Commit graph

338 commits

Author SHA1 Message Date
Rob Parrett
870d46ec2e
Use default resolution for viewport_debug example (#9666)
# Objective

The `viewport_debug` example opens a window that is physically very
large. Probably larger than the screen for the majority of machines.

## Solution

Remove the custom resolution and adjust the pixel coordinates so that
everything lines up.

At the default resolution, everything is still whole numbers even
without adjusting the viewport coordinates.
2023-09-02 18:43:56 +00:00
lelo
42e6dc8987
Refactor EventReader::iter to read (#9631)
# Objective

- The current `EventReader::iter` has been determined to cause confusion
among new Bevy users. It was suggested by @JoJoJet to rename the method
to better clarify its usage.
- Solves #9624 

## Solution

- Rename `EventReader::iter` to `EventReader::read`.
- Rename `EventReader::iter_with_id` to `EventReader::read_with_id`.
- Rename `ManualEventReader::iter` to `ManualEventReader::read`.
- Rename `ManualEventReader::iter_with_id` to
`ManualEventReader::read_with_id`.

---

## Changelog

- `EventReader::iter` has been renamed to `EventReader::read`.
- `EventReader::iter_with_id` has been renamed to
`EventReader::read_with_id`.
- `ManualEventReader::iter` has been renamed to
`ManualEventReader::read`.
- `ManualEventReader::iter_with_id` has been renamed to
`ManualEventReader::read_with_id`.
- Deprecated `EventReader::iter`
- Deprecated `EventReader::iter_with_id`
- Deprecated `ManualEventReader::iter`
- Deprecated `ManualEventReader::iter_with_id`

## Migration Guide

- Existing usages of `EventReader::iter` and `EventReader::iter_with_id`
will have to be changed to `EventReader::read` and
`EventReader::read_with_id` respectively.
- Existing usages of `ManualEventReader::iter` and
`ManualEventReader::iter_with_id` will have to be changed to
`ManualEventReader::read` and `ManualEventReader::read_with_id`
respectively.
2023-08-30 14:20:03 +00:00
Zachary Harrold
90b3ac7f3a
Added Val::ZERO Constant (#9566)
# Objective

- Fixes #9533

## Solution

* Added `Val::ZERO` as a constant which is defined as `Val::Px(0.)`.
* Added manual `PartialEq` implementation for `Val` which allows any
zero value to equal any other zero value. E.g., `Val::Px(0.) ==
Val::Percent(0.)` etc. This is technically a breaking change, as
`Val::Px(0.) == Val::Percent(0.)` now equals `true` instead of `false`
(as an example)
* Replaced instances of `Val::Px(0.)`, `Val::Percent(0.)`, etc. with
`Val::ZERO`
* Fixed `bevy_ui::layout::convert::tests::test_convert_from` test to
account for Taffy not equating `Points(0.)` and `Percent(0.)`. These
tests now use `assert_eq!(...)` instead of `assert!(matches!(...))`
which gives easier to diagnose error messages.
2023-08-26 14:00:53 +00:00
Rob Parrett
a788e31ad5
Fix CI for Rust 1.72 (#9562)
# Objective

[Rust 1.72.0](https://blog.rust-lang.org/2023/08/24/Rust-1.72.0.html) is
now stable.

# Notes

- `let-else` formatting has arrived!
- I chose to allow `explicit_iter_loop` due to
https://github.com/rust-lang/rust-clippy/issues/11074.
  
We didn't hit any of the false positives that prevent compilation, but
fixing this did produce a lot of the "symbol soup" mentioned, e.g. `for
image in &mut *image_events {`.
  
  Happy to undo this if there's consensus the other way.

---------

Co-authored-by: François <mockersf@gmail.com>
2023-08-25 12:34:24 +00:00
ickshonpe
373f1eeb1e
UI examples clean up (#9479)
# Objective

Fix a few issues with some of the examples:

* Root UI nodes have an implicit parent with `FlexDirection::Row` and
`AlignItems::Stretch` set. Only a width constraint is needed to fill the
viewport. Specifying ```height: Val::Percent(100.)``` is unnecessary and
can cause confusing overflow behaviour.

* The default for position and size constraint properties is
`Val::Auto`. Setting `left: Val::Auto`, `max_height: Val::Auto`, etc
does nothing.


## Solution

Delete those lines. There should be no observable differences in the
behaviours of any of the examples.

Also changed a padding setting in the `flex_layout` example to use the
`axes` helper function.
2023-08-23 12:49:10 +00:00
st0rmbtw
b6a9d8eba7
Change UiScale to a tuple struct (#9444)
# Objective

Inconvenient initialization of `UiScale`

## Solution

Change `UiScale` to a tuple struct

## Migration Guide

Replace initialization of `UiScale` like ```UiScale { scale: 1.0 }```
with ```UiScale(1.0)```
2023-08-16 18:18:50 +00:00
张林伟
dfe462b019
Update text example using default font (#9259)
# Objective

- Fixes https://github.com/bevyengine/bevy/issues/9233
2023-07-24 18:35:14 +00:00
ClayenKitten
ffc572728f
Fix typos throughout the project (#9090)
# Objective

Fix typos throughout the project.

## Solution

[`typos`](https://github.com/crate-ci/typos) project was used for
scanning, but no automatic corrections were applied. I checked
everything by hand before fixing.

Most of the changes are documentation/comments corrections. Also, there
are few trivial changes to code (variable name, pub(crate) function name
and a few error/panic messages).

## Unsolved

`bevy_reflect_derive` has
[typo](1b51053f19/crates/bevy_reflect/bevy_reflect_derive/src/type_path.rs (L76))
in enum variant name that I didn't fix. Enum is `pub(crate)`, so there
shouldn't be any trouble if fixed. However, code is tightly coupled with
macro usage, so I decided to leave it for more experienced contributor
just in case.
2023-07-10 00:11:51 +00:00
ickshonpe
9655acebb6
Divide by UiScale when converting UI coordinates from physical to logical (#8720)
# Objective

After the UI layout is computed when the coordinates are converted back
from physical coordinates to logical coordinates the `UiScale` is
ignored. This results in a confusing situation where we have two
different systems of logical coordinates.

