Commit graph

55 commits

Author SHA1 Message Date
François
3999365bc1 add Input Method Editor support (#7325)
# Objective

- Fix #7315
- Add IME support

## Solution

- Add two new fields to `Window`, to control if IME is enabled and the candidate box position

This allows the use of dead keys which are needed in French, or the full IME experience to type using Pinyin

I also added a basic general text input example that can handle IME input.

https://user-images.githubusercontent.com/8672791/213941353-5ed73a73-5dd1-4e66-a7d6-a69b49694c52.mp4
2023-01-29 20:27:29 +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
DevinLeamy
e94215c4c6 Gamepad events refactor (#6965)
# Objective 

- Remove redundant gamepad events
- Simplify consuming gamepad events.
- Refactor: Separate handling of gamepad events into multiple systems.

## Solution

- Removed `GamepadEventRaw`, and `GamepadEventType`.
- Added bespoke `GamepadConnectionEvent`, `GamepadAxisChangedEvent`, and `GamepadButtonChangedEvent`. 
- Refactored `gamepad_event_system`.
- Added `gamepad_button_event_system`, `gamepad_axis_event_system`, and `gamepad_connection_system`, which update the `Input` and `Axis` resources using their corresponding event type.

Gamepad events are now handled in their own systems and have their own types. 

This allows for querying for gamepad events without having to match on `GamepadEventType` and makes creating handlers for specific gamepad event types, like a `GamepadConnectionEvent` or `GamepadButtonChangedEvent` possible.

We remove `GamepadEventRaw` by filtering the gamepad events, using `GamepadSettings`, _at the source_, in `bevy_gilrs`. This way we can create `GamepadEvent`s directly and avoid creating `GamepadEventRaw` which do not pass the user defined filters. 

We expose ordered `GamepadEvent`s and we can respond to individual gamepad event types.

## Migration Guide

- Replace `GamepadEvent` and `GamepadEventRaw` types with their specific gamepad event type.
2023-01-09 19:24:52 +00:00
dataphract
bcc33f6757 feat: add GamepadInfo, expose gamepad names (#6342)
# Objective

Fixes #6339.

## Solution

This PR adds a new type, `GamepadInfo`, which holds metadata associated with a particular `Gamepad`. The `Gamepads` resource now holds a `HashMap<Gamepad, GamepadInfo>`. The `GamepadInfo` is created when the gamepad backend (by default `bevy_gilrs`) emits a "gamepad connected" event.

The `gamepad_viewer` example has been updated to showcase the new functionality.

Before:

![bevy-gamepad-old](https://user-images.githubusercontent.com/86984145/197359427-2130a3c0-bd8a-4683-ae24-2a9eaa98b586.png)

After:

![bevy-gamepad-new](https://user-images.githubusercontent.com/86984145/197359429-f7963163-df26-4906-af7f-6186fe3bd338.png)


---

## Changelog

### Added

- Added `GamepadInfo`.
- Added `Gamepads::name()`, which returns the name of the specified gamepad if it exists.

### Changed

- `GamepadEventType::Connected` is now a tuple variant with a single field of type `GamepadInfo`.
- Since `GamepadInfo` is not `Copy`, `GamepadEventType` is no longer `Copy`. The same is true of `GamepadEvent` and `GamepadEventRaw`.

## Migration Guide

- Pattern matches on `GamepadEventType::Connected` will need to be updated, as the form of the variant has changed.
- Code that requires `GamepadEvent`, `GamepadEventRaw` or `GamepadEventType` to be `Copy` will need to be updated.
2022-10-24 14:33:50 +00:00
VitalyR
c313e21d65 Update wgpu to 0.14.0, naga to 0.10.0, winit to 0.27.4, raw-window-handle to 0.5.0, ndk to 0.7 (#6218)
# Objective

- Update `wgpu` to 0.14.0, `naga` to `0.10.0`, `winit` to 0.27.4, `raw-window-handle` to 0.5.0, `ndk` to 0.7.

