bevy/examples/games/contributors.rs

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//! This example displays each contributor to the bevy source code as a bouncing bevy-ball.
use bevy::{math::bounding::Aabb2d, prelude::*};
Make `contributors` example deterministic in CI (#15901) # Objective - Make the example deterministic when run with CI, so that the [screenshot comparison](https://thebevyflock.github.io/bevy-example-runner/) is stable - Preserve the "truly random on each run" behavior so that every page load in the example showcase shows a different contributor first ## Solution - Fall back to the static default contributor list in CI - Store contributors in a `Vec` so that we can show repeats of the fallback contributor list, giving the appearance of lots of overlapping contributors in CI - Use a shared seeded RNG throughout the app - Give contributor birds a `z` value so that their depth is stable - Remove the shuffle, which was redundant because contributors are first collected into a hashmap - `chain` the systems so that the physics is deterministic from run to run ## Testing ```bash echo '(setup: (fixed_frame_time: Some(0.05)), events: [(100, Screenshot), (500, AppExit)])' > config.ron CI_TESTING_CONFIG=config.ron cargo run --example contributors --features=bevy_ci_testing mv screenshot-100.png screenshot-100-a.png CI_TESTING_CONFIG=config.ron cargo run --example contributors --features=bevy_ci_testing diff screenshot-100.png screenshot-100-a.png ``` ## Alternatives I'd also be fine with removing this example from the list of examples that gets screenshot-tested in CI. Coverage from other 2d examples is probably adequate. --------- Co-authored-by: Alice Cecile <alice.i.cecile@gmail.com>
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use rand::{Rng, SeedableRng};
use rand_chacha::ChaCha8Rng;
use std::{
collections::HashMap,
env::VarError,
hash::{DefaultHasher, Hash, Hasher},
io::{self, BufRead, BufReader},
process::Stdio,
};
fn main() {
App::new()
.add_plugins(DefaultPlugins)
.init_resource::<SelectionTimer>()
Make `contributors` example deterministic in CI (#15901) # Objective - Make the example deterministic when run with CI, so that the [screenshot comparison](https://thebevyflock.github.io/bevy-example-runner/) is stable - Preserve the "truly random on each run" behavior so that every page load in the example showcase shows a different contributor first ## Solution - Fall back to the static default contributor list in CI - Store contributors in a `Vec` so that we can show repeats of the fallback contributor list, giving the appearance of lots of overlapping contributors in CI - Use a shared seeded RNG throughout the app - Give contributor birds a `z` value so that their depth is stable - Remove the shuffle, which was redundant because contributors are first collected into a hashmap - `chain` the systems so that the physics is deterministic from run to run ## Testing ```bash echo '(setup: (fixed_frame_time: Some(0.05)), events: [(100, Screenshot), (500, AppExit)])' > config.ron CI_TESTING_CONFIG=config.ron cargo run --example contributors --features=bevy_ci_testing mv screenshot-100.png screenshot-100-a.png CI_TESTING_CONFIG=config.ron cargo run --example contributors --features=bevy_ci_testing diff screenshot-100.png screenshot-100-a.png ``` ## Alternatives I'd also be fine with removing this example from the list of examples that gets screenshot-tested in CI. Coverage from other 2d examples is probably adequate. --------- Co-authored-by: Alice Cecile <alice.i.cecile@gmail.com>
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.init_resource::<SharedRng>()
.add_systems(Startup, (setup_contributor_selection, setup))
Make `contributors` example deterministic in CI (#15901) # Objective - Make the example deterministic when run with CI, so that the [screenshot comparison](https://thebevyflock.github.io/bevy-example-runner/) is stable - Preserve the "truly random on each run" behavior so that every page load in the example showcase shows a different contributor first ## Solution - Fall back to the static default contributor list in CI - Store contributors in a `Vec` so that we can show repeats of the fallback contributor list, giving the appearance of lots of overlapping contributors in CI - Use a shared seeded RNG throughout the app - Give contributor birds a `z` value so that their depth is stable - Remove the shuffle, which was redundant because contributors are first collected into a hashmap - `chain` the systems so that the physics is deterministic from run to run ## Testing ```bash echo '(setup: (fixed_frame_time: Some(0.05)), events: [(100, Screenshot), (500, AppExit)])' > config.ron CI_TESTING_CONFIG=config.ron cargo run --example contributors --features=bevy_ci_testing mv screenshot-100.png screenshot-100-a.png CI_TESTING_CONFIG=config.ron cargo run --example contributors --features=bevy_ci_testing diff screenshot-100.png screenshot-100-a.png ``` ## Alternatives I'd also be fine with removing this example from the list of examples that gets screenshot-tested in CI. Coverage from other 2d examples is probably adequate. --------- Co-authored-by: Alice Cecile <alice.i.cecile@gmail.com>