Example:

```rust
use bevy::prelude::*;

fn main() {
    App::new()
        .add_plugins(DefaultPlugins)
        .add_systems(Startup, setup)
        .add_systems(Update, update)
        .run();
}

fn setup(mut commands: Commands, mut ui_scale: ResMut<UiScale>) {
    ui_scale.scale = 4.;

    commands.spawn(Camera2dBundle::default());
    commands.spawn(NodeBundle {
        style: Style {
            align_items: AlignItems::Center,
            justify_content: JustifyContent::Center,
            width: Val::Percent(100.),
            ..Default::default()
        },
        ..Default::default()
    })
    .with_children(|builder| {
        builder.spawn(NodeBundle {
            style: Style {
                width: Val::Px(100.),
                height: Val::Px(100.),
                ..Default::default()
            },
            background_color: Color::MAROON.into(),
            ..Default::default()
        }).with_children(|builder| {
            builder.spawn(TextBundle::from_section("", TextStyle::default());
        });
    });
}

fn update(
    mut text_query: Query<(&mut Text, &Parent)>,
    node_query: Query<Ref<Node>>,
) {
    for (mut text, parent) in text_query.iter_mut() {
        let node = node_query.get(parent.get()).unwrap();
        if node.is_changed() {
            text.sections[0].value = format!("size: {}", node.size());
        }
    }
}
```
result:

![Bevy App 30_05_2023
16_54_32](https://github.com/bevyengine/bevy/assets/27962798/a5ecbf31-0a12-4669-87df-b0c32f058732)

We asked for a 100x100 UI node but the Node's size is multiplied by the
value of `UiScale` to give a logical size of 400x400.

## Solution

Divide the output physical coordinates by `UiScale` in
`ui_layout_system` and multiply the logical viewport size by `UiScale`
when creating the projection matrix for the UI's `ExtractedView` in
`extract_default_ui_camera_view`.

---

## Changelog
* The UI layout's physical coordinates are divided by both the window
scale factor and `UiScale` when converting them back to logical
coordinates. The logical size of Ui nodes now matches the values given
to their size constraints.
* Multiply the logical viewport size by `UiScale` before creating the
projection matrix for the UI's `ExtractedView` in
`extract_default_ui_camera_view`.
* In `ui_focus_system` the cursor position returned from `Window` is
divided by `UiScale`.
* Added a scale factor parameter to `Node::physical_size` and
`Node::physical_rect`.
* The example `viewport_debug` now uses a `UiScale` of 2. to ensure that
viewport coordinates are working correctly with a non-unit `UiScale`.

## Migration Guide

Physical UI coordinates are now divided by both the `UiScale` and the
window's scale factor to compute the logical sizes and positions of UI
nodes.

This ensures that UI Node size and position values, held by the `Node`
and `GlobalTransform` components, conform to the same logical coordinate
system as the style constraints from which they are derived,
irrespective of the current `scale_factor` and `UiScale`.

---------

Co-authored-by: Carter Anderson <mcanders1@gmail.com>
2023-07-06 20:27:54 +00:00
Anby
7f1d084b71
Rename Interaction::Clicked -> Interaction::Pressed (#8989) (#9027)
# Objective

- Fixes #8989

## Solution

- Renamed Interaction::Clicked -> Interaction::Pressed
- Minor changes to comments to keep clarity of terms

## Migration Guide

- Rename all instances of Interaction::Clicked -> Interaction::Pressed
2023-07-05 09:25:31 +00:00
ickshonpe
aeea4b0344
NoWrap Text feature (#8947)
# Objective

In Bevy 10.1 and before, the only way to enable text wrapping was to set
a local `Val::Px` width constraint on the text node itself.
`Val::Percent` constraints and constraints on the text node's ancestors
did nothing.

#7779 fixed those problems. But perversely displaying unwrapped text is
really difficult now, and requires users to nest each `TextBundle` in a
`NodeBundle` and apply `min_width` and `max_width` constraints. Some
constructions may even need more than one layer of nesting. I've seen
several people already who have really struggled with this when porting
their projects to main in advance of 0.11.

## Solution

Add a `NoWrap` variant to the `BreakLineOn` enum.
If `NoWrap` is set, ignore any constraints on the width for the text and
call `TextPipeline::queue_text` with a width bound of `f32::INFINITY`.



---

## Changelog
* Added a `NoWrap` variant to the `BreakLineOn` enum.
* If `NoWrap` is set, any constraints on the width for the text are
ignored and `TextPipeline::queue_text` is called with a width bound of
`f32::INFINITY`.
* Changed the `size` field of `FixedMeasure` to `pub`. This shouldn't
have been private, it was always intended to have `pub` visibility.
* Added a `with_no_wrap` method to `TextBundle`.

## Migration Guide

`bevy_text::text::BreakLineOn` has a new variant `NoWrap` that disables
text wrapping for the `Text`.
Text wrapping can also be disabled using the `with_no_wrap` method of
`TextBundle`.
2023-06-26 16:23:00 +00:00
Thierry Berger
469a19c290
fix example grid (#8940)
`Style` flattened `size`, `min_size` and `max_size` to its root struct,
causing compilation errors.

I uncommented the code to avoid further silent error not caught by CI,
but hid the view to keep the same behaviour.
2023-06-23 21:28:11 +00:00
Edgar Geier
f18f28874a
Allow tuples and single plugins in add_plugins, deprecate add_plugin (#8097)
# Objective

- Better consistency with `add_systems`.
- Deprecating `add_plugin` in favor of a more powerful `add_plugins`.
- Allow passing `Plugin` to `add_plugins`.
- Allow passing tuples to `add_plugins`.

## Solution

- `App::add_plugins` now takes an `impl Plugins` parameter.
- `App::add_plugin` is deprecated.
- `Plugins` is a new sealed trait that is only implemented for `Plugin`,
`PluginGroup` and tuples over `Plugins`.
- All examples, benchmarks and tests are changed to use `add_plugins`,
using tuples where appropriate.

---

## Changelog

### Changed

- `App::add_plugins` now accepts all types that implement `Plugins`,
which is implemented for:
  - Types that implement `Plugin`.
  - Types that implement `PluginGroup`.
  - Tuples (up to 16 elements) over types that implement `Plugins`.
- Deprecated `App::add_plugin` in favor of `App::add_plugins`.

## Migration Guide

- Replace `app.add_plugin(plugin)` calls with `app.add_plugins(plugin)`.

