Commit graph

563 commits

Author SHA1 Message Date
ickshonpe
1a7f046c4d
Fix size of clipped text glyphs. (#8197)
# Objective

Text glyphs that were clipped were not sized correctly because the
transform extracted from the `extract_text_uinodes` had a scaling on it
that wasn't accounted for.

fixes #8167

## Solution

Remove the scaling from the transform and multiply the size of the
glyphs by the inverse of the scale factor.
2023-04-05 22:26:52 +00:00
ickshonpe
ff9f2234f3
UiImage helper functions (#8199)
# Objective

Add helper functions to `UiImage` for creating flipped images.

## Changelog

* Added `with_flip_x` and `with_flip_y` methods to `UiImage` that return
the `UiImage` flipped along the respective axis.
2023-04-05 22:19:46 +00:00
ickshonpe
6e67d3e534
Remove the corresponding measure from Taffy when a CalculatedSize component is removed. (#8294)
# Objective

When a `CalculatedSize` component from a UI Node entity is removed, the
corresponding Taffy measure isn't removed which will mess up the layout
in confusing, unpredictable ways.

## Solution

Iterate through all the entities with removed `CalculatedSize`
components and remove the corresponding Taffy measures.
2023-04-05 21:29:29 +00:00
Mikkel Rasmussen
1575481429
Changed spelling linebreak_behaviour to linebreak_behavior (#8285)
# Objective

In the
[`Text`](3442a13d2c/crates/bevy_text/src/text.rs (L18))
struct the field is named: `linebreak_behaviour`, the British spelling
of _behavior_.
**Update**, also found: 
- `FileDragAndDrop::HoveredFileCancelled` 
- `TouchPhase::Cancelled`
- `Touches.just_cancelled`

The majority of all spelling is in the US but when you have a lot of
contributors across the world, sometimes
spelling differences can pop up in APIs such as in this case. 

For consistency, I think it would be worth a while to ensure that the
API is persistent.

Some examples:
`from_reflect.rs` has `DefaultBehavior`
TextStyle has `color` and uses the `Color` struct.
In `bevy_input/src/Touch.rs` `TouchPhase::Cancelled` and _canceled_ are
used interchangeably in the documentation

I've found that there is also the same type of discrepancies in the
documentation, though this is a low priority but is worth checking.
**Update**: I've now checked the documentation (See #8291)

## Solution

I've only renamed the inconsistencies that have breaking changes and
documentation pertaining to them. The rest of the documentation will be
changed via #8291.

Do note that the winit API is written with UK spelling, thus this may be
a cause for confusion:
`winit::event::TouchPhase::Cancelled => TouchPhase::Canceled`
`winit::event::WindowEvent::HoveredFileCancelled` -> Related to
`FileDragAndDrop::HoveredFileCanceled`

But I'm hoping to maybe outline other spelling inconsistencies in the
API, and maybe an addition to the contribution guide.

---

## Changelog

- `Text` field `linebreak_behaviour` has been renamed to
`linebreak_behavior`.
- Event `FileDragAndDrop::HoveredFileCancelled` has been renamed to
`HoveredFileCanceled`
- Function `Touches.just_cancelled` has been renamed to
`Touches.just_canceled`
- Event `TouchPhase::Cancelled` has been renamed to
`TouchPhase::Canceled`

## Migration Guide

Update where `linebreak_behaviour` is used to `linebreak_behavior`
Updated the event `FileDragAndDrop::HoveredFileCancelled` where used to
`HoveredFileCanceled`
Update `Touches.just_cancelled` where used as `Touches.just_canceled`
The event `TouchPhase::Cancelled` is now called `TouchPhase::Canceled`
2023-04-05 21:25:53 +00:00
Gajo Petrovic
9079f6d976
Fix UI node docs (#8287)
# Objective

- Fix some (probably) incorrect docs.
2023-04-02 00:02:01 +00:00
Asier Illarramendi
e2b8cc836b
Improve UI update_clipping_system comments (#8147)
# Objective

- Improve `update_clipping_system` comments

## Solution

- Add extra comments
- Reorder `CalculatedClip` updating `match` so it's reads `(old, new)`
vs previous `(new, old)`
- Remove `clone` on children iteration

---------

Co-authored-by: ickshonpe <27962798+ickshonpe@users.noreply.github.com>
2023-03-28 20:18:02 +00:00
James O'Brien
ae31361949
Split opaque and transparent phases (#8090)
# Objective

Fixes #8089. 

## Solution

Splits the MainPass3dNode into 2 nodes, one for the opaque + alpha
passes and one for the transparent pass.

---

## Changelog
- Split MainPass3dNode into MainOpaquePass3dNode and
MainTransparentPass3dNode
- Combine opaque and alpha phases in MainOpaquePass3dNode into one pass
- Create `START_MAIN_PASS` and `END_MAIN_PASS` empty nodes as labels
- Main pass becomes `START_MAIN_PASS -> MAIN_OPAQUE_PASS ->
MAIN_TRANSPARENT_PASS -> END_MAIN_PASS`

## Migration Guide

Nodes that previously added edges involving `MAIN_PASS` should now add
edges to or from `START_MAIN_PASS` or `END_MAIN_PASS` respectively.
2023-03-28 06:35:16 +00:00
IceSentry
2c21d423fd
Make render graph slots optional for most cases (#8109)
# Objective

- Currently, the render graph slots are only used to pass the
view_entity around. This introduces significant boilerplate for very
little value. Instead of using slots for this, make the view_entity part
of the `RenderGraphContext`. This also means we won't need to have
`IN_VIEW` on every node and and we'll be able to use the default impl of
`Node::input()`.

## Solution

- Add `view_entity: Option<Entity>` to the `RenderGraphContext`
- Update all nodes to use this instead of entity slot input

---

## Changelog

- Add optional `view_entity` to `RenderGraphContext`

## Migration Guide

You can now get the view_entity directly from the `RenderGraphContext`. 

When implementing the Node:

```rust
// 0.10
struct FooNode;
impl FooNode {
    const IN_VIEW: &'static str = "view";
}
impl Node for FooNode {
    fn input(&self) -> Vec<SlotInfo> {
        vec![SlotInfo::new(Self::IN_VIEW, SlotType::Entity)]
    }
    fn run(
        &self,
        graph: &mut RenderGraphContext,
        // ... 
    ) -> Result<(), NodeRunError> {
        let view_entity = graph.get_input_entity(Self::IN_VIEW)?;
        // ...
        Ok(())
    }
}

// 0.11
struct FooNode;
impl Node for FooNode {
    fn run(
        &self,
        graph: &mut RenderGraphContext,
        // ... 
    ) -> Result<(), NodeRunError> {
        let view_entity = graph.view_entity();
        // ...
        Ok(())
    }
}
```

When adding the node to the graph, you don't need to specify a slot_edge
for the view_entity.

```rust
// 0.10
let mut graph = RenderGraph::default();
graph.add_node(FooNode::NAME, node);
let input_node_id = draw_2d_graph.set_input(vec![SlotInfo::new(
    graph::input::VIEW_ENTITY,
    SlotType::Entity,
)]);
graph.add_slot_edge(
    input_node_id,
    graph::input::VIEW_ENTITY,
    FooNode::NAME,
    FooNode::IN_VIEW,
);
// add_node_edge ...

// 0.11
let mut graph = RenderGraph::default();
graph.add_node(FooNode::NAME, node);
// add_node_edge ...
```

## Notes

This PR paired with #8007 will help reduce a lot of annoying boilerplate
with the render nodes. Depending on which one gets merged first. It will
require a bit of clean up work to make both compatible.

I tagged this as a breaking change, because using the old system to get
the view_entity will break things because it's not a node input slot
anymore.

## Notes for reviewers

A lot of the diffs are just removing the slots in every nodes and graph
creation. The important part is mostly in the
graph_runner/CameraDriverNode.
2023-03-21 20:11:13 +00:00
ickshonpe
2d5ef75c9f
Val viewport unit variants (#8137)
# Objective

Add viewport variants to `Val` that specify a percentage length based on
the size of the window.

## Solution

Add the variants `Vw`, `Vh`, `VMin` and `VMax` to `Val`.
Add a physical window size parameter to the `from_style` function and
use it to convert the viewport variants to Taffy Points values.

One issue: It isn't responsive to window resizes. So `flex_node_system`
has to do a full update every time the window size changes. Perhaps this
can be fixed with support from Taffy.

---

## Changelog

* Added `Val` viewport unit variants `Vw`, `Vh`, `VMin` and `VMax`.
* Modified `convert` module to support the new `Val` variants.
* Changed `flex_node_system` to support the new `Val` variants.
* Perform full layout update on screen resizing, to propagate the new
viewport size to all nodes.
2023-03-21 19:14:27 +00:00
ickshonpe
3b51e1c8d9
Improve the 'Val` doc comments (#8134)
# Objective

Add comments explaining:
* That `Val::Px` is a value in logical pixels
* That `Val::Percent` is based on the length of its parent along a
specific axis.
* How the layout algorithm determines which axis the percentage should
be based on.
2023-03-20 22:51:24 +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
ickshonpe
52b91ac15b
Skip the UV calculations for untextured UI nodes (#7809) 2023-03-17 08:49:40 +00:00
Asier Illarramendi
cb100ba78f
Improve UI stack docs and other small tweaks (#8094) 2023-03-16 12:54:52 +00:00
ickshonpe
e77eb003ec
Perform text scaling calculations per text, not per glyph (#7819) 2023-03-14 00:01:27 +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
ickshonpe
f554700108
Add methods for calculating the size and postion of UI nodes (#7930)
Co-authored-by: François <mockersf@gmail.com>
2023-03-09 14:12:54 +00:00
Nico Burns
872a609a3a
Upgrade Taffy requirement to v0.3.5 (#7959) 2023-03-07 22:10:35 +00:00
Rob Parrett
54dec6079f
Fix min and max size using size value (#7948) 2023-03-07 20:59:02 +00:00
Nico Burns
31d02d45ec
Upgrade Taffy to 0.3.4 (#7953) 2023-03-07 20:01:45 +00:00
github-actions[bot]
6898351348
chore: Release (#7920)
Co-authored-by: Bevy Auto Releaser <41898282+github-actions[bot]@users.noreply.github.com>
2023-03-06 05:13:36 +00:00
github-actions[bot]
b44af49200 Release 0.10.0 (#7919)
Preparing next release
This PR has been auto-generated
2023-03-06 03:53:02 +00:00
github-actions[bot]
8eb67932f1 Bump Version after Release (#7918)
Bump version after release
This PR has been auto-generated
2023-03-06 02:10:30 +00:00
ickshonpe
cfc280cbef Change the Node doc comments to state that it stores the size in logical pixels (#7896)
# Objective

Current `Node` doc comment:
```rust
/// The size of the node as width and height in pixels
/// automatically calculated by [`super::flex::flex_node_system`]
```

It should be changed to make it clear that `Node` stores the size in logical pixels, not physical.
2023-03-04 19:24:56 +00:00
ickshonpe
76058bcf33 Upgrade to Taffy 0.3.3 (#7859)
# Objective

Upgrade to Taffy 0.3.3

Fixes: #7712

## Solution

Upgrade to Taffy 0.3.3 with the `grid` feature disabled.

---

## Changelog
* Changed Taffy version to 0.3.3 and disabled its `grid` feature. 
* Added the `Start` and `End` variants to `AlignItems`, `AlignSelf`, `AlignContent` and `JustifyContent`.
* Added the `SpaceEvenly` variant to `AlignContent`.
* Updated `from_style` for Taffy 0.3.3.
2023-03-04 14:09:47 +00:00
TimJentzsch
73c1ab1d42 Fix bevy_ui compile error without bevy_text (#7877)
# Objective

- Fixes #7874.
- The `bevy_text` dependency is optional for `bevy_ui`, but the `accessibility` module depended on it.

## Solution

- Guard the `accessibility` module behind the `bevy_text` feature and only add the plugin when it's enabled.
2023-03-02 22:44:12 +00:00
ickshonpe
9153bd0e78 Document the border field of Style. (#7868)
# Objective

Document the `border` field of `Style`.
2023-03-02 17:37:09 +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
ickshonpe
f420c518c0 Document how padding and margin behave with percentage values (#7785)
# Objective

Add a comment explaining that percentage padding is calculated based on the width of the parent node.
2023-02-25 16:38:03 +00:00
JoJoJet
b8263b55fb Support system.in_schedule() and system.on_startup() (#7790)
# Objective

Support the following syntax for adding systems:

```rust
App::new()
    .add_system(setup.on_startup())
    .add_systems((
        show_menu.in_schedule(OnEnter(GameState::Paused)),
        menu_ssytem.in_set(OnUpdate(GameState::Paused)),
        hide_menu.in_schedule(OnExit(GameState::Paused)),
    ))
```

## Solution

Add the traits `IntoSystemAppConfig{s}`, which provide the extension methods necessary for configuring which schedule a system belongs to. These extension methods return `IntoSystemAppConfig{s}`, which `App::add_system{s}` uses to choose which schedule to add systems to.

---

## Changelog

+ Added the extension methods `in_schedule(label)` and  `on_startup()` for configuring the schedule a system belongs to.

## Future Work

* Replace all uses of `add_startup_system` in the engine.
* Deprecate this method
2023-02-24 18:33:55 +00:00
François
1bd7306a3a make bevy_text optional again (#7801)
# Objective

- `bevy_text` used to be "optional". the feature could be disabled, which meant that the systems were not added but `bevy_text` was still compiled because of a hard dependency in `bevy_ui`
- Running something without `bevy_text` enabled and with `bevy_ui` enabled now crashes:
```
thread 'main' panicked at 'called `Option::unwrap()` on a `None` value', /bevy/crates/bevy_ecs/src/schedule/schedule.rs:1147:34
```
- This is because `bevy_ui` declares some of its systems in ambiguity sets with systems from `bevy_text`, which were not added if `bevy_text` is disabled

## Solution

- Make `bevy_text` completely optional

## Migration Guide

- feature `bevy_text` now completely removes `bevy_text` from the dependencies when not enabled. Enable feature `bevy_text` if you use Bevy to render text
2023-02-24 02:21:07 +00:00
Rob Parrett
5bd1907517 Re-enable taffy send+sync assert (#7769)
# Objective

Fix up a `FIXME` comment

## Solution

It looks like the linked issue has been resolved and we can re-enable the "assertion."
2023-02-21 02:36:05 +00:00
Rob Parrett
da8bf66cf8 Remove unnecessary clippy allows (#7768)
# Objective

I think that these allows are no longer necessary after #6534.

## Solution

Let's remove them and see if clippy complains.
2023-02-20 23:59:03 +00:00
ickshonpe
c4f0de52eb Add a BackgroundColor component to TextBundle (#7596)
# Objective

`TextBundle` should have a `BackgroundColor` component.

Apart from adding emphasis etc to text, adding a background color to text nodes can be extremely useful for understanding how Bevy aligns, sizes and positions text, and identifying and debugging problems.

It's easy for users to insert the `BackgroundColor` component themselves but not immediately obvious or discoverable that it's possible. A `BackgroundColor` component allows us to add a `with_background_color` helper function to `TextBundle`.

related issue: #5935

## Solution

Add a `BackgroundColor` component to `TextBundle`.

---

## Changelog

* Added a `BackgroundColor` component to `TextBundle`.
* Added a helper method `with_background_color` to `TextBundle`.

## Migration Guide
`TextBundle` now has a `BackgroundColor` component. 

Use `TextBundle`'s `background_color` field or the `with_background_color` method to set a background color for text when spawning a text node, in place of manual insertion of a `BackgroundColor` component.
2023-02-20 22:42:46 +00:00
Griffin
912fb58869 Initial tonemapping options (#7594)
# Objective

Splits tone mapping from https://github.com/bevyengine/bevy/pull/6677 into a separate PR.
Address https://github.com/bevyengine/bevy/issues/2264.
Adds tone mapping options:
- None: Bypasses tonemapping for instances where users want colors output to match those set.
- Reinhard
- Reinhard Luminance: Bevy's exiting tonemapping
- [ACES](https://github.com/TheRealMJP/BakingLab/blob/master/BakingLab/ACES.hlsl) (Fitted version, based on the same implementation that Godot 4 uses) see https://github.com/bevyengine/bevy/issues/2264
- [AgX](https://github.com/sobotka/AgX)
- SomewhatBoringDisplayTransform
- TonyMcMapface
- Blender Filmic

This PR also adds support for EXR images so they can be used to compare tonemapping options with reference images.

## Migration Guide
- Tonemapping is now an enum with NONE and the various tonemappers.
- The DebandDither is now a separate component.




Co-authored-by: JMS55 <47158642+JMS55@users.noreply.github.com>
2023-02-19 20:38:13 +00:00
Zhixing Zhang
16feb9acb7 Add push contant config to layout (#7681)
# Objective

Allow for creating pipelines that use push constants. To be able to use push constants. Fixes #4825

As of right now, trying to call `RenderPass::set_push_constants` will trigger the following error:

```
thread 'main' panicked at 'wgpu error: Validation Error

Caused by:
    In a RenderPass
      note: encoder = `<CommandBuffer-(0, 59, Vulkan)>`
    In a set_push_constant command
    provided push constant is for stage(s) VERTEX | FRAGMENT | VERTEX_FRAGMENT, however the pipeline layout has no push constant range for the stage(s) VERTEX | FRAGMENT | VERTEX_FRAGMENT
```
## Solution

Add a field push_constant_ranges to` RenderPipelineDescriptor` and `ComputePipelineDescriptor`.

This PR supersedes #4908 which now contains merge conflicts due to significant changes to `bevy_render`.

Meanwhile, this PR also made the `layout` field of `RenderPipelineDescriptor` and `ComputePipelineDescriptor` non-optional. If the user do not need to specify the bind group layouts, they can simply supply an empty vector here. No need for it to be optional.

---

## Changelog
- Add a field push_constant_ranges to RenderPipelineDescriptor and ComputePipelineDescriptor
- Made the `layout` field of RenderPipelineDescriptor and ComputePipelineDescriptor non-optional.


## Migration Guide

- Add push_constant_ranges: Vec::new() to every `RenderPipelineDescriptor` and `ComputePipelineDescriptor`
- Unwrap the optional values on the `layout` field of `RenderPipelineDescriptor` and `ComputePipelineDescriptor`. If the descriptor has no layout, supply an empty vector.


Co-authored-by: Zhixing Zhang <me@neoto.xin>
2023-02-17 06:20:16 +00:00
ickshonpe
11c7e5807a Improve the documentation for flex-basis (#7685)
# Objective

The current doc comment for `flex-basis` states that it is "The initial size of the item", which is a bit confusing since size in Bevy is mostly used to refer to two-dimensional extents but `flex-basis` is a one-dimensional value.

It also needs to explain that:
* `flex-basis` sets the initial length of the main axis.
* Overrides `size` on the main axis.
* Obeys the `min_size` and `max_size` constraints.
2023-02-15 13:58:01 +00:00
ickshonpe
e950b1e09b Changes in the size of a text node should trigger recomputation of its text (#7674)
# Objective

The text contained by a text node is only recomputed when its `Style` or `Text` components change, or when the scale factor changes. Not when the geometry of the text node is modified.

Make it so that any change in text node size triggers a text recomputation.

## Solution

Change `text_system` so that it queries for text nodes with changed `Node` components and recomputes their text. 

---

Most users won't notice any difference but it should fix some confusing edge cases in more complicated and interactive layouts.

## Changelog

* Added `Changed<Node>` to the change detection query of `text_system`. This ensures that any change in the size of a text node will cause any text it contains to be recomputed.
2023-02-14 14:46:28 +00:00
ickshonpe
39bf45cf5e Add doc tests for the Size constructor functions (#7658)
# Objective

Add doc tests for the `Size` constructor functions.

Also changed the function descriptions so they explicitly state the values that elided values are given.