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// Systems are chained for determinism only
.add_systems(Update, (gravity, movement, collisions, selection).chain())
.run();
}
Make `contributors` example deterministic in CI (#15901) # Objective - Make the example deterministic when run with CI, so that the [screenshot comparison](https://thebevyflock.github.io/bevy-example-runner/) is stable - Preserve the "truly random on each run" behavior so that every page load in the example showcase shows a different contributor first ## Solution - Fall back to the static default contributor list in CI - Store contributors in a `Vec` so that we can show repeats of the fallback contributor list, giving the appearance of lots of overlapping contributors in CI - Use a shared seeded RNG throughout the app - Give contributor birds a `z` value so that their depth is stable - Remove the shuffle, which was redundant because contributors are first collected into a hashmap - `chain` the systems so that the physics is deterministic from run to run ## Testing ```bash echo '(setup: (fixed_frame_time: Some(0.05)), events: [(100, Screenshot), (500, AppExit)])' > config.ron CI_TESTING_CONFIG=config.ron cargo run --example contributors --features=bevy_ci_testing mv screenshot-100.png screenshot-100-a.png CI_TESTING_CONFIG=config.ron cargo run --example contributors --features=bevy_ci_testing diff screenshot-100.png screenshot-100-a.png ``` ## Alternatives I'd also be fine with removing this example from the list of examples that gets screenshot-tested in CI. Coverage from other 2d examples is probably adequate. --------- Co-authored-by: Alice Cecile <alice.i.cecile@gmail.com>
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type Contributors = Vec<(String, usize)>;
Make `Resource` trait opt-in, requiring `#[derive(Resource)]` V2 (#5577) *This PR description is an edited copy of #5007, written by @alice-i-cecile.* # Objective Follow-up to https://github.com/bevyengine/bevy/pull/2254. The `Resource` trait currently has a blanket implementation for all types that meet its bounds. While ergonomic, this results in several drawbacks: * it is possible to make confusing, silent mistakes such as inserting a function pointer (Foo) rather than a value (Foo::Bar) as a resource * it is challenging to discover if a type is intended to be used as a resource * we cannot later add customization options (see the [RFC](https://github.com/bevyengine/rfcs/blob/main/rfcs/27-derive-component.md) for the equivalent choice for Component). * dependencies can use the same Rust type as a resource in invisibly conflicting ways * raw Rust types used as resources cannot preserve privacy appropriately, as anyone able to access that type can read and write to internal values * we cannot capture a definitive list of possible resources to display to users in an editor ## Notes to reviewers * Review this commit-by-commit; there's effectively no back-tracking and there's a lot of churn in some of these commits. *ira: My commits are not as well organized :')* * I've relaxed the bound on Local to Send + Sync + 'static: I don't think these concerns apply there, so this can keep things simple. Storing e.g. a u32 in a Local is fine, because there's a variable name attached explaining what it does. * I think this is a bad place for the Resource trait to live, but I've left it in place to make reviewing easier. IMO that's best tackled with https://github.com/bevyengine/bevy/issues/4981. ## Changelog `Resource` is no longer automatically implemented for all matching types. Instead, use the new `#[derive(Resource)]` macro. ## Migration Guide Add `#[derive(Resource)]` to all types you are using as a resource. If you are using a third party type as a resource, wrap it in a tuple struct to bypass orphan rules. Consider deriving `Deref` and `DerefMut` to improve ergonomics. `ClearColor` no longer implements `Component`. Using `ClearColor` as a component in 0.8 did nothing. Use the `ClearColorConfig` in the `Camera3d` and `Camera2d` components instead. Co-authored-by: Alice <alice.i.cecile@gmail.com> Co-authored-by: Alice Cecile <alice.i.cecile@gmail.com> Co-authored-by: devil-ira <justthecooldude@gmail.com> Co-authored-by: Carter Anderson <mcanders1@gmail.com>
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#[derive(Resource)]