---------

Co-authored-by: Carter Anderson <mcanders1@gmail.com>
2023-06-21 20:51:03 +00:00
ickshonpe
50c50cdcb6
UI Display and Visibility Example (#7629)
# Objective

An example demonstrating how Display and Visibility work in Bevy UI.

fixes #5380
related #5368

![Bevy App 15_02_2023
20_40_46](https://user-images.githubusercontent.com/27962798/219150865-419ade53-250b-4030-8197-907cac7aa5da.png)

## Changelog

* Added the example `flex_display.rs`.
2023-06-19 23:19:34 +00:00
mwbryant
8b5bf42c28
UI texture atlas support (#8822)
# Objective

This adds support for using texture atlas sprites in UI. From
discussions today in the ui-dev discord it seems this is a much wanted
feature.

This was previously attempted in #5070 by @ManevilleF however that was
blocked #5103. This work can be easily modified to support #5103 changes
after that merges.

## Solution

I created a new UI bundle that reuses the existing texture atlas
infrastructure. I create a new atlas image component to prevent it from
being drawn by the existing non-UI systems and to remove unused
parameters.

In extract I added new system to calculate the required values for the
texture atlas image, this extracts into the same resource as the
existing UI Image and Text components.

This should have minimal performance impact because if texture atlas is
not present then the exact same code path is followed. Also there should
be no unintended behavior changes because without the new components the
existing systems write the extract same resulting data.

I also added an example showing the sprite working and a system to
advance the animation on space bar presses.

Naming is hard and I would accept any feedback on the bundle name! 

---

## Changelog

>  Added TextureAtlasImageBundle

---------

Co-authored-by: ickshonpe <david.curthoys@googlemail.com>
2023-06-19 21:52:02 +00:00
ickshonpe
f7aa83a247
Ui Node Borders (#7795)
# Objective

Implement borders for UI nodes.

Relevant discussion: #7785
Related: #5924, #3991

<img width="283" alt="borders"
src="https://user-images.githubusercontent.com/27962798/220968899-7661d5ec-6f5b-4b0f-af29-bf9af02259b5.PNG">

## Solution

Add an extraction function to draw the borders.

---

Can only do one colour rectangular borders due to the limitations of the
Bevy UI renderer.

Maybe it can be combined with #3991 eventually to add curved border
support.

## Changelog
* Added a component `BorderColor`.
* Added the `extract_uinode_borders` system to the UI Render App.
* Added the UI example `borders`

---------

Co-authored-by: Nico Burns <nico@nicoburns.com>
2023-06-14 22:43:38 +00:00
ickshonpe
6fc619d34a
Fix the logo image in the "ui" UI example (#7894)
# Objective

The AccessKit PR removed the loading of the image logo from the UI
example.
It also added some alt text with `TextStyle::default()` as a child of
the logo image node.

If you give an image node a child, then its size is no longer determined
by the measurefunc that preserves its aspect ratio. Instead, its width
and height are determined by the constraints set on the node and the
size of the contents of the node. In this case, the image node is set to
have a width of 500 with no constraints on its height. So it looks at
its child node to determine what height it should take. Because the
child has `TextStyle::default` it allocates no space for the text, the
height of the image node is set to zero and the logo isn't drawn.

Fixes #8805

## Solution

Load the image, and set min_size and max_size constraints of 500 by 125
pixels.
2023-06-12 19:01:12 +00:00
CatThingy
89cbc78d3d
Require #[derive(Event)] on all Events (#7086)
# Objective

Be consistent with `Resource`s and `Components` and have `Event` types
be more self-documenting.
Although not susceptible to accidentally using a function instead of a
value due to `Event`s only being initialized by their type, much of the
same reasoning for removing the blanket impl on `Resource` also applies
here.

* Not immediately obvious if a type is intended to be an event
* Prevent invisible conflicts if the same third-party or primitive types
are used as events
* Allows for further extensions (e.g. opt-in warning for missed events)

## Solution

Remove the blanket impl for the `Event` trait. Add a derive macro for
it.

---

## Changelog

- `Event` is no longer implemented for all applicable types. Add the
`#[derive(Event)]` macro for events.

## Migration Guide

* Add the `#[derive(Event)]` macro for events. Third-party types used as
events should be wrapped in a newtype.
2023-06-06 14:44:32 +00:00
Michael Johnson
3507b21dce
Allow systems using Diagnostics to run in parallel (#8677)
# Objective

I was trying to add some `Diagnostics` to have a better break down of
performance but I noticed that the current implementation uses a
`ResMut` which forces the functions to all run sequentially whereas
before they could run in parallel. This created too great a performance
penalty to be usable.

## Solution

This PR reworks how the diagnostics work with a couple of breaking
changes. The idea is to change how `Diagnostics` works by changing it to
a `SystemParam`. This allows us to hold a `Deferred` buffer of
measurements that can be applied later, avoiding the need for multiple
mutable references to the hashmap. This means we can run systems that
write diagnostic measurements in parallel.

Firstly, we rename the old `Diagnostics` to `DiagnosticsStore`. This
clears up the original name for the new interface while allowing us to
preserve more closely the original API.

Then we create a new `Diagnostics` struct which implements `SystemParam`
and contains a deferred `SystemBuffer`. This can be used very similar to
the old `Diagnostics` for writing new measurements.

```rust
fn system(diagnostics: ResMut<Diagnostics>) { diagnostics.new_measurement(ID, || 10.0)}
// changes to
fn system(mut diagnostics: Diagnostics) { diagnostics.new_measurement(ID, || 10.0)}
``` 
For reading the diagnostics, the user needs to change from `Diagnostics`
to `DiagnosticsStore` but otherwise the function calls are the same.

Finally, we add a new method to the `App` for registering diagnostics.
This replaces the old method of creating a startup system and adding it
manually.

Testing it, this PR does indeed allow Diagnostic systems to be run in
parallel.

## Changelog

- Change `Diagnostics` to implement `SystemParam` which allows
diagnostic systems to run in parallel.

