# Objective
`flush_and_reserve_invalid_assuming_no_entities` was made for the old
rendering world (which was reset every frame) and is usused since the
0.15 retained rendering world, but wasn't removed yet. It is pub, but is
undocumented apart from the safety comment.
## Solution
Remove `flush_and_reserve_invalid_assuming_no_entities` and the safety
invariants this method required for `EntityMeta`, `EntityLocation`,
`TableId` and `TableRow`. This reduces the amount of unsafe code &
safety invariants and makes #16047 easier.
## Alternatives
- Document `flush_and_reserve_invalid_assuming_no_entities` and keep it
unchanged
- Document `flush_and_reserve_invalid_assuming_no_entities` and change
it to be based on `EntityMeta::INVALID`
## Migration Guide
- exchange `Entities::flush_and_reserve_invalid_assuming_no_entities`
for `reserve` and `flush_as_invalid` and notify us if that's
insufficient
---------
Co-authored-by: Benjamin Brienen <benjamin.brienen@outlook.com>
# Objective
Fixes#15941
## Solution
Created https://crates.io/crates/variadics_please and moved the code
there; updating references
`bevy_utils/macros` is deleted.
## Testing
cargo check
## Migration Guide
Use `variadics_please::{all_tuples, all_tuples_with_size}` instead of
`bevy::utils::{all_tuples, all_tuples_with_size}`.
## Objective
Fixes#1515
This PR implements a flexible entity cloning system. The primary use
case for it is to clone dynamically-generated entities.
Example:
```rs
#[derive(Component, Clone)]
pub struct Projectile;
#[derive(Component, Clone)]
pub struct Damage {
value: f32,
}
fn player_input(
mut commands: Commands,
projectiles: Query<Entity, With<Projectile>>,
input: Res<ButtonInput<KeyCode>>,
) {
// Fire a projectile
if input.just_pressed(KeyCode::KeyF) {
commands.spawn((Projectile, Damage { value: 10.0 }));
}
// Triplicate all active projectiles
if input.just_pressed(KeyCode::KeyT) {
for projectile in projectiles.iter() {
// To triplicate a projectile we need to create 2 more clones
for _ in 0..2{
commands.clone_entity(projectile)
}
}
}
}
```
## Solution
### Commands
Add a `clone_entity` command to create a clone of an entity with all
components that can be cloned. Components that can't be cloned will be
ignored.
```rs
commands.clone_entity(entity)
```
If there is a need to configure the cloning process (like set to clone
recursively), there is a second command:
```rs
commands.clone_entity_with(entity, |builder| {
builder.recursive(true)
});
```
Both of these commands return `EntityCommands` of the cloned entity, so
the copy can be modified afterwards.
### Builder
All these commands use `EntityCloneBuilder` internally. If there is a
need to clone an entity using `World` instead, it is also possible:
```rs
let entity = world.spawn(Component).id();
let entity_clone = world.spawn_empty().id();
EntityCloneBuilder::new(&mut world).clone_entity(entity, entity_clone);
```
Builder has methods to `allow` or `deny` certain components during
cloning if required and can be extended by implementing traits on it.
This PR includes two `EntityCloneBuilder` extensions:
`CloneEntityWithObserversExt` to configure adding cloned entity to
observers of the original entity, and `CloneEntityRecursiveExt` to
configure cloning an entity recursively.
### Clone implementations
By default, all components that implement either `Clone` or `Reflect`
will be cloned (with `Clone`-based implementation preferred in case
component implements both).
This can be overriden on a per-component basis:
```rs
impl Component for SomeComponent {
const STORAGE_TYPE: StorageType = StorageType::Table;
fn get_component_clone_handler() -> ComponentCloneHandler {
// Don't clone this component
ComponentCloneHandler::Ignore
}
}
```
### `ComponentCloneHandlers`
Clone implementation specified in `get_component_clone_handler` will get
registered in `ComponentCloneHandlers` (stored in
`bevy_ecs::component::Components`) at component registration time.
The clone handler implementation provided by a component can be
overriden after registration like so:
```rs
let component_id = world.components().component_id::<Component>().unwrap()
world.get_component_clone_handlers_mut()
.set_component_handler(component_id, ComponentCloneHandler::Custom(component_clone_custom))
```
The default clone handler for all components that do not explicitly
define one (or don't derive `Component`) is
`component_clone_via_reflect` if `bevy_reflect` feature is enabled, and
`component_clone_ignore` (noop) otherwise.