struct ContributorSelection {
order: Vec<Entity>,
idx: usize,
}
Make `Resource` trait opt-in, requiring `#[derive(Resource)]` V2 (#5577) *This PR description is an edited copy of #5007, written by @alice-i-cecile.* # Objective Follow-up to https://github.com/bevyengine/bevy/pull/2254. The `Resource` trait currently has a blanket implementation for all types that meet its bounds. While ergonomic, this results in several drawbacks: * it is possible to make confusing, silent mistakes such as inserting a function pointer (Foo) rather than a value (Foo::Bar) as a resource * it is challenging to discover if a type is intended to be used as a resource * we cannot later add customization options (see the [RFC](https://github.com/bevyengine/rfcs/blob/main/rfcs/27-derive-component.md) for the equivalent choice for Component). * dependencies can use the same Rust type as a resource in invisibly conflicting ways * raw Rust types used as resources cannot preserve privacy appropriately, as anyone able to access that type can read and write to internal values * we cannot capture a definitive list of possible resources to display to users in an editor ## Notes to reviewers * Review this commit-by-commit; there's effectively no back-tracking and there's a lot of churn in some of these commits. *ira: My commits are not as well organized :')* * I've relaxed the bound on Local to Send + Sync + 'static: I don't think these concerns apply there, so this can keep things simple. Storing e.g. a u32 in a Local is fine, because there's a variable name attached explaining what it does. * I think this is a bad place for the Resource trait to live, but I've left it in place to make reviewing easier. IMO that's best tackled with https://github.com/bevyengine/bevy/issues/4981. ## Changelog `Resource` is no longer automatically implemented for all matching types. Instead, use the new `#[derive(Resource)]` macro. ## Migration Guide Add `#[derive(Resource)]` to all types you are using as a resource. If you are using a third party type as a resource, wrap it in a tuple struct to bypass orphan rules. Consider deriving `Deref` and `DerefMut` to improve ergonomics. `ClearColor` no longer implements `Component`. Using `ClearColor` as a component in 0.8 did nothing. Use the `ClearColorConfig` in the `Camera3d` and `Camera2d` components instead. Co-authored-by: Alice <alice.i.cecile@gmail.com> Co-authored-by: Alice Cecile <alice.i.cecile@gmail.com> Co-authored-by: devil-ira <justthecooldude@gmail.com> Co-authored-by: Carter Anderson <mcanders1@gmail.com>
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#[derive(Resource)]
struct SelectionTimer(Timer);
impl Default for SelectionTimer {
fn default() -> Self {
Self(Timer::from_seconds(
SHOWCASE_TIMER_SECS,
TimerMode::Repeating,
))
}
}
#[derive(Component)]
struct ContributorDisplay;
#[derive(Component)]
struct Contributor {
name: String,
num_commits: usize,
hue: f32,
}
#[derive(Component)]
struct Velocity {
translation: Vec3,
rotation: f32,
}
Make `contributors` example deterministic in CI (#15901) # Objective - Make the example deterministic when run with CI, so that the [screenshot comparison](https://thebevyflock.github.io/bevy-example-runner/) is stable - Preserve the "truly random on each run" behavior so that every page load in the example showcase shows a different contributor first ## Solution - Fall back to the static default contributor list in CI - Store contributors in a `Vec` so that we can show repeats of the fallback contributor list, giving the appearance of lots of overlapping contributors in CI - Use a shared seeded RNG throughout the app - Give contributor birds a `z` value so that their depth is stable - Remove the shuffle, which was redundant because contributors are first collected into a hashmap - `chain` the systems so that the physics is deterministic from run to run ## Testing ```bash echo '(setup: (fixed_frame_time: Some(0.05)), events: [(100, Screenshot), (500, AppExit)])' > config.ron CI_TESTING_CONFIG=config.ron cargo run --example contributors --features=bevy_ci_testing mv screenshot-100.png screenshot-100-a.png CI_TESTING_CONFIG=config.ron cargo run --example contributors --features=bevy_ci_testing diff screenshot-100.png screenshot-100-a.png ``` ## Alternatives I'd also be fine with removing this example from the list of examples that gets screenshot-tested in CI. Coverage from other 2d examples is probably adequate. --------- Co-authored-by: Alice Cecile <alice.i.cecile@gmail.com>
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// We're using a shared seeded RNG here to make this example deterministic for testing purposes.
// This isn't strictly required in practical use unless you need your app to be deterministic.
