# Objective
This PR introduces an `AsyncSeekForwardExt` trait, which I forgot in my
previous PR #14194.
This new trait is analogous to `AsyncSeekExt` and allows all
implementors of `AsyncSeekForward` to directly use the `seek_forward`
function in async contexts.
## Solution
- Implement a new `AsyncSeekForwardExt` trait
- Automatically implement this trait for all types that implement
`AsyncSeekForward`
## Showcase
This new trait allows a similar API to the previous Bevy version:
```rust
#[derive(Default)]
struct UniverseLoader;
#[derive(Asset, TypePath, Debug)]
struct JustALilAsteroid([u8; 128]);
impl AssetLoader for UniverseLoader {
type Asset = JustALilAsteroid;
type Settings = ();
type Error = std::io::Error;
async fn load<'a>(
&'a self,
reader: &'a mut Reader<'a>,
_settings: &'a Self::Settings,
_context: &'a mut LoadContext<'_>,
) -> Result<Self::Asset, Self::Error> {
// read the asteroids entry table
let entry_offset: u64 = /* ... */;
let current_offset: u64 = reader.seek_forward(0).await?;
// jump to the entry
reader.seek_forward(entry_offset - current_offset).await?;
let mut asteroid_buf = [0; 128];
reader.read_exact(&mut asteroid_buf).await?;
Ok(JustALilAsteroid(asteroid_buf))
}
fn extensions(&self) -> &[&str] {
&["celestial"]
}
}
```
# 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`
# 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
Currently, is is very painful to wait for an asset to load from the
context of an `async` task. While bevy's `AssetServer` is asynchronous
at its core, the public API is mainly focused on being used from
synchronous contexts such as bevy systems. Currently, the best way of
waiting for an asset handle to finish loading is to have a system that
runs every frame, and either listens for `AssetEvents` or manually polls
the asset server. While this is an acceptable interface for bevy
systems, it is extremely awkward to do this in a way that integrates
well with the `async` task system. At my work we had to create our own
(inefficient) abstraction that encapsulated the boilerplate of checking
an asset's load status and waking up a task when it's done.
## Solution
Add the method `AssetServer::wait_for_asset`, which returns a future
that suspends until the asset associated with a given `Handle` either
finishes loading or fails to load.
## Testing
- CI
## Notes
This is an adoption of #14431, the above description is directly from
that original PR.
---------
Co-authored-by: Joseph <21144246+JoJoJet@users.noreply.github.com>
Co-authored-by: andriyDev <andriydzikh@gmail.com>
# 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
The type `AssetLoadError` has `PartialEq` and `Eq` impls, which is
problematic due to the fact that the `AssetLoaderError` and
`AddAsyncError` variants lie in their impls: they will return `true` for
any `Box<dyn Error>` with the same `TypeId`, even if the actual value is
different. This can lead to subtle bugs if a user relies on the equality
comparison to ensure that two values are equal.
The same is true for `DependencyLoadState`,
`RecursiveDependencyLoadState`.
More generally, it is an anti-pattern for large error types involving
dynamic dispatch, such as `AssetLoadError`, to have equality
comparisons. Directly comparing two errors for equality is usually not
desired -- if some logic needs to branch based on the value of an error,
it is usually more correct to check for specific variants and inspect
their fields.
As far as I can tell, the only reason these errors have equality
comparisons is because the `LoadState` enum wraps `AssetLoadError` for
its `Failed` variant. This equality comparison is only used to check for
`== LoadState::Loaded`, which we can easily replace with an `is_loaded`
method.
## Solution
Remove the `{Partial}Eq` impls from `LoadState`, which also allows us to
remove it from the error types.
## Migration Guide
The types `bevy_asset::AssetLoadError` and `bevy_asset::LoadState` no
longer support equality comparisons. If you need to check for an asset's
load state, consider checking for a specific variant using
`LoadState::is_loaded` or the `matches!` macro. Similarly, consider
using the `matches!` macro to check for specific variants of the
`AssetLoadError` type if you need to inspect the value of an asset load
error in your code.
`DependencyLoadState` and `RecursiveDependencyLoadState` are not
released yet, so no migration needed,
---------
Co-authored-by: Joseph <21144246+JoJoJet@users.noreply.github.com>
# Objective
- Closes#15716
- Closes#15718
## Solution
- Replace `Handle<MeshletMesh>` with a new `MeshletMesh3d` component
- As expected there were some random things that needed fixing:
- A couple tests were storing handles just to prevent them from being
dropped I believe, which seems to have been unnecessary in some.
- The `SpriteBundle` still had a `Handle<Image>` field. I've removed
this.
- Tests in `bevy_sprite` incorrectly added a `Handle<Image>` field
outside of the `Sprite` component.