Default handler can be overriden using
`ComponentCloneHandlers::set_default_handler`
### Handlers
Component clone handlers can be used to modify component cloning
behavior. The general signature for a handler that can be used in
`ComponentCloneHandler::Custom` is as follows:
```rs
pub fn component_clone_custom(
world: &mut DeferredWorld,
entity_cloner: &EntityCloner,
) {
// implementation
}
```
The `EntityCloner` implementation (used internally by
`EntityCloneBuilder`) assumes that after calling this custom handler,
the `target` entity has the desired version of the component from the
`source` entity.
### Builder handler overrides
Besides component-defined and world-overriden handlers,
`EntityCloneBuilder` also has a way to override handlers locally. It is
mainly used to allow configuration methods like `recursive` and
`add_observers`.
```rs
// From observer clone handler implementation
impl CloneEntityWithObserversExt for EntityCloneBuilder<'_> {
fn add_observers(&mut self, add_observers: bool) -> &mut Self {
if add_observers {
self.override_component_clone_handler::<ObservedBy>(ComponentCloneHandler::Custom(
component_clone_observed_by,
))
} else {
self.remove_component_clone_handler_override::<ObservedBy>()
}
}
}
```
## Testing
Includes some basic functionality tests and doctests.
Performance-wise this feature is the same as calling `clone` followed by
`insert` for every entity component. There is also some inherent
overhead due to every component clone handler having to access component
data through `World`, but this can be reduced without breaking current
public API in a later PR.
# Objective
~Blocked on #13417~
Motivation is the same as in #13417. If users can sort `QueryIter`, to
only makes sense to also allow them to use this functionality on
`QueryManyIter`.
## Solution
Also implement the sorts on `QueryManyIter`.
The implementation of the sorts themselves are mostly the same as with
`QueryIter` in #13417.
They differ in that they re-use the `entity_iter` passed to the
`iter_many`, and internally call `iter_many_unchecked_manual` on the
lens `QueryState` with it.
These methods also return a different struct, `QuerySortedManyIter`,
because there is no longer a guarantee of unique entities.
`QuerySortedManyIter` implements the various `Iterator` traits for
read-only iteration, as `QueryManyIter` does + `DoubleEndedIterator`.
For mutable iteration, there is both a `fetch_next` and a
`fetch_next_back` method. However, they only become available after the
user calls `collect_inner` on `QuerySortedManyIter` first. This collects
the inner `entity_iter` (this is the sorted one, **not** the original
the user passed) to drop all query lens items to avoid aliasing.
When TAITs are available this `collect_inner` could be hidden away,
until then it is unfortunately not possible to elide this without either
regressing read-only iteration, or introducing a whole new type, mostly
being a copy of `QuerySortedIter`.
As a follow-up we could add a `entities_all_unique` method to check
whether the entity list consists of only unique entities, and then
return a `QuerySortedIter` from it (under opaque impl Trait if need be),
*allowing mutable `Iterator` trait iteration* over what was originally
an `iter_many` call.
Such a method can also be added to `QueryManyIter`, albeit needing a
separate, new return type.
## Testing
I've switched the third example/doc test under `sort` out for one that
shows the collect_inner/fetch_next_back functionality, otherwise the
examples are the same as in #13417, adjusted to use `iter_many` instead
of `iter`.
The `query-iter-many-sorts` test checks for equivalence to the
underlying sorts.
The test after shows that these sorts *do not* panic after
`fetch`/`fetch_next` calls.
## Changelog
Added `sort`, `sort_unstable`, `sort_by`, `sort_unstable_by`,
`sort_by_key`, `sort_by_cached_key` to `QueryManyIter`.
Added `QuerySortedManyIter`.
# Objective
There is currently no way of getting `QueryState` from `&World`, so it
is hard to, for example, iterate over all entities with a component,
only having `&World`.
## Solution
Add `try_new` function to `QueryState` that internally uses
`WorldQuery`'s `get_state`.
## Testing
No testing
# Objective
Combine the `Option<_>` state in `FunctionSystem` into a single `Option`
to provide clarity and save space.
## Solution
Simplifies `FunctionSystem`'s layout by using a single
`Option<FunctionSystemState>` for state that must be initialized before
running, and saves a byte by removing the need to store an enum tag.
Additionally, calling `System::run` on an uninitialized `System` will
now give a more descriptive message prior to verifying the `WorldId`.
## Testing
Ran CI checks locally.
Co-authored by: @BenjaminBrienen
# Objective
Fixes#16494. Closes#16539, which this replaces. Suggestions alone
weren't enough, so now we have a new PR!