## Changelog
* Added doc tests for the `Size` constructor functions.
2023-02-13 18:20:34 +00:00
ickshonpe
5a71831b31 The size field of CalculatedSize should not be a Size (#7641)
# Objective

The `size` field of `CalculatedSize` shouldn't be a `Size` as it only ever stores (unscaled) pixel values. By default its fields are `Val::Auto` but these are converted to `0`s before being sent to Taffy.

## Solution

Change the `size` field of `CalculatedSize` to a Vec2.

## Changelog

* Changed the `size` field of `CalculatedSize` to a Vec2.
* Removed the `Val` <-> `f32`  conversion code for  `CalculatedSize`.

## Migration Guide

* The size field of `CalculatedSize` has been changed to a `Vec2`.
2023-02-13 18:20:29 +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
Torstein Grindvik
38766faccb Refactor Globals and View structs into separate shaders (#7512)
fixes #6799 

# Objective

We should be able to reuse the `Globals` or `View` shader struct definitions from anywhere (including third party plugins) without needing to worry about defining unrelated shader defs.
Also we'd like to refactor these structs to not be repeatedly defined.

## Solution

Refactor both `Globals` and `View` into separate importable shaders.
Use the imports throughout.

Co-authored-by: Torstein Grindvik <52322338+torsteingrindvik@users.noreply.github.com>
2023-02-11 17:55:18 +00:00
ickshonpe
16ce3859e3 Document how Style's size constraints interact (#7613)
# Objective

Document how `Style`'s size constraints interact.

# Changelog
* Added extra doc comments to `Style`'s size fields.
2023-02-10 23:50:28 +00:00
ickshonpe
2d1dcbff7b Fix the AlignSelf documentation (#7577)
# Objective

The current `AlignSelf` doc comments: 

```rust
pub enum AlignSelf {
    /// Use the value of [`AlignItems`]
    Auto,
    /// If the parent has [`AlignItems::Center`] only this item will be at the start
    FlexStart,
    /// If the parent has [`AlignItems::Center`] only this item will be at the end
    FlexEnd,
    /// If the parent has [`AlignItems::FlexStart`] only this item will be at the center
    Center,
    /// If the parent has [`AlignItems::Center`] only this item will be at the baseline
    Baseline,
    /// If the parent has [`AlignItems::Center`] only this item will stretch along the whole cross axis
    Stretch,
}
```

Actual behaviour of `AlignSelf` in Bevy main:

<img width="642" alt="align_self" src="https://user-images.githubusercontent.com/27962798/217795178-7a82638f-118d-4474-b7f9-ca27f204731d.PNG">

The white label at the top of each column is the parent node's `AlignItems` setting.
`AlignSelf` is always applied, not (as the documentation states) only when the parent has `AlignItems::Center` or `AlignItems::FlexStart` set.

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

fn main() {
    App::new()
        .add_plugins(DefaultPlugins)
        .add_startup_system(setup)
        .run();
}

fn setup(mut commands: Commands, asset_server: Res<AssetServer>) {
    commands.spawn(Camera2dBundle::default());
    commands.spawn(NodeBundle {
        style: Style {
            justify_content: JustifyContent::SpaceAround,
            align_items: AlignItems::Center,
            size: Size::new(Val::Percent(100.), Val::Percent(100.)),
            ..Default::default()
        },
        background_color: BackgroundColor(Color::NAVY),
        ..Default::default()
    }).with_children(|builder| {
        for align_items in [
            AlignItems::Baseline,
            AlignItems::FlexStart,
            AlignItems::Center,
            AlignItems::FlexEnd,
            AlignItems::Stretch,
        ] {
            builder.spawn(NodeBundle {
                style: Style {
                    align_items,
                    flex_direction: FlexDirection::Column,
                    justify_content: JustifyContent::SpaceBetween,
                    size: Size::new(Val::Px(150.), Val::Px(500.)),
                    ..Default::default()
                },
                background_color: BackgroundColor(Color::DARK_GRAY),
                ..Default::default()
            }).with_children(|builder| {
                builder.spawn((
                    TextBundle {
                        text: Text::from_section(
                            format!("AlignItems::{align_items:?}"),
                            TextStyle {
                                font: asset_server.load("fonts/FiraSans-Regular.ttf"),
                                font_size: 16.0,
                                color: Color::BLACK,
                            },
                        ),
                        style: Style {
                            align_self: AlignSelf::Stretch,
                            ..Default::default()
                        },
                        ..Default::default()
                    },
                    BackgroundColor(Color::WHITE),
                ));

                for align_self in [
                    AlignSelf::Auto,
                    AlignSelf::FlexStart,
                    AlignSelf::Center,
                    AlignSelf::FlexEnd,
                    AlignSelf::Baseline,
                    AlignSelf::Stretch,
                ] {
                    builder.spawn((
                        TextBundle {
                            text: Text::from_section(
                                format!("AlignSelf::{align_self:?}"),
                                TextStyle {
                                    font: asset_server.load("fonts/FiraSans-Regular.ttf"),
                                    font_size: 16.0,
                                    color: Color::WHITE,
                                },
                            ),
                            style: Style {
                                align_self,
                                ..Default::default()
                            },
                            ..Default::default()
                        },
                        BackgroundColor(Color::BLACK),
                    ));
                }
            });
        }
    });
}
```
2023-02-09 20:00:11 +00:00
ira
f69f1329e0 Fix Window feedback loop between the OS and Bevy (#7517)
# Objective

Fix #7377
Fix #7513

## Solution

Record the changes made to the Bevy `Window` from `winit` as 'canon' to avoid Bevy sending those changes back to `winit` again, causing a feedback loop.

## Changelog

* Removed `ModifiesWindows` system label.
  Neither `despawn_window` nor `changed_window` actually modify the `Window` component so all the `.after(ModifiesWindows)` shouldn't be necessary.
* Moved `changed_window` and `despawn_window` systems to `CoreStage::Last` to avoid systems making changes to the `Window` between `changed_window` and the end of the frame as they would be ignored.

## Migration Guide
The `ModifiesWindows` system label was removed.


Co-authored-by: devil-ira <justthecooldude@gmail.com>
2023-02-07 14:18:13 +00:00
张林伟
aa4170d9a4 Rename schedule v3 to schedule (#7519)
# Objective

- Follow up of https://github.com/bevyengine/bevy/pull/7267

## Solution

- Rename schedule_v3 to schedule
- Suppress "module inception" lint
2023-02-06 18:44:40 +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
DanielJin21
2e53f3b775 Don't ignore UI scale for text (#7510)
# Objective

Fixes #7476. UI scale was being incorrectly ignored when a primary window exists.

## Solution

Always take into account UI scale, regardless of whether a primary window exists.

Tested locally on @forbjok 's minimal repro project https://github.com/forbjok/bevy_ui_repro with this patch, and the issue is fixed on my machine.
2023-02-05 18:15:22 +00:00
ira
32023a5f6a Remove broken DoubleEndedIterator impls on event iterators (#7469)
The `DoubleEndedIterator` impls produce incorrect results on subsequent calls to `iter()` if the iterator is only partially consumed.

The following code shows what happens
```rust

fn next_back_is_bad() {
    let mut events = Events::<TestEvent>::default();
    events.send(TestEvent { i: 0 });
    events.send(TestEvent { i: 1 });
    events.send(TestEvent { i: 2 });
    let mut reader = events.get_reader();
    let mut iter = reader.iter(&events);
    assert_eq!(iter.next_back(), Some(&TestEvent { i: 2 }));
    assert_eq!(iter.next(), Some(&TestEvent { i: 0 }));
    
    let mut iter = reader.iter(&events);
    // `i: 2` event is returned twice! The `i: 1` event is missed. 
    assert_eq!(iter.next(), Some(&TestEvent { i: 2 }));
    assert_eq!(iter.next(), None);
}
```

I don't think this can be fixed without adding some very convoluted bookkeeping.

## Migration Guide
`ManualEventIterator` and `ManualEventIteratorWithId` are no longer `DoubleEndedIterator`s.



Co-authored-by: devil-ira <justthecooldude@gmail.com>
2023-02-05 15:18:19 +00:00
Aceeri
67826b21d4 Replace RemovedComponents<T> backing with Events<Entity> (#5680)
# Objective
Removal events are unwieldy and require some knowledge of when to put systems that need to catch events for them, it is very easy to end up missing one and end up with memory leak-ish issues where you don't clean up after yourself.

## Solution
Consolidate removals with the benefits of `Events<...>` (such as double buffering and per system ticks for reading the events) and reduce the special casing of it, ideally I was hoping to move the removals to a `Resource` in the world, but that seems a bit more rough to implement/maintain because of double mutable borrowing issues.

This doesn't go the full length of change detection esque removal detection a la https://github.com/bevyengine/rfcs/pull/44.
Just tries to make the current workflow a bit more user friendly so detecting removals isn't such a scheduling nightmare.

---

## Changelog
- RemovedComponents<T> is now backed by an `Events<Entity>` for the benefits of double buffering.

## Migration Guide
- Add a `mut` for `removed: RemovedComponents<T>` since we are now modifying an event reader internally.
- Iterating over removed components now requires `&mut removed_components` or `removed_components.iter()` instead of `&removed_components`.
2023-02-04 20:53:37 +00:00
ickshonpe
36320762f4 change the default width and height of Size to Val::Auto (#7475)
# Objective

In CSS Flexbox width and height are auto by default, whereas in Bevy their default is `Size::Undefined`.
This means that, unlike in CSS, if you elide a height or width value for a node it will be given zero length (unless it has an explicitly sized child node). This has misled users into falsely assuming that they have to explicitly set a value for both height and width all the time.

relevant issue: #7120

## Solution

Change the `Size` `width` and `height` default values to `Val::Auto`

## Changelog

* Changed the `Size` `width` and `height` default values to `Val::Auto`

## Migration Guide

The default values for `Size` `width` and `height` have been changed from `Val::Undefined` to `Val::Auto`.
It's unlikely to cause any issues with existing code.
2023-02-03 01:35:06 +00:00
ickshonpe
00ff8adfd6 Size::height sets width not height (#7478)
# Objective
```rust
pub const fn height(width: Val) -> Self {
        Self {
            width,
            height: Val::DEFAULT,
        }
    }
```
😓

## Solution
Swap `width` and `height`.
2023-02-02 22:09:21 +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
f3b8ff6549 Rename the background_color of 'ExtractedUiNode to color` (#7452)
# Problem
The field is called `background_color` but it is also used to hold the colors of text glyphs and images.
It's mildly confusing and longer to type than just `color`.

## Solution
Rename `background_color` to `color`.

## Changelog
* Renamed the `background_color` field of `ExtractedUiNode` to `color`.

## Migration Guide
* The `background_color` field of `ExtractedUiNode` is now named `color`.
2023-02-01 00:24:25 +00:00
ickshonpe
a441939ba5 Remove QueuedText (#7414)
## Objective

Remove `QueuedText`.

`QueuedText` isn't useful. It's exposed in the `bevy_ui` public interface but can't be used for anything because its `entities` field is private.

## Solution

Remove the `QueuedText` struct and use a `Local<Vec<Entity>` in its place.

## Changelog

* Removed `QueuedText`
2023-01-31 18:42:22 +00:00
Torstein Grindvik
67aa2953d0 Extract component derive (#7399)
# Objective

In simple cases we might want to derive the `ExtractComponent` trait.
This adds symmetry to the existing `ExtractResource` derive.

## Solution

Add an implementation of `#[derive(ExtractComponent)]`.
The implementation is adapted from the existing `ExtractResource` derive macro.

Additionally, there is an attribute called `extract_component_filter`. This allows specifying a query filter type used when extracting.
If not specified, no filter (equal to `()`) is used.

So:

```rust
#[derive(Component, Clone, ExtractComponent)]
#[extract_component_filter(With<Fuel>)]
pub struct Car {
    pub wheels: usize,
}
```

would expand to (a bit cleaned up here):

```rust
impl ExtractComponent for Car
{
    type Query = &'static Self;
    type Filter = With<Fuel>;
    type Out = Self;
    fn extract_component(item: QueryItem<'_, Self::Query>) -> Option<Self::Out> {
        Some(item.clone())
    }
}
```

---

## Changelog

- Added the ability to `#[derive(ExtractComponent)]` with an optional filter.
2023-01-30 18:12:16 +00:00
Daniel Chia
c3a46822e1 Cascaded shadow maps. (#7064)
Co-authored-by: Robert Swain <robert.swain@gmail.com>

# Objective

Implements cascaded shadow maps for directional lights, which produces better quality shadows without needing excessively large shadow maps.

Fixes #3629

Before
![image](https://user-images.githubusercontent.com/1222141/210061203-bbd965a4-8d11-4cec-9a88-67fc59d0819f.png)

After
![image](https://user-images.githubusercontent.com/1222141/210061334-2ff15334-e6d7-4a31-9314-f34a7805cac6.png)


## Solution

Rather than rendering a single shadow map for directional light, the view frustum is divided into a series of cascades, each of which gets its own shadow map. The correct cascade is then sampled for shadow determination.

---

## Changelog

Directional lights now use cascaded shadow maps for improved shadow quality.


## Migration Guide

You no longer have to manually specify a `shadow_projection` for a directional light, and these settings should be removed. If customization of how cascaded shadow maps work is desired, modify the `CascadeShadowConfig` component instead.
2023-01-25 12:35:39 +00:00
ickshonpe
cf612c8349 fix upsert_leaf not setting a MeasureFunc for new leaf nodes (#7351)
# Problem

The `upsert_leaf` method creates a new `MeasureFunc` and, if required, a new leaf node, but then it only adds the new `MeasureFunc` to existing leaf nodes.

## Solution

Add the `MeasureFunc` to new leaf nodes as well.
2023-01-24 16:09:52 +00:00
James Liu
7a176ae0a8 Optimize color computation in prepare_uinodes (#7311)
# Objective
Speed up `prepare_uinodes`. The color `[f32; 4]` is being computed separately for every vertex in the UI, even though the color is the same for all 6 verticies.

## Solution
Avoid recomputing the color and cache it for all 6 verticies.

## Performance
On `many_buttons`, this shaved off 33% of the time in `prepare_uinodes` (7.67ms -> 5.09ms) on my local machine.
![image](https://user-images.githubusercontent.com/3137680/213862448-236ac6e4-040a-4c86-a801-b947d99cc581.png)
2023-01-22 06:51:31 +00:00
Molot2032
cef56a0d47 Allow users of Text/TextBundle to choose from glyph_brush_layout's BuiltInLineBreaker options. (#7283)
# Objective
Currently, Text always uses the default linebreaking behaviour in glyph_brush_layout `BuiltInLineBreaker::Unicode` which breaks lines at word boundaries. However, glyph_brush_layout also supports breaking lines at any character by setting the linebreaker to `BuiltInLineBreaker::AnyChar`. Having text wrap character-by-character instead of at word boundaries is desirable in some cases - consider that consoles/terminals usually wrap this way.

As a side note, the default Unicode linebreaker does not seem to handle emergency cases, where there is no word boundary on a line to break at. In that case, the text runs out of bounds. Issue #1867 shows an example of this.

## Solution
Basically just copies how TextAlignment is exposed, but for a new enum TextLineBreakBehaviour.
This PR exposes glyph_brush_layout's two simple linebreaking options (Unicode, AnyChar) to users of Text via the enum TextLineBreakBehaviour (which just translates those 2 aforementioned options), plus a method 'with_linebreak_behaviour' on Text and TextBundle. 

## Changelog

Added `Text::with_linebreak_behaviour`
Added `TextBundle::with_linebreak_behaviour` 
`TextPipeline::queue_text` and `GlyphBrush::compute_glyphs` now need a TextLineBreakBehaviour argument, in order to pass through the new field.
Modified the `text2d` example to show both linebreaking behaviours. 


## Example
Here's what the modified example looks like
![image](https://user-images.githubusercontent.com/117271367/213589184-b1a54bf3-116c-4721-8cb6-1cb69edb3070.png)
2023-01-21 00:17:11 +00:00
François
0804136dcd expose cursor position with scale (#7297)
# Objective

- Fixes #7288
- Do not expose access directly to cursor position as it is the physical position, ignoring scale

## Solution

- Make cursor position private
- Expose getter/setter on the window to have access to the scale
2023-01-20 14:25:24 +00:00
ickshonpe
cab065bad4 remove the image loaded check for nodes without images in extract_uinodes (#7280)
## Problem

`extract_uinodes` checks if an image is loaded for nodes without images

## Solution

Move the image loading skip check so that it is only performed for nodes with a `UiImage` component.
2023-01-20 01:05:30 +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
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
Daniel Chia
517deda215 Make PipelineCache internally mutable. (#7205)
# Objective

- Allow rendering queue systems to use a `Res<PipelineCache>` even for queueing up new rendering pipelines. This is part of unblocking parallel execution queue systems.

## Solution

- Make `PipelineCache` internally mutable w.r.t to queueing new pipelines. Pipelines are no longer immediately updated into the cache state, but rather queued into a Vec. The Vec of pending new pipelines is then later processed at the same time we actually create the queued pipelines on the GPU device.

---

## Changelog

`PipelineCache` no longer requires mutable access in order to queue render / compute pipelines.

## Migration Guide

* Most usages of `resource_mut::<PipelineCache>` and `ResMut<PipelineCache>` can be changed to `resource::<PipelineCache>` and `Res<PipelineCache>` as long as they don't use any methods requiring mutability - the only public method requiring it is `process_queue`.
2023-01-16 15:41:14 +00:00
François
ba3069f008 Change default FocusPolicy to Pass (#7161)
# Objective

- While building UI, it makes more sense for most nodes to have a `FocusPolicy` of `Pass`, so that user interaction can correctly bubble
- Only `ButtonBundle` blocks by default

This change means that for someone adding children to a button, it's not needed to change the focus policy of those children to `Pass` for the button to continue to work.

---

## Changelog

- `FocusPolicy` default has changed from `FocusPolicy::Block` to `FocusPolicy::Pass`

## Migration Guide

- `FocusPolicy` default has changed from `FocusPolicy::Block` to `FocusPolicy::Pass`
2023-01-12 17:15:20 +00:00
Joshua Chapman
9dd8fbc570 Added Ref to allow immutable access with change detection (#7097)
# Objective

- Fixes #7066 

## Solution

- Split the ChangeDetection trait into ChangeDetection and ChangeDetectionMut
- Added Ref as equivalent to &T with change detection

---

## Changelog

- Support for Ref which allow inspecting change detection flags in an immutable way

## Migration Guide

- While bevy prelude includes both ChangeDetection and ChangeDetectionMut any code explicitly referencing ChangeDetection might need to be updated to ChangeDetectionMut or both. Specifically any reading logic requires ChangeDetection while writes requires ChangeDetectionMut.

use bevy_ecs::change_detection::DetectChanges -> use bevy_ecs::change_detection::{DetectChanges, DetectChangesMut}

- Previously Res had methods to access change detection `is_changed` and `is_added` those methods have been moved to the `DetectChanges` trait. If you are including bevy prelude you will have access to these types otherwise you will need to `use bevy_ecs::change_detection::DetectChanges` to continue using them.
2023-01-11 15:41:54 +00:00
François
9be47e3328 Fix overflow scaling for images (#7142)
# Objective

- Fixes #4057 
- Do not multiply position by scale factor
2023-01-09 21:43:30 +00:00
James Liu
bef9bc1844 Reduce branching in TrackedRenderPass (#7053)
# Objective
Speed up the render phase for rendering.

## Solution
 - Follow up #6988 and make the internals of atomic IDs `NonZeroU32`. This niches the `Option`s of the IDs in draw state, which reduces the size and branching behavior when evaluating for equality.
 - Require `&RenderDevice` to get the device's `Limits` when initializing a `TrackedRenderPass` to preallocate the bind groups and vertex buffer state in `DrawState`, this removes the branch on needing to resize those `Vec`s.

## Performance
This produces a similar speed up akin to that of #6885. This shows an approximate 6% speed up in `main_opaque_pass_3d` on `many_foxes` (408.79 us -> 388us). This should be orthogonal to the gains seen there.

![image](https://user-images.githubusercontent.com/3137680/209906239-e430f026-63c2-4b95-957e-a2045b810d79.png)

---

## Changelog
Added: `RenderContext::begin_tracked_render_pass`.
Changed: `TrackedRenderPass` now requires a `&RenderDevice` on construction.
Removed: `bevy_render::render_phase::DrawState`. It was not usable in any form outside of `bevy_render`.

## Migration Guide
TODO
2023-01-09 19:24:56 +00:00
Rob Parrett
3dd8b42f72 Fix various typos (#7096)
I stumbled across a typo in some docs. Fixed some more while I was in there.
2023-01-06 00:43:30 +00:00
James O'Brien
df3673f679 Add const to methods and const defaults to bevy_ui (#5542)
# Objective
- Fixes #5529 

## Solution
- Add assosciated constants named DEFAULT to as many types as possible
- Add const to as many methods in bevy_ui as possible

I have not applied the same treatment to the bundles in bevy_ui as it would require going into other bevy crates to implement const defaults for structs in bevy_text or relies on UiImage which calls HandleUntyped.typed() which isn't const safe.

Alternatively the defaults could relatively easily be turned into a macro to regain some of the readability and conciseness at the cost of explicitness.
Such a macro that partially implements this exists as a crate here: [const-default](https://docs.rs/const-default/latest/const_default/derive.ConstDefault.html) but does not support enums.

Let me know if there's anything I've missed or if I should push further into other crates.

Co-authored-by: Carter Anderson <mcanders1@gmail.com>
2023-01-04 19:58:09 +00:00
James Liu
2d727afaf7 Flatten render commands (#6885)
# Objective
Speed up the render phase of rendering. Simplify the trait structure for render commands.

## Solution

 - Merge `EntityPhaseItem` into `PhaseItem` (`EntityPhaseItem::entity` -> `PhaseItem::entity`)
 - Merge `EntityRenderCommand` into `RenderCommand`.
 - Add two associated types to `RenderCommand`: `RenderCommand::ViewWorldQuery` and `RenderCommand::WorldQuery`.
 - Use the new associated types to construct two `QueryStates`s for `RenderCommandState`.
 - Hoist any `SQuery<T>` fetches in `EntityRenderCommand`s into the aformentioned two queries. Batch fetch them all at once.

## Performance
`main_opaque_pass_3d` is slightly faster on `many_foxes` (427.52us -> 401.15us)

![image](https://user-images.githubusercontent.com/3137680/206359804-9928b20a-7d92-41f8-bf7d-6e8c5cc802f0.png)

The shadow pass node is also slightly faster (344.52 -> 338.24us)

![image](https://user-images.githubusercontent.com/3137680/206359977-1212198d-f933-49a0-80f1-62ff88eb5727.png)

## Future Work

 - Can we hoist the view level queries out of the core loop?

---

## Changelog
Added: `PhaseItem::entity`
Added: `RenderCommand::ViewWorldQuery` associated type.
Added: `RenderCommand::ItemorldQuery` associated type.
Added: `Draw<T>::prepare` optional trait function.
Removed: `EntityPhaseItem` trait

## Migration Guide
TODO
2023-01-04 01:13:30 +00:00
Kurt Kühnert
b833bdab17 Allow to reuse the same RenderPass for multiple RenderPhases (#7043)
# Objective

- The recently merged PR #7013 does not allow multiple `RenderPhase`s to share the same `RenderPass`.
- Due to the introduced overhead we want to minimize the number of `RenderPass`es recorded during each frame.

## Solution

- Take a constructed `TrackedRenderPass` instead of a `RenderPassDiscriptor` as a parameter to the `RenderPhase::render` method.

---

## Changelog

To enable multiple `RenderPhases` to share the same `TrackedRenderPass`,
the `RenderPhase::render` signature has changed.