## Migration Guide

- Register `Diagnostic`'s using the new
`app.register_diagnostic(Diagnostic::new(DIAGNOSTIC_ID,
"diagnostic_name", 10));`
- In systems for writing new measurements, change `mut diagnostics:
ResMut<Diagnostics>` to `mut diagnostics: Diagnostics` to allow the
systems to run in parallel.
- In systems for reading measurements, change `diagnostics:
Res<Diagnostics>` to `diagnostics: Res<DiagnosticsStore>`.
2023-06-05 20:51:22 +00:00
Jakob Hellermann
1ff4b98755
fix new clippy lints before they reach stable (#8700)
# Objective

- fix clippy lints early to make sure CI doesn't break when they get
promoted to stable
- have a noise-free `clippy` experience for nightly users

## Solution

- `cargo clippy --fix`
- replace `filter_map(|x| x.ok())` with `map_while(|x| x.ok())` to fix
potential infinite loop in case of IO error
2023-05-29 07:23:50 +00:00
JMS55
c399755c74
Remove outdated example code/comment (#8635) 2023-05-19 18:21:26 +00:00
Nico Burns
08bf1a6c2e
Flatten UI Style properties that use Size + remove Size (#8548)
# Objective

- Simplify API and make authoring styles easier

See:
https://github.com/bevyengine/bevy/issues/8540#issuecomment-1536177102

## Solution

- The `size`, `min_size`, `max_size`, and `gap` properties have been
replaced by `width`, `height`, `min_width`, `min_height`, `max_width`,
`max_height`, `row_gap`, and `column_gap` properties

---

## Changelog

- Flattened `Style` properties that have a `Size` value directly into
`Style`

## Migration Guide

- The `size`, `min_size`, `max_size`, and `gap` properties have been
replaced by the `width`, `height`, `min_width`, `min_height`,
`max_width`, `max_height`, `row_gap`, and `column_gap` properties. Use
the new properties instead.

---------

Co-authored-by: ickshonpe <david.curthoys@googlemail.com>
2023-05-16 01:36:32 +00:00
Ame
670f3f0dce
Fix panic in example: text_wrap_debug.rs (#8497)
# Objective

- Fix panic caused by incorrectly placed background color

## Solution

- Move `BackgroundColor` inside `TextBundle`
2023-04-26 22:17:19 +00:00
ickshonpe
f3360938eb
Size Constraints Example (#7956)
# Objective

Add a simple example demonstrating how to use size constraints.

Related to #7946

# Solution

<img width="827" alt="Capture"
src="https://user-images.githubusercontent.com/27962798/223741566-4b8eca99-c450-42b5-a40e-a414858c8310.PNG">

# Changelog
* Added the example `size_constraints`
2023-04-24 14:28:00 +00:00
ickshonpe
bb37ae4ab3
UI text wrapping and LineBreakOn example (#7761)
# Objective

An example demonstrating more text layout options, text wrapping and
`LineBreakOn`.

<img width="961" alt="text_wrap"
src="https://user-images.githubusercontent.com/27962798/220125391-48163d28-51d9-4df5-b34a-f95ca3661b7d.PNG">

Won't look exactly like this on main because of the remaining bugs in
text.

---------

Co-authored-by: Alice Cecile <alice.i.cecile@gmail.com>
2023-04-24 14:22:31 +00:00
Wybe Westra
abf12f3b3b
Fixed several missing links in docs. (#8117)
Links in the api docs are nice. I noticed that there were several places
where structs / functions and other things were referenced in the docs,
but weren't linked. I added the links where possible / logical.

---------

Co-authored-by: Alice Cecile <alice.i.cecile@gmail.com>
Co-authored-by: François <mockersf@gmail.com>
2023-04-23 17:28:36 +00:00
ickshonpe
09df19bcad
Split UI Overflow by axis (#8095)
# Objective

Split the UI overflow enum so that overflow can be set for each axis
separately.

## Solution

Change `Overflow` from an enum to a struct with `x` and `y`
`OverflowAxis` fields, where `OverflowAxis` is an enum with `Clip` and
`Visible` variants. Modify `update_clipping` to calculate clipping for
each axis separately. If only one axis is clipped, the other axis is
given infinite bounds.

<img width="642" alt="overflow"
src="https://user-images.githubusercontent.com/27962798/227592983-568cf76f-7e40-48c4-a511-43c886f5e431.PNG">

---

## Changelog
* Split the UI overflow implementation so overflow can be set for each
axis separately.
* Added the enum `OverflowAxis` with `Clip` and `Visible` variants.
* Changed `Overflow` to a struct with `x` and `y` fields of type
`OverflowAxis`.
* `Overflow` has new methods `visible()` and `hidden()` that replace its
previous `Clip` and `Visible` variants.
* Added `Overflow` helper methods `clip_x()` and `clip_y()` that return
a new `Overflow` value with the given axis clipped.
* Modified `update_clipping` so it calculates clipping for each axis
separately. If a node is only clipped on a single axis, the other axis
is given `-f32::INFINITY` to `f32::INFINITY` clipping bounds.


## Migration Guide

The `Style` property `Overflow` is now a struct with `x` and `y` fields,
that allow for per-axis overflow control.

Use these helper functions to replace the variants of `Overflow`:
* Replace `Overflow::Visible` with  `Overflow::visible()`
* Replace `Overflow::Hidden` with `Overflow::clip()`
2023-04-17 22:23:52 +00:00
Nico Burns
919919c998
Fix text measurement algorithm (#8425)
# Objective

Followup to #7779 which tweaks the actual text measurement algorithm to
be more robust.

Before:

<img width="822" alt="Screenshot 2023-04-17 at 18 12 05"
src="https://user-images.githubusercontent.com/1007307/232566858-3d3f0fd5-f3d4-400a-8371-3c2a3f541e56.png">

After:

<img width="810" alt="Screenshot 2023-04-17 at 18 41 40"
src="https://user-images.githubusercontent.com/1007307/232566919-4254cbfa-1cc3-4ea7-91ed-8ca1b759bacf.png">

(note extra space taken up in header in before example)

## Solution

- Text layout of horizontal text (currently the only kind of text we
support) is now based solely on the layout constraints in the horizontal
axis. It ignores constraints in the vertical axis and computes vertical
size based on wrapping subject to the horizontal axis constraints.
- I've also added a paragraph to the `grid` example for testing / demo
purposes.
2023-04-17 19:59:42 +00:00
Nico Burns
363d0f0c7c
Add CSS Grid support to bevy_ui (#8026)
# Objective

An easy way to create 2D grid layouts

## Solution

Enable the `grid` feature in Taffy and add new style types for defining
grids.