#[derive(Resource, Deref, DerefMut)]
struct SharedRng(ChaCha8Rng);
impl Default for SharedRng {
fn default() -> Self {
Self(ChaCha8Rng::seed_from_u64(10223163112))
}
}
const GRAVITY: f32 = 9.821 * 100.0;
const SPRITE_SIZE: f32 = 75.0;
const SELECTED: Hsla = Hsla::hsl(0.0, 0.9, 0.7);
const DESELECTED: Hsla = Hsla::new(0.0, 0.3, 0.2, 0.92);
Make `contributors` example deterministic in CI (#15901) # Objective - Make the example deterministic when run with CI, so that the [screenshot comparison](https://thebevyflock.github.io/bevy-example-runner/) is stable - Preserve the "truly random on each run" behavior so that every page load in the example showcase shows a different contributor first ## Solution - Fall back to the static default contributor list in CI - Store contributors in a `Vec` so that we can show repeats of the fallback contributor list, giving the appearance of lots of overlapping contributors in CI - Use a shared seeded RNG throughout the app - Give contributor birds a `z` value so that their depth is stable - Remove the shuffle, which was redundant because contributors are first collected into a hashmap - `chain` the systems so that the physics is deterministic from run to run ## Testing ```bash echo '(setup: (fixed_frame_time: Some(0.05)), events: [(100, Screenshot), (500, AppExit)])' > config.ron CI_TESTING_CONFIG=config.ron cargo run --example contributors --features=bevy_ci_testing mv screenshot-100.png screenshot-100-a.png CI_TESTING_CONFIG=config.ron cargo run --example contributors --features=bevy_ci_testing diff screenshot-100.png screenshot-100-a.png ``` ## Alternatives I'd also be fine with removing this example from the list of examples that gets screenshot-tested in CI. Coverage from other 2d examples is probably adequate. --------- Co-authored-by: Alice Cecile <alice.i.cecile@gmail.com>
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const SELECTED_Z_OFFSET: f32 = 100.0;
const SHOWCASE_TIMER_SECS: f32 = 3.0;
const CONTRIBUTORS_LIST: &[&str] = &["Carter Anderson", "And Many More"];
Make `contributors` example deterministic in CI (#15901) # Objective - Make the example deterministic when run with CI, so that the [screenshot comparison](https://thebevyflock.github.io/bevy-example-runner/) is stable - Preserve the "truly random on each run" behavior so that every page load in the example showcase shows a different contributor first ## Solution - Fall back to the static default contributor list in CI - Store contributors in a `Vec` so that we can show repeats of the fallback contributor list, giving the appearance of lots of overlapping contributors in CI - Use a shared seeded RNG throughout the app - Give contributor birds a `z` value so that their depth is stable - Remove the shuffle, which was redundant because contributors are first collected into a hashmap - `chain` the systems so that the physics is deterministic from run to run ## Testing ```bash echo '(setup: (fixed_frame_time: Some(0.05)), events: [(100, Screenshot), (500, AppExit)])' > config.ron CI_TESTING_CONFIG=config.ron cargo run --example contributors --features=bevy_ci_testing mv screenshot-100.png screenshot-100-a.png CI_TESTING_CONFIG=config.ron cargo run --example contributors --features=bevy_ci_testing diff screenshot-100.png screenshot-100-a.png ``` ## Alternatives I'd also be fine with removing this example from the list of examples that gets screenshot-tested in CI. Coverage from other 2d examples is probably adequate. --------- Co-authored-by: Alice Cecile <alice.i.cecile@gmail.com>
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fn setup_contributor_selection(
mut commands: Commands,
asset_server: Res<AssetServer>,
mut rng: ResMut<SharedRng>,
) {
let contribs = contributors_or_fallback();
let texture_handle = asset_server.load("branding/icon.png");
let mut contributor_selection = ContributorSelection {
order: Vec::with_capacity(contribs.len()),
idx: 0,
};
for (name, num_commits) in contribs {
Make `contributors` example deterministic in CI (#15901) # Objective - Make the example deterministic when run with CI, so that the [screenshot comparison](https://thebevyflock.github.io/bevy-example-runner/) is stable - Preserve the "truly random on each run" behavior so that every page load in the example showcase shows a different contributor first ## Solution - Fall back to the static default contributor list in CI - Store contributors in a `Vec` so that we can show repeats of the fallback contributor list, giving the appearance of lots of overlapping contributors in CI - Use a shared seeded RNG throughout the app - Give contributor birds a `z` value so that their depth is stable - Remove the shuffle, which was redundant because contributors are first collected into a hashmap - `chain` the systems so that the physics is deterministic from run to run ## Testing ```bash echo '(setup: (fixed_frame_time: Some(0.05)), events: [(100, Screenshot), (500, AppExit)])' > config.ron CI_TESTING_CONFIG=config.ron cargo run --example contributors --features=bevy_ci_testing mv screenshot-100.png screenshot-100-a.png CI_TESTING_CONFIG=config.ron cargo run --example contributors --features=bevy_ci_testing diff screenshot-100.png screenshot-100-a.png ``` ## Alternatives I'd also be fine with removing this example from the list of examples that gets screenshot-tested in CI. Coverage from other 2d examples is probably adequate. --------- Co-authored-by: Alice Cecile <alice.i.cecile@gmail.com>