```rust
pub fn render<'w>(
  &self,
  render_pass: &mut TrackedRenderPass<'w>,
  world: &'w World,
  view: Entity)
```


Co-authored-by: Kurt Kühnert <51823519+kurtkuehnert@users.noreply.github.com>
2023-01-02 21:39:54 +00:00
Kurt Kühnert
ca85f6c903 Extract common RenderPhase code into render method (#7013)
# Objective

All `RenderPhases` follow the same render procedure.
The same code is duplicated multiple times across the codebase.

## Solution

I simply extracted this code into a method on the `RenderPhase`. 
This avoids code duplication and makes setting up new `RenderPhases` easier.

---

## Changelog

### Changed

You can now set up the rendering code of a `RenderPhase` directly using the `RenderPhase::render` method, instead of implementing it manually in your render graph node.
2022-12-27 03:29:59 +00:00
Rob Parrett
2938792c7d Upgrade to Taffy 0.2 (#6743)
# Objective

Upgrade to Taffy 0.2

## Solution

Do it

## Changelog

Upgraded to Taffy 0.2, improving UI layout performance significantly and adding the flexbox `gap` property and `AlignContent::SpaceEvenly`.

## Notes

`many_buttons` is 8% faster! speed improvements for more highly nested UIs will be much more dramatic. Great work, Team Taffy.
2022-12-21 02:15:53 +00:00
Benoît Vermont
150a3572bd Fix UiCameraConfig doc (link to the Camera page) (#6969)
The Camera link in the UiCameraConfig was not rendered properly by the documentation.

# Objective

- In the UiCameraConfig page (https://docs.rs/bevy/latest/bevy/prelude/struct.UiCameraConfig.html), a link to the Camera page (https://docs.rs/bevy/latest/bevy/render/camera/struct.Camera.html) is broken.

## Solution

- It seems that when using URL fragment specifiers, backtick should not be used. It might be an issue of rust itself. Replacing the URL fragment specifier `[`Camera`]: bevy_render:📷:Camera` with `[Camera]: bevy_render:📷:Camera` solves this.
2022-12-20 23:32:04 +00:00
ickshonpe
8545580214 text aspect ratio bug fix (#6825)
## Objective 

Bevy UI uses a `MeasureFunc` that preserves the aspect ratio of text, not just images. This means that the extent of flex-items containing text may be calculated incorrectly depending on the ratio of the text size compared to the size of its containing node.

Fixes #6748 
Related to #6724

with Bevy 0.9:

![Capture_cols_0 9](https://user-images.githubusercontent.com/27962798/205435999-386d3400-fe9b-475a-aab1-18e61c4c074f.PNG)

with this PR (accurately matching the behavior of Flexbox):

![Capture_fixed](https://user-images.githubusercontent.com/27962798/205436005-6bafbcc2-cd87-4eb7-b5c6-9dbcb30fc795.PNG)

## Solution
Only perform the aspect ratio calculations if the uinode contains an image.

## Changelog
* Added a field `preserve_aspect_ratio` to `CalculatedSize`
* The `MeasureFunc` only preserves the aspect ratio when `preserve_aspect_ratio` is true.
* `update_image_calculated_size_system` sets `preserve_aspect_ratio` to true for nodes with images.
2022-12-20 16:44:12 +00:00
Nicola Papale
a5106c841f Remove needless manual default impl of ButtonBundle (#6970)
# Objective

- Remove a manual impl block for something that can be derived
- Correct a misleading doc comment.
2022-12-20 16:17:14 +00:00
Zoey
4820917af6 Add set_if_neq method to DetectChanges trait (Rebased) (#6853)
# Objective

Change detection can be spuriously triggered by setting a field to the same value as before. As a result, a common pattern is to write:

```rust
if *foo != value {
  *foo = value;
}
```

This is confusing to read, and heavy on boilerplate.

Adopted from #5373, but untangled and rebased to current `bevy/main`.

## Solution

    1. Add a method to the `DetectChanges` trait that implements this boilerplate when the appropriate trait bounds are met.

    2. Document this minor footgun, and point users to it.


## Changelog

    * added the `set_if_neq` method to avoid triggering change detection when the new and previous values are equal. This will work on both components and resources.


## Migration Guide

If you are manually checking if a component or resource's value is equal to its new value before setting it to avoid triggering change detection, migrate to the clearer and more convenient `set_if_neq` method.
## Context

Related to #2363 as it avoids triggering change detection, but not a complete solution (as it still requires triggering it when real changes are made).



Co-authored-by: Zoey <Dessix@Dessix.net>
2022-12-11 19:24:19 +00:00
Jay Pavlina
e621acd7f2 Remove TextError::ExceedMaxTextAtlases(usize) variant (#6796)
# Objective

Fixes #6756

## Solution

Removes the variant wherever it's used

Co-authored-by: Jay Pavlina <jay@enjin.io>
2022-12-05 23:23:16 +00:00
IceSentry
f119d9df8e Add DrawFunctionsInternals::id() (#6745)
# Objective

- Every usage of `DrawFunctionsInternals::get_id()` was followed by a `.unwrap()`. which just adds boilerplate.

## Solution

- Introduce a fallible version of `DrawFunctionsInternals::get_id()` and use it where possible.
- I also took the opportunity to improve the error message a little in the case where it fails.

---

## Changelog

- Added `DrawFunctionsInternals::id()`
2022-11-28 13:54:13 +00:00
Rob Parrett
d1528dfbf8 Warn instead of erroring when max_font_atlases is exceeded (#6673)
# Objective

Fixes #6642

In a way that doesn't create any breaking changes, as a possible way to fix the above in a patch release.

## Solution

Don't actually remove font atlases when `max_font_atlases` is exceeded. Add a warning instead.

Keep `TextError::ExceedMaxTextAtlases` and `TextSettings` as-is so we don't break anything.

This is a bit of a cop-out, but the problems revealed by #6642 seem very challenging to fix properly.

Maybe follow up later with something more like https://github.com/rparrett/bevy/commits/remove-max-font-atlases later, if this is the direction we want to go.

## Note

See previous attempt at a "simple fix" that only solved some of the issues: #6666
2022-11-25 23:49:25 +00:00
Torstein Grindvik
daa57fe489 Add try_* to add_slot_edge, add_node_edge (#6720)
# Objective

`add_node_edge` and `add_slot_edge` are fallible methods, but are always used with `.unwrap()`.
`input_node` is often unwrapped as well.
This points to having an infallible behaviour as default, with an alternative fallible variant if needed.

Improves readability and ergonomics.

## Solution

- Change `add_node_edge` and `add_slot_edge` to panic on error.
- Change `input_node` to panic on `None`.
- Add `try_add_node_edge` and `try_add_slot_edge` in case fallible methods are needed.
- Add `get_input_node` to still be able to get an `Option`.
---

## Changelog

### Added

- `try_add_node_edge`
- `try_add_slot_edge`
- `get_input_node`

### Changed

- `add_node_edge` is now infallible (panics on error)
- `add_slot_edge` is now infallible (panics on error)
- `input_node` now panics on `None`

## Migration Guide

Remove `.unwrap()` from `add_node_edge` and `add_slot_edge`.
For cases where the error was handled, use `try_add_node_edge` and `try_add_slot_edge` instead.

Remove `.unwrap()` from `input_node`.
For cases where the option was handled, use `get_input_node` instead.


Co-authored-by: Torstein Grindvik <52322338+torsteingrindvik@users.noreply.github.com>
2022-11-21 21:58:39 +00:00
Torstein Grindvik
174819be83 ExtractComponent output optional associated type (#6699)
# Objective

Allow more use cases where the user may benefit from both `ExtractComponentPlugin` _and_ `UniformComponentPlugin`.

## Solution

Add an associated type to `ExtractComponent` in order to allow specifying the output component (or bundle).

Make `extract_component` return an `Option<_>` such that components can be extracted only when needed.

What problem does this solve?

`ExtractComponentPlugin` allows extracting components, but currently the output type is the same as the input.
This means that use cases such as having a settings struct which turns into a uniform is awkward.

For example we might have:

```rust
struct MyStruct {
    enabled: bool,
    val: f32
}

struct MyStructUniform {
    val: f32
}
```

With the new approach, we can extract `MyStruct` only when it is enabled, and turn it into its related uniform.

This chains well with `UniformComponentPlugin`.

The user may then:

```rust
app.add_plugin(ExtractComponentPlugin::<MyStruct>::default());
app.add_plugin(UniformComponentPlugin::<MyStructUniform>::default());
```

This then saves the user a fair amount of boilerplate.


## Changelog

### Changed

- `ExtractComponent` can specify output type, and outputting is optional.



Co-authored-by: Torstein Grindvik <52322338+torsteingrindvik@users.noreply.github.com>
2022-11-21 13:19:44 +00:00
ickshonpe
5972879dec Remove ImageMode (#6674)
# Objective

Delete `ImageMode`. It doesn't do anything except mislead people into thinking it controls the aspect ratio of images somehow.

Fixes #3933 and #6637

## Solution

Delete `ImageMode`

## Changelog

Removes the `ImageMode` enum.
Removes the `image_mode` field from `ImageBundle`
Removes the `With<ImageMode>` query filter from `image_node_system`
Renames `image_node_system` to` update_image_calculated_size_system`
2022-11-18 21:16:32 +00:00
Daniél Kerkmann
6993f3cfe3 Make function Size::new const for bevy_ui widgets (#6602)
# Objective

Fixes #6594 

## Solution

- `New` function for `Size` is now a `const` function :)

## Changelog

- `New` function for `Size` is now a `const` function

## Migration Guide

- Nothing has been changed
2022-11-14 23:08:29 +00:00
ickshonpe
5f1261110f Flip UI image (#6292)
# Objective
Fixes  #3225, Allow for flippable UI Images

## Solution
Add flip_x and flip_y fields to UiImage, and swap the UV coordinates accordingly in ui_prepare_nodes.

## Changelog
* Changes UiImage to a struct with texture, flip_x, and flip_y fields.
* Adds flip_x and flip_y fields to ExtractedUiNode.
* Changes extract_uinodes to extract the flip_x and flip_y values from UiImage.
* Changes prepare_uinodes to swap the UV coordinates as required.
* Changes UiImage derefs to texture field accesses.
2022-11-14 21:59:17 +00:00
Tymon
7231e00507 Note about flex in Style docs (#6616)
# Objective 

- Fixes #6606 

## Solution

- Deleted the note Bevy's UI being upside down since it's no longer true as of version 0.9.0
2022-11-14 13:44:29 +00:00
github-actions[bot]
920543c824 Release 0.9.0 (#6568)
Preparing next release
This PR has been auto-generated
2022-11-12 20:01:29 +00:00
ira
7ced5336e6 Fix panic when the primary window is closed (#6545)
Issue introduced by #6533.

Co-authored-by: devil-ira <justthecooldude@gmail.com>
2022-11-12 01:28:31 +00:00
ira
99c815fd00 Move the cursor's origin back to the bottom-left (#6533)
This reverts commit 8429b6d6ca as discussed in #6522.

I tested that the game_menu example works as it should.

Co-authored-by: devil-ira <justthecooldude@gmail.com>
2022-11-10 20:10:51 +00:00
Brian Merchant
66f495c44e Cleaning up NodeBundle, and some slight UI module re-organization (#6473)
# Objective

`NodeBundle` contains an `image` field, which can be misleading, because if you do supply an image there, nothing will be shown to screen. You need to use an `ImageBundle` instead.

## Solution

* `image` (`UiImage`) field is removed from `NodeBundle`, 
* extraction stage queries now make an optional query for `UiImage`, if one is not found, use the image handle that is used as a default by `UiImage`: c019a60b39/crates/bevy_ui/src/ui_node.rs (L464)
* touching up docs for `NodeBundle` to help guide what `NodeBundle` should be used for
* renamed `entity.rs` to `node_bundle.rs` as that gives more of a hint regarding the module's purpose
* separating `camera_config` stuff from the pre-made UI node bundles so that `node_bundle.rs` makes more sense as a module name.
2022-11-05 20:48:15 +00:00
targrub
96c9c60f80 Use cbrt() instead of powf(1./3.) (#6481)
# Objective

- Use cube root library function instead of handrolling.

## Solution

- Instead of `powf(1./3.)` use `cbrt()`.
2022-11-05 14:12:04 +00:00
Carter Anderson
c019a60b39 Add "end of main pass post processing" render graph node (#6468)
# Objective

Bevy UI (and third party plugins) currently have no good way to position themselves after all post processing effects. They currently use the tonemapping node, but this is not adequate if there is anything after tonemapping (such as FXAA).

## Solution

Add a logical `END_MAIN_PASS_POST_PROCESSING` RenderGraph node that main pass post processing effects position themselves before, and things like UIs can position themselves after.
2022-11-04 22:19:02 +00:00
Carter Anderson
e5905379de Use new let-else syntax where possible (#6463)
# Objective

Let-else syntax is now stable!

## Solution

Use it where possible!
2022-11-04 21:32:09 +00:00
Carter Anderson
e6a0164587 Specialize UI pipeline on "hdr-ness" (#6459)
# Objective

The UI pass in HDR breaks currently because the color attachment format does not match the HDR ViewTarget.

## Solution

Specialize the UI pipeline on "hdr-ness" and select the appropriate format (like we do in the other built in pipelines).
2022-11-03 21:14:03 +00:00
Boxy
30e35764a1 Replace WorldQueryGats trait with actual gats (#6319)
# Objective

Replace `WorldQueryGats` trait with actual gats

## Solution

Replace `WorldQueryGats` trait with actual gats

---

## Changelog

- Replaced `WorldQueryGats` trait with actual gats

## Migration Guide

- Replace usage of `WorldQueryGats` assoc types with the actual gats on `WorldQuery` trait
2022-11-03 16:33:05 +00:00
Gabriel Bourgeois
4b5a33d970 Add z-index support with a predictable UI stack (#5877)
# Objective

Add consistent UI rendering and interaction where deep nodes inside two different hierarchies will never render on top of one-another by default and offer an escape hatch (z-index) for nodes to change their depth.

## The problem with current implementation

The current implementation of UI rendering is broken in that regard, mainly because [it sets the Z value of the `Transform` component based on a "global Z" space](https://github.com/bevyengine/bevy/blob/main/crates/bevy_ui/src/update.rs#L43) shared by all nodes in the UI. This doesn't account for the fact that each node's final `GlobalTransform` value will be relative to its parent. This effectively makes the depth unpredictable when two deep trees are rendered on top of one-another. 

At the moment, it's also up to each part of the UI code to sort all of the UI nodes. The solution that's offered here does the full sorting of UI node entities once and offers the result through a resource so that all systems can use it.

## Solution

### New ZIndex component
This adds a new optional `ZIndex` enum component for nodes which offers two mechanism:
- `ZIndex::Local(i32)`: Overrides the depth of the node relative to its siblings.
- `ZIndex::Global(i32)`: Overrides the depth of the node relative to the UI root. This basically allows any node in the tree to "escape" the parent and be ordered relative to the entire UI.

Note that in the current implementation, omitting `ZIndex` on a node has the same result as adding `ZIndex::Local(0)`. Additionally, the "global" stacking context is essentially a way to add your node to the root stacking context, so using `ZIndex::Local(n)` on a root node (one without parent) will share that space with all nodes using `Index::Global(n)`.

### New UiStack resource
This adds a new `UiStack` resource which is calculated from both hierarchy and `ZIndex` during UI update and contains a vector of all node entities in the UI, ordered by depth (from farthest from camera to closest). This is exposed publicly by the bevy_ui crate with the hope that it can be used for consistent ordering and to reduce the amount of sorting that needs to be done by UI systems (i.e. instead of sorting everything by `global_transform.z` in every system, this array can be iterated over).

### New z_index example
This also adds a new z_index example that showcases the new `ZIndex` component. It's also a good general demo of the new UI stack system, because making this kind of UI was very broken with the old system (e.g. nodes would render on top of each other, not respecting hierarchy or insert order at all).

![image](https://user-images.githubusercontent.com/1060971/189015985-8ea8f989-0e9d-4601-a7e0-4a27a43a53f9.png)

---

## Changelog

- Added the `ZIndex` component to bevy_ui.
- Added the `UiStack` resource to bevy_ui, and added implementation in a new `stack.rs` module.
- Removed the previous Z updating system from bevy_ui, because it was replaced with the above.
- Changed bevy_ui rendering to use UiStack instead of z ordering.
- Changed bevy_ui focus/interaction system to use UiStack instead of z ordering.
- Added a new z_index example.

## ZIndex demo
Here's a demo I wrote to test these features
https://user-images.githubusercontent.com/1060971/188329295-d7beebd6-9aee-43ab-821e-d437df5dbe8a.mp4


Co-authored-by: Carter Anderson <mcanders1@gmail.com>
2022-11-02 22:06:04 +00:00
Alice Cecile
334e09892b Revert "Show prelude re-exports in docs (#6448)" (#6449)
This reverts commit 53d387f340.

# Objective

Reverts #6448. This didn't have the intended effect: we're now getting bevy::prelude shown in the docs again.

Co-authored-by: Alejandro Pascual <alejandro.pascual.pozo@gmail.com>
2022-11-02 20:40:45 +00:00
Alejandro Pascual
53d387f340 Show prelude re-exports in docs (#6448)
# Objective

- Right now re-exports are completely hidden in prelude docs.
- Fixes #6433

## Solution

- We could show the re-exports without inlining their documentation.
2022-11-02 19:35:06 +00:00
JoJoJet
336049da68 Remove outdated uses of single-tuple bundles (#6406)
# Objective

Bevy still has many instances of using single-tuples `(T,)` to create a bundle. Due to #2975, this is no longer necessary.

## Solution

Search for regex `\(.+\s*,\)`. This should have found every instance.
2022-10-29 18:15:28 +00:00
Jakob Hellermann
e71c4d2802 fix nightly clippy warnings (#6395)
# Objective

- fix new clippy lints before they get stable and break CI

## Solution

- run `clippy --fix` to auto-fix machine-applicable lints
- silence `clippy::should_implement_trait` for `fn HandleId::default<T: Asset>`

## Changes
- always prefer `format!("{inline}")` over `format!("{}", not_inline)`
- prefer `Box::default` (or `Box::<T>::default` if necessary) over `Box::new(T::default())`
2022-10-28 21:03:01 +00:00
JoJoJet
456971381c Resolve most remaining execution-order ambiguities (#6341)
# Objective

Bevy's internal plugins have lots of execution-order ambiguities, which makes the ambiguity detection tool very noisy for our users.

## Solution

Silence every last ambiguity that can currently be resolved.
Each time an ambiguity is silenced, it is accompanied by a comment describing why it is correct. This description should be based on the public API of the respective systems. Thus, I have added documentation to some systems describing how they use some resources.

# Future work

Some ambiguities remain, due to issues out of scope for this PR. 

* The ambiguity checker does not respect `Without<>` filters, leading to false positives.
* Ambiguities between `bevy_ui` and `bevy_animation` cannot be resolved, since neither crate knows that the other exists. We will need a general solution to this problem.
2022-10-27 12:56:03 +00:00
Jakob Hellermann
838b318863 separate tonemapping and upscaling passes (#3425)
Attempt to make features like bloom https://github.com/bevyengine/bevy/pull/2876 easier to implement.

**This PR:**
- Moves the tonemapping from `pbr.wgsl` into a separate pass
- also add a separate upscaling pass after the tonemapping which writes to the swap chain (enables resolution-independant rendering and post-processing after tonemapping)
- adds a `hdr` bool to the camera which controls whether the pbr and sprite shaders render into a `Rgba16Float` texture

**Open questions:**
- ~should the 2d graph work the same as the 3d one?~ it is the same now
- ~The current solution is a bit inflexible because while you can add a post processing pass that writes to e.g. the `hdr_texture`, you can't write to a separate `user_postprocess_texture` while reading the `hdr_texture` and tell the tone mapping pass to read from the `user_postprocess_texture` instead. If the tonemapping and upscaling render graph nodes were to take in a `TextureView` instead of the view entity this would almost work, but the bind groups for their respective input textures are already created in the `Queue` render stage in the hardcoded order.~ solved by creating bind groups in render node

**New render graph:**

![render_graph](https://user-images.githubusercontent.com/22177966/147767249-57dd4229-cfab-4ec5-9bf3-dc76dccf8e8b.png)
<details>
<summary>Before</summary>

![render_graph_old](https://user-images.githubusercontent.com/22177966/147284579-c895fdbd-4028-41cf-914c-e1ffef60e44e.png)
</details>

Co-authored-by: Carter Anderson <mcanders1@gmail.com>
2022-10-26 20:13:59 +00:00
targrub
c18b1a839b Prepare for upcoming rustlang by fixing upcoming clippy warnings (#6376)
# Objective

- Proactive changing of code to comply with warnings generated by beta of rustlang version of cargo clippy.

## Solution

- Code changed as recommended by `rustup update`, `rustup default beta`, `cargo run -p ci -- clippy`.
- Tested using `beta` and `stable`.  No clippy warnings in either after changes made.

---

## Changelog

- Warnings fixed were: `clippy::explicit-auto-deref` (present in 11 files), `clippy::needless-borrow` (present in 2 files), and `clippy::only-used-in-recursion` (only 1 file).
2022-10-26 19:15:15 +00:00
Larry Du
c245b17743 Revert thiserror version requirement to match version for all crates. (#6365)
# Objective

- Reverts unnecessary version increase for `thiserror` caused by the following PR. 9066d51420
- The aforementioned PR should have increased `thiserrror` version uniformly across all bevy crates. As far as I can tell it was unneccessary to bump versions 

## Solution

- Revert versions to the matching version used by other bevy "crates"