- A few examples were still inserting `Handle`s, switched those to their
corresponding wrappers.
- 2 examples that were still querying for `Handle<Image>` were changed
to query `Sprite`
## Testing
- I've verified that the changed example work now
## Migration Guide
`Handle` can no longer be used as a `Component`. All existing Bevy types
using this pattern have been wrapped in their own semantically
meaningful type. You should do the same for any custom `Handle`
components your project needs.
The `Handle<MeshletMesh>` component is now `MeshletMesh3d`.
The `WithMeshletMesh` type alias has been removed. Use
`With<MeshletMesh3d>` instead.
# 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`.
# Objective
I noticed a weird break in a doc comment, I assume it must be a typo.
## Solution
Put the missing doc comment in there.
## Testing
It looks better in my IDE now
# Objective
- Remove dependency in bevy_asset to bevy_winit
- First step for #15565
## Solution
- the static `ANDROID_APP` and the `android_activity` reexport are now
in `bevy_window`
## Migration Guide
If you use the `android_activity` reexport from
`bevy::winit::android_activity`, it is now in
`bevy:🪟:android_activity`. Same for the `ANDROID_APP` static
# Objective
The `NestedLoader` API as it stands right now is somewhat lacking:
- It consists of several types `NestedLoader`, `UntypedNestedLoader`,
`DirectNestedLoader`, and `UntypedDirectNestedLoader`, where a typestate
pattern on `NestedLoader` would be make it more obvious what it does,
and allow centralising the documentation
- The term "untyped" in the asset loader code is overloaded. It can mean
either:
- we have literally no idea what the type of this asset will be when we
load it (I dub this "unknown type")
- we know what type of asset it will be, but we don't know it statically
- we only have a TypeId (I dub this "dynamic type" / "erased")
- There is no way to get an `UntypedHandle` (erased) given a `TypeId`
## Solution
Changes `NestedLoader` into a type-state pattern, adding two type
params:
- `T` determines the typing
- `StaticTyped`, the default, where you pass in `A` statically into `fn
load<A>() -> ..`
- `DynamicTyped`, where you give a `TypeId`, giving you a
`UntypedHandle`
- `UnknownTyped`, where you have literally no idea what type of asset
you're loading, giving you a `Handle<LoadedUntypedAsset>`
- `M` determines the "mode" (bikeshedding TBD, I couldn't come up with a
better name)
- `Deferred`, the default, won't load the asset when you call `load`,
but it does give you a `Handle` to it (this is nice since it can be a
sync fn)
- `Immediate` will load the asset as soon as you call it, and give you
access to it, but you must be in an async context to call it
Changes some naming of internals in `AssetServer` to fit the new
definitions of "dynamic type" and "unknown type". Note that I didn't do
a full pass over this code to keep the diff small. That can probably be
done in a new PR - I think the definiton I laid out of unknown type vs.
erased makes it pretty clear where each one applies.
<details>
<summary>Old issue</summary>
The only real problem I have with this PR is the requirement to pass in
`type_name` (from `core::any::type_name`) into Erased. Users might not
have that type name, only the ID, and it just seems sort of weird to
*have* to give an asset type name. However, the reason we need it is
because of this:
```rs
pub(crate) fn get_or_create_path_handle_erased(
&mut self,
path: AssetPath<'static>,
type_id: TypeId,
type_name: &str,
loading_mode: HandleLoadingMode,
meta_transform: Option<MetaTransform>,
) -> (UntypedHandle, bool) {
let result = self.get_or_create_path_handle_internal(
path,
Some(type_id),
loading_mode,
meta_transform,
);
// it is ok to unwrap because TypeId was specified above
unwrap_with_context(result, type_name).unwrap()
}
pub(crate) fn unwrap_with_context<T>(
result: Result<T, GetOrCreateHandleInternalError>,
type_name: &str,
) -> Option<T> {
match result {
Ok(value) => Some(value),
Err(GetOrCreateHandleInternalError::HandleMissingButTypeIdNotSpecified) => None,
Err(GetOrCreateHandleInternalError::MissingHandleProviderError(_)) => {
panic!("Cannot allocate an Asset Handle of type '{type_name}' because the asset type has not been initialized. \
Make sure you have called app.init_asset::<{type_name}>()")
}
}
}
```
This `unwrap_with_context` is literally the only reason we need the
`type_name`. Potentially, this can be turned into an `impl
Into<Option<&str>>`, and output a different error message if the type
name is missing. Since if we are loading an asset where we only know the
type ID, by definition we can't output that error message, since we
don't have the type name. I'm open to suggestions on this.
</details>
## Testing
Not sure how to test this, since I kept most of the actual NestedLoader
logic the same. The only new API is loading an `UntypedHandle` when in
the `DynamicTyped, Immediate` state.