## Solution

---

## Changelog

### Changed

- Changed `RawWindowHandleWrapper` to `RawHandleWrapper` which wraps both `RawWindowHandle` and `RawDisplayHandle`, which satisfies the `impl HasRawWindowHandle and HasRawDisplayHandle` that `wgpu` 0.14.0 requires.

- Changed `bevy_window::WindowDescriptor`'s `cursor_locked` to `cursor_grab_mode`, change its type from `bool` to `bevy_window::CursorGrabMode`.

## Migration Guide

- Adjust usage of `bevy_window::WindowDescriptor`'s `cursor_locked` to `cursor_grab_mode`, and adjust its type from `bool` to `bevy_window::CursorGrabMode`.
2022-10-19 17:40:23 +00:00
ira
3aaf746675 Example cleanup (#6131)
Co-authored-by: devil-ira <justthecooldude@gmail.com>
2022-09-30 13:25:27 +00:00
ira
76ae6f4c6e Miscellaneous code-quality improvements. (#5860)
Does what it do.

Co-authored-by: devil-ira <justthecooldude@gmail.com>
2022-09-05 00:30:21 +00:00
Alice Cecile
7a29c707bf Gamepad type is Copy; do not require / return references to it in Gamepads API (#5296)
# Objective

- The `Gamepad` type is a tiny value-containing type that implements `Copy`.
- By convention, references to `Copy` types should be avoided, as they can introduce overhead and muddle the semantics of what's going on.
- This allows us to reduce boilerplate reference manipulation and lifetimes in user facing code.

## Solution

- Make assorted methods on `Gamepads` take / return a raw `Gamepad`, rather than `&Gamepad`.

## Migration Guide

- `Gamepads::iter` now returns an iterator of `Gamepad`. rather than an iterator of `&Gamepad`.
- `Gamepads::contains` now accepts a `Gamepad`, rather than a `&Gamepad`.
2022-09-03 20:08:54 +00:00
CGMossa
93a131661d Very minor doc formatting changes (#5287)
# Objective

- Added a bunch of backticks to things that should have them, like equations, abstract variable names,
- Changed all small x, y, and z to capitals X, Y, Z.

This might be more annoying than helpful; Feel free to refuse this PR.
2022-07-12 13:06:16 +00:00
Mark Schmale
1ba7429371 Doc/module style doc blocks for examples (#4438)
# Objective

Provide a starting point for #3951, or a partial solution. 
Providing a few comment blocks to discuss, and hopefully find better one in the process. 

## Solution

Since I am pretty new to pretty much anything in this context, I figured I'd just start with a draft for some file level doc blocks. For some of them I found more relevant details (or at least things I considered interessting), for some others there is less. 

## Changelog

- Moved some existing comments from main() functions in the 2d examples to the file header level
- Wrote some more comment blocks for most other 2d examples

TODO: 
- [x] 2d/sprite_sheet, wasnt able to come up with something good yet 
- [x] all other example groups...


Also: Please let me know if the commit style is okay, or to verbose. I could certainly squash these things, or add more details if needed. 
I also hope its okay to raise this PR this early, with just a few files changed. Took me long enough and I dont wanted to let it go to waste because I lost motivation to do the whole thing. Additionally I am somewhat uncertain over the style and contents of the commets. So let me know what you thing please.
2022-05-16 13:53:20 +00:00
KDecay
51509a9a3e Change gamepad.rs tuples to normal structs (#4519)
# Objective

- Part of the splitting process of #3692.

## Solution

- Remove / change the tuple structs inside of `gamepad.rs` of `bevy_input` to normal structs.

## Reasons

- It made the `gamepad_connection_system` cleaner.
- It made the `gamepad_input_events.rs` example cleaner (which is probably the most notable change for the user facing API).
- Tuple structs are not descriptive (`.0`, `.1`).
- Using tuple structs for more than 1 field is a bad idea (This means that the `Gamepad` type might be fine as a tuple struct, but I still prefer normal structs over tuple structs).

Feel free to discuss this change as this is more or less just a matter of taste.

## Changelog

### Changed

- The `Gamepad`, `GamepadButton`, `GamepadAxis`, `GamepadEvent` and `GamepadEventRaw` types are now normal structs instead of tuple structs and have a `new()` function.