```
MBP-Larry-Du.local:~/Code/bevy:$ git grep thiserror
CHANGELOG.md:- [Derive thiserror::Error for HexColorError][2740]
crates/bevy_asset/Cargo.toml:thiserror = "1.0"
crates/bevy_asset/src/asset_server.rs:use thiserror::Error;
crates/bevy_asset/src/io/mod.rs:use thiserror::Error;
crates/bevy_gltf/Cargo.toml:thiserror = "1.0"
crates/bevy_gltf/src/loader.rs:use thiserror::Error;
crates/bevy_input/Cargo.toml:thiserror = "1.0"
crates/bevy_input/src/gamepad.rs:use thiserror::Error;
crates/bevy_reflect/Cargo.toml:thiserror = "1.0"
crates/bevy_reflect/src/path.rs:use thiserror::Error;
crates/bevy_render/Cargo.toml:thiserror = "1.0"
```
---

## Changelog

> This section is optional. If this was a trivial fix, or has no externally-visible impact, you can delete this section.

- What changed as a result of this PR? Fixed dependency conflict for building projects. 
Current build of StarRust runs successfully with the `thiserror` reversion: https://github.com/LarsDu/StarRust
But will run into dependency conflicts if `thiserror` is version 1.037


Co-authored-by: Larry Du <larry.du@freenome.com>
2022-10-25 09:55:31 +00:00
François
a3ca184128 Fix clipping in UI (#6351)
# Objective

- Clipping (visible in the UI example with text scrolling) is funky 
- Fixes #6287 

## Solution

- Fix UV calculation:
  - correct order for values (issue introduced in #6000)

  - add the `y` values instead of subtracting them now that vertical order is reversed
  - take scale factor into account (bug already present before reversing the order)
- While around clipping, I changed clip to only mutate when changed

No more funkiness! 😞 

<img width="696" alt="Screenshot 2022-10-23 at 22 44 18" src="https://user-images.githubusercontent.com/8672791/197417721-30ad4150-5264-427f-ac82-e5265c1fb3a9.png">
2022-10-24 14:33:51 +00:00
Dawid Piotrowski
9066d51420 Utility methods for Val (#6134)
# Objective

Adds a better interface for performing mathematical operations with UI unit `Val`. Fixes #6080.

## Solution

- Added `try_add` and `try_sub` methods to Val.
- Removed the `Add` and `AddAssign` impls for `Val` that introduced unintuitive and bug-prone behaviour.
- As a consequence of the prior,  ~~changed the `Add` and `Sub` impls for the `Size` struct to take a `(Val, Val)` instead of `Vec2`~~ deleted the `Add` and `Sub` impls for the `Size` struct
- Added a `From<(Val, Val)>` impl for the `Size` struct
- Added `evaluate(size: f32)` method that converts from `Val::Percent` to `Val::Px`.
- Added `try_add_with_size` and `try_sub_with_size` methods to `Val`, which evaluate `Val::Percent` values into `Val::Px` values before adding.

---

## Migration Guide

Instead of using the + and - operators, perform calculations on `Val`s using the new `try_add` and `try_sub` methods. Multiplication and division remained unchanged. Also, when adding or subtracting from `Size`, ~~use a `Val` tuple instead of `Vec2`~~ perform the addition on `width` and `height` separately.


Co-authored-by: Dawid Piotrowski <41804418+Pietrek14@users.noreply.github.com>
2022-10-24 14:33:46 +00:00
Michel van der Hulst
0981789ec7 Fixes incorrect glyph positioning for text2d (#6273)
# Objective
Fixes #6272

## Solution
Revert to old way of positioning text for Text2D rendered text.


Co-authored-by: Michel van der Hulst <hulstmichel@gmail.com>
2022-10-18 13:28:34 +00:00
Sergi-Ferrez
05c7babba2 Clarify bevy::ui::Node field and documentation (#5995)
# Objective
Fixes #5820

## Solution

Change field name and documentation from `bevy::ui::Node` struct

---

## Changelog

`bevy::ui::Node` `size` field has renamed to `calculated_size`

## Migration Guide

All references to the old `size` name has been changed, to access `bevy::ui::Node` `size` field use `calculated_size`
2022-10-17 13:27:24 +00:00
Michel van der Hulst
6ce7ce208e Change UI coordinate system to have origin at top left corner (#6000)
# Objective
Fixes #5572

## Solution

Approach is to invert the Y-axis of the UI Camera by changing the UI projection matrix to render the UI upside down.

After that I'm trying to fix all issues, that pop up:
- interaction expected the "old" position
- images and text were displayed upside-down
- baseline of text was based on the top of the glyph instead of bottom

... probably a lot more.

---

Result when running examples:
<details>
    <summary>Button example</summary>

main branch:
![button main](https://user-images.githubusercontent.com/4232644/190856087-61dd1d98-42b5-4238-bd97-149744ddfeba.png)
this pr:
![button pr](https://user-images.githubusercontent.com/4232644/190856097-3f4bc97a-ed15-4e97-b7f1-2b2dd6bb8b14.png)

</details>

<details>
    <summary>Text example</summary>

m
![text main](https://user-images.githubusercontent.com/4232644/192142831-4cf19aa1-f49a-485e-af7b-374d6f5c396c.png)
ain branch: 


this pr:
![text pr fixed](https://user-images.githubusercontent.com/4232644/192142829-c433db3b-32e1-4ee8-b493-0b4a4d9c8e70.png)


</details>

<details>
    <summary>Text debug example</summary>

main branch:
![text_debug main](https://user-images.githubusercontent.com/4232644/192142822-940aefa6-e502-410b-8da4-5570f77b5df2.png)

this pr:
![text_debug pr fixed](https://user-images.githubusercontent.com/4232644/194547010-8c968f5c-5a71-4ffc-871d-790c06d48016.png)

</details>

<details>
    <summary>Transparency UI example</summary>

main branch:
![transparency_ui main](https://user-images.githubusercontent.com/4232644/190856172-328c60fe-3622-4598-97d5-2f1595db13b3.png)


this pr:
![transperency_ui pr](https://user-images.githubusercontent.com/4232644/190856179-a2dafb99-41ea-45a9-9dd6-400fa3ef24b9.png)

</details>

<details>
    <summary>UI example</summary>

**ui example**
main branch:
![ui main](https://user-images.githubusercontent.com/4232644/192142812-e20ba31a-6841-46d9-a785-4198cf22dc99.png)

this pr:
![ui pr fixed](https://user-images.githubusercontent.com/4232644/192142788-cc0b74e0-7710-4faa-b5a2-60270a5da77c.png)

</details>

## Changelog
UI coordinate system and cursor position was changed from bottom left origin, y+ up to top left origin, y+ down.

## Migration Guide
All flex layout should be inverted (ColumnReverse => Column, FlexStart => FlexEnd, WrapReverse => Wrap)
System where dealing with cursor position should be changed to account for cursor position being based on the top left instead of bottom left
2022-10-11 12:51:44 +00:00
VitalyR
f5322cd757 get proper texture format after the renderer is initialized, fix #3897 (#5413)
# Objective
There is no Srgb support on some GPU and display protocols with `winit` (for example, Nvidia's GPUs with Wayland). Thus `TextureFormat::bevy_default()` which returns `Rgba8UnormSrgb` or `Bgra8UnormSrgb` will cause panics on such platforms. This patch will resolve this problem. Fix https://github.com/bevyengine/bevy/issues/3897.

## Solution

Make `initialize_renderer` expose `wgpu::Adapter` and `first_available_texture_format`, use the `first_available_texture_format` by default.

## Changelog

* Fixed https://github.com/bevyengine/bevy/issues/3897.
2022-10-10 16:10:05 +00:00
TimJentzsch
1738527902 Make the default background color of NodeBundle transparent (#6211)
# Objective

Closes #6202.

The default background color for `NodeBundle` is currently white.
However, it's very rare that you actually want a white background color.
Instead, you often want a background color specific to the style of your game or a transparent background (e.g. for UI layout nodes).

## Solution

`Default` is not derived for `NodeBundle` anymore, but explicitly specified.
The default background color is now transparent (`Color::NONE.into()`) as this is the most common use-case, is familiar from the web and makes specifying a layout for your UI less tedious.

---

## Changelog

- Changed the default `NodeBundle.background_color` to be transparent (`Color::NONE.into()`).

## Migration Guide

If you want a `NodeBundle` with a white background color, you must explicitly specify it:

Before:

```rust
let node = NodeBundle {
    ..default()
}
```

After:

```rust
let node = NodeBundle {
    background_color: Color::WHITE.into(),
    ..default()
}
```
2022-10-09 21:03:05 +00:00
Gabriel Bourgeois
6b75589e2c Fix inconsistent children removal behavior (#6017)
# Objective

Fixes #6010

## Solution

As discussed in #6010, this makes it so the `Children` component is removed from the entity whenever all of its children are removed. The behavior is now consistent between all of the commands that may remove children from a parent, and this is tested via two new test functions (one for world functions and one for commands).

Documentation was also added to `insert_children`, `push_children`, `add_child` and `remove_children` commands to make this behavior clearer for users.

## Changelog

- Fixed `Children` component not getting removed from entity when all its children are moved to a new parent.

## Migration Guide

- Queries with `Changed<Children>` will no longer match entities that had all of their children removed using `remove_children`.
- `RemovedComponents<Children>` will now contain entities that had all of their children remove using `remove_children`.
2022-10-06 21:39:34 +00:00
Peter Hebden
5875ea7db0 Add additional constructors for UiRect to specify values for specific fields (#5988)
# Objective

Often one wants to create a `UiRect` with a value only specifying a single field. These ways are already available, but not the most ergonomic:

```rust
UiRect::new(Val::Undefined, Val::Undefined, Val::Percent(25.0), Val::Undefined)
```
```rust
UiRect {
    top: Val::Percent(25.0),
    ..default()
}
```

## Solution

Introduce 6 new constructors:

- `horizontal`
- `vertical`
- `left`
- `right`
- `top`
- `bottom`

So the above code can be written instead as:

```rust
UiRect::top(Val::Percent(25.0))
```

This solution is similar to the style fields `margin-left`, `padding-top`, etc. that you would see in CSS, from which bevy's UI has other inspiration. Therefore, it should still feel intuitive to users coming from CSS.

---

## Changelog

### Added

- Additional constructors for `UiRect` to specify values for specific fields
2022-09-27 18:11:39 +00:00
Carter Anderson
dc3f801239 Exclusive Systems Now Implement System. Flexible Exclusive System Params (#6083)
# Objective

The [Stageless RFC](https://github.com/bevyengine/rfcs/pull/45) involves allowing exclusive systems to be referenced and ordered relative to parallel systems. We've agreed that unifying systems under `System` is the right move.

This is an alternative to #4166 (see rationale in the comments I left there). Note that this builds on the learnings established there (and borrows some patterns).

## Solution

This unifies parallel and exclusive systems under the shared `System` trait, removing the old `ExclusiveSystem` trait / impls. This is accomplished by adding a new `ExclusiveFunctionSystem` impl similar to `FunctionSystem`. It is backed by `ExclusiveSystemParam`, which is similar to `SystemParam`. There is a new flattened out SystemContainer api (which cuts out a lot of trait and type complexity). 

This means you can remove all cases of `exclusive_system()`:

```rust
// before
commands.add_system(some_system.exclusive_system());
// after
commands.add_system(some_system);
```

I've also implemented `ExclusiveSystemParam` for `&mut QueryState` and `&mut SystemState`, which makes this possible in exclusive systems:

```rust
fn some_exclusive_system(
    world: &mut World,
    transforms: &mut QueryState<&Transform>,
    state: &mut SystemState<(Res<Time>, Query<&Player>)>,
) {
    for transform in transforms.iter(world) {
        println!("{transform:?}");
    }
    let (time, players) = state.get(world);
    for player in players.iter() {
        println!("{player:?}");
    }
}
```

Note that "exclusive function systems" assume `&mut World` is present (and the first param). I think this is a fair assumption, given that the presence of `&mut World` is what defines the need for an exclusive system.

I added some targeted SystemParam `static` constraints, which removed the need for this:
``` rust
fn some_exclusive_system(state: &mut SystemState<(Res<'static, Time>, Query<&'static Player>)>) {}
```

## Related

- #2923
- #3001
- #3946

## Changelog

- `ExclusiveSystem` trait (and implementations) has been removed in favor of sharing the `System` trait.
- `ExclusiveFunctionSystem` and `ExclusiveSystemParam` were added, enabling flexible exclusive function systems
- `&mut SystemState` and `&mut QueryState` now implement `ExclusiveSystemParam`
- Exclusive and parallel System configuration is now done via a unified `SystemDescriptor`, `IntoSystemDescriptor`, and `SystemContainer` api.

## Migration Guide

Calling `.exclusive_system()` is no longer required (or supported) for converting exclusive system functions to exclusive systems:

```rust
// Old (0.8)
app.add_system(some_exclusive_system.exclusive_system());
// New (0.9)
app.add_system(some_exclusive_system);
```

Converting "normal" parallel systems to exclusive systems is done by calling the exclusive ordering apis:

```rust
// Old (0.8)
app.add_system(some_system.exclusive_system().at_end());
// New (0.9)
app.add_system(some_system.at_end());
```

Query state in exclusive systems can now be cached via ExclusiveSystemParams, which should be preferred for clarity and performance reasons:
```rust
// Old (0.8)
fn some_system(world: &mut World) {
  let mut transforms = world.query::<&Transform>();
  for transform in transforms.iter(world) {
  }
}
// New (0.9)
fn some_system(world: &mut World, transforms: &mut QueryState<&Transform>) {
  for transform in transforms.iter(world) {
  }
}
```
2022-09-26 23:57:07 +00:00
Carter Weinberg
39467e30fd Don't use the UIBundle's Transform Fields (#6095)
# Objective

I was working with the TextBundle component bundle because I wanted to change the position of the text that the bundle was holding. I used the transform field on the TextBundle at first because that is normally what controls the position of sprites in Bevy and that's what I was used to working with. 

But the actual way to change the position of text inside of a TextBundle is to use the Style's position field, not the TextBundle's transform field. 

Anecdotally, it was mentioned on the discord that other users have had this issue too. 

## Solution

I added a small doc comment to the TextBundle's transform telling users not to use it to set the position of text. And since this issue applies to the other UI bundles, I added comments there as well!
2022-09-26 01:31:22 +00:00
Alice Cecile
481eec2c92 Rename UiColor to BackgroundColor (#6087)
# Objective

Fixes #6078. The `UiColor` component is unhelpfully named: it is unclear, ambiguous with border color and 

## Solution

Rename the `UiColor` component (and associated fields) to `BackgroundColor` / `background_colorl`.

## Migration Guide

`UiColor` has been renamed to `BackgroundColor`. This change affects `NodeBundle`, `ButtonBundle` and `ImageBundle`. In addition, the corresponding field on `ExtractedUiNode` has been renamed to `background_color` for consistency.
2022-09-25 00:39:17 +00:00
Carter Anderson
01aedc8431 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();
```
2022-09-23 19:55:54 +00:00
Carter Anderson
cd15f0f5be 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`.
2022-09-21 21:47:53 +00:00
ira
2b80a3f279 Implement IntoIterator for &Extract<P> (#6025)
# Objective

Implement `IntoIterator` for `&Extract<P>` if the system parameter it wraps implements `IntoIterator`.

