Now:
```rust
let model_scene = asset_server.load(GltfAssetLabel::Scene(0).from_asset("model.gltf"));
commands.spawn((
SceneRoot(model_scene),
Transform::from_xyz(-4.0, 0.0, -3.0),
));
```
2024-10-01 22:42:11 +00:00
|
|
|
commands.spawn((SceneRoot(helmet_scene.clone()), LevelComponents));
|
2024-04-09 12:50:19 +00:00
|
|
|
|
|
|
|
// Spawn the light.
|
|
|
|
commands.spawn((
|
2024-10-01 03:20:43 +00:00
|
|
|
DirectionalLight {
|
|
|
|
shadows_enabled: true,
|
2024-04-09 12:50:19 +00:00
|
|
|
..default()
|
|
|
|
},
|
2024-10-01 03:20:43 +00:00
|
|
|
Transform::from_xyz(3.0, 3.0, 2.0).looking_at(Vec3::ZERO, Vec3::Y),
|
2024-04-09 12:50:19 +00:00
|
|
|
LevelComponents,
|
|
|
|
));
|
|
|
|
}
|
|
|
|
|
|
|
|
// Monitors current loading status of assets.
|
|
|
|
fn update_loading_data(
|
|
|
|
mut loading_data: ResMut<LoadingData>,
|
|
|
|
mut loading_state: ResMut<LoadingState>,
|
|
|
|
asset_server: Res<AssetServer>,
|
|
|
|
pipelines_ready: Res<PipelinesReady>,
|
|
|
|
) {
|
|
|
|
if !loading_data.loading_assets.is_empty() || !pipelines_ready.0 {
|
|
|
|
// If we are still loading assets / pipelines are not fully compiled,
|
|
|
|
// we reset the confirmation frame count.
|
|
|
|
loading_data.confirmation_frames_count = 0;
|
|
|
|
|
|
|
|
// Go through each asset and verify their load states.
|
|
|
|
// Any assets that are loaded are then added to the pop list for later removal.
|
|
|
|
let mut pop_list: Vec<usize> = Vec::new();
|
|
|
|
for (index, asset) in loading_data.loading_assets.iter().enumerate() {
|
|
|
|
if let Some(state) = asset_server.get_load_states(asset) {
|
Remove incorrect equality comparisons for asset load error types (#15890)
# Objective
The type `AssetLoadError` has `PartialEq` and `Eq` impls, which is
problematic due to the fact that the `AssetLoaderError` and
`AddAsyncError` variants lie in their impls: they will return `true` for
any `Box<dyn Error>` with the same `TypeId`, even if the actual value is
different. This can lead to subtle bugs if a user relies on the equality
comparison to ensure that two values are equal.
The same is true for `DependencyLoadState`,
`RecursiveDependencyLoadState`.
More generally, it is an anti-pattern for large error types involving
dynamic dispatch, such as `AssetLoadError`, to have equality
comparisons. Directly comparing two errors for equality is usually not
desired -- if some logic needs to branch based on the value of an error,
it is usually more correct to check for specific variants and inspect
their fields.
As far as I can tell, the only reason these errors have equality
comparisons is because the `LoadState` enum wraps `AssetLoadError` for
its `Failed` variant. This equality comparison is only used to check for
`== LoadState::Loaded`, which we can easily replace with an `is_loaded`
method.
## Solution
Remove the `{Partial}Eq` impls from `LoadState`, which also allows us to
remove it from the error types.
## Migration Guide
The types `bevy_asset::AssetLoadError` and `bevy_asset::LoadState` no
longer support equality comparisons. If you need to check for an asset's
load state, consider checking for a specific variant using
`LoadState::is_loaded` or the `matches!` macro. Similarly, consider
using the `matches!` macro to check for specific variants of the
`AssetLoadError` type if you need to inspect the value of an asset load
error in your code.
`DependencyLoadState` and `RecursiveDependencyLoadState` are not
released yet, so no migration needed,
---------
Co-authored-by: Joseph <21144246+JoJoJet@users.noreply.github.com>
2024-10-14 01:00:45 +00:00
|
|
|
if state.2.is_loaded() {
|
2024-04-09 12:50:19 +00:00
|
|
|
pop_list.push(index);
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
// Remove all loaded assets from the loading_assets list.
|
|
|
|
for i in pop_list.iter() {
|
|
|
|
loading_data.loading_assets.remove(*i);
|
|
|
|
}
|
|
|
|
|
|
|
|
// If there are no more assets being monitored, and pipelines
|
|
|
|
// are compiled, then start counting confirmation frames.
|
|
|
|
// Once enough confirmations have passed, everything will be
|
|
|
|
// considered to be fully loaded.
|
|
|
|
} else {
|
|
|
|
loading_data.confirmation_frames_count += 1;
|
|
|
|
if loading_data.confirmation_frames_count == loading_data.confirmation_frames_target {
|
|
|
|
*loading_state = LoadingState::LevelReady;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
// Marker tag for loading screen components.