---------
Co-authored-by: Joona Aalto <jondolf.dev@gmail.com>
# Objective
In the [*Similar parameters* section of
`Query`](https://dev-docs.bevyengine.org/bevy/ecs/prelude/struct.Query.html#similar-parameters),
the doc link for `Single` actually links to `Query::single`, and
`Option<Single>` just links to `Option`. They should both link to
`Single`!
The first link is broken because there is a reference-style link defined
for `single`, but not for `Single`, and rustdoc treats the link as
case-insensitive for some reason.
## Solution
Fix the links!
## Testing
I built the docs locally with `cargo doc` and tested the links.
# Objective
- Fixes#16406 even more. The previous implementation did not take into
account the depth of the requiree when setting the depth relative to the
required_by component.
## Solution
- Add the depth of the requiree!
## Testing
- Added a test.
---------
Co-authored-by: Carter Anderson <mcanders1@gmail.com>
# Objective
A new user is likely to try `Query<Component>` instead of
`Query<&Component>`. The error message should guide them to the right
solution.
## Solution
Add a note to the on_unimplemented message for `QueryData` recommending
`&T` and `&mut T`.
The full error message now looks like:
```
error[E0277]: `A` is not valid to request as data in a `Query`
--> crates\bevy_ecs\src\query\world_query.rs:260:18
|
260 | fn system(query: Query<A>) {}
| ^^^^^^^^ invalid `Query` data
|
= help: the trait `fetch::QueryData` is not implemented for `A`
= note: if `A` is a component type, try using `&A` or `&mut A`
= help: the following other types implement trait `fetch::QueryData`:
&'__w mut T
&Archetype
&T
()
(F,)
(F0, F1)
(F0, F1, F2)
(F0, F1, F2, F3)
and 41 others
note: required by a bound in `system::query::Query`
--> crates\bevy_ecs\src\system\query.rs:362:37
|
362 | pub struct Query<'world, 'state, D: QueryData, F: QueryFilter = ()> {
| ^^^^^^^^^ required by this bound in `Query`
```
Alternative to #16450
# Objective
detailed_trace! in its current form does not work (and breaks CI)
## Solution
Fix detailed_trace by checking for the feature properly, adding it to
the correct crates, and removing it from the incorrect crates
# Objective
- Fixes#16406
- Fixes an issue where registering a "deeper" required component, then a
"shallower" required component, would result in the wrong required
constructor being used for the root component.
## Solution
- Make `register_required_components` add any "parent" of a component as
`required_by` to the new "child".
- Assign the depth of the `requiree` plus 1 as the depth of a new
runtime required component.
## Testing
- Added two new tests.
# Objective
Fixes#16406.
Currently, the `#[require(...)]` attribute internally registers
component requirements using `register_required_components_manual`. This
is done recursively in a way where every requirement in the "inheritance
tree" is added into a flat `RequiredComponents` hash map with component
constructors and inheritance depths stored.
However, this does not consider runtime requirements: if a plugins has
already registered `C` as required by `B`, and a component `A` requires
`B` through the macro attribute, spawning an entity with `A` won't add
`C`. The `required_by` hash set for `C` doesn't have `A`, and the
`RequiredComponents` of `A` don't have `C`.
Intuitively, I would've thought that the macro attribute's requirements
were always added *before* runtime requirements, and in that case I
believe this shouldn't have been an issue. But the macro requirements
are based on `Component::register_required_components`, which in a lot
of cases (I think) is only called *after* the first time a bundle with
the component is inserted. So if a runtime requirement is defined
*before* this (as is often the case, during `Plugin::build`), the macro
may not take it into account.
## Solution
Register requirements inherited from the `required` component in
`register_required_components_manual_unchecked`.
## Testing
I added a test, essentially the same as in #16406, and it now passes. I
also ran some of the tests in #16409, and they seem to work as expected.
All the existing tests for required components pass.
# Objective
Seemed to have missed the export of `DynamicComponentFetch` from #15593.
`TryFromFilteredError` which is returned by `impl
TryFrom<FiliteredEntityMut/Ref> for EntityRef/Mut` also seemed to have
been missing.
## Solution
Export both of them.
# Objective
MSRV in the standalone crates should be accurate
## Solution
Determine the msrv of each crate and set it
## Testing
Adding better msrv checks to the CI is a next-step.
# Objective
- Describe the objective or issue this PR addresses.
Use the fully qualified name for `Component` in the `require` attribute
- If you're fixing a specific issue, say "Fixes #X".
Fixes#16377
## Solution
- Describe the solution used to achieve the objective above.
Use the fully qualified name for `Component` in the `require` attribute,
i.e.,`<#ident as #bevy_ecs_path::component::Component>`
## Testing
- Did you test these changes? If so, how?