## Migration Guide

- The `Gamepad`, `GamepadButton`, `GamepadAxis`, `GamepadEvent` and `GamepadEventRaw` types are now normal structs instead of tuple structs and have a `new()` function. To migrate change every instantiation to use the `new()` function instead and use the appropriate field names instead of `.0` and `.1`.
2022-05-02 13:20:55 +00:00
Emerson MX
6ce8e50068 Add mouse grab example (#4114)
Fixes #4094
2022-03-08 17:14:08 +00:00
Rostyslav Toch
01e2141ce3 Add Gamepads resource (#3257)
# Objective

Fixes #3245 

## Solution

- Move GamepadLobby to lib
- Add connection_system to InputPlugin
- Updated gamepad_input example


Co-authored-by: CrazyRoka <rokarostuk@gmail.com>
Co-authored-by: Carter Anderson <mcanders1@gmail.com>
2021-12-08 20:28:08 +00:00
Daniel McNab
321d998615 Add convenience methods for checking a set of inputs (#2760)
# Objective

Make it easier to check if some set of inputs matches a key, such as if you want to allow all of space or up or w for jumping.

Currently, this requires:
```rust
if keyboard.pressed(KeyCode::Space)
            || keyboard.pressed(KeyCode::Up)
            || keyboard.pressed(KeyCode::W) {
    // ...
```

## Solution

Add an implementation of the helper methods, which very simply iterate through the items, used as:
```rust
if keyboard.any_pressed([KeyCode::Space, KeyCode::Up, KeyCode::W]) {
```
2021-09-01 21:21:41 +00:00
François
b724a0f586 Down with the system! (#2496)
# Objective

- Remove all the `.system()` possible.
- Check for remaining missing cases.

## Solution

- Remove all `.system()`, fix compile errors
- 32 calls to `.system()` remains, mostly internals, the few others should be removed after #2446
2021-07-27 23:42:36 +00:00
bjorn3
6d6bc2a8b4 Merge AppBuilder into App (#2531)
This is extracted out of eb8f973646476b4a4926ba644a77e2b3a5772159 and includes some additional changes to remove all references to AppBuilder and fix examples that still used App::build() instead of App::new(). In addition I didn't extract the sub app feature as it isn't ready yet.

You can use `git diff --diff-filter=M eb8f973646476b4a4926ba644a77e2b3a5772159` to find all differences in this PR. The `--diff-filtered=M` filters all files added in the original commit but not in this commit away.

Co-Authored-By: Carter Anderson <mcanders1@gmail.com>
2021-07-27 20:21:06 +00:00
François
e3fb23d4d3 add documentation on LogPlugin and more log usage (#1973)
Fixes #1895 

Changed most `println` to `info` in examples, some to `warn` when it was useful to differentiate from other more noisy logs.

Added doc on `LogPlugin`, how to configure it, and why (and how) you may need to disable it
2021-04-22 23:30:48 +00:00
Guim Caballero
c3a72e9dc8 Add keyboard modifier example (#1656) (#1657)
This PR adds a small example that shows how to use Keyboard modifiers, as shown in [this](https://github.com/bevyengine/bevy/issues/1654#issuecomment-798966921) snippet.

Fixes #1656.

Co-authored-by: guimcaballero <guim.caballero@gmail.com>
2021-03-14 21:00:36 +00:00
Alexander Sepity
c2a427f1a3
Non-string labels (#1423 continued) (#1473)
Non-string labels
2021-02-18 13:20:37 -08:00
TheRawMeatball
a880b54508
Make EventReader a SystemParam (#1244)
* Add generic support for `#[derive(SystemParam)]`
* Make EventReader a SystemParam
2021-01-18 22:23:30 -08:00
Carter Anderson
841755aaf2
Adopt a Fetch pattern for SystemParams (#1074) 2020-12-15 21:57:16 -08:00
Amber Kowalski
4c1bc02723
Change bevy_input::Touch API to match similar APIs (#952) 2020-11-30 17:14:08 -08:00
Carter Anderson
3a6f6de277
System Inputs, Outputs, Chaining, and Registration Ergo (#876)
System Inputs, Outputs, Chaining, and Registration Ergo
2020-11-16 18:18:00 -08:00
bjorn3
80a0448473
Add bevy_dylib to force dynamic linking of bevy (#808)
This easily improve compilation time by 2x
2020-11-09 19:26:08 -08:00
Oscar
f54788527b
Add received character (#805)
* Add ReceivedCharacter window event