Enables the use of `IntoIterator` with an extracted query.

Co-authored-by: devil-ira <justthecooldude@gmail.com>
2022-09-20 00:29:10 +00:00
xtr3m3nerd
b6efe0f318 Limit FontAtlasSets (#5708)
# Objective

Fixes #5636
Summary: The FontAtlasSet caches generated font textures per font size. Since font size can be any arbitrary floating point number it is possible for the user to generate thousands of font texture inadvertently by changing the font size over time. This results in a memory leak as these generated font textures fill the available memory. 

## Solution

We limit the number of possible font sizes that we will cache and throw an error if the user attempts to generate more. This error encourages the user to use alternative, less performance intensive methods to accomplish the same goal. If the user requires more font sizes and the alternative solutions wont work there is now a TextSettings Resource that the user can set to configure this limit. 

---

## Changelog

The number of cached font sizes per font is now limited with a default limit of 100 font sizes per font. This limit is configurable via the new TextSettings struct.
2022-09-19 16:12:12 +00:00
targrub
d0e294c86b Query filter types must be ReadOnlyWorldQuery (#6008)
# Objective

Fixes Issue #6005.

## Solution

Replaced WorldQuery with ReadOnlyWorldQuery on F generic in Query filters and QueryState to restrict its trait bound.

## Migration Guide

Query filter (`F`) generics are now bound by `ReadOnlyWorldQuery`, rather than `WorldQuery`. If for some reason you were requesting `Query<&A, &mut B>`, please use `Query<&A, With<B>>` instead.
2022-09-18 23:52:01 +00:00
robtfm
503c2a9677 adjust cluster index for viewport origin (#5947)
# Objective

fixes #5946

## Solution

adjust cluster index calculation for viewport origin.

from reading point 2 of the rasterization algorithm description in https://gpuweb.github.io/gpuweb/#rasterization, it looks like framebuffer space (and so @bulitin(position)) is not meant to be adjusted for viewport origin, so we need to subtract that to get the right cluster index.

- add viewport origin to rust `ExtractedView` and wgsl `View` structs
- subtract from frag coord for cluster index calculation
2022-09-15 21:58:14 +00:00
Al M
bd68ba1c3c make TextLayoutInfo a Component (#4460)
# Objective

Make `TextLayoutInfo` more accessible as a component, rather than internal to `TextPipeline`. I am working on a plugin that manipulates these and there is no (mutable) access to them right now.

## Solution

This changes `TextPipeline::queue_text` to return `TextLayoutInfo`'s rather than storing them in a map internally. `text2d_system` and `text_system` now take the returned `TextLayoutInfo` and store it as a component of the entity. I considered adding an accessor to `TextPipeline` (e.g. `get_glyphs_mut`) but this seems like it might be a little faster, and also has the added benefit of cleaning itself up when entities are removed. Right now nothing is ever removed from the glyphs map.

## Changelog

Removed `DefaultTextPipeline`. `TextPipeline` no longer has a generic key type. `TextPipeline::queue_text` returns `TextLayoutInfo` directly.

## Migration Guide

This might break a third-party crate? I could restore the orginal TextPipeline API as a wrapper around what's in this PR.
2022-09-06 20:03:40 +00:00
Gabriel Bourgeois
092bb71bcf Clean up taffy nodes when UI node entities are removed (#5886)
# Objective

Clean up taffy nodes when the associated UI node gets removed. The current UI code will keep the taffy nodes around forever.

## Solution

Use `RemovedComponents<Node>` to iterate over nodes that are no longer valid UI nodes or that have been despawned, and remove them from taffy and the internal hash map.

## Implementation Notes

Do note that using `despawn()` instead of `despawn_recursive()` on a UI node that has children will result in a [warnings spam](https://github.com/bevyengine/bevy/blob/main/crates/bevy_ui/src/flex/mod.rs#L120) since the children will not be part of a proper UI hierarchy anymore.

---

## Changelog

- Fixed memory leak when nodes are removed in bevy_ui
2022-09-05 21:50:31 +00:00
JoJoJet
697d297b55 Remove last uses of string-labels (#5420)
# Objective

* Related: #4341
* Remove all remaining uses of stringly-typed labels in the repo. Right now, it's just a bunch of tests and examples.
2022-09-03 18:06:41 +00:00
Jerome Humbert
8b7b44d839 Move sprite::Rect into bevy_math (#5686)
# Objective

Promote the `Rect` utility of `sprite::Rect`, which defines a rectangle
by its minimum and maximum corners, to the `bevy_math` crate to make it
available as a general math type to all crates without the need to
depend on the `bevy_sprite` crate.

Fixes #5575

## Solution

Move `sprite::Rect` into `bevy_math` and fix all uses.

Implement `Reflect` for `Rect` directly into the `bevy_reflect` crate by
having `bevy_reflect` depend on `bevy_math`. This looks like a new
dependency, but the `bevy_reflect` was "cheating" for other math types
by directly depending on `glam` to reflect other math types, thereby
giving the illusion that there was no dependency on `bevy_math`. In
practice conceptually Bevy's math types are reflected into the
`bevy_reflect` crate to avoid a dependency of that crate to a "lower
level" utility crate like `bevy_math` (which in turn would make
`bevy_reflect` be a dependency of most other crates, and increase the
risk of circular dependencies). So this change simply formalizes that
dependency in `Cargo.toml`.

The `Rect` struct is also augmented in this change with a collection of
utility methods to improve its usability. A few uses cases are updated
to use those new methods, resulting is more clear and concise syntax.

---

## Changelog

### Changed

- Moved the `sprite::Rect` type into `bevy_math`.

### Added

- Added several utility methods to the `math::Rect` type.

## Migration Guide

The `bevy::sprite::Rect` type moved to the math utility crate as
`bevy::math::Rect`. You should change your imports from `use
bevy::sprite::Rect` to `use bevy::math::Rect`.
2022-09-02 12:35:23 +00:00
ira
b42f426fc3 Add associated constant IDENTITY to Transform and friends. (#5340)
# Objective
Since `identity` is a const fn that takes no arguments it seems logical to make it an associated constant.
This is also more in line with types from glam (eg. `Quat::IDENTITY`).

## Migration Guide

The method `identity()` on `Transform`, `GlobalTransform` and `TransformBundle` has been deprecated.
Use the associated constant `IDENTITY` instead.

Co-authored-by: devil-ira <justthecooldude@gmail.com>
2022-08-30 22:10:24 +00:00
Andreas Weibye
4fadd26168 Add UI scaling (#5814)
# Objective

- Allow users to change the scaling of the UI
- Adopted from #2808

## Solution

- This is an accessibility feature for fixed-size UI elements, allowing the developer to expose a range of UI scales for the player to set a scale that works for their needs.

> - The user can modify the UiScale struct to change the scaling at runtime. This multiplies the Px values by the scale given, while not touching any others.
> - The example showcases how this even allows for fluid transitions

> Here's how the example looks like:

https://user-images.githubusercontent.com/1631166/132979069-044161a9-8e85-45ab-9e93-fcf8e3852c2b.mp4

---

## Changelog

- Added a `UiScale` which can be used to scale all of UI


Co-authored-by: Andreas Weibye <13300393+Weibye@users.noreply.github.com>
Co-authored-by: Carter Anderson <mcanders1@gmail.com>
2022-08-29 23:35:53 +00:00
Andreas Weibye
675607a7e6 Add AUTO and UNDEFINED const constructors for Size (#5761)
# Objective

Very small convenience constructors added to `Size`. 

Does not change current examples too much but I'm working on a rather complex UI use-case where this cuts down on some extra typing :)
2022-08-22 23:08:08 +00:00
Charlie Hills
f1be89d458 Remove unused DepthCalculation enum (#5684)
# Objective

Remove unused `enum DepthCalculation` and its usages. This was used to compute visible entities in the [old renderer](db665b96c0/crates/bevy_render/src/camera/visible_entities.rs), but is now unused.

## Solution

`sed 's/DepthCalculation//g'`

---

## Changelog
### Changed
Removed `bevy_render:📷:DepthCalculation`.

## Migration Guide
Remove references to `bevy_render:📷:DepthCalculation`, such as `use bevy_render:📷:DepthCalculation`. Remove `depth_calculation` fields from Projections.
2022-08-14 07:08:58 +00:00
François
b80636b330 don't render completely transparent UI nodes (#5537)
# Objective

- I often have UI nodes that are completely transparent and just for organisation
- Don't render them
- I doesn't bring a lot of improvements, but it doesn't add a lot of complexity either
2022-08-08 21:58:20 +00:00
ira
992681b59b 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>
2022-08-08 21:36:35 +00:00
Robert Swain
704d8e251b Sync up bevy_sprite and bevy_ui shader View struct (#5531)
# Objective

- Similar to #5512 , the `View` struct definition in the shaders in `bevy_sprite` and `bevy_ui` were out of sync with the rust-side `ViewUniform`. Only `view_proj` was being used and is the first member and as those shaders are not customisable it makes little difference in practice, unlike for `Mesh2d`.

## Solution

- Sync shader `View` struct definition in `bevy_sprite` and `bevy_ui` with the correct definition that matches `ViewUniform`
2022-08-05 02:28:06 +00:00
github-actions[bot]
444150025d Bump Version after Release (#5576)
Bump version after release
This PR has been auto-generated
2022-08-05 02:03:05 +00:00
Gino Valente
bd008589f3 bevy_reflect: Update enum derives (#5473)
> In draft until #4761 is merged. See the relevant commits [here](a85fe94a18).

---

# Objective

Update enums across Bevy to use the new enum reflection and get rid of `#[reflect_value(...)]` usages.

## Solution

Find and replace all[^1] instances of `#[reflect_value(...)]` on enum types.

---

## Changelog

- Updated all[^1] reflected enums to implement `Enum` (i.e. they are no longer `ReflectRef::Value`)

## Migration Guide
Bevy-defined enums have been updated to implement `Enum` and are not considered value types (`ReflectRef::Value`) anymore. This means that their serialized representations will need to be updated. For example, given the Bevy enum:

```rust
pub enum ScalingMode {
  None,
  WindowSize,
  Auto { min_width: f32, min_height: f32 },
  FixedVertical(f32),
  FixedHorizontal(f32),
}
```

You will need to update the serialized versions accordingly.

```js
// OLD FORMAT
{
  "type": "bevy_render:📷:projection::ScalingMode",
  "value": FixedHorizontal(720),
},

// NEW FORMAT
{
  "type": "bevy_render:📷:projection::ScalingMode",
  "enum": {
    "variant": "FixedHorizontal",
    "tuple": [
      {
        "type": "f32",
        "value": 720,
      },
    ],
  },
},
```

This may also have other smaller implications (such as `Debug` representation), but serialization is probably the most prominent.

[^1]: All enums except `HandleId` as neither `Uuid` nor `AssetPathId` implement the reflection traits
2022-08-02 22:40:29 +00:00
KDecay
bf085ee1d2 Remove Size and UiRect generics (#5404)
# Objective

- Migrate changes from #3503.

## Solution

- Change `Size<T>` and `UiRect<T>` to `Size` and `UiRect` using `Val`.
- Implement `Sub`, `SubAssign`, `Mul`, `MulAssign`, `Div` and `DivAssign` for `Val`.
- Update tests for `Size`.

---

## Changelog

### Changed

- The generic `T` of `Size` and `UiRect` got removed and instead they both now always use `Val`.

## Migration Guide

- The generic `T` of `Size` and `UiRect` got removed and instead they both now always use `Val`. If you used a `Size<f32>` consider replacing it with a `Vec2` which is way more powerful.


Co-authored-by: KDecay <KDecayMusic@protonmail.com>
2022-08-01 16:27:16 +00:00
github-actions[bot]
856588ed7c Release 0.8.0 (#5490)
Preparing next release
This PR has been auto-generated
2022-07-30 14:07:30 +00:00
François
4e2600b788 text rendering: convert colours only once per section (#5474)
# Objective

- Improve performance when rendering text

## Solution

- While playing with example `many_buttons`, I noticed a lot of time was spent converting colours
- Investigating, the biggest culprit seems to be text colour. Each glyph in a text is an individual UI node for rendering, with a copy of the colour. Making the conversion to RGBA linear only once per text section reduces the number of conversion done once rendering.
- This improves FPS for example `many_buttons` from ~33 to ~42
- I did the same change for text 2d
2022-07-28 13:34:56 +00:00
Rob Parrett
cfee0e882e Fix various typos (#5417)
## Objective

- Fix some typos

## Solution

- Fix em. 
- My favorite was `maxizimed`
2022-07-21 20:46:54 +00:00
Alice Cecile
01f5f8cbe3 Disable UI node Interaction when ComputedVisibility is false (#5361)
# Objective

UI nodes can be hidden by setting their `Visibility` property. Since #5310 was merged, this is now ergonomic to use, as visibility is now inherited.

However, UI nodes still receive (and store) interactions when hidden, resulting in surprising hidden state (and an inability to otherwise disable UI nodes.

## Solution

Fixes #5360.

I've updated the `ui_focus_system` to accomplish this in a minimally intrusive way, and updated the docs to match.

**NOTE:** I have not added automated tests to verify this behavior, as we do not currently have a good testing paradigm for `bevy_ui`. I'm not thrilled with that by any means, but I'm not sure fixing it is within scope.

## Paths not taken

### Separate `Disabled` component

This is a much larger and more controversial change, and not well-scoped to UI.
Furthermore, it is extremely rare that you want hidden UI elements to function: the most common cases are for things like changing tabs, collapsing elements or so on.
Splitting this behavior would be more complex, and substantially violate user expectations.

### A separate limbo world

Mentioned in the linked issue. Super cool, but all of the problems  of the `Disabled` component solution with a whole new RFC-worth of complexity.

### Using change detection to reduce the amount of redundant work

Adds a lot of complexity for questionable performance gains. Likely involves a complete refactor of the entire system.

We simply don't have the tests or benchmarks here to justify this.

## Changelog

- UI nodes are now always in an `Interaction::None` state while they are hidden (via the `ComputedVisibility` component).
2022-07-20 21:26:47 +00:00
François
c0b87d284f don't cull ui nodes that have a rotation (#5389)
# Objective

- Fixes #5293 
- UI nodes with a rotation that made the top left corner lower than the top right corner (z rotations greater than π/4) were culled

## Solution

- Do not cull nodes with a rotation, but don't do proper culling in this case



As a reminder, changing rotation and scale of UI nodes is not recommended as it won't impact layout. This is a quick fix but doesn't handle properly rotations and scale in clipping/culling. This would need a lot more work as mentioned here: c2b332f98a/crates/bevy_ui/src/render/mod.rs (L404-L405)
2022-07-20 20:03:13 +00:00
KDecay
60c6934f32 Document Size and UiRect (#5381)
# Objective

- Migrate changes from #3503.

## Solution

- Document `Size` and `UiRect`.
- I also removed the type alias from the `size_ops` test since it's unnecessary.

## Follow Up

After this change is merged I'd follow up with removing the generics from `Size` and `UiRect` since `Val` should be extensible enough. This was also discussed and decided on in #3503. let me know if this is not needed or wanted anymore!
2022-07-20 15:42:18 +00:00
ira
9f906fdc8b Improve ergonomics and reduce boilerplate around creating text elements. (#5343)
# Objective

Creating UI elements is very boilerplate-y with lots of indentation.
This PR aims to reduce boilerplate around creating text elements.

## Changelog

* Renamed `Text::with_section` to `from_section`.
  It no longer takes a `TextAlignment` as argument, as the vast majority of cases left it `Default::default()`.
* Added `Text::from_sections` which creates a `Text` from a list of `TextSections`.
  Reduces line-count and reduces indentation by one level.
* Added `Text::with_alignment`.
  A builder style method for setting the `TextAlignment` of a `Text`.
* Added `TextSection::new`.
  Does not reduce line count, but reduces character count and made it easier to read. No more `.to_string()` calls!
* Added `TextSection::from_style` which creates an empty `TextSection` with a style.
  No more empty strings! Reduces indentation.
* Added `TextAlignment::CENTER` and friends.
* Added methods to `TextBundle`. `from_section`, `from_sections`, `with_text_alignment` and `with_style`.

## Note for reviewers.
Because of the nature of these changes I recommend setting diff view to 'split'.
~~Look for the book icon~~ cog in the top-left of the Files changed tab.

Have fun reviewing ❤️
<sup> >:D </sup>

## Migration Guide

`Text::with_section` was renamed to `from_section` and no longer takes a `TextAlignment` as argument.
Use `with_alignment` to set the alignment instead.

Co-authored-by: devil-ira <justthecooldude@gmail.com>
2022-07-20 14:14:29 +00:00
KDecay
f531a94370 Remove redundant Size import (#5339)
# Objective

- Fixes  #5338 
- Allow the usage of `use bevy::ui::Size` (see migration guide in #4285)

## Solution

- Remove the `use crate::Size` import so that the `pub use geometry::*` import also publicly uses the `Size` struct.
2022-07-16 13:53:41 +00:00
Dusty DeWeese
9f8bdeeeb9 Use Affine3A for GlobalTransform to allow any affine transformation (#4379)
# Objective

- Add capability to use `Affine3A`s for some `GlobalTransform`s. This allows affine transformations that are not possible using a single `Transform` such as shear and non-uniform scaling along an arbitrary axis.
- Related to #1755 and #2026

## Solution

- `GlobalTransform` becomes an enum wrapping either a `Transform` or an `Affine3A`.
- The API of `GlobalTransform` is minimized to avoid inefficiency, and to make it clear that operations should be performed using the underlying data types.
- using `GlobalTransform::Affine3A` disables transform propagation, because the main use is for cases that `Transform`s cannot support.

---

## Changelog

- `GlobalTransform`s can optionally support any affine transformation using an `Affine3A`.


Co-authored-by: Carter Anderson <mcanders1@gmail.com>
2022-07-16 00:51:12 +00:00
Carter Anderson
40d4992401 Visibilty Inheritance, universal ComputedVisibility and RenderLayers support (#5310)
# Objective

Fixes #4907. Fixes #838. Fixes #5089.
Supersedes #5146. Supersedes #2087. Supersedes #865. Supersedes #5114

Visibility is currently entirely local. Set a parent entity to be invisible, and the children are still visible. This makes it hard for users to hide entire hierarchies of entities.

Additionally, the semantics of `Visibility` vs `ComputedVisibility` are inconsistent across entity types. 3D meshes use `ComputedVisibility` as the "definitive" visibility component, with `Visibility` being just one data source. Sprites just use `Visibility`, which means they can't feed off of `ComputedVisibility` data, such as culling information, RenderLayers, and (added in this pr) visibility inheritance information.

## Solution

Splits `ComputedVisibilty::is_visible` into `ComputedVisibilty::is_visible_in_view` and `ComputedVisibilty::is_visible_in_hierarchy`. For each visible entity, `is_visible_in_hierarchy` is computed by propagating visibility down the hierarchy. The `ComputedVisibility::is_visible()` function combines these two booleans for the canonical "is this entity visible" function.