`cargo run -p ci -- lints`
`cargo run -p ci -- compile`
`cargo run -p ci -- test`
- Are there any parts that need more testing?
no
- How can other people (reviewers) test your changes? Is there anything
specific they need to know?
try to compile
```rust
#[derive(::bevy::ecs::component::Component, Default)]
pub struct A;
#[derive(::bevy::ecs::component::Component)]
#[require(A)]
pub struct B;
```
- If relevant, what platforms did you test these changes on, and are
there any important ones you can't test?
Mac only
---
</details>
## Migration Guide
> This section is optional. If there are no breaking changes, you can
delete this section.
- If this PR is a breaking change (relative to the last release of
Bevy), describe how a user might need to migrate their code to support
these changes
- Simply adding new functionality is not a breaking change.
- Fixing behavior that was definitely a bug, rather than a questionable
design choice is not a breaking change.
Co-authored-by: Volodymyr Enhelhardt <volodymyr.enhelhardt@ambr.net>
# Objective
Fixes#16266
## Solution
Added an `UnregisterSystem` command struct and
`Commands::unregister_system`. Also renamed `World::remove_system` and
`World::remove_system_cached` to `World::unregister_*`
## Testing
It's a fairly simple change, but I tested locally to ensure it actually
works.
---------
Co-authored-by: Benjamin Brienen <benjamin.brienen@outlook.com>
# Objective
- Fixes: #15603
## Solution
- Add an unsafe `get_mut_by_id_unchecked` to `EntityMut` that borrows
&self instead of &mut self, thereby allowing access to multiple
components simultaneously.
## Testing
- a unit test function `get_mut_by_id_unchecked` was added.
---------
Co-authored-by: Mike <mike.hsu@gmail.com>
# Objective
- Fixed issue where `thiserror` `#[error(...)]` attributes were
improperly converted to `derive_more` `#[display(...)]` equivalents in
certain cases with a tuple struct/enum variant.
## Solution
- Used `re/#\[display\(.*\{[0-9]+\}.*\)\]/` to find occurences of using
`{0}` where `{_0}` was intended (checked for other field indexes too)and
updated accordingly.
## Testing
- `cargo check`
- CI
## Notes
This was discovered by @dtolnay in [this
comment](https://github.com/bevyengine/bevy/pull/15772#discussion_r1833730555).
# Objective
After #12929 we no longer have methods to get component or ticks for
previously obtained table column.
It's possible to use a lower level API by indexing the slice, but then
it won't be possible to construct `ComponentTicks`.
## Solution
Make `ComponentTicks` fields public. They don't hold any invariants and
you can't get a mutable reference to the struct in Bevy.
I also removed the getters since they are no longer needed.
## Testing
- I tested the compilation
---
## Migration Guide
- Instead of using `ComponentTicks::last_changed_tick` and
`ComponentTicks::added_tick` methods, access fields directly.
# Objective
Re-enable some tests in `entity_ref.rs` that are marked as `#[ignore]`,
but that pass after #14561.
## Solution
Remove `#[ignore]` from those tests.
# Objective
The schedule graph can easily confirm whether a set is contained or not.
This helps me in my personal project where I write an extension trait
for `Schedule` and I want to configure a specific set in its methods.
The set in question has a run condition though and I don't want to add
that condition to the same schedule as many times as the trait methods
are called. Since the non-pub set is unknown to the schedule until then,
a `contains_set` is sufficient.
It is probably trivial to add a method that returns an `Option<NodeId>`
as well but as I personally don't need it I did not add that. If it is
desired I can do so here though. It might be unneeded to have a
`contains_set` then because one could check `is_some` on the returned id
in that case.
An argument against that is that future changes may be easier if only a
`contains_set` needs to be ported.
## Solution
Added `ScheduleGraph::contains_set`.
## Testing
I put the below showcase code into a temporary unit test and it worked.
If wanted I add it as a test too but I did not see that other more
somewhat complicated methods have tests
---
## Showcase
```rs
#[derive(ScheduleLabel, Debug, Default, Clone, Copy, PartialEq, Eq, Hash)]
struct MySchedule;
#[derive(SystemSet, Debug, Default, Clone, Copy, PartialEq, Eq, Hash)]
struct MySet;
let mut schedule = Schedule::new(MySchedule);
assert_eq!(schedule.graph().contains_set(MySet), false);
schedule.configure_sets(MySet);
assert_eq!(schedule.graph().contains_set(MySet), true);
```
# Objective
Fixes#15676
## Solution
`remove` returns the removed item
Add `take`
## Testing
None yet
## Migration Guide
If you don't need the returned value from `remove`, discard it.