## Notes

- ~I'm having a bit of trouble getting `#[derive(Reflect)]` to work
properly. Help with that would be appreciated (EDIT: got it to compile
by ignoring the problematic fields, but this presumably can't be
merged).~ This is now fixed
- ~The alignment types now have a `Normal` variant because I couldn't
get reflect to work with `Option`.~ I've decided to stick with the
flattened variant, as it saves a level of wrapping when authoring
styles. But I've renamed the variants from `Normal` to `Default`.
- ~This currently exposes a simplified API on top of grid. In particular
the following is not currently supported:~
   - ~Negative grid indices~ Now supported.
- ~Custom `end` values for grid placement (you can only use `start` and
`span`)~ Now supported
- ~`minmax()` track sizing functions~ minmax is now support through a
`GridTrack::minmax()` constructor
   - ~`repeat()`~ repeat is now implemented as `RepeatedGridTrack`

- ~Documentation still needs to be improved.~ An initial pass over the
documentation has been completed.

## Screenshot

<img width="846" alt="Screenshot 2023-03-10 at 17 56 21"
src="https://user-images.githubusercontent.com/1007307/224435332-69aa9eac-123d-4856-b75d-5449d3f1d426.png">

---

## Changelog

- Support for CSS Grid layout added to `bevy_ui`

---------

Co-authored-by: Rob Parrett <robparrett@gmail.com>
Co-authored-by: Andreas Weibye <13300393+Weibye@users.noreply.github.com>
2023-04-17 16:21:38 +00:00
Mikkel Rasmussen
e9312254d8
Non-breaking change* from UK spellings to US (#8291)
Fixes issue mentioned in PR #8285.

_Note: By mistake, this is currently dependent on #8285_
# Objective

Ensure consistency in the spelling of the documentation.

Exceptions:
`crates/bevy_mikktspace/src/generated.rs` - Has not been changed from
licence to license as it is part of a licensing agreement.

Maybe for further consistency,
https://github.com/bevyengine/bevy-website should also be given a look.

## Solution

### Changed the spelling of the current words (UK/CN/AU -> US) :
cancelled -> canceled (Breaking API changes in #8285)
behaviour -> behavior (Breaking API changes in #8285)
neighbour -> neighbor
grey -> gray
recognise -> recognize
centre -> center
metres -> meters
colour -> color

### ~~Update [`engine_style_guide.md`]~~ Moved to #8324 

---

## Changelog

Changed UK spellings in documentation to US

## Migration Guide

Non-breaking changes*

\* If merged after #8285
2023-04-08 16:22:46 +00:00
Asier Illarramendi
b8b0942f49
Add overflow_debug example (#8198)
# Objective

- Add a new example that helps debug different UI overflow scenarios
- This example tests the clipping behavior for images and text when the
node is moved, scaled or rotated.

## Solution

- Add a new `overflow_debug` example

# Preview

**Note:** Only top-left is working properly right now.


https://user-images.githubusercontent.com/188612/227629093-26c94c67-1781-437d-8410-e854b6f1adc1.mp4

---

Related #8095, #8167

---------

Co-authored-by: Carter Anderson <mcanders1@gmail.com>
Co-authored-by: ickshonpe <david.curthoys@googlemail.com>
2023-04-05 23:07:41 +00:00
Asier Illarramendi
47be369e41
Rename text_layout example to flex_layout (#7943)
# Objective

- Rename `text_layout` example to `flex_layout` to better reflect the
example purpose
- `AlignItems`/`JustifyContent` is not related to text layout, it's
about child nodes positioning

## Solution

- Rename the example

---------

Co-authored-by: Alice Cecile <alice.i.cecile@gmail.com>
2023-03-22 08:22:56 +00:00
Carter Anderson
aefe1f0739
Schedule-First: the new and improved add_systems (#8079)
Co-authored-by: Mike <mike.hsu@gmail.com>
2023-03-18 01:45:34 +00:00
Rob Parrett
1d4910a1e3
Fix scrolling in UI example (#8069)
Co-authored-by: Carter Anderson <mcanders1@gmail.com>
2023-03-15 06:50:37 +00:00
ickshonpe
87dda354dd
Remove Val::Undefined (#7485) 2023-03-13 15:17:00 +00:00
JoJoJet
fd1af7c8b8
Replace multiple calls to add_system with add_systems (#8001) 2023-03-10 18:15:22 +00:00
Nolan Darilek
8d1f6ff7fa Integrate AccessKit (#6874)
# Objective

UIs created for Bevy cannot currently be made accessible. This PR aims to address that.

## Solution

Integrate AccessKit as a dependency, adding accessibility support to existing bevy_ui widgets.

## Changelog

### Added

* Integrate with and expose [AccessKit](https://accesskit.dev) for platform accessibility.
* Add `Label` for marking text specifically as a label for UI controls.
2023-03-01 22:45:04 +00:00
Michał Iwańczuk
3d8fe46f94 Add unsupported platforms note to ui window fallthrough example (#7827)
# Objective
This adds small comment to window fall through example that it won't work on specific platforms. This information is documented in `Cursor` api but I think it is worth to add it in example description for clarity sake.
2023-02-27 00:44:11 +00:00
ickshonpe
eaac730617 Fix the Size helper functions using the wrong default value and improve the UI examples (#7626)
# Objective
`Size::width` sets the `height` field to `Val::DEFAULT` which is `Val::Undefined`, but the default for `Size` `height` is `Val::Auto`. 
`Size::height` has the same problem, but with the `width` field. 

The UI examples specify numeric values in many places where they could either be elided or replaced by composition of the Flex enum properties.

related: https://github.com/bevyengine/bevy/pull/7468
fixes: https://github.com/bevyengine/bevy/issues/6498

## Solution
Change `Size::width` so it sets `height` to `Val::AUTO` and change `Size::height` so it sets `width` to `Val::AUTO`.
Added some tests so this doesn't happen again.

## Changelog
Changed `Size::width` so it sets the `height` to `Val::AUTO`.
Changed `Size::height` so it sets the `width` to `Val::AUTO`.
Added tests to `geometry.rs` for `Size` and `UiRect` to ensure correct behaviour.
Simplified the UI examples. Replaced numeric values with the Flex property enums or elided them where possible, and removed the remaining use of auto margins.

## Migration Guide
The `Size::width` constructor function now sets the `height` to `Val::Auto` instead of `Val::Undefined`.
The `Size::height` constructor function now sets the `width` to `Val::Auto` instead of `Val::Undefined`.
2023-02-11 23:07:16 +00:00
Carter Anderson
dcc03724a5 Base Sets (#7466)
# Objective

NOTE: This depends on #7267 and should not be merged until #7267 is merged. If you are reviewing this before that is merged, I highly recommend viewing the Base Sets commit instead of trying to find my changes amongst those from #7267.