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let transform = Transform::from_xyz(
rng.gen_range(-400.0..400.0),
rng.gen_range(0.0..400.0),
rng.gen(),
);
let dir = rng.gen_range(-1.0..1.0);
let velocity = Vec3::new(dir * 500.0, 0.0, 0.0);
let hue = name_to_hue(&name);
// Some sprites should be flipped for variety
let flipped = rng.gen();
let entity = commands
Spawn now takes a Bundle (#6054) # Objective Now that we can consolidate Bundles and Components under a single insert (thanks to #2975 and #6039), almost 100% of world spawns now look like `world.spawn().insert((Some, Tuple, Here))`. Spawning an entity without any components is an extremely uncommon pattern, so it makes sense to give spawn the "first class" ergonomic api. This consolidated api should be made consistent across all spawn apis (such as World and Commands). ## Solution All `spawn` apis (`World::spawn`, `Commands:;spawn`, `ChildBuilder::spawn`, and `WorldChildBuilder::spawn`) now accept a bundle as input: ```rust // before: commands .spawn() .insert((A, B, C)); world .spawn() .insert((A, B, C); // after commands.spawn((A, B, C)); world.spawn((A, B, C)); ``` All existing instances of `spawn_bundle` have been deprecated in favor of the new `spawn` api. A new `spawn_empty` has been added, replacing the old `spawn` api. By allowing `world.spawn(some_bundle)` to replace `world.spawn().insert(some_bundle)`, this opened the door to removing the initial entity allocation in the "empty" archetype / table done in `spawn()` (and subsequent move to the actual archetype in `.insert(some_bundle)`). This improves spawn performance by over 10%: ![image](https://user-images.githubusercontent.com/2694663/191627587-4ab2f949-4ccd-4231-80eb-80dd4d9ad6b9.png) To take this measurement, I added a new `world_spawn` benchmark. Unfortunately, optimizing `Commands::spawn` is slightly less trivial, as Commands expose the Entity id of spawned entities prior to actually spawning. Doing the optimization would (naively) require assurances that the `spawn(some_bundle)` command is applied before all other commands involving the entity (which would not necessarily be true, if memory serves). Optimizing `Commands::spawn` this way does feel possible, but it will require careful thought (and maybe some additional checks), which deserves its own PR. For now, it has the same performance characteristics of the current `Commands::spawn_bundle` on main. **Note that 99% of this PR is simple renames and refactors. The only code that needs careful scrutiny is the new `World::spawn()` impl, which is relatively straightforward, but it has some new unsafe code (which re-uses battle tested BundlerSpawner code path).** --- ## Changelog - All `spawn` apis (`World::spawn`, `Commands:;spawn`, `ChildBuilder::spawn`, and `WorldChildBuilder::spawn`) now accept a bundle as input - All instances of `spawn_bundle` have been deprecated in favor of the new `spawn` api - World and Commands now have `spawn_empty()`, which is equivalent to the old `spawn()` behavior. ## Migration Guide ```rust // Old (0.8): commands .spawn() .insert_bundle((A, B, C)); // New (0.9) commands.spawn((A, B, C)); // Old (0.8): commands.spawn_bundle((A, B, C)); // New (0.9) commands.spawn((A, B, C)); // Old (0.8): let entity = commands.spawn().id(); // New (0.9) let entity = commands.spawn_empty().id(); // Old (0.8) let entity = world.spawn().id(); // New (0.9) let entity = world.spawn_empty(); ```
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.spawn((
Contributor {
name,
num_commits,
hue,
},
Velocity {
translation: velocity,
rotation: -dir * 5.0,
},
Sprite {
image: texture_handle.clone(),
custom_size: Some(Vec2::splat(SPRITE_SIZE)),
color: DESELECTED.with_hue(hue).into(),
flip_x: flipped,
..default()
},
transform,
Accept Bundles for insert and remove. Deprecate insert/remove_bundle (#6039) # Objective Take advantage of the "impl Bundle for Component" changes in #2975 / add the follow up changes discussed there. ## Solution - Change `insert` and `remove` to accept a Bundle instead of a Component (for both Commands and World) - Deprecate `insert_bundle`, `remove_bundle`, and `remove_bundle_intersection` - Add `remove_intersection` --- ## Changelog - Change `insert` and `remove` now accept a Bundle instead of a Component (for both Commands and World) - `insert_bundle` and `remove_bundle` are deprecated ## Migration Guide Replace `insert_bundle` with `insert`: ```rust // Old (0.8) commands.spawn().insert_bundle(SomeBundle::default()); // New (0.9) commands.spawn().insert(SomeBundle::default()); ``` Replace `remove_bundle` with `remove`: ```rust // Old (0.8) commands.entity(some_entity).remove_bundle::<SomeBundle>(); // New (0.9) commands.entity(some_entity).remove::<SomeBundle>(); ``` Replace `remove_bundle_intersection` with `remove_intersection`: ```rust // Old (0.8) world.entity_mut(some_entity).remove_bundle_intersection::<SomeBundle>(); // New (0.9) world.entity_mut(some_entity).remove_intersection::<SomeBundle>(); ``` Consider consolidating as many operations as possible to improve ergonomics and cut down on archetype moves: ```rust // Old (0.8) commands.spawn() .insert_bundle(SomeBundle::default()) .insert(SomeComponent); // New (0.9) - Option 1 commands.spawn().insert(( SomeBundle::default(), SomeComponent, )) // New (0.9) - Option 2 commands.spawn_bundle(( SomeBundle::default(), SomeComponent, )) ``` ## Next Steps Consider changing `spawn` to accept a bundle and deprecate `spawn_bundle`.