Additionally, all entities that have `Visibility` now also have `ComputedVisibility`.  Sprites, Lights, and UI entities now use `ComputedVisibility` when appropriate.

This means that in addition to visibility inheritance, everything using Visibility now also supports RenderLayers. Notably, Sprites (and other 2d objects) now support `RenderLayers` and work properly across multiple views.

Also note that this does increase the amount of work done per sprite. Bevymark with 100,000 sprites on `main` runs in `0.017612` seconds and this runs in `0.01902`. That is certainly a gap, but I believe the api consistency and extra functionality this buys us is worth it. See [this thread](https://github.com/bevyengine/bevy/pull/5146#issuecomment-1182783452) for more info. Note that #5146 in combination with #5114 _are_ a viable alternative to this PR and _would_ perform better, but that comes at the cost of api inconsistencies and doing visibility calculations in the "wrong" place. The current visibility system does have potential for performance improvements. I would prefer to evolve that one system as a whole rather than doing custom hacks / different behaviors for each feature slice.

Here is a "split screen" example where the left camera uses RenderLayers to filter out the blue sprite.

![image](https://user-images.githubusercontent.com/2694663/178814868-2e9a2173-bf8c-4c79-8815-633899d492c3.png)


Note that this builds directly on #5146 and that @james7132 deserves the credit for the baseline visibility inheritance work. This pr moves the inherited visibility field into `ComputedVisibility`, then does the additional work of porting everything to `ComputedVisibility`. See my [comments here](https://github.com/bevyengine/bevy/pull/5146#issuecomment-1182783452) for rationale. 

## Follow up work

* Now that lights use ComputedVisibility, VisibleEntities now includes "visible lights" in the entity list. Functionally not a problem as we use queries to filter the list down in the desired context. But we should consider splitting this out into a separate`VisibleLights` collection for both clarity and performance reasons. And _maybe_ even consider scoping `VisibleEntities` down to `VisibleMeshes`?.
* Investigate alternative sprite rendering impls (in combination with visibility system tweaks) that avoid re-generating a per-view fixedbitset of visible entities every frame, then checking each ExtractedEntity. This is where most of the performance overhead lives. Ex: we could generate ExtractedEntities per-view using the VisibleEntities list, avoiding the need for the bitset.
* Should ComputedVisibility use bitflags under the hood? This would cut down on the size of the component, potentially speed up the `is_visible()` function, and allow us to cheaply expand ComputedVisibility with more data (ex: split out local visibility and parent visibility, add more culling classes, etc).
---

## Changelog

* ComputedVisibility now takes hierarchy visibility into account.
* 2D, UI and Light entities now use the ComputedVisibility component.

## Migration Guide

If you were previously reading `Visibility::is_visible` as the "actual visibility" for sprites or lights, use `ComputedVisibilty::is_visible()` instead:

```rust
// before (0.7)
fn system(query: Query<&Visibility>) {
  for visibility in query.iter() {
    if visibility.is_visible {
       log!("found visible entity");
    }
  }
}

// after (0.8)
fn system(query: Query<&ComputedVisibility>) {
  for visibility in query.iter() {
    if visibility.is_visible() {
       log!("found visible entity");
    }
  }
}
``` 


Co-authored-by: Carter Anderson <mcanders1@gmail.com>
2022-07-15 23:24:42 +00:00
François
814f8d1635 update wgpu to 0.13 (#5168)
# Objective

- Update wgpu to 0.13
- ~~Wait, is wgpu 0.13 released? No, but I had most of the changes already ready since playing with webgpu~~ well it has been released now
- Also update parking_lot to 0.12 and naga to 0.9

## Solution

- Update syntax for wgsl shaders https://github.com/gfx-rs/wgpu/blob/master/CHANGELOG.md#wgsl-syntax
- Add a few options, remove some references: https://github.com/gfx-rs/wgpu/blob/master/CHANGELOG.md#other-breaking-changes
- fragment inputs should now exactly match vertex outputs for locations, so I added exports for those to be able to reuse them https://github.com/gfx-rs/wgpu/pull/2704
2022-07-14 21:17:16 +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
ira
4847f7e3ad Update codebase to use IntoIterator where possible. (#5269)
Remove unnecessary calls to `iter()`/`iter_mut()`.
Mainly updates the use of queries in our code, docs, and examples.

```rust
// From
for _ in list.iter() {
for _ in list.iter_mut() {

// To
for _ in &list {
for _ in &mut list {
```

We already enable the pedantic lint [clippy::explicit_iter_loop](https://rust-lang.github.io/rust-clippy/stable/) inside of Bevy. However, this only warns for a few known types from the standard library.

## Note for reviewers
As you can see the additions and deletions are exactly equal.
Maybe give it a quick skim to check I didn't sneak in a crypto miner, but you don't have to torture yourself by reading every line.
I already experienced enough pain making this PR :) 


Co-authored-by: devil-ira <justthecooldude@gmail.com>
2022-07-11 15:28:50 +00:00
fadhliazhari
9b6253b769 Added multi windows check for bevy_ui Interaction. (#5225)
# Objective

- Currently bevy_ui only checks for primary window cursor position to determine `Interaction` behavior.
- Added checks for focused window where cursor position is available.
- Fixes #5224.

## Solution

- Added checks for focused windows in `Interaction` focus system.

## Follow Up

- All windows with camera will be rendering the UI elements right now.
- We will need some way to tell which camera to render which UI.

---

Co-authored-by: fadhliazhari <44402264+fadhliazhari@users.noreply.github.com>
2022-07-11 14:11:26 +00:00
James Liu
8eb0440f1e Hierarchy commandization (#4197)
## Objective
Implement absolute minimum viable product for the changes proposed in bevyengine/rfcs#53.

## Solution

 - Remove public mutative access to `Parent` (Children is already publicly read-only). This includes public construction methods like `Copy`, `Clone`, and `Default`.
 - Remove `PreviousParent`
 - Remove `parent_update_system`
 - Update all hierarchy related commands to immediately update both `Parent` and `Children` references.

## Remaining TODOs

 - [ ] Update documentation for both `Parent` and `Children`. Discourage using `EntityCommands::remove`
 - [x] Add `HierarchyEvent` to notify listeners of hierarchy updates. This is meant to replace listening on `PreviousParent`

## Followup

 - These changes should be best moved to the hooks mentioned in #3742.
 - Backing storage for both might be best moved to indexes mentioned in the same relations.
2022-07-10 20:29:06 +00:00
Daniel McNab
7b2cf98896 Make RenderStage::Extract run on the render world (#4402)
# Objective

- Currently, the `Extract` `RenderStage` is executed on the main world, with the render world available as a resource.
- However, when needing access to resources in the render world (e.g. to mutate them), the only way to do so was to get exclusive access to the whole `RenderWorld` resource.
- This meant that effectively only one extract which wrote to resources could run at a time.
- We didn't previously make `Extract`ing writing to the world a non-happy path, even though we want to discourage that.

## Solution

- Move the extract stage to run on the render world.
- Add the main world as a `MainWorld` resource.
- Add an `Extract` `SystemParam` as a convenience to access a (read only) `SystemParam` in the main world during `Extract`.

## Future work

It should be possible to avoid needing to use `get_or_spawn` for the render commands, since now the `Commands`' `Entities` matches up with the world being executed on.
We need to determine how this interacts with https://github.com/bevyengine/bevy/pull/3519
It's theoretically possible to remove the need for the `value` method on `Extract`. However, that requires slightly changing the `SystemParam` interface, which would make it more complicated. That would probably mess up the `SystemState` api too.

## Todo
I still need to add doc comments to `Extract`.

---

## Changelog

### Changed
- The `Extract` `RenderStage` now runs on the render world (instead of the main world as before).
   You must use the `Extract` `SystemParam` to access the main world during the extract phase.
   Resources on the render world can now be accessed using `ResMut` during extract.

### Removed
- `Commands::spawn_and_forget`. Use `Commands::get_or_spawn(e).insert_bundle(bundle)` instead

## Migration Guide

The `Extract` `RenderStage` now runs on the render world (instead of the main world as before).
You must use the `Extract` `SystemParam` to access the main world during the extract phase. `Extract` takes a single type parameter, which is any system parameter (such as `Res`, `Query` etc.). It will extract this from the main world, and returns the result of this extraction when `value` is called on it.

For example, if previously your extract system looked like:
```rust
fn extract_clouds(mut commands: Commands, clouds: Query<Entity, With<Cloud>>) {
    for cloud in clouds.iter() {
        commands.get_or_spawn(cloud).insert(Cloud);
    }
}
```
the new version would be:
```rust
fn extract_clouds(mut commands: Commands, mut clouds: Extract<Query<Entity, With<Cloud>>>) {
    for cloud in clouds.value().iter() {
        commands.get_or_spawn(cloud).insert(Cloud);
    }
}
```
The diff is:
```diff
--- a/src/clouds.rs
+++ b/src/clouds.rs
@@ -1,5 +1,5 @@
-fn extract_clouds(mut commands: Commands, clouds: Query<Entity, With<Cloud>>) {
-    for cloud in clouds.iter() {
+fn extract_clouds(mut commands: Commands, mut clouds: Extract<Query<Entity, With<Cloud>>>) {
+    for cloud in clouds.value().iter() {
         commands.get_or_spawn(cloud).insert(Cloud);
     }
 }
```
You can now also access resources from the render world using the normal system parameters during `Extract`:
```rust
fn extract_assets(mut render_assets: ResMut<MyAssets>, source_assets: Extract<Res<MyAssets>>) {
     *render_assets = source_assets.clone();
}
```
Please note that all existing extract systems need to be updated to match this new style; even if they currently compile they will not run as expected. A warning will be emitted on a best-effort basis if this is not met.

Co-authored-by: Carter Anderson <mcanders1@gmail.com>
2022-07-08 23:56:33 +00:00
Nicola Papale
4ee73ed904 Rename CameraUi (#5234)
# Objective

In bevy 0.7, `CameraUi` was a component specifically added to cameras
that display the UI. Since camera-driven rendering was merged, it
actually does the opposite! This will make it difficult for current
users to adapt to 0.8.

## Solution

To avoid unnecessary confusion, we rename `CameraUi` into
`UiCameraConfig`.

---

## Changelog

- Rename `CameraUi` to `UiCameraConfig`
2022-07-08 00:59:39 +00:00
Jakob Hellermann
d38a8dfdd7 add more SAFETY comments and lint for missing ones in bevy_ecs (#4835)
# Objective

`SAFETY` comments are meant to be placed before `unsafe` blocks and should contain the reasoning of why in this case the usage of unsafe is okay. This is useful when reading the code because it makes it clear which assumptions are required for safety, and makes it easier to spot possible unsoundness holes. It also forces the code writer to think of something to write and maybe look at the safety contracts of any called unsafe methods again to double-check their correct usage.

There's a clippy lint called `undocumented_unsafe_blocks` which warns when using a block without such a comment. 

## Solution

- since clippy expects `SAFETY` instead of `SAFE`, rename those
- add `SAFETY` comments in more places
- for the last remaining 3 places, add an `#[allow()]` and `// TODO` since I wasn't comfortable enough with the code to justify their safety
- add ` #![warn(clippy::undocumented_unsafe_blocks)]` to `bevy_ecs`


### Note for reviewers

The first commit only renames `SAFETY` to `SAFE` so it doesn't need a thorough review.
cb042a416e..55cef2d6fa is the diff for all other changes.

### Safety comments where I'm not too familiar with the code

774012ece5/crates/bevy_ecs/src/entity/mod.rs (L540-L546)

774012ece5/crates/bevy_ecs/src/world/entity_ref.rs (L249-L252)

### Locations left undocumented with a `TODO` comment

5dde944a30/crates/bevy_ecs/src/schedule/executor_parallel.rs (L196-L199)

5dde944a30/crates/bevy_ecs/src/world/entity_ref.rs (L287-L289)

5dde944a30/crates/bevy_ecs/src/world/entity_ref.rs (L413-L415)

Co-authored-by: Jakob Hellermann <hellermann@sipgate.de>
2022-07-04 14:44:24 +00:00
CGMossa
33f9b3940d Updated glam to 0.21. (#5142)
Removed `const_vec2`/`const_vec3`
and replaced with equivalent `.from_array`.

# Objective

Fixes #5112 

## Solution

- `encase` needs to update to `glam` as well. See teoxoy/encase#4 on progress on that. 
- `hexasphere` also needs to be updated, see OptimisticPeach/hexasphere#12.
2022-07-03 19:55:33 +00:00
SarthakSingh31
cdbabb7053 Removed world cell from places where split multable access is not needed (#5167)
Fixes #5109.
2022-07-01 17:03:32 +00:00
Jakob Hellermann
49ff42cc69 fix new clippy lints (#5160)
# Objective

- Nightly clippy lints should be fixed before they get stable and break CI
  
## Solution

- fix new clippy lints
- ignore `significant_drop_in_scrutinee` since it isn't relevant in our loop https://github.com/rust-lang/rust-clippy/issues/8987
```rust
for line in io::stdin().lines() {
    ...
}
```

Co-authored-by: Jakob Hellermann <hellermann@sipgate.de>
2022-07-01 13:41:23 +00:00
Rob Parrett
5e1756954f Derive default for enums where possible (#5158)
# Objective

Fixes #5153

## Solution

Search for all enums and manually check if they have default impls that can use this new derive.

By my reckoning:

| enum | num |
|-|-|
| total | 159 |
| has default impl | 29 |
| default is unit variant | 23 |
2022-07-01 03:42:15 +00:00
colepoirier
86dd6f065d depend on dioxus(and bevy)-maintained fork of stretch (taffy) (#4716)
# Objective

DioxusLabs and Bevy have taken over maintaining what was our abandoned ui layout dependency [stretch](https://github.com/vislyhq/stretch). Dioxus' fork has had a lot of work done on it by @alice-i-cecile, @Weibye , @jkelleyrtp, @mockersf, @HackerFoo, @TimJentzsch and a dozen other contributors and now is in much better shape than stretch was. The updated crate is called taffy and is available on github [here](https://github.com/DioxusLabs/taffy) ([taffy](https://crates.io/crates/taffy) on crates.io). The goal of this PR is to replace stretch v0.3.2 with taffy v0.1.0.

## Solution

I changed the bevy_ui Cargo.toml to depend on taffy instead of stretch and fixed all the errors rustc complained about.

---

## Changelog

Changed bevy_ui layout dependency from stretch to taffy (the maintained fork of stretch).

fixes #677

## Migration Guide

The public api of taffy is different from that of stretch so please advise me on what to do here @alice-i-cecile.
2022-06-21 22:57:59 +00:00
Félix Lescaudey de Maneville
c4fc5d88f0 Fixed bevy_ui touch input (#4099)
# Objective

`bevy_ui` doesn't support correctly touch inputs because of two problems in the focus system:
- It attempts to retrieve touch input with a specific `0` id
- It doesn't retrieve touch positions and bases its focus solely on mouse position, absent from mobile devices

## Solution

I added a few methods to the `Touches` resource, allowing to check if **any** touch input was pressed, released or cancelled and to retrieve the *position* of the first pressed touch input and adapted the focus system.

I added a test button to the *iOS* example and it works correclty on emulator. I did not test on a real touch device as:
- Android is not working (https://github.com/bevyengine/bevy/issues/3249)
- I don't have an iOS device
2022-06-20 20:32:19 +00:00
Jakob Hellermann
218b0fd3b6 bevy_reflect: put serialize into external ReflectSerialize type (#4782)
builds on top of #4780 

# Objective

`Reflect` and `Serialize` are currently very tied together because `Reflect` has a `fn serialize(&self) -> Option<Serializable<'_>>` method. Because of that, we can either implement `Reflect` for types like `Option<T>` with `T: Serialize` and have `fn serialize` be implemented, or without the bound but having `fn serialize` return `None`.

By separating `ReflectSerialize` into a separate type (like how it already is for `ReflectDeserialize`, `ReflectDefault`), we could separately `.register::<Option<T>>()` and `.register_data::<Option<T>, ReflectSerialize>()` only if the type `T: Serialize`.

This PR does not change the registration but allows it to be changed in a future PR.

## Solution

- add the type
```rust
struct ReflectSerialize { .. }
impl<T: Reflect + Serialize> FromType<T> for ReflectSerialize { .. }
```

- remove `#[reflect(Serialize)]` special casing. 

- when serializing reflect value types, look for `ReflectSerialize` in the `TypeRegistry` instead of calling `value.serialize()`
2022-06-20 17:18:58 +00:00
ickshonpe
5a09694dec Overflow::Hidden doesn't work correctly with scale_factor_override (#3854)
# Objective

Overflow::Hidden doesn't work correctly with scale_factor_override.
If you run the Bevy UI example with scale_factor_override 3 you'll see half clipped text around the edges of the scrolling listbox.
The problem seems to be that the corners of the node are transformed before the amount of clipping required is calculated. But then that transformed clip is compared to the original untransformed size of the node rect to see if it should be culled or not. With a higher scale factor the relative size of the untransformed node rect is going to be really big, so the overflow isn't culled.

# Solution

Multiply the size of the node rect by extracted_uinode.transform before the cull test.
2022-06-12 19:14:48 +00:00
Carter Anderson
5e2cfb2f19 Camera Driven Viewports (#4898)
# Objective

Users should be able to render cameras to specific areas of a render target, which enables scenarios like split screen, minimaps, etc.

Builds on the new Camera Driven Rendering added here: #4745 
Fixes: #202
Alternative to #1389 and #3626 (which are incompatible with the new Camera Driven Rendering)

## Solution

![image](https://user-images.githubusercontent.com/2694663/171560044-f0694f67-0cd9-4598-83e2-a9658c4fed57.png)


Cameras can now configure an optional "viewport", which defines a rectangle within their render target to draw to. If a `Viewport` is defined, the camera's `CameraProjection`, `View`, and visibility calculations will use the viewport configuration instead of the full render target. 

```rust
// This camera will render to the first half of the primary window (on the left side).
commands.spawn_bundle(Camera3dBundle {
    camera: Camera {
        viewport: Some(Viewport {
            physical_position: UVec2::new(0, 0),
            physical_size: UVec2::new(window.physical_width() / 2, window.physical_height()),
            depth: 0.0..1.0,
        }),
        ..default()
    },
    ..default()
});
```

To account for this, the `Camera` component has received a few adjustments:

* `Camera` now has some new getter functions:
  * `logical_viewport_size`, `physical_viewport_size`, `logical_target_size`, `physical_target_size`, `projection_matrix`
*  All computed camera values are now private and live on the `ComputedCameraValues` field (logical/physical width/height, the projection matrix). They are now exposed on `Camera` via getters/setters  This wasn't _needed_ for viewports, but it was long overdue.

---

## Changelog

### Added

* `Camera` components now have a `viewport` field, which can be set to draw to a portion of a render target instead of the full target.
* `Camera` component has some new functions: `logical_viewport_size`, `physical_viewport_size`, `logical_target_size`, `physical_target_size`, and `projection_matrix`
* Added a new split_screen example illustrating how to render two cameras to the same scene

## Migration Guide

`Camera::projection_matrix` is no longer a public field. Use the new `Camera::projection_matrix()` method instead:

```rust

// Bevy 0.7
let projection = camera.projection_matrix;

// Bevy 0.8
let projection = camera.projection_matrix();
```
2022-06-05 00:27:49 +00:00
Carter Anderson
f487407e07 Camera Driven Rendering (#4745)
This adds "high level camera driven rendering" to Bevy. The goal is to give users more control over what gets rendered (and where) without needing to deal with render logic. This will make scenarios like "render to texture", "multiple windows", "split screen", "2d on 3d", "3d on 2d", "pass layering", and more significantly easier. 