"Default sets" as described by the [Stageless RFC](https://github.com/bevyengine/rfcs/pull/45) have some [unfortunate consequences](https://github.com/bevyengine/bevy/discussions/7365).

## Solution

This adds "base sets" as a variant of `SystemSet`:

A set is a "base set" if `SystemSet::is_base` returns `true`. Typically this will be opted-in to using the `SystemSet` derive:

```rust
#[derive(SystemSet, Clone, Hash, Debug, PartialEq, Eq)]
#[system_set(base)]
enum MyBaseSet {
  A,
  B,
}
``` 

**Base sets are exclusive**: a system can belong to at most one "base set". Adding a system to more than one will result in an error. When possible we fail immediately during system-config-time with a nice file + line number. For the more nested graph-ey cases, this will fail at the final schedule build. 

**Base sets cannot belong to other sets**: this is where the word "base" comes from

Systems and Sets can only be added to base sets using `in_base_set`. Calling `in_set` with a base set will fail. As will calling `in_base_set` with a normal set.

```rust
app.add_system(foo.in_base_set(MyBaseSet::A))
       // X must be a normal set ... base sets cannot be added to base sets
       .configure_set(X.in_base_set(MyBaseSet::A))
```

Base sets can still be configured like normal sets:

```rust
app.add_system(MyBaseSet::B.after(MyBaseSet::Ap))
``` 

The primary use case for base sets is enabling a "default base set":

```rust
schedule.set_default_base_set(CoreSet::Update)
  // this will belong to CoreSet::Update by default
  .add_system(foo)
  // this will override the default base set with PostUpdate
  .add_system(bar.in_base_set(CoreSet::PostUpdate))
```

This allows us to build apis that work by default in the standard Bevy style. This is a rough analog to the "default stage" model, but it use the new "stageless sets" model instead, with all of the ordering flexibility (including exclusive systems) that it provides.

---

## Changelog

- Added "base sets" and ported CoreSet to use them.

## Migration Guide

TODO
2023-02-06 03:10:08 +00:00
Alice Cecile
206c7ce219 Migrate engine to Schedule v3 (#7267)
Huge thanks to @maniwani, @devil-ira, @hymm, @cart, @superdump and @jakobhellermann for the help with this PR.

# Objective

- Followup #6587.
- Minimal integration for the Stageless Scheduling RFC: https://github.com/bevyengine/rfcs/pull/45

## Solution

- [x]  Remove old scheduling module
- [x] Migrate new methods to no longer use extension methods
- [x] Fix compiler errors
- [x] Fix benchmarks
- [x] Fix examples
- [x] Fix docs
- [x] Fix tests

## Changelog

### Added

- a large number of methods on `App` to work with schedules ergonomically
- the `CoreSchedule` enum
- `App::add_extract_system` via the `RenderingAppExtension` trait extension method
- the private `prepare_view_uniforms` system now has a public system set for scheduling purposes, called `ViewSet::PrepareUniforms`

### Removed

- stages, and all code that mentions stages
- states have been dramatically simplified, and no longer use a stack
- `RunCriteriaLabel`
- `AsSystemLabel` trait
- `on_hierarchy_reports_enabled` run criteria (now just uses an ad hoc resource checking run condition)
- systems in `RenderSet/Stage::Extract` no longer warn when they do not read data from the main world
- `RunCriteriaLabel`
- `transform_propagate_system_set`: this was a nonstandard pattern that didn't actually provide enough control. The systems are already `pub`: the docs have been updated to ensure that the third-party usage is clear.

### Changed

- `System::default_labels` is now `System::default_system_sets`.
- `App::add_default_labels` is now `App::add_default_sets`
- `CoreStage` and `StartupStage` enums are now `CoreSet` and `StartupSet`
- `App::add_system_set` was renamed to `App::add_systems`
- The `StartupSchedule` label is now defined as part of the `CoreSchedules` enum
-  `.label(SystemLabel)` is now referred to as `.in_set(SystemSet)`
- `SystemLabel` trait was replaced by `SystemSet`
- `SystemTypeIdLabel<T>` was replaced by `SystemSetType<T>`
- The `ReportHierarchyIssue` resource now has a public constructor (`new`), and implements `PartialEq`
- Fixed time steps now use a schedule (`CoreSchedule::FixedTimeStep`) rather than a run criteria.
- Adding rendering extraction systems now panics rather than silently failing if no subapp with the `RenderApp` label is found.
- the `calculate_bounds` system, with the `CalculateBounds` label, is now in `CoreSet::Update`, rather than in `CoreSet::PostUpdate` before commands are applied. 
- `SceneSpawnerSystem` now runs under `CoreSet::Update`, rather than `CoreStage::PreUpdate.at_end()`.
- `bevy_pbr::add_clusters` is no longer an exclusive system
- the top level `bevy_ecs::schedule` module was replaced with `bevy_ecs::scheduling`
- `tick_global_task_pools_on_main_thread` is no longer run as an exclusive system. Instead, it has been replaced by `tick_global_task_pools`, which uses a `NonSend` resource to force running on the main thread.