|
|
|
|
#[derive(Component)]
|
|
|
|
struct LoadingScreen;
|
|
|
|
|
|
|
|
// Spawns the necessary components for the loading screen.
|
|
|
|
fn load_loading_screen(mut commands: Commands) {
|
2024-10-13 17:06:22 +00:00
|
|
|
let text_style = TextFont {
|
2024-09-16 23:14:37 +00:00
|
|
|
font_size: 67.0,
|
2024-04-09 12:50:19 +00:00
|
|
|
..default()
|
|
|
|
};
|
|
|
|
|
|
|
|
// Spawn the UI and Loading screen camera.
|
|
|
|
commands.spawn((
|
2024-10-05 01:59:52 +00:00
|
|
|
Camera2d,
|
|
|
|
Camera {
|
|
|
|
order: 1,
|
2024-04-09 12:50:19 +00:00
|
|
|
..default()
|
|
|
|
},
|
|
|
|
LoadingScreen,
|
|
|
|
));
|
|
|
|
|
|
|
|
// Spawn the UI that will make up the loading screen.
|
|
|
|
commands
|
|
|
|
.spawn((
|
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();
}
}
```
2024-10-18 22:25:33 +00:00
|
|
|
Node {
|
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>
2024-10-17 21:11:02 +00:00
|
|
|
height: Val::Percent(100.0),
|
|
|
|
width: Val::Percent(100.0),
|
|
|
|
justify_content: JustifyContent::Center,
|
|
|
|
align_items: AlignItems::Center,
|
2024-04-09 12:50:19 +00:00
|
|
|
..default()
|
|
|
|
},
|
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();
}
}
```
2024-10-18 22:25:33 +00:00
|
|
|
BackgroundColor(Color::BLACK),
|
2024-04-09 12:50:19 +00:00
|
|
|
LoadingScreen,
|
|
|
|
))
|
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>
2024-10-09 18:35:36 +00:00
|
|
|
.with_child((Text::new("Loading..."), text_style.clone()));
|
2024-04-09 12:50:19 +00:00
|
|
|
}
|
|
|
|
|
|
|
|
// Determines when to show the loading screen
|
|
|
|
fn display_loading_screen(
|
2024-10-13 20:32:06 +00:00
|
|
|
mut loading_screen: Single<&mut Visibility, (With<LoadingScreen>, With<Node>)>,
|
2024-04-09 12:50:19 +00:00
|
|
|
loading_state: Res<LoadingState>,
|
|
|
|
) {
|
2024-10-11 03:13:33 +00:00
|
|
|
let visibility = match loading_state.as_ref() {
|
|
|
|
LoadingState::LevelLoading => Visibility::Visible,
|
|
|
|
LoadingState::LevelReady => Visibility::Hidden,
|
2024-04-09 12:50:19 +00:00
|
|
|
};
|
2024-10-11 03:13:33 +00:00
|
|
|
|
2024-10-13 20:32:06 +00:00
|
|
|
**loading_screen = visibility;
|
2024-04-09 12:50:19 +00:00
|
|
|
}
|
|
|
|
|
|
|
|
mod pipelines_ready {
|
2024-09-24 11:42:59 +00:00
|
|
|
use bevy::{
|
|
|
|
prelude::*,
|
|
|
|
render::{render_resource::*, *},
|
|
|
|
};
|
2024-04-09 12:50:19 +00:00
|
|
|
|
|
|
|
pub struct PipelinesReadyPlugin;
|
|
|
|
impl Plugin for PipelinesReadyPlugin {
|
|
|
|
fn build(&self, app: &mut App) {
|
|
|
|
app.insert_resource(PipelinesReady::default());
|
|
|
|
|
|
|
|
// In order to gain access to the pipelines status, we have to
|
|
|
|
// go into the `RenderApp`, grab the resource from the main App
|
|
|
|
// and then update the pipelines status from there.
|
|
|
|
// Writing between these Apps can only be done through the
|
|
|
|
// `ExtractSchedule`.
|
2024-08-21 12:29:33 +00:00
|
|
|
app.sub_app_mut(RenderApp)
|
2024-04-09 12:50:19 +00:00
|
|
|
.add_systems(ExtractSchedule, update_pipelines_ready);
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
#[derive(Resource, Debug, Default)]
|
|
|
|
pub struct PipelinesReady(pub bool);
|
|
|
|
|
|
|
|
fn update_pipelines_ready(mut main_world: ResMut<MainWorld>, pipelines: Res<PipelineCache>) {
|
|
|
|
if let Some(mut pipelines_ready) = main_world.get_resource_mut::<PipelinesReady>() {
|
|
|
|
pipelines_ready.0 = pipelines.waiting_pipelines().count() == 0;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|