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))
.id();
contributor_selection.order.push(entity);
}
commands.insert_resource(contributor_selection);
}
fn setup(mut commands: Commands, asset_server: Res<AssetServer>) {
commands.spawn(Camera2d);
let text_style = TextFont {
font: asset_server.load("fonts/FiraSans-Bold.ttf"),
font_size: 60.0,
..default()
};
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>
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commands
.spawn((
Text::new("Contributor showcase"),
text_style.clone(),
ContributorDisplay,
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 {
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
position_type: PositionType::Absolute,
top: Val::Px(12.),
left: Val::Px(12.),
..default()
},
))
.with_child((
TextSpan::default(),
TextFont {
font_size: 30.,
..text_style
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
},
));
}
/// Finds the next contributor to display and selects the entity
fn selection(
mut timer: ResMut<SelectionTimer>,
mut contributor_selection: ResMut<ContributorSelection>,
contributor_root: Single<Entity, (With<ContributorDisplay>, With<Text>)>,
mut query: Query<(&Contributor, &mut Sprite, &mut Transform)>,
mut writer: TextUiWriter,
2020-12-13 19:31:50 +00:00
time: Res<Time>,
) {
if !timer.0.tick(time.delta()).just_finished() {
return;
}
// Deselect the previous contributor
let entity = contributor_selection.order[contributor_selection.idx];
if let Ok((contributor, mut sprite, mut transform)) = query.get_mut(entity) {
deselect(&mut sprite, contributor, &mut transform);
}
// Select the next contributor
if (contributor_selection.idx + 1) < contributor_selection.order.len() {
contributor_selection.idx += 1;
} else {
contributor_selection.idx = 0;
}
let entity = contributor_selection.order[contributor_selection.idx];
if let Ok((contributor, mut sprite, mut transform)) = query.get_mut(entity) {
let entity = *contributor_root;
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
select(
&mut sprite,
contributor,
&mut transform,
entity,
&mut writer,
);
}
}
/// Change the tint color to the "selected" color, bring the object to the front
/// and display the name.
fn select(
sprite: &mut Sprite,
contributor: &Contributor,
transform: &mut Transform,
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
entity: Entity,
writer: &mut TextUiWriter,
) {
sprite.color = SELECTED.with_hue(contributor.hue).into();
Make `contributors` example deterministic in CI (#15901) # Objective - Make the example deterministic when run with CI, so that the [screenshot comparison](https://thebevyflock.github.io/bevy-example-runner/) is stable - Preserve the "truly random on each run" behavior so that every page load in the example showcase shows a different contributor first ## Solution - Fall back to the static default contributor list in CI - Store contributors in a `Vec` so that we can show repeats of the fallback contributor list, giving the appearance of lots of overlapping contributors in CI - Use a shared seeded RNG throughout the app - Give contributor birds a `z` value so that their depth is stable - Remove the shuffle, which was redundant because contributors are first collected into a hashmap - `chain` the systems so that the physics is deterministic from run to run ## Testing ```bash echo '(setup: (fixed_frame_time: Some(0.05)), events: [(100, Screenshot), (500, AppExit)])' > config.ron CI_TESTING_CONFIG=config.ron cargo run --example contributors --features=bevy_ci_testing mv screenshot-100.png screenshot-100-a.png CI_TESTING_CONFIG=config.ron cargo run --example contributors --features=bevy_ci_testing diff screenshot-100.png screenshot-100-a.png ``` ## Alternatives I'd also be fine with removing this example from the list of examples that gets screenshot-tested in CI. Coverage from other 2d examples is probably adequate. --------- Co-authored-by: Alice Cecile <alice.i.cecile@gmail.com>
2024-10-15 18:32:51 +00:00
transform.translation.z += SELECTED_Z_OFFSET;
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
writer.text(entity, 0).clone_from(&contributor.name);
*writer.text(entity, 1) = format!(
"\n{} commit{}",
contributor.num_commits,
if contributor.num_commits > 1 { "s" } else { "" }
);
writer.color(entity, 0).0 = sprite.color;
}
/// Change the tint color to the "deselected" color and push
/// the object to the back.