## Migration Guide

- Calls to `.label(MyLabel)` should be replaced with `.in_set(MySet)`
- Stages have been removed. Replace these with system sets, and then add command flushes using the `apply_system_buffers` exclusive system where needed.
- The `CoreStage`, `StartupStage, `RenderStage` and `AssetStage`  enums have been replaced with `CoreSet`, `StartupSet, `RenderSet` and `AssetSet`. The same scheduling guarantees have been preserved.
  - Systems are no longer added to `CoreSet::Update` by default. Add systems manually if this behavior is needed, although you should consider adding your game logic systems to `CoreSchedule::FixedTimestep` instead for more reliable framerate-independent behavior.
  - Similarly, startup systems are no longer part of `StartupSet::Startup` by default. In most cases, this won't matter to you.
  - For example, `add_system_to_stage(CoreStage::PostUpdate, my_system)` should be replaced with 
  - `add_system(my_system.in_set(CoreSet::PostUpdate)`
- When testing systems or otherwise running them in a headless fashion, simply construct and run a schedule using `Schedule::new()` and `World::run_schedule` rather than constructing stages
- Run criteria have been renamed to run conditions. These can now be combined with each other and with states.
- Looping run criteria and state stacks have been removed. Use an exclusive system that runs a schedule if you need this level of control over system control flow.
- For app-level control flow over which schedules get run when (such as for rollback networking), create your own schedule and insert it under the `CoreSchedule::Outer` label.
- Fixed timesteps are now evaluated in a schedule, rather than controlled via run criteria. The `run_fixed_timestep` system runs this schedule between `CoreSet::First` and `CoreSet::PreUpdate` by default.
- Command flush points introduced by `AssetStage` have been removed. If you were relying on these, add them back manually.
- Adding extract systems is now typically done directly on the main app. Make sure the `RenderingAppExtension` trait is in scope, then call `app.add_extract_system(my_system)`.
- the `calculate_bounds` system, with the `CalculateBounds` label, is now in `CoreSet::Update`, rather than in `CoreSet::PostUpdate` before commands are applied. You may need to order your movement systems to occur before this system in order to avoid system order ambiguities in culling behavior.
- the `RenderLabel` `AppLabel` was renamed to `RenderApp` for clarity
- `App::add_state` now takes 0 arguments: the starting state is set based on the `Default` impl.
- Instead of creating `SystemSet` containers for systems that run in stages, simply use `.on_enter::<State::Variant>()` or its `on_exit` or `on_update` siblings.
- `SystemLabel` derives should be replaced with `SystemSet`. You will also need to add the `Debug`, `PartialEq`, `Eq`, and `Hash` traits to satisfy the new trait bounds.
- `with_run_criteria` has been renamed to `run_if`. Run criteria have been renamed to run conditions for clarity, and should now simply return a bool.
- States have been dramatically simplified: there is no longer a "state stack". To queue a transition to the next state, call `NextState::set`

## TODO

- [x] remove dead methods on App and World
- [x] add `App::add_system_to_schedule` and `App::add_systems_to_schedule`
- [x] avoid adding the default system set at inappropriate times
- [x] remove any accidental cycles in the default plugins schedule
- [x] migrate benchmarks
- [x] expose explicit labels for the built-in command flush points
- [x] migrate engine code
- [x] remove all mentions of stages from the docs
- [x] verify docs for States
- [x] fix uses of exclusive systems that use .end / .at_start / .before_commands
- [x] migrate RenderStage and AssetStage
- [x] migrate examples
- [x] ensure that transform propagation is exported in a sufficiently public way (the systems are already pub)
- [x] ensure that on_enter schedules are run at least once before the main app
- [x] re-enable opt-in to execution order ambiguities
- [x] revert change to `update_bounds` to ensure it runs in `PostUpdate`
- [x] test all examples
  - [x] unbreak directional lights
  - [x] unbreak shadows (see 3d_scene, 3d_shape, lighting, transparaency_3d examples)
  - [x] game menu example shows loading screen and menu simultaneously
  - [x] display settings menu is a blank screen
  - [x] `without_winit` example panics
- [x] ensure all tests pass
  - [x] SubApp doc test fails
  - [x] runs_spawn_local tasks fails
  - [x] [Fix panic_when_hierachy_cycle test hanging](https://github.com/alice-i-cecile/bevy/pull/120)

## Points of Difficulty and Controversy

**Reviewers, please give feedback on these and look closely**

1.  Default sets, from the RFC, have been removed. These added a tremendous amount of implicit complexity and result in hard to debug scheduling errors. They're going to be tackled in the form of "base sets" by @cart in a followup.
2. The outer schedule controls which schedule is run when `App::update` is called.
3. I implemented `Label for `Box<dyn Label>` for our label types. This enables us to store schedule labels in concrete form, and then later run them. I ran into the same set of problems when working with one-shot systems. We've previously investigated this pattern in depth, and it does not appear to lead to extra indirection with nested boxes.
4. `SubApp::update` simply runs the default schedule once. This sucks, but this whole API is incomplete and this was the minimal changeset.
5. `time_system` and `tick_global_task_pools_on_main_thread` no longer use exclusive systems to attempt to force scheduling order
6. Implemetnation strategy for fixed timesteps
7. `AssetStage` was migrated to `AssetSet` without reintroducing command flush points. These did not appear to be used, and it's nice to remove these bottlenecks.
8. Migration of `bevy_render/lib.rs` and pipelined rendering. The logic here is unusually tricky, as we have complex scheduling requirements.

## Future Work (ideally before 0.10)

- Rename schedule_v3 module to schedule or scheduling
- Add a derive macro to states, and likely a `EnumIter` trait of some form
- Figure out what exactly to do with the "systems added should basically work by default" problem
- Improve ergonomics for working with fixed timesteps and states
- Polish FixedTime API to match Time
- Rebase and merge #7415
- Resolve all internal ambiguities (blocked on better tools, especially #7442)
- Add "base sets" to replace the removed default sets.
2023-02-06 02:04:50 +00:00
François
3900b48c88 update winit to 0.28 (#7480)
# Objective

- Update winit to 0.28

## Solution

- Small API change 
- A security advisory has been added for a unmaintained crate used by a dependency of winit build script for wayland

I didn't do anything for Android support in this PR though it should be fixable, it should be done in a separate one, maybe https://github.com/bevyengine/bevy/pull/6830 

---

## Changelog

- `window.always_on_top` has been removed, you can now use `window.window_level`

## Migration Guide

before:
```rust
    app.new()
        .add_plugins(DefaultPlugins.set(WindowPlugin {
            primary_window: Some(Window {
                always_on_top: true,
                ..default()
            }),
            ..default()
        }));
```

after:
```rust
    app.new()
        .add_plugins(DefaultPlugins.set(WindowPlugin {
            primary_window: Some(Window {
                window_level: bevy:🪟:WindowLevel::AlwaysOnTop,
                ..default()
            }),
            ..default()
        }));
```
2023-02-03 16:41:39 +00:00
ickshonpe
fbd569c791 Add width, height and all constructor functions to Size (#7468)
## Objective

A common easy to miss mistake is to write something like:
``` rust
Size::new(Val::Percent(100.), Val::Px(100.));
```

`UiRect` has the `left`, `right`, `all`, `vertical`, etc constructor functions, `Size` is used a lot more frequently but lacks anything similar.

## Solution

Implement `all`, `width` and `height` functions for `Size`.