Here is an [example of a 2d render sandwiched between two 3d renders (each from a different perspective)](https://gist.github.com/cart/4fe56874b2e53bc5594a182fc76f4915):
![image](https://user-images.githubusercontent.com/2694663/168411086-af13dec8-0093-4a84-bdd4-d4362d850ffa.png)

Users can now spawn a camera, point it at a RenderTarget (a texture or a window), and it will "just work". 

Rendering to a second window is as simple as spawning a second camera and assigning it to a specific window id:
```rust
// main camera (main window)
commands.spawn_bundle(Camera2dBundle::default());

// second camera (other window)
commands.spawn_bundle(Camera2dBundle {
    camera: Camera {
        target: RenderTarget::Window(window_id),
        ..default()
    },
    ..default()
});
```

Rendering to a texture is as simple as pointing the camera at a texture:

```rust
commands.spawn_bundle(Camera2dBundle {
    camera: Camera {
        target: RenderTarget::Texture(image_handle),
        ..default()
    },
    ..default()
});
```

Cameras now have a "render priority", which controls the order they are drawn in. If you want to use a camera's output texture as a texture in the main pass, just set the priority to a number lower than the main pass camera (which defaults to `0`).

```rust
// main pass camera with a default priority of 0
commands.spawn_bundle(Camera2dBundle::default());

commands.spawn_bundle(Camera2dBundle {
    camera: Camera {
        target: RenderTarget::Texture(image_handle.clone()),
        priority: -1,
        ..default()
    },
    ..default()
});

commands.spawn_bundle(SpriteBundle {
    texture: image_handle,
    ..default()
})
```

Priority can also be used to layer to cameras on top of each other for the same RenderTarget. This is what "2d on top of 3d" looks like in the new system:

```rust
commands.spawn_bundle(Camera3dBundle::default());

commands.spawn_bundle(Camera2dBundle {
    camera: Camera {
        // this will render 2d entities "on top" of the default 3d camera's render
        priority: 1,
        ..default()
    },
    ..default()
});
```

There is no longer the concept of a global "active camera". Resources like `ActiveCamera<Camera2d>` and `ActiveCamera<Camera3d>` have been replaced with the camera-specific `Camera::is_active` field. This does put the onus on users to manage which cameras should be active.

Cameras are now assigned a single render graph as an "entry point", which is configured on each camera entity using the new `CameraRenderGraph` component. The old `PerspectiveCameraBundle` and `OrthographicCameraBundle` (generic on camera marker components like Camera2d and Camera3d) have been replaced by `Camera3dBundle` and `Camera2dBundle`, which set 3d and 2d default values for the `CameraRenderGraph` and projections.

```rust
// old 3d perspective camera
commands.spawn_bundle(PerspectiveCameraBundle::default())

// new 3d perspective camera
commands.spawn_bundle(Camera3dBundle::default())
```

```rust
// old 2d orthographic camera
commands.spawn_bundle(OrthographicCameraBundle::new_2d())

// new 2d orthographic camera
commands.spawn_bundle(Camera2dBundle::default())
```

```rust
// old 3d orthographic camera
commands.spawn_bundle(OrthographicCameraBundle::new_3d())

// new 3d orthographic camera
commands.spawn_bundle(Camera3dBundle {
    projection: OrthographicProjection {
        scale: 3.0,
        scaling_mode: ScalingMode::FixedVertical,
        ..default()
    }.into(),
    ..default()
})
```

Note that `Camera3dBundle` now uses a new `Projection` enum instead of hard coding the projection into the type. There are a number of motivators for this change: the render graph is now a part of the bundle, the way "generic bundles" work in the rust type system prevents nice `..default()` syntax, and changing projections at runtime is much easier with an enum (ex for editor scenarios). I'm open to discussing this choice, but I'm relatively certain we will all come to the same conclusion here. Camera2dBundle and Camera3dBundle are much clearer than being generic on marker components / using non-default constructors.

If you want to run a custom render graph on a camera, just set the `CameraRenderGraph` component:

```rust
commands.spawn_bundle(Camera3dBundle {
    camera_render_graph: CameraRenderGraph::new(some_render_graph_name),
    ..default()
})
```

Just note that if the graph requires data from specific components to work (such as `Camera3d` config, which is provided in the `Camera3dBundle`), make sure the relevant components have been added.

Speaking of using components to configure graphs / passes, there are a number of new configuration options:

```rust
commands.spawn_bundle(Camera3dBundle {
    camera_3d: Camera3d {
        // overrides the default global clear color 
        clear_color: ClearColorConfig::Custom(Color::RED),
        ..default()
    },
    ..default()
})

commands.spawn_bundle(Camera3dBundle {
    camera_3d: Camera3d {
        // disables clearing
        clear_color: ClearColorConfig::None,
        ..default()
    },
    ..default()
})
```

Expect to see more of the "graph configuration Components on Cameras" pattern in the future.

By popular demand, UI no longer requires a dedicated camera. `UiCameraBundle` has been removed. `Camera2dBundle` and `Camera3dBundle` now both default to rendering UI as part of their own render graphs. To disable UI rendering for a camera, disable it using the CameraUi component:

```rust
commands
    .spawn_bundle(Camera3dBundle::default())
    .insert(CameraUi {
        is_enabled: false,
        ..default()
    })
```

## Other Changes

* The separate clear pass has been removed. We should revisit this for things like sky rendering, but I think this PR should "keep it simple" until we're ready to properly support that (for code complexity and performance reasons). We can come up with the right design for a modular clear pass in a followup pr.
* I reorganized bevy_core_pipeline into Core2dPlugin and Core3dPlugin (and core_2d / core_3d modules). Everything is pretty much the same as before, just logically separate. I've moved relevant types (like Camera2d, Camera3d, Camera3dBundle, Camera2dBundle) into their relevant modules, which is what motivated this reorganization.
* I adapted the `scene_viewer` example (which relied on the ActiveCameras behavior) to the new system. I also refactored bits and pieces to be a bit simpler. 
* All of the examples have been ported to the new camera approach. `render_to_texture` and `multiple_windows` are now _much_ simpler. I removed `two_passes` because it is less relevant with the new approach. If someone wants to add a new "layered custom pass with CameraRenderGraph" example, that might fill a similar niche. But I don't feel much pressure to add that in this pr.
* Cameras now have `target_logical_size` and `target_physical_size` fields, which makes finding the size of a camera's render target _much_ simpler. As a result, the `Assets<Image>` and `Windows` parameters were removed from `Camera::world_to_screen`, making that operation much more ergonomic.
* Render order ambiguities between cameras with the same target and the same priority now produce a warning. This accomplishes two goals:
    1. Now that there is no "global" active camera, by default spawning two cameras will result in two renders (one covering the other). This would be a silent performance killer that would be hard to detect after the fact. By detecting ambiguities, we can provide a helpful warning when this occurs.
    2. Render order ambiguities could result in unexpected / unpredictable render results. Resolving them makes sense.

## Follow Up Work

* Per-Camera viewports, which will make it possible to render to a smaller area inside of a RenderTarget (great for something like splitscreen)
* Camera-specific MSAA config (should use the same "overriding" pattern used for ClearColor)
* Graph Based Camera Ordering: priorities are simple, but they make complicated ordering constraints harder to express. We should consider adopting a "graph based" camera ordering model with "before" and "after" relationships to other cameras (or build it "on top" of the priority system).
* Consider allowing graphs to run subgraphs from any nest level (aka a global namespace for graphs). Right now the 2d and 3d graphs each need their own UI subgraph, which feels "fine" in the short term. But being able to share subgraphs between other subgraphs seems valuable.
* Consider splitting `bevy_core_pipeline` into `bevy_core_2d` and `bevy_core_3d` packages. Theres a shared "clear color" dependency here, which would need a new home.
2022-06-02 00:12:17 +00:00
Félix Lescaudey de Maneville
f000c2b951 Clippy improvements (#4665)
# Objective

Follow up to my previous MR #3718 to add new clippy warnings to bevy:

- [x] [~~option_if_let_else~~](https://rust-lang.github.io/rust-clippy/master/#option_if_let_else) (reverted)
- [x] [redundant_else](https://rust-lang.github.io/rust-clippy/master/#redundant_else)
- [x] [match_same_arms](https://rust-lang.github.io/rust-clippy/master/#match_same_arms)
- [x] [semicolon_if_nothing_returned](https://rust-lang.github.io/rust-clippy/master/#semicolon_if_nothing_returned)
- [x] [explicit_iter_loop](https://rust-lang.github.io/rust-clippy/master/#explicit_iter_loop)
- [x] [map_flatten](https://rust-lang.github.io/rust-clippy/master/#map_flatten)

There is one commit per clippy warning, and the matching flags are added to the CI execution.

To test the CI execution you may run `cargo run -p ci -- clippy` at the root.

I choose the add the flags in the `ci` tool crate to avoid having them in every `lib.rs` but I guess it could become an issue with suprise warnings coming up after a commit/push


Co-authored-by: Carter Anderson <mcanders1@gmail.com>
2022-05-31 01:38:07 +00:00
Daniel McNab
1bbd5c25c0 Enforce type safe usage of Handle::get (#4794)
# Objective

- Sometimes, people might load an asset as one type, then use it with an `Asset`s for a different type.
- See e.g. #4784. 
- This is especially likely with the Gltf types, since users may not have a clear conceptual model of what types the assets will be.
- We had an instance of this ourselves, in the `scene_viewer` example

## Solution

- Make `Assets::get` require a type safe handle.

---

## Changelog

### Changed

- `Assets::<T>::get` and `Assets::<T>::get_mut` now require that the passed handles are `Handle<T>`, improving the type safety of handles.

### Added
- `HandleUntyped::typed_weak`, a helper function for creating a weak typed version of an exisitng `HandleUntyped`.

## Migration Guide

`Assets::<T>::get` and `Assets::<T>::get_mut` now require that the passed handles are `Handle<T>`, improving the type safety of handles. If you were previously passing in:
   - a `HandleId`, use `&Handle::weak(id)` instead, to create a weak handle. You may have been able to store a type safe `Handle` instead.
   - a `HandleUntyped`, use `&handle_untyped.typed_weak()` to create a weak handle of the specified type. This is most likely to be the useful when using [load_folder](https://docs.rs/bevy_asset/latest/bevy_asset/struct.AssetServer.html#method.load_folder)
   - a `Handle<U>` of  of a different type, consider whether this is the correct handle type to store. If it is (i.e. the same handle id is used for multiple different Asset types) use `Handle::weak(handle.id)` to cast to a different type.
2022-05-30 16:59:44 +00:00
Daniel McNab
09a3d8abe0 Allow minimising in 2d (#4527)
# Objective

- We can't minimise if there's a 2d camera because ??? there legally must be a 2d target.
- Fixes https://github.com/bevyengine/bevy/issues/4526
- Fixes https://github.com/bevyengine/bevy/issues/4856

## Solution

- Make it not crash in those cases, just do nothing
- Seems to work ¯\\_(ツ)_/¯
- See also the companion commit in https://github.com/bevyengine/bevy/pull/3597 - 503c24717321bb2bb2681b358020ad1bcbef510e

Co-authored-by: Asteria <asteria131@outlook.com>
2022-05-30 15:32:48 +00:00
Teodor Tanasoaia
7cb4d3cb43 Migrate to encase from crevice (#4339)
# Objective

- Unify buffer APIs
- Also see #4272

## Solution

- Replace vendored `crevice` with `encase`

---

## Changelog

Changed `StorageBuffer`
Added `DynamicStorageBuffer`
Replaced `UniformVec` with `UniformBuffer`
Replaced `DynamicUniformVec` with `DynamicUniformBuffer`

## Migration Guide

### `StorageBuffer`

removed `set_body()`, `values()`, `values_mut()`, `clear()`, `push()`, `append()`
added `set()`, `get()`, `get_mut()`

### `UniformVec` -> `UniformBuffer`

renamed `uniform_buffer()` to `buffer()`
removed `len()`, `is_empty()`, `capacity()`, `push()`, `reserve()`, `clear()`, `values()`
added `set()`, `get()`

### `DynamicUniformVec` -> `DynamicUniformBuffer`

renamed `uniform_buffer()` to `buffer()`
removed `capacity()`, `reserve()`


Co-authored-by: Carter Anderson <mcanders1@gmail.com>
2022-05-18 21:09:21 +00:00
nihohit
646c7e4c50 Fix mouse_clicked check for touches. (#2029)
This seems like a copy-paste from line 72 that was only partially modified.

I don't know how to test this, so please verify me :)
2022-05-16 18:00:08 +00:00
Jakob Hellermann
2b6e67f4cb add #[reflect(Default)] to create default value for reflected types (#3733)
### Problem
It currently isn't possible to construct the default value of a reflected type. Because of that, it isn't possible to use `add_component` of `ReflectComponent` to add a new component to an entity because you can't know what the initial value should be.

### Solution

1. add `ReflectDefault` type
```rust
#[derive(Clone)]
pub struct ReflectDefault {
    default: fn() -> Box<dyn Reflect>,
}

impl ReflectDefault {
    pub fn default(&self) -> Box<dyn Reflect> {
        (self.default)()
    }
}

impl<T: Reflect + Default> FromType<T> for ReflectDefault {
    fn from_type() -> Self {
        ReflectDefault {
            default: || Box::new(T::default()),
        }
    }
}
```

2. add `#[reflect(Default)]` to all component types that implement `Default` and are user facing (so not `ComputedSize`, `CubemapVisibleEntities` etc.)



This makes it possible to add the default value of a component to an entity without any compile-time information:

```rust
fn main() {
    let mut app = App::new();
    app.register_type::<Camera>();

    let type_registry = app.world.get_resource::<TypeRegistry>().unwrap();
    let type_registry = type_registry.read();

    let camera_registration = type_registry.get(std::any::TypeId::of::<Camera>()).unwrap();
    let reflect_default = camera_registration.data::<ReflectDefault>().unwrap();
    let reflect_component = camera_registration
        .data::<ReflectComponent>()
        .unwrap()
        .clone();

    let default = reflect_default.default();

    drop(type_registry);

    let entity = app.world.spawn().id();
    reflect_component.add_component(&mut app.world, entity, &*default);

    let camera = app.world.entity(entity).get::<Camera>().unwrap();
    dbg!(&camera);
}
```

### Open questions
- should we have `ReflectDefault` or `ReflectFromWorld` or both?
2022-05-03 19:20:13 +00:00
Robert Swain
5cb6f7ffd2 Do not create nor execute render passes which have no phase items to draw (#4643)
# Objective

- Creating and executing render passes has GPU overhead. If there are no phase items in the render phase to draw, then this overhead should not be incurred as it has no benefit.

## Solution

- Check if there are no phase items to draw, and if not, do not construct not execute the render pass

---

## Changelog

- Changed: Do not create nor execute empty render passes
2022-05-02 20:22:30 +00:00
TheRawMeatball
73c78c3667 Use lifetimed, type erased pointers in bevy_ecs (#3001)
# Objective

`bevy_ecs` has large amounts of unsafe code which is hard to get right and makes it difficult to audit for soundness.

## Solution

Introduce lifetimed, type-erased pointers: `Ptr<'a>` `PtrMut<'a>` `OwningPtr<'a>'` and `ThinSlicePtr<'a, T>` which are newtypes around a raw pointer with a lifetime and conceptually representing strong invariants about the pointee and validity of the pointer.

The process of converting bevy_ecs to use these has already caught multiple cases of unsound behavior.

## Changelog

TL;DR for release notes: `bevy_ecs` now uses lifetimed, type-erased pointers internally, significantly improving safety and legibility without sacrificing performance. This should have approximately no end user impact, unless you were meddling with the (unfortunately public) internals of `bevy_ecs`.

- `Fetch`, `FilterFetch` and `ReadOnlyFetch` trait no longer have a `'state` lifetime
    - this was unneeded
- `ReadOnly/Fetch` associated types on `WorldQuery` are now on a new `WorldQueryGats<'world>` trait
    - was required to work around lack of Generic Associated Types (we wish to express `type Fetch<'a>: Fetch<'a>`)
- `derive(WorldQuery)` no longer requires `'w` lifetime on struct
    - this was unneeded, and improves the end user experience
- `EntityMut::get_unchecked_mut` returns `&'_ mut T` not `&'w mut T`
    - allows easier use of unsafe API with less footguns, and can be worked around via lifetime transmutery as a user
- `Bundle::from_components` now takes a `ctx` parameter to pass to the `FnMut` closure
    - required because closure return types can't borrow from captures
- `Fetch::init` takes `&'world World`, `Fetch::set_archetype` takes `&'world Archetype` and `&'world Tables`, `Fetch::set_table` takes `&'world Table`
    - allows types implementing `Fetch` to store borrows into world
- `WorldQuery` trait now has a `shrink` fn to shorten the lifetime in `Fetch::<'a>::Item`
    - this works around lack of subtyping of assoc types, rust doesnt allow you to turn `<T as Fetch<'static>>::Item'` into `<T as Fetch<'a>>::Item'`
    - `QueryCombinationsIter` requires this
- Most types implementing `Fetch` now have a lifetime `'w`
    - allows the fetches to store borrows of world data instead of using raw pointers

## Migration guide

- `EntityMut::get_unchecked_mut` returns a more restricted lifetime, there is no general way to migrate this as it depends on your code
- `Bundle::from_components` implementations must pass the `ctx` arg to `func`
- `Bundle::from_components` callers have to use a fn arg instead of closure captures for borrowing from world
- Remove lifetime args on `derive(WorldQuery)` structs as it is nonsensical
- `<Q as WorldQuery>::ReadOnly/Fetch` should be changed to either `RO/QueryFetch<'world>` or `<Q as WorldQueryGats<'world>>::ReadOnly/Fetch`
- `<F as Fetch<'w, 's>>` should be changed to `<F as Fetch<'w>>`
- Change the fn sigs of `Fetch::init/set_archetype/set_table` to match respective trait fn sigs
- Implement the required `fn shrink` on any `WorldQuery` implementations
- Move assoc types `Fetch` and `ReadOnlyFetch` on `WorldQuery` impls to `WorldQueryGats` impls
- Pass an appropriate `'world` lifetime to whatever fetch struct you are for some reason using

### Type inference regression

in some cases rustc may give spurrious errors when attempting to infer the `F` parameter on a query/querystate this can be fixed by manually specifying the type, i.e. `QueryState:🆕:<_, ()>(world)`. The error is rather confusing:

```rust=
error[E0271]: type mismatch resolving `<() as Fetch<'_>>::Item == bool`
    --> crates/bevy_pbr/src/render/light.rs:1413:30
     |
1413 |             main_view_query: QueryState::new(world),
     |                              ^^^^^^^^^^^^^^^ expected `bool`, found `()`
     |
     = note: required because of the requirements on the impl of `for<'x> FilterFetch<'x>` for `<() as WorldQueryGats<'x>>::Fetch`
note: required by a bound in `bevy_ecs::query::QueryState::<Q, F>::new`
    --> crates/bevy_ecs/src/query/state.rs:49:32
     |
49   |     for<'x> QueryFetch<'x, F>: FilterFetch<'x>,
     |                                ^^^^^^^^^^^^^^^ required by this bound in `bevy_ecs::query::QueryState::<Q, F>::new`
```

---

Made with help from @BoxyUwU and @alice-i-cecile 

Co-authored-by: Boxy <supbscripter@gmail.com>
2022-04-27 23:44:06 +00:00
Christopher Durham
3d4e0066f4 Move float_ord from bevy_core to bevy_utils (#4189)
# Objective

Reduce the catch-all grab-bag of functionality in bevy_core by moving FloatOrd to bevy_utils.

A step in addressing #2931 and splitting bevy_core into more specific locations.

## Solution

Move FloatOrd into bevy_utils. Fix the compile errors.

As a result, bevy_core_pipeline, bevy_pbr, bevy_sprite, bevy_text, and bevy_ui no longer depend on bevy_core (they were only using it for `FloatOrd` previously).
2022-04-27 18:02:05 +00:00
Aevyrie
4aa56050b6 Add infallible resource getters for WorldCell (#4104)
# Objective

- Eliminate all `worldcell.get_resource().unwrap()` cases.
- Provide helpful messages on panic.