fn deselect(sprite: &mut Sprite, contributor: &Contributor, transform: &mut Transform) {
sprite.color = DESELECTED.with_hue(contributor.hue).into();
Make `contributors` example deterministic in CI (#15901) # Objective - Make the example deterministic when run with CI, so that the [screenshot comparison](https://thebevyflock.github.io/bevy-example-runner/) is stable - Preserve the "truly random on each run" behavior so that every page load in the example showcase shows a different contributor first ## Solution - Fall back to the static default contributor list in CI - Store contributors in a `Vec` so that we can show repeats of the fallback contributor list, giving the appearance of lots of overlapping contributors in CI - Use a shared seeded RNG throughout the app - Give contributor birds a `z` value so that their depth is stable - Remove the shuffle, which was redundant because contributors are first collected into a hashmap - `chain` the systems so that the physics is deterministic from run to run ## Testing ```bash echo '(setup: (fixed_frame_time: Some(0.05)), events: [(100, Screenshot), (500, AppExit)])' > config.ron CI_TESTING_CONFIG=config.ron cargo run --example contributors --features=bevy_ci_testing mv screenshot-100.png screenshot-100-a.png CI_TESTING_CONFIG=config.ron cargo run --example contributors --features=bevy_ci_testing diff screenshot-100.png screenshot-100-a.png ``` ## Alternatives I'd also be fine with removing this example from the list of examples that gets screenshot-tested in CI. Coverage from other 2d examples is probably adequate. --------- Co-authored-by: Alice Cecile <alice.i.cecile@gmail.com>
2024-10-15 18:32:51 +00:00
transform.translation.z -= SELECTED_Z_OFFSET;
}
/// Applies gravity to all entities with a velocity.
fn gravity(time: Res<Time>, mut velocity_query: Query<&mut Velocity>) {
let delta = time.delta_secs();
for mut velocity in &mut velocity_query {
velocity.translation.y -= GRAVITY * delta;
}
}
/// Checks for collisions of contributor-birbs.
///
/// On collision with left-or-right wall it resets the horizontal
/// velocity. On collision with the ground it applies an upwards
/// force.
fn collisions(
window: Single<&Window>,
mut query: Query<(&mut Velocity, &mut Transform), With<Contributor>>,
Make `contributors` example deterministic in CI (#15901) # Objective - Make the example deterministic when run with CI, so that the [screenshot comparison](https://thebevyflock.github.io/bevy-example-runner/) is stable - Preserve the "truly random on each run" behavior so that every page load in the example showcase shows a different contributor first ## Solution - Fall back to the static default contributor list in CI - Store contributors in a `Vec` so that we can show repeats of the fallback contributor list, giving the appearance of lots of overlapping contributors in CI - Use a shared seeded RNG throughout the app - Give contributor birds a `z` value so that their depth is stable - Remove the shuffle, which was redundant because contributors are first collected into a hashmap - `chain` the systems so that the physics is deterministic from run to run ## Testing ```bash echo '(setup: (fixed_frame_time: Some(0.05)), events: [(100, Screenshot), (500, AppExit)])' > config.ron CI_TESTING_CONFIG=config.ron cargo run --example contributors --features=bevy_ci_testing mv screenshot-100.png screenshot-100-a.png CI_TESTING_CONFIG=config.ron cargo run --example contributors --features=bevy_ci_testing diff screenshot-100.png screenshot-100-a.png ``` ## Alternatives I'd also be fine with removing this example from the list of examples that gets screenshot-tested in CI. Coverage from other 2d examples is probably adequate. --------- Co-authored-by: Alice Cecile <alice.i.cecile@gmail.com>
2024-10-15 18:32:51 +00:00
mut rng: ResMut<SharedRng>,
) {
let window_size = window.size();
let collision_area = Aabb2d::new(Vec2::ZERO, (window_size - SPRITE_SIZE) / 2.);
// The maximum height the birbs should try to reach is one birb below the top of the window.
let max_bounce_height = (window_size.y - SPRITE_SIZE * 2.0).max(0.0);
let min_bounce_height = max_bounce_height * 0.4;
for (mut velocity, mut transform) in &mut query {
// Clamp the translation to not go out of the bounds
if transform.translation.y < collision_area.min.y {
transform.translation.y = collision_area.min.y;
// How high this birb will bounce.
let bounce_height = rng.gen_range(min_bounce_height..=max_bounce_height);
// Apply the velocity that would bounce the birb up to bounce_height.
velocity.translation.y = (bounce_height * GRAVITY * 2.).sqrt();
}
// Birbs might hit the ceiling if the window is resized.