# Objective
Bevy seems to want to standardize on "American English" spellings. Not
sure if this is laid out anywhere in writing, but see also #15947.
While perusing the docs for `typos`, I noticed that it has a `locale`
config option and tried it out.
## Solution
Switch to `en-us` locale in the `typos` config and run `typos -w`
## Migration Guide
The following methods or fields have been renamed from `*dependants*` to
`*dependents*`.
- `ProcessorAssetInfo::dependants`
- `ProcessorAssetInfos::add_dependant`
- `ProcessorAssetInfos::non_existent_dependants`
- `AssetInfo::dependants_waiting_on_load`
- `AssetInfo::dependants_waiting_on_recursive_dep_load`
- `AssetInfos::loader_dependants`
- `AssetInfos::remove_dependants_and_labels`
Use the new `disqualified` crate in `QueryEntityError` to make the error
message more readable.
---
## Showcase
Old:
QueryDoesNotMatch(0v1 with components my_game::main::foo::A,
my_game::main::foo::B, bevy_pbr::light::point_light::PointLight,
bevy_render::primitives::CubemapFrusta,
bevy_pbr::bundle::CubemapVisibleEntities,
bevy_transform::components::transform::Transform,
bevy_transform::components::global_transform::GlobalTransform,
bevy_render::view::visibility::Visibility,
bevy_render::view::visibility::InheritedVisibility,
bevy_render::view::visibility::ViewVisibility,
bevy_render::sync_world::SyncToRenderWorld)
New:
QueryDoesNotMatch(0v1 with components A, B, PointLight, CubemapFrusta,
CubemapVisibleEntities, Transform, GlobalTransform, Visibility,
InheritedVisibility, ViewVisibility, SyncToRenderWorld)
---------
Co-authored-by: Alice Cecile <alice.i.cecile@gmail.com>
# Objective
Built-in observers & events should be `Reflect` so that components that
interact with them can be serialized in scenes. This is a similar pr to
#14259.
# Objective
Continue improving the user experience of our UI Node API in the
direction specified by [Bevy's Next Generation Scene / UI
System](https://github.com/bevyengine/bevy/discussions/14437)
## Solution
As specified in the document above, merge `Style` fields into `Node`,
and move "computed Node fields" into `ComputedNode` (I chose this name
over something like `ComputedNodeLayout` because it currently contains
more than just layout info. If we want to break this up / rename these
concepts, lets do that in a separate PR). `Style` has been removed.
This accomplishes a number of goals:
## Ergonomics wins
Specifying both `Node` and `Style` is now no longer required for
non-default styles
Before:
```rust
commands.spawn((
Node::default(),
Style {
width: Val::Px(100.),
..default()
},
));
```
After:
```rust
commands.spawn(Node {
width: Val::Px(100.),
..default()
});
```
## Conceptual clarity
`Style` was never a comprehensive "style sheet". It only defined "core"
style properties that all `Nodes` shared. Any "styled property" that
couldn't fit that mold had to be in a separate component. A "real" style
system would style properties _across_ components (`Node`, `Button`,
etc). We have plans to build a true style system (see the doc linked
above).
By moving the `Style` fields to `Node`, we fully embrace `Node` as the
driving concept and remove the "style system" confusion.
## Next Steps
* Consider identifying and splitting out "style properties that aren't
core to Node". This should not happen for Bevy 0.15.
---
## Migration Guide
Move any fields set on `Style` into `Node` and replace all `Style`
component usage with `Node`.
Before:
```rust
commands.spawn((
Node::default(),
Style {
width: Val::Px(100.),
..default()
},
));
```
After:
```rust
commands.spawn(Node {
width: Val::Px(100.),
..default()
});
```
For any usage of the "computed node properties" that used to live on
`Node`, use `ComputedNode` instead:
Before:
```rust
fn system(nodes: Query<&Node>) {
for node in &nodes {
let computed_size = node.size();
}
}
```
After:
```rust
fn system(computed_nodes: Query<&ComputedNode>) {
for computed_node in &computed_nodes {
let computed_size = computed_node.size();
}
}
```
# Objective
- Closes#14774
## Solution
Added:
```rust
impl<'w, E, B: Bundle> Trigger<'w, E, B> {
pub fn components(&self) -> &[ComponentId];
}
```
I went with storing it in the trigger as a `SmallVec<[Component; 1]>`
because a singular target component will be the most common case, and it
remains the same size as `Vec<ComponentId>`.
## Testing
Added a test.