## Changelog

* Added `all`, `width` and `height` functions to `Size`.
2023-02-02 14:29:39 +00:00
ickshonpe
27c4eaae24 UI text layout example (#7359)
## Objective

An example that demonstrates how the `AlignItems` and `JustifyContent` properties can be composed to layout text.

<img width="654" alt="text_layout_example" src="https://user-images.githubusercontent.com/27962798/215116345-daa8ef60-634b-40c6-9b6d-356de3af620c.png">
2023-01-27 19:07:48 +00:00
Aceeri
ddfafab971 Windows as Entities (#5589)
# Objective

Fix https://github.com/bevyengine/bevy/issues/4530

- Make it easier to open/close/modify windows by setting them up as `Entity`s with a `Window` component.
- Make multiple windows very simple to set up. (just add a `Window` component to an entity and it should open)

## Solution

- Move all properties of window descriptor to ~components~ a component.
- Replace `WindowId` with `Entity`.
- ~Use change detection for components to update backend rather than events/commands. (The `CursorMoved`/`WindowResized`/... events are kept for user convenience.~
  Check each field individually to see what we need to update, events are still kept for user convenience.

---

## Changelog

- `WindowDescriptor` renamed to `Window`.
    - Width/height consolidated into a `WindowResolution` component.
    - Requesting maximization/minimization is done on the [`Window::state`] field.
- `WindowId` is now `Entity`.

## Migration Guide

- Replace `WindowDescriptor` with `Window`.
    - Change `width` and `height` fields in a `WindowResolution`, either by doing
      ```rust
      WindowResolution::new(width, height) // Explicitly
      // or using From<_> for tuples for convenience
      (1920., 1080.).into()
      ```
- Replace any `WindowCommand` code to just modify the `Window`'s fields directly  and creating/closing windows is now by spawning/despawning an entity with a `Window` component like so:
  ```rust
  let window = commands.spawn(Window { ... }).id(); // open window
  commands.entity(window).despawn(); // close window
  ```

## Unresolved
- ~How do we tell when a window is minimized by a user?~
  ~Currently using the `Resize(0, 0)` as an indicator of minimization.~
  No longer attempting to tell given how finnicky this was across platforms, now the user can only request that a window be maximized/minimized.
  
 ## Future work
 - Move `exit_on_close` functionality out from windowing and into app(?)
 - https://github.com/bevyengine/bevy/issues/5621
 - https://github.com/bevyengine/bevy/issues/7099
 - https://github.com/bevyengine/bevy/issues/7098


Co-authored-by: Carter Anderson <mcanders1@gmail.com>
2023-01-19 00:38:28 +00:00
ickshonpe
9eefd7c022 Remove VerticalAlign from TextAlignment (#6807)
# Objective

Remove the `VerticalAlign` enum.

Text's alignment field should only affect the text's internal text alignment, not its position. The only way to control a `TextBundle`'s position and bounds should be through the manipulation of the constraints in the `Style` components of the nodes in the Bevy UI's layout tree.

 `Text2dBundle` should have a separate `Anchor` component that sets its position relative to its transform.

Related issues: #676, #1490, #5502, #5513, #5834, #6717, #6724, #6741, #6748

## Changelog
* Changed `TextAlignment` into an enum with `Left`, `Center`, and `Right` variants.
* Removed the `HorizontalAlign` and `VerticalAlign` types.
* Added an `Anchor` component to `Text2dBundle`
* Added `Component` derive to `Anchor`
* Use `f32::INFINITY` instead of `f32::MAX` to represent unbounded text in Text2dBounds

## Migration Guide
The `alignment` field of `Text` now only affects the text's internal alignment.

### Change `TextAlignment` to TextAlignment` which is now an enum. Replace:
  * `TextAlignment::TOP_LEFT`, `TextAlignment::CENTER_LEFT`, `TextAlignment::BOTTOM_LEFT` with `TextAlignment::Left`
  * `TextAlignment::TOP_CENTER`, `TextAlignment::CENTER_LEFT`, `TextAlignment::BOTTOM_CENTER` with `TextAlignment::Center`
  * `TextAlignment::TOP_RIGHT`, `TextAlignment::CENTER_RIGHT`, `TextAlignment::BOTTOM_RIGHT` with `TextAlignment::Right`

### Changes for `Text2dBundle`
`Text2dBundle` has a new field 'text_anchor' that takes an `Anchor` component that controls its position relative to its transform.
2023-01-18 02:19:17 +00:00
Dawid Piotrowski
a792f37040 Relative cursor position (#7199)
# Objective

Add useful information about cursor position relative to a UI node. Fixes #7079.

## Solution

- Added a new `RelativeCursorPosition` component

---

## Changelog

- Added
  - `RelativeCursorPosition`
  - an example showcasing the new component

Co-authored-by: Dawid Piotrowski <41804418+Pietrek14@users.noreply.github.com>
2023-01-16 17:17:45 +00:00
张林伟
0d2cdb450d Fix beta clippy lints (#7154)
# Objective

- When I run `cargo run -p ci` for my pr locally using latest beta toolchain, the ci failed due to [uninlined_format_args](https://rust-lang.github.io/rust-clippy/master/index.html#uninlined_format_args) and [needless_lifetimes](https://rust-lang.github.io/rust-clippy/master/index.html#needless_lifetimes) lints

## Solution

- Fix lints according to clippy suggestions.
2023-01-11 09:51:22 +00:00
Chia-Hsiang Cheng
585dac0582 Remove auto-margin properties from the examples (#6535)
# Objective

Fixes #6498.

## Solution

Adding a parent node with properties AlignItems::Center and JustifyContent::Center to centered child nodes and removing their auto-margin properties.
2022-11-21 14:38:35 +00:00
Jer
b3e45b75d6 Expose set_cursor_hittest() from winit (#6664)
# Objective

- Bevy should be usable to create 'overlay' type apps, where the input is not captured by Bevy, but passed down/into a target app, or to allow passive displays/widgets etc.
 
## Solution

- the `winit:🪟:Window` already has a `set_cursor_hittest()` which basically does this for mouse input events, so I've exposed it (trying to copy the style laid out in the existing wrappings, and added a simple demo.

---

## Changelog

- Added `hittest` to `WindowAttributes`
- Added the `hittest`'s setters/getters
- Modified the `WindowBuilder`
- Modifed the `WindowDescriptor`'s `Default` impl.
- Added an example `cargo run --example fallthrough`
2022-11-21 12:59:10 +00:00