// If they do, bounce them.
if transform.translation.y > collision_area.max.y {
transform.translation.y = collision_area.max.y;
velocity.translation.y *= -1.0;
}
// On side walls flip the horizontal velocity
if transform.translation.x < collision_area.min.x {
transform.translation.x = collision_area.min.x;
velocity.translation.x *= -1.0;
velocity.rotation *= -1.0;
}
if transform.translation.x > collision_area.max.x {
transform.translation.x = collision_area.max.x;
velocity.translation.x *= -1.0;
velocity.rotation *= -1.0;
}
}
}
/// Apply velocity to positions and rotations.
fn movement(time: Res<Time>, mut query: Query<(&Velocity, &mut Transform)>) {
let delta = time.delta_secs();
for (velocity, mut transform) in &mut query {
transform.translation += delta * velocity.translation;
transform.rotate_z(velocity.rotation * delta);
}
}
#[derive(Debug, thiserror::Error)]
enum LoadContributorsError {
#[error("An IO error occurred while reading the git log.")]
Io(#[from] io::Error),
#[error("The CARGO_MANIFEST_DIR environment variable was not set.")]
Var(#[from] VarError),
#[error("The git process did not return a stdout handle.")]
Stdout,
}
/// Get the names and commit counts of all contributors from the git log.
///
/// This function only works if `git` is installed and
/// the program is run through `cargo`.
fn contributors() -> Result<Contributors, LoadContributorsError> {
let manifest_dir = std::env::var("CARGO_MANIFEST_DIR")?;
let mut cmd = std::process::Command::new("git")
.args(["--no-pager", "log", "--pretty=format:%an"])
.current_dir(manifest_dir)
.stdout(Stdio::piped())
.spawn()?;
let stdout = cmd.stdout.take().ok_or(LoadContributorsError::Stdout)?;
// Take the list of commit author names and collect them into a HashMap,
// keeping a count of how many commits they authored.
let contributors = BufReader::new(stdout).lines().map_while(Result::ok).fold(
HashMap::new(),
|mut acc, word| {
*acc.entry(word).or_insert(0) += 1;
acc
},
);
Make `contributors` example deterministic in CI (#15901) # Objective - Make the example deterministic when run with CI, so that the [screenshot comparison](https://thebevyflock.github.io/bevy-example-runner/) is stable - Preserve the "truly random on each run" behavior so that every page load in the example showcase shows a different contributor first ## Solution - Fall back to the static default contributor list in CI - Store contributors in a `Vec` so that we can show repeats of the fallback contributor list, giving the appearance of lots of overlapping contributors in CI - Use a shared seeded RNG throughout the app - Give contributor birds a `z` value so that their depth is stable - Remove the shuffle, which was redundant because contributors are first collected into a hashmap - `chain` the systems so that the physics is deterministic from run to run ## Testing ```bash echo '(setup: (fixed_frame_time: Some(0.05)), events: [(100, Screenshot), (500, AppExit)])' > config.ron CI_TESTING_CONFIG=config.ron cargo run --example contributors --features=bevy_ci_testing mv screenshot-100.png screenshot-100-a.png CI_TESTING_CONFIG=config.ron cargo run --example contributors --features=bevy_ci_testing diff screenshot-100.png screenshot-100-a.png ``` ## Alternatives I'd also be fine with removing this example from the list of examples that gets screenshot-tested in CI. Coverage from other 2d examples is probably adequate. --------- Co-authored-by: Alice Cecile <alice.i.cecile@gmail.com>
2024-10-15 18:32:51 +00:00
Ok(contributors.into_iter().collect())
}
/// Get the contributors list, or fall back to a default value if
/// it's unavailable or we're in CI
fn contributors_or_fallback() -> Contributors {
let get_default = || {
CONTRIBUTORS_LIST
.iter()
.cycle()
.take(1000)
.map(|name| (name.to_string(), 1))
.collect()
};
if cfg!(feature = "bevy_ci_testing") {
return get_default();
}
contributors().unwrap_or_else(|_| get_default())
}
/// Give each unique contributor name a particular hue that is stable between runs.
fn name_to_hue(s: &str) -> f32 {
let mut hasher = DefaultHasher::new();
s.hash(&mut hasher);
hasher.finish() as f32 / u64::MAX as f32 * 360.
}