# Objective
Another clippy-lint fix: the goal is so that `ci lints` actually
displays the problems that a contributor caused, and not a bunch of
existing stuff in the repo. (when run on nightly)
## Solution
This fixes all but the `clippy::needless_lifetimes` lint, which will
result in substantially more fixes and be in other PR(s). I also
explicitly allow `non_local_definitions` since it is [not working
correctly, but will be
fixed](https://github.com/rust-lang/rust/issues/131643).
A few things were manually fixed: for example, some places had an
explicitly defined `div_ceil` function that was used, which is no longer
needed since this function is stable on unsigned integers. Also, empty
lines in doc comments were handled individually.
## Testing
I ran `cargo clippy --workspace --all-targets --all-features --fix
--allow-staged` with the `clippy::needless_lifetimes` lint marked as
`allow` in `Cargo.toml` to avoid fixing that too. It now passes with all
but the listed lint.
# Objective
#15320 is a particularly painful breaking change, and the new
`RenderEntity` in particular is very noisy, with a lot of `let entity =
entity.id()` spam.
## Solution
Implement `WorldQuery`, `QueryData` and `ReadOnlyQueryData` for
`RenderEntity` and `WorldEntity`.
These work the same as the `Entity` impls from a user-facing
perspective: they simply return an owned (copied) `Entity` identifier.
This dramatically reduces noise and eases migration.
Under the hood, these impls defer to the implementations for `&T` for
everything other than the "call .id() for the user" bit, as they involve
read-only access to component data. Doing it this way (as opposed to
implementing a custom fetch, as tried in the first commit) dramatically
reduces the maintenance risk of complex unsafe code outside of
`bevy_ecs`.
To make this easier (and encourage users to do this themselves!), I've
made `ReadFetch` and `WriteFetch` slightly more public: they're no
longer `doc(hidden)`. This is a good change, since trying to vendor the
logic is much worse than just deferring to the existing tested impls.
## Testing
I've run a handful of rendering examples (breakout, alien_cake_addict,
auto_exposure, fog_volumes, box_shadow) and nothing broke.
## Follow-up
We should lint for the uses of `&RenderEntity` and `&MainEntity` in
queries: this is just less nice for no reason.
---------
Co-authored-by: Trashtalk217 <trashtalk217@gmail.com>
# Objective
- closes#15866
## Solution
- Simply migrate where possible.
## Testing
- Expect that CI will do most of the work. Examples is another way of
testing this, as most of the work is in that area.
---
## Notes
For now, this PR doesn't migrate `QueryState::single` and friends as for
now, this look like another issue. So for example, QueryBuilders that
used single or `World::query` that used single wasn't migrated. If there
is a easy way to migrate those, please let me know.
Most of the uses of `Query::single` were removed, the only other uses
that I found was related to tests of said methods, so will probably be
removed when we remove `Query::single`.
# Objective
`insert_or_spawn_batch` exists, but a version for just inserting doesn't
- Closes#2693
- Closes#8384
- Adopts/supersedes #8600
## Solution
Add `insert_batch`, along with the most common `insert` variations:
- `World::insert_batch`
- `World::insert_batch_if_new`
- `World::try_insert_batch`
- `World::try_insert_batch_if_new`
- `Commands::insert_batch`
- `Commands::insert_batch_if_new`
- `Commands::try_insert_batch`
- `Commands::try_insert_batch_if_new`
## Testing
Added tests, and added a benchmark for `insert_batch`.
Performance is slightly better than `insert_or_spawn_batch` when only
inserting:
![Code_HPnUN0QeWe](https://github.com/user-attachments/assets/53091e4f-6518-43f4-a63f-ae57d5470c66)
<details>
<summary>old benchmark</summary>
This was before reworking it to remove the `UnsafeWorldCell`:
![Code_QhXJb8sjlJ](https://github.com/user-attachments/assets/1061e2a7-a521-48e1-a799-1b6b8d1c0b93)
</details>
---
## Showcase
Usage is the same as `insert_or_spawn_batch`:
```
use bevy_ecs::{entity::Entity, world::World, component::Component};
#[derive(Component)]
struct A(&'static str);
#[derive(Component, PartialEq, Debug)]
struct B(f32);
let mut world = World::new();
let entity_a = world.spawn_empty().id();
let entity_b = world.spawn_empty().id();
world.insert_batch([
(entity_a, (A("a"), B(0.0))),
(entity_b, (A("b"), B(1.0))),
]);
assert_eq!(world.get::<B>(entity_a), Some(&B(0.0)));
```
# Objective
On mobile devices, it's best to use the OS's native logging due to the
difficulty of accessing the console. This is already done for Android.
This is an updated version of
https://github.com/bevyengine/bevy/pull/4462.