## Solution

- Adds infallible resource getters to `WorldCell`, mirroring `World`.
2022-04-25 23:19:13 +00:00
KDecay
989fb8a78d Move Rect to bevy_ui and rename it to UiRect (#4276)
# Objective

- Closes #335.
- Related #4285.
- Part of the splitting process of #3503.

## Solution

- Move `Rect` to `bevy_ui` and rename it to `UiRect`.

## Reasons

- `Rect` is only used in `bevy_ui` and therefore calling it `UiRect` makes the intent clearer.
- We have two types that are called `Rect` currently and it's missleading (see `bevy_sprite::Rect` and #335).
- Discussion in #3503.

## Changelog

### Changed

- The `Rect` type got moved from `bevy_math` to `bevy_ui` and renamed to `UiRect`.

## Migration Guide

- The `Rect` type got renamed to `UiRect`. To migrate you just have to change every occurrence of `Rect` to `UiRect`.

Co-authored-by: KDecay <KDecayMusic@protonmail.com>
2022-04-25 19:20:38 +00:00
SarthakSingh31
5155034a58 Converted exclusive systems to parallel systems wherever possible (#2774)
Closes #2767.

Converted:
- `play_queued_audio_system`
- `change_window`
2022-04-25 14:32:56 +00:00
ImDanTheDev
9b1651afa1 UI - keep color as 4 f32 (#4494)
# Objective

- Fixes inaccurate UI colors similar to this [Sprite color fix](https://github.com/bevyengine/bevy/pull/4361).

## Solution

- Do not reduce the color of UI quads to 4 u8.

 Left is the displayed color. Right is the input color(#202225).
| Before Fix | After Fix |
|--------|--------|
|![before](https://user-images.githubusercontent.com/2303421/163661335-7f970a43-1f8b-45af-ae0a-cd74424aa9fb.png)|![after](https://user-images.githubusercontent.com/2303421/163661342-d8d56c08-924b-4bce-8bc8-a8de85aadc97.png)|
2022-04-25 13:54:50 +00:00
KDecay
7a7f097485 Move Size to bevy_ui (#4285)
# Objective

- Related #4276.
- Part of the splitting process of #3503.

## Solution

- Move `Size` to `bevy_ui`.

## Reasons

- `Size` is only needed in `bevy_ui` (because it needs to use `Val` instead of `f32`), but it's also used as a worse `Vec2`  replacement in other areas.
- `Vec2` is more powerful than `Size` so it should be used whenever possible.
- Discussion in #3503.

## Changelog

### Changed

- The `Size` type got moved from `bevy_math` to `bevy_ui`.

## Migration Guide

- The `Size` type got moved from `bevy::math` to `bevy::ui`. To migrate you just have to import `bevy::ui::Size` instead of `bevy::math::Math` or use the `bevy::prelude` instead.

Co-authored-by: KDecay <KDecayMusic@protonmail.com>
2022-04-25 13:54:46 +00:00
bjorn3
26c3b20f1c Remove some unused dependencies (#4544)
This a commit I think would be uncontroversial that has been cherry-picked from https://github.com/bevyengine/bevy/pull/3886
2022-04-20 11:46:34 +00:00
Yutao Yuan
8d67832dfa Bump Bevy to 0.8.0-dev (#4505)
# Objective

We should bump our version to 0.8.0-dev after releasing 0.7.0, according to our release checklist.

## Solution

Do it.
2022-04-17 23:04:52 +00:00
Carter Anderson
83c6ffb73c release 0.7.0 (#4487) 2022-04-15 18:05:37 +00:00
Gabriel Bourgeois
6f16580b8a Fix clicked UI nodes getting reset when hovering child nodes (#4194)
# Objective

Fixes #4193

## Solution

When resetting a node's `Interaction` to `None`, ignore any `Clicked` node because that should be handled by the mouse release check exclusively.
2022-04-07 19:08:09 +00:00
bilsen
63fee2572b ParamSet for conflicting SystemParam:s (#2765)
# Objective
Add a system parameter `ParamSet` to be used as container for conflicting parameters.

## Solution
Added two methods to the SystemParamState trait, which gives the access used by the parameter. Did the implementation. Added some convenience methods to FilteredAccessSet. Changed `get_conflicts` to return every conflicting component instead of breaking on the first conflicting `FilteredAccess`.


Co-authored-by: bilsen <40690317+bilsen@users.noreply.github.com>
2022-03-29 23:39:38 +00:00
Rob Parrett
7ff3d876fa Clean up duplicated color conversion code (#4360)
# Objective

Cleans up some duplicated color -> u32 conversion code in `bevy_sprite` and `bevy_ui`

## Solution

Use `as_linear_rgba_u32` which was added recently by #4088
2022-03-29 23:03:22 +00:00
KDecay
f3a61327a4 Remove margins.rs (#4284)
# Objective

- Closes #335.
- Part of the splitting process of #3503.

## Solution

- Remove the `margins.rs` file containing the `Margins` type.

## Reasons

- It is unused inside of `bevy`.
- The `Rect`/`UiRect` is identical to the `Margins` type and is also used for margins inside of `bevy` (rename of `Rect` happens in #4276)
- Discussion in #3503.

## Changelog

### Removed

- The `Margins` type got removed.

## Migration Guide

- The `Margins` type got removed. To migrate you just have to change every occurrence of `Margins` to `UiRect`.
2022-03-29 22:39:18 +00:00
Kurt Kühnert
9e450f2827 Compute Pipeline Specialization (#3979)
# Objective

- Fixes #3970
- To support Bevy's shader abstraction(shader defs, shader imports and hot shader reloading) for compute shaders, I have followed carts advice and change the `PipelinenCache` to accommodate both compute and render pipelines.

## Solution

- renamed `RenderPipelineCache` to `PipelineCache`
- Cached Pipelines are now represented by an enum (render, compute)
- split the `SpecializedPipelines` into `SpecializedRenderPipelines` and `SpecializedComputePipelines`
- updated the game of life example

## Open Questions

- should `SpecializedRenderPipelines` and `SpecializedComputePipelines` be merged and how would we do that?
- should the `get_render_pipeline` and `get_compute_pipeline` methods be merged?
- is pipeline specialization for different entry points a good pattern




Co-authored-by: Kurt Kühnert <51823519+Ku95@users.noreply.github.com>
Co-authored-by: Carter Anderson <mcanders1@gmail.com>
2022-03-23 00:27:26 +00:00
Alice Cecile
7ce3ae43e3 Bump Bevy to 0.7.0-dev (#4230)
# Objective

- The [dev docs](https://dev-docs.bevyengine.org/bevy/index.html#) show version 0.6.0, which is actively misleading.

[Image of the problem](https://cdn.discordapp.com/attachments/695741366520512563/953513612943704114/Screenshot_20220316-154100_Firefox-01.jpeg)

Noticed by @ickk, fix proposed by @mockersf.

## Solution

- Bump the version across all Bevy crates to 0.7.0 dev.
- Set a reminder in the Release Checklist to remember to do this each release.
2022-03-19 03:54:15 +00:00
Alice Cecile
a304fd9a99 Split bevy_hierarchy out from bevy_transform (#4168)
# Objective

- Hierarchy tools are not just used for `Transform`: they are also used for scenes.
- In the future there's interest in using them for other features, such as visiibility inheritance.
- The fact that these tools are found in `bevy_transform` causes a great deal of user and developer confusion
- Fixes #2758.

## Solution

- Split `bevy_transform` into two!
- Make everything work again.

Note that this is a very tightly scoped PR: I *know* there are code quality and docs issues that existed in bevy_transform that I've just moved around. We should fix those in a seperate PR and try to merge this ASAP to reduce the bitrot involved in splitting an entire crate.

## Frustrations

The API around `GlobalTransform` is a mess: we have massive code and docs duplication, no link between the two types and no clear way to extend this to other forms of inheritance.

In the medium-term, I feel pretty strongly that `GlobalTransform` should be replaced by something like `Inherited<Transform>`, which lives in `bevy_hierarchy`:

- avoids code duplication
- makes the inheritance pattern extensible
- links the types at the type-level
- allows us to remove all references to inheritance from `bevy_transform`, making it more useful as a standalone crate and cleaning up its docs

## Additional context

- double-blessed by @cart in https://github.com/bevyengine/bevy/issues/4141#issuecomment-1063592414 and https://github.com/bevyengine/bevy/issues/2758#issuecomment-913810963
- preparation for more advanced / cleaner hierarchy tools: go read https://github.com/bevyengine/rfcs/pull/53 !
- originally attempted by @finegeometer in #2789. It was a great idea, just needed more discussion!

Co-authored-by: Carter Anderson <mcanders1@gmail.com>
2022-03-15 01:54:05 +00:00
Jakob Hellermann
bf6de89622 use marker components for cameras instead of name strings (#3635)
**Problem**
- whenever you want more than one of the builtin cameras (for example multiple windows, split screen, portals), you need to add a render graph node that executes the correct sub graph, extract the camera into the render world and add the correct `RenderPhase<T>` components
- querying for the 3d camera is annoying because you need to compare the camera's name to e.g. `CameraPlugin::CAMERA_3d`

**Solution**
- Introduce the marker types `Camera3d`, `Camera2d` and `CameraUi`
-> `Query<&mut Transform, With<Camera3d>>` works
- `PerspectiveCameraBundle::new_3d()` and `PerspectiveCameraBundle::<Camera3d>::default()` contain the `Camera3d` marker
- `OrthographicCameraBundle::new_3d()` has `Camera3d`, `OrthographicCameraBundle::new_2d()` has `Camera2d`
- remove `ActiveCameras`, `ExtractedCameraNames`
- run 2d, 3d and ui passes for every camera of their respective marker
-> no custom setup for multiple windows example needed

**Open questions**
- do we need a replacement for `ActiveCameras`? What about a component `ActiveCamera { is_active: bool }` similar to `Visibility`?

Co-authored-by: Carter Anderson <mcanders1@gmail.com>
2022-03-12 00:41:06 +00:00
Gabriel Bourgeois
e41c5c212c Fix UI node Transform change detection (#4138)
# Objective

Fixes #4133 

## Solution

Add comparisons to make sure we don't dereference `Mut<>` in the two places where `Transform` is being mutated. `GlobalTransform` implementation already works properly so fixing Transform automatically fixed that as well.
2022-03-08 01:00:23 +00:00
Aevyrie
b3aff9a7b1 Add docs and common helper functions to Windows (#4107)
# Objective

- Improve documentation.
- Provide helper functions for common uses of `Windows` relating to getting the primary `Window`.
- Reduce repeated `Window` code.

# Solution

- Adds infallible `primary()` and `primary_mut()` functions with standard error text. This replaces the commonly used `get_primary().unwrap()` seen throughout bevy which has inconsistent or nonexistent error messages.
- Adds `scale_factor(WindowId)` to replace repeated code blocks throughout.

# Considerations

- The added functions can panic if the primary window does not exist.
    - It is very uncommon for the primary window to not exist, as seen by the regular use of `get_primary().unwrap()`. Most users will have a single window and will need to reference the primary window in their code multiple times.
    - The panic provides a consistent error message to make this class of error easy to spot from the panic text.
    - This follows the established standard of short names for infallible-but-unlikely-to-panic functions in bevy.
- Removes line noise for common usage of `Windows`.
2022-03-08 00:46:04 +00:00
pubrrr
caf6611c62 remove Events from bevy_app, they now live in bevy_ecs (#4066)
# Objective

Fixes #4064.

## Solution

- remove Events from bevy_app
2022-03-01 19:33:56 +00:00
Alice Cecile
557ab9897a Make get_resource (and friends) infallible (#4047)
# Objective

- In the large majority of cases, users were calling `.unwrap()` immediately after `.get_resource`.
- Attempting to add more helpful error messages here resulted in endless manual boilerplate (see #3899 and the linked PRs).

## Solution

- Add an infallible variant named `.resource` and so on.
- Use these infallible variants over `.get_resource().unwrap()` across the code base.

## Notes

I did not provide equivalent methods on `WorldCell`, in favor of removing it entirely in #3939.

## Migration Guide

Infallible variants of `.get_resource` have been added that implicitly panic, rather than needing to be unwrapped.

Replace `world.get_resource::<Foo>().unwrap()` with `world.resource::<Foo>()`.

## Impact

- `.unwrap` search results before: 1084
- `.unwrap` search results after: 942
- internal `unwrap_or_else` calls added: 4
- trivial unwrap calls removed from tests and code: 146
- uses of the new `try_get_resource` API: 11
- percentage of the time the unwrapping API was used internally: 93%
2022-02-27 22:37:18 +00:00
Carter Anderson
e369a8ad51 Mesh vertex buffer layouts (#3959)
This PR makes a number of changes to how meshes and vertex attributes are handled, which the goal of enabling easy and flexible custom vertex attributes:
* Reworks the `Mesh` type to use the newly added `VertexAttribute` internally
  * `VertexAttribute` defines the name, a unique `VertexAttributeId`, and a `VertexFormat`
  *  `VertexAttributeId` is used to produce consistent sort orders for vertex buffer generation, replacing the more expensive and often surprising "name based sorting"  
  * Meshes can be used to generate a `MeshVertexBufferLayout`, which defines the layout of the gpu buffer produced by the mesh. `MeshVertexBufferLayouts` can then be used to generate actual `VertexBufferLayouts` according to the requirements of a specific pipeline. This decoupling of "mesh layout" vs "pipeline vertex buffer layout" is what enables custom attributes. We don't need to standardize _mesh layouts_ or contort meshes to meet the needs of a specific pipeline. As long as the mesh has what the pipeline needs, it will work transparently. 
* Mesh-based pipelines now specialize on `&MeshVertexBufferLayout` via the new `SpecializedMeshPipeline` trait (which behaves like `SpecializedPipeline`, but adds `&MeshVertexBufferLayout`). The integrity of the pipeline cache is maintained because the `MeshVertexBufferLayout` is treated as part of the key (which is fully abstracted from implementers of the trait ... no need to add any additional info to the specialization key).    
* Hashing `MeshVertexBufferLayout` is too expensive to do for every entity, every frame. To make this scalable, I added a generalized "pre-hashing" solution to `bevy_utils`: `Hashed<T>` keys and `PreHashMap<K, V>` (which uses `Hashed<T>` internally) . Why didn't I just do the quick and dirty in-place "pre-compute hash and use that u64 as a key in a hashmap" that we've done in the past? Because its wrong! Hashes by themselves aren't enough because two different values can produce the same hash. Re-hashing a hash is even worse! I decided to build a generalized solution because this pattern has come up in the past and we've chosen to do the wrong thing. Now we can do the right thing! This did unfortunately require pulling in `hashbrown` and using that in `bevy_utils`, because avoiding re-hashes requires the `raw_entry_mut` api, which isn't stabilized yet (and may never be ... `entry_ref` has favor now, but also isn't available yet). If std's HashMap ever provides the tools we need, we can move back to that. Note that adding `hashbrown` doesn't increase our dependency count because it was already in our tree. I will probably break these changes out into their own PR.
* Specializing on `MeshVertexBufferLayout` has one non-obvious behavior: it can produce identical pipelines for two different MeshVertexBufferLayouts. To optimize the number of active pipelines / reduce re-binds while drawing, I de-duplicate pipelines post-specialization using the final `VertexBufferLayout` as the key.  For example, consider a pipeline that needs the layout `(position, normal)` and is specialized using two meshes: `(position, normal, uv)` and `(position, normal, other_vec2)`. If both of these meshes result in `(position, normal)` specializations, we can use the same pipeline! Now we do. Cool!

To briefly illustrate, this is what the relevant section of `MeshPipeline`'s specialization code looks like now:

```rust
impl SpecializedMeshPipeline for MeshPipeline {
    type Key = MeshPipelineKey;

    fn specialize(
        &self,
        key: Self::Key,
        layout: &MeshVertexBufferLayout,
    ) -> RenderPipelineDescriptor {
        let mut vertex_attributes = vec![
            Mesh::ATTRIBUTE_POSITION.at_shader_location(0),
            Mesh::ATTRIBUTE_NORMAL.at_shader_location(1),
            Mesh::ATTRIBUTE_UV_0.at_shader_location(2),
        ];

        let mut shader_defs = Vec::new();
        if layout.contains(Mesh::ATTRIBUTE_TANGENT) {
            shader_defs.push(String::from("VERTEX_TANGENTS"));
            vertex_attributes.push(Mesh::ATTRIBUTE_TANGENT.at_shader_location(3));
        }

        let vertex_buffer_layout = layout
            .get_layout(&vertex_attributes)
            .expect("Mesh is missing a vertex attribute");
```

Notice that this is _much_ simpler than it was before. And now any mesh with any layout can be used with this pipeline, provided it has vertex postions, normals, and uvs. We even got to remove `HAS_TANGENTS` from MeshPipelineKey and `has_tangents` from `GpuMesh`, because that information is redundant with `MeshVertexBufferLayout`.

This is still a draft because I still need to:

* Add more docs
* Experiment with adding error handling to mesh pipeline specialization (which would print errors at runtime when a mesh is missing a vertex attribute required by a pipeline). If it doesn't tank perf, we'll keep it.
* Consider breaking out the PreHash / hashbrown changes into a separate PR.
* Add an example illustrating this change
* Verify that the "mesh-specialized pipeline de-duplication code" works properly

Please dont yell at me for not doing these things yet :) Just trying to get this in peoples' hands asap.

Alternative to #3120
Fixes #3030


Co-authored-by: Carter Anderson <mcanders1@gmail.com>
2022-02-23 23:21:13 +00:00
Carter Anderson
98938a8555 Internal Asset Hot Reloading (#3966)
Adds "hot reloading" of internal assets, which is normally not possible because they are loaded using `include_str` / direct Asset collection access.

This is accomplished via the following:
* Add a new `debug_asset_server` feature flag
* When that feature flag is enabled, create a second App with a second AssetServer that points to a configured location (by default the `crates` folder). Plugins that want to add hot reloading support for their assets can call the new `app.add_debug_asset::<T>()` and `app.init_debug_asset_loader::<T>()` functions.
* Load "internal" assets using the new `load_internal_asset` macro. By default this is identical to the current "include_str + register in asset collection" approach. But if the `debug_asset_server` feature flag is enabled, it will also load the asset dynamically in the debug asset server using the file path. It will then set up a correlation between the "debug asset" and the "actual asset" by listening for asset change events.

This is an alternative to #3673. The goal was to keep the boilerplate and features flags to a minimum for bevy plugin authors, and allow them to home their shaders near relevant code. 

This is a draft because I haven't done _any_ quality control on this yet. I'll probably rename things and remove a bunch of unwraps. I just got it working and wanted to use it to start a conversation.

Fixes #3660
2022-02-18 22:56:57 +00:00
Sliman4
d3e526bfc0 Add FocusPolicy to NodeBundle and ImageBundle (#3952)
# Objective
`FocusPolicy` allows tracking `Interaction` of a parent node when a player hovers/clicks at the child node, and I see no reason why it shouldn't exist in these 2 nodes.

Resolves #2488

## Solution
Add it!

In the tracking system it's used as `Option`: e749ee786c/crates/bevy_ui/src/focus.rs (L71) and then it treats it as `Block` if it's not present: e749ee786c/crates/bevy_ui/src/focus.rs (L162) and the default value is e749ee786c/crates/bevy_ui/src/focus.rs (L47-L51) so it should be compatible with all existing UIs that use `..Default::default()`
2022-02-15 22:31:51 +00:00
danieleades
d8974e7c3d small and mostly pointless refactoring (#2934)
What is says on the tin.

This has got more to do with making `clippy` slightly more *quiet* than it does with changing anything that might greatly impact readability or performance.

that said, deriving `Default` for a couple of structs is a nice easy win
2022-02-13 22:33:55 +00:00