* Add ReceivedCharacter window event examples
2020-11-06 17:15:56 -08:00
Carter Anderson
66f2f76a18
rename add_plugin_group to add_plugins (#773) 2020-11-02 19:01:17 -08:00
Nathan Stocks
9871e7e24b
Remove add_default_plugins and add MinimalPlugins for simple "headless" scenarios (#767)
Remove add_default_plugins and add MinimalPlugins for simple "headless" scenarios
2020-11-02 18:38:37 -08:00
Utkarsh
fb2b19def5
Fix bug of connection event of gamepad at startup (#730)
* Removed f32==f32 comparision in gamepad.rs

* Trigger gamepad connection event at start up
2020-10-29 13:55:35 -07:00
Carter Anderson
267599e577
gamepad: expose raw and filtered gamepad events. (#711) 2020-10-21 15:56:07 -07:00
Utkarsh
d01ba9e4fc
Separate gamepad state code from gamepad event code and other customizations (#700)
Separated gamepad event and gamepad state code and made gamepad input more customizable
2020-10-21 10:27:00 -07:00
Carter Anderson
a602f50c2c
small input example improvements (#701) 2020-10-18 13:20:42 -07:00
Sergey Minakov
a80469bd13
Touch support implementation (#696)
Adds a basic touch input system
2020-10-18 12:24:01 -07:00
Utkarsh
dd91f8e116
Add support to get gamepad button/trigger values using Axis<GamepadButton> (#683) 2020-10-15 12:45:34 -07:00
Utkarsh
19d4694d24
Added gamepad support using Gilrs (#280)
Co-authored-by: Carter Anderson <mcanders1@gmail.com>
2020-09-18 14:43:47 -07:00
Claire C
45312a945a
Basic mouse scroll-wheel event (#222)
add simple mouse wheel event + example
2020-08-20 17:04:01 -07:00
Fabian Würfl
671862deda Fix comment in keyboard_input_event example 2020-08-12 18:13:32 +02:00
Carter Anderson
e855995145 cargo fmt 2020-06-15 12:47:35 -07:00
Carter Anderson
5aeb3b937b add "pressed" example to mouse_input 2020-06-04 23:57:39 -07:00
Carter Anderson
aa2928739c simplify keyboard_input example 2020-06-04 23:55:12 -07:00
Carter Anderson
ed561d7f70 break up input examples 2020-06-04 23:49:36 -07:00
Carter Anderson
5b6f24d6a2 input: make new Input resource generic and add Input<MouseButton> 2020-06-04 23:34:21 -07:00
Carter Anderson
fcecf78609 make input_keyboard example speed a normal variable 2020-06-04 23:01:02 -07:00
Carter Anderson
b3a57c21a7 input: simpler input interface via an Input resource 2020-06-04 22:48:53 -07:00
Carter Anderson
fde8292a04 simplify input_keyboard example 2020-06-04 19:47:27 -07:00
Carter Anderson
ab31bf9d9e impl Default for EventReader 2020-06-03 23:53:00 -07:00
Carter Anderson
4979a06e90 input: fix input example and add cursor move events 2020-06-03 23:22:32 -07:00
Carter Anderson
21a79c56a7 camera: add position and rotation components to Perspective camera. add "sync" toggle to LocalToWorld transform. 2020-05-31 10:31:18 -07:00
Carter Anderson
51d41b2302 camera: remove active camera components in favor of camera names 2020-05-29 22:07:55 -07:00
Carter Anderson
3ee5a67cdb scenes: polish scene example. prop->property attribute. derive(Resources) to derive(FromResources) 2020-05-27 15:57:12 -07:00
Carter Anderson
fcc0a6303b update mesh on gpu when it changes 2020-05-16 00:21:04 -07:00