## Solution
This PR uses Absolucy's
[tracing-oslog](https://github.com/Absolucy/tracing-oslog) ([ZLib
license](https://github.com/Absolucy/tracing-oslog/blob/main/LICENSE.md))
for iOS in order to use Apple's `os_log`.
## Testing
I ran `examples/mobile` with the logging from `examples/app/logs.rs` on
an iOS device, I then checked the logs could be filtered in the MacOS
Console.app.
## Changelog
- Change bevy_log to use Apple's os_log on iOS.
## Questions for Reviewers
It's worth noting that the dependency this adds hasn't had bug fixes
released in a few years, so we may want to consider one or more of:
1. a feature flag to opt-in, and it would also allow `os_log` on MacOS
2. merge as-is and have some (minor?) upstream bugs
3. hold off on this PR until a suitable alternative dependency arises
4. maintain our own implementation
## Future work
In a follow-up PR it might be good to make the `subsystem` field have a
better default value, like [this
one](https://github.com/bevyengine/bevy/blob/main/examples/mobile/bevy_mobile_example.xcodeproj/project.pbxproj#L363).
That value can be retrieved programmatically if we bind another system
API (For posterity in Swift this is `Bundle.main.bundleIdentifier`, but
the C/ObjC equivalent is likely easier to bind). This would almost
always be the correct value, while the current default is unlikely to
ever be correct.
---------
Co-authored-by: Dusty DeWeese <dustin.deweese@gmail.com>
Co-authored-by: Alice Cecile <alice.i.cecile@gmail.com>
Co-authored-by: Carter Anderson <mcanders1@gmail.com>
Co-authored-by: François Mockers <francois.mockers@vleue.com>
# Objective
Oftentimes, users will store an entity on a component or resource. To
make this component/resource `Default`-able, they might initialize it
with `Entity::PLACEHOLDER`. This is sometimes done to avoid the need for
an `Option<Entity>`, especially if it complicates other logic.
For example, it's used in this `Selection` resource to denote "no
selection":
```rust
#[derive(Resource, Debug)]
struct Selection(Entity);
impl Default for Selection {
fn default() -> Self {
Self(Entity::PLACEHOLDER)
}
}
```
The problem is that if we try to `Debug` the current `Selection`, we get
back: `4294967295v1#8589934591`. It's not immediately obvious whether or
not the entity is an actual entity or the placeholder.
Now while it doesn't take long to realize that this is in fact just the
value of `Entity::PLACEHOLDER`, it would be a lot clearer if this was
made explicit, especially for these particular use cases.
## Solution
This PR makes the `Debug` and `Display` impls for `Entity` return
`PLACEHOLDER` for the `Entity::PLACEHOLDER` constant.
~~Feel free to bikeshed the actual value returned here. I think
`PLACEHOLDER` on its own could work too.~~ Swapped to `PLACEHOLDER` from
`Entity::PLACEHOLDER`.
## Testing
You can test locally by running:
```
cargo test --package bevy_ecs
```
---
## Migration Guide
The `Debug` and `Display` impls for `Entity` now return `PLACEHOLDER`
for the `Entity::PLACEHOLDER` constant. If you had any code relying on
these values, you may need to account for this change.
# Objective
If a `Resource` implements `FromWorld` or `Default`, it's nicer to be
able to write:
```rust
let foo = world.get_resource_or_init::<Foo>();
```
Rather than:
```rust
let foo = world.get_resource_or_insert_with(Foo::default);
```
The latter is also not possible if a type implements `FromWorld` only,
and not `Default`.
## Solution
Added:
```rust
impl World {
pub fn get_resource_or_init<R: Resource + FromWorld>(&mut self) -> Mut<'_, R>;
}
```
Turns out all current in-engine uses of `get_resource_or_insert_with`
are exactly the above, so they've also been replaced.
## Testing
- Added a doc-test.
- Also added a doc-test for `World::get_resource_or_insert_with`.
**Ready for review. Examples migration progress: 100%.**
# Objective
- Implement https://github.com/bevyengine/bevy/discussions/15014
## Solution
This implements [cart's
proposal](https://github.com/bevyengine/bevy/discussions/15014#discussioncomment-10574459)
faithfully except for one change. I separated `TextSpan` from
`TextSpan2d` because `TextSpan` needs to require the `GhostNode`
component, which is a `bevy_ui` component only usable by UI.
Extra changes:
- Added `EntityCommands::commands_mut` that returns a mutable reference.
This is a blocker for extension methods that return something other than
`self`. Note that `sickle_ui`'s `UiBuilder::commands` returns a mutable
reference for this reason.
## Testing
- [x] Text examples all work.
---
## Showcase
TODO: showcase-worthy
## Migration Guide
TODO: very breaking
### Accessing text spans by index
Text sections are now text sections on different entities in a
hierarchy, Use the new `TextReader` and `TextWriter` system parameters
to access spans by index.
Before:
```rust
fn refresh_text(mut query: Query<&mut Text, With<TimeText>>, time: Res<Time>) {
let text = query.single_mut();
text.sections[1].value = format_time(time.elapsed());
}
```
After:
```rust
fn refresh_text(
query: Query<Entity, With<TimeText>>,
mut writer: UiTextWriter,
time: Res<Time>
) {
let entity = query.single();
*writer.text(entity, 1) = format_time(time.elapsed());
}
```
### Iterating text spans
Text spans are now entities in a hierarchy, so the new `UiTextReader`
and `UiTextWriter` system parameters provide ways to iterate that
hierarchy. The `UiTextReader::iter` method will give you a normal
iterator over spans, and `UiTextWriter::for_each` lets you visit each of
the spans.
---------
Co-authored-by: ickshonpe <david.curthoys@googlemail.com>
Co-authored-by: Carter Anderson <mcanders1@gmail.com>
# Objective
Continue migration of bevy APIs to required components, following
guidance of https://hackmd.io/@bevy/required_components/
## Solution
- Make `Sprite` require `Transform` and `Visibility` and
`SyncToRenderWorld`
- move image and texture atlas handles into `Sprite`
- deprecate `SpriteBundle`
- remove engine uses of `SpriteBundle`
## Testing
ran cargo tests on bevy_sprite and tested several sprite examples.
---
## Migration Guide
Replace all uses of `SpriteBundle` with `Sprite`. There are several new
convenience constructors: `Sprite::from_image`,
`Sprite::from_atlas_image`, `Sprite::from_color`.
WARNING: use of `Handle<Image>` and `TextureAtlas` as components on
sprite entities will NO LONGER WORK. Use the fields on `Sprite` instead.
I would have removed the `Component` impls from `TextureAtlas` and
`Handle<Image>` except it is still used within ui. We should fix this
moving forward with the migration.
# Objective
- Closes#15752
Calling the functions `App::observe` and `World::observe` doesn't make
sense because you're not "observing" the `App` or `World`, you're adding
an observer that listens for an event that occurs *within* the `World`.
We should rename them to better fit this.
## Solution
Renames:
- `App::observe` -> `App::add_observer`
- `World::observe` -> `World::add_observer`
- `Commands::observe` -> `Commands::add_observer`
- `EntityWorldMut::observe_entity` -> `EntityWorldMut::observe`
(Note this isn't a breaking change as the original rename was introduced
earlier this cycle.)
## Testing
Reusing current tests.
# Objective
The current `QueryData` derive panics when it encounters an error.
Additionally, it doesn't provide the clearest error message:
```rust
#[derive(QueryData)]
#[query_data(mut)]
struct Foo {
// ...
}
```
```
error: proc-macro derive panicked
--> src/foo.rs:16:10
|
16 | #[derive(QueryData)]
| ^^^^^^^^^
|
= help: message: Invalid `query_data` attribute format
```
## Solution
Updated the derive logic to not panic and gave a bit more detail in the
error message.
This is makes the error message just a bit clearer and maintains the
correct span:
```
error: invalid attribute, expected `mutable` or `derive`
--> src/foo.rs:17:14
|
17 | #[query_data(mut)]
| ^^^
```
## Testing
You can test locally by running the following in
`crates/bevy_ecs/compile_fail`:
```
cargo test --target-dir ../../../target
```
# Objective
After merging retained rendering world #15320, we now have a good way of
creating a link between worlds (*HIYAA intensifies*). This means that
`get_or_spawn` is no longer necessary for that function. Entity should
be opaque as the warning above `get_or_spawn` says. This is also part of
#15459.
I'm deprecating `get_or_spawn_batch` in a different PR in order to keep
the PR small in size.
## Solution
Deprecate `get_or_spawn` and replace it with `get_entity` in most
contexts. If it's possible to query `&RenderEntity`, then the entity is
synced and `render_entity.id()` is initialized in the render world.
## Migration Guide
If you are given an `Entity` and you want to do something with it, use
`Commands.entity(...)` or `World.entity(...)`. If instead you want to
spawn something use `Commands.spawn(...)` or `World.spawn(...)`. If you
are not sure if an entity exists, you can always use `get_entity` and
match on the `Option<...>` that is returned.
---------
Co-authored-by: Alice Cecile <alice.i.cecile@gmail.com>