## Migration Guide
Code which uses `bevy_asset`'s `LoadContext::loader` / `NestedLoader`
will see some naming changes:
- `untyped` is replaced by `with_unknown_type`
- `with_asset_type` is replaced by `with_static_type`
- `with_asset_type_id` is replaced by `with_dynamic_type`
- `direct` is replaced by `immediate` (the opposite of "immediate" is
"deferred")
# Objective
- Fixes#9968
## Solution
- Uses
[open_dir](https://docs.rs/ndk/latest/ndk/asset/struct.AssetManager.html#method.open_dir)
to read directories and collects child list, since it can't be shared
across threads.
- For `is_directory`, uses result of
[open](https://docs.rs/ndk/latest/ndk/asset/struct.AssetManager.html#method.open),
which will fail for directories. I tried using the result of `open_dir`
for this, but it was successful for files too, which made loading
folders return empty lists, since `open_dir` was successful and treated
all files as empty directories.
- Ignoring `meta` files was copied from filesystem implementation
---
## Changelog
- Fixed: Android's AssetReader implementation now supports
read_directory and is_directory.
## Notes
I noticed late that there was the #9968 issue (I only noticed #9591), so
I have also missed that a PR was already open (#9969). Feel free to copy
over the fixes from this one over there.
The only difference I notice between these 2, is that I have used `open`
instead of `open_dir` for `is_directory` implementation. I have tried
with `open_dir` too, but unfortunately that didn't work. I tested this
on an actual device, using the mobile example, by making some minor
changes:
```rust
#[derive(Resource)]
struct FolderAssets(Handle<LoadedFolder>);
// the `bevy_main` proc_macro generates the required boilerplate for iOS and Android
#[bevy_main]
fn main() {
// ...
.add_systems(Startup, (setup_scene, load_music_files))
.add_systems(
Update,
// Removed the handle_lifetime since AudioBundle is added later
(touch_camera, button_handler, setup_music),
);
// ...
}
fn load_music_files(asset_server: Res<AssetServer>, mut commands: Commands) {
let sounds = asset_server.load_folder("sounds");
commands.insert_resource(FolderAssets(sounds));
}
fn setup_music(
mut commands: Commands,
folders: Res<Assets<LoadedFolder>>,
mut loaded_event: EventReader<AssetEvent<LoadedFolder>>,
) {
for event in loaded_event.read() {
if let AssetEvent::LoadedWithDependencies { id } = event {
if let Some(folder) = folders.get(*id) {
warn!("Folder items: {:?}", folder.handles);
if let Some(source) = folder.handles.first() {
commands.spawn(AudioBundle {
source: source.clone().typed::<AudioSource>(),
settings: PlaybackSettings::LOOP,
});
}
}
}
}
}
```
---------
Co-authored-by: Kanabenki <lucien.menassol@gmail.com>
Co-authored-by: François Mockers <francois.mockers@vleue.com>
# Objective
The primary motivation behind this PR is to (partially?) address the
limitations imposed by the recently added `AsyncSeek` trait bound
discussed in issue #12880. While the `AsyncSeek` trait add some
flexibility to the reader, it inadvertently restricts the ability to
write asset readers that can truly stream bytes, particularly in
scenarios like HTTP requests where backward seeking is not supported. It
is also challenging in contexts where assets are stored in compressed
formats or require other kinds of transformations.
The logic behind this change is that currently, with `AsyncSeek`, an
asset Reader based on streamed data will either 1) fail silently, 2)
return an error, or 3) use a buffer to satisfy the trait constraint. I
believe that being able to advance in the file without having to "read"
it is a good thing. The only issue here is the ability to seek backward.
It is highly likely that in this context, we only need to seek forward
in the file because we would have already read an entry table upstream
and just want to access one or more resources further in the file. I
understand that in some cases, this may not be applicable, but I think
it is more beneficial not to constrain `Reader`s that want to stream
than to allow "Assets" to read files in a completely arbitrary order.
## Solution
Replace the current `AsyncSeek` trait with `AsyncSeekForward` on asset
`Reader`
## Changelog
- Introduced a new custom trait, `AsyncSeekForward`, for the asset
Reader.
- Replaced the current `AsyncSeek` trait with `AsyncSeekForward` for all
asset `Reader` implementations.
## Migration Guide
Replace all instances of `AsyncSeek` with `AsyncSeekForward` in your
asset reader implementations.
# Objective
Fixes#15541
A bunch of lifetimes were added during the Assets V2 rework, but after
moving to async traits in #12550 they can be elided. That PR mentions
that this might be the case, but apparently it wasn't followed up on at
the time.
~~I ended up grepping for `<'a` and finding a similar case in
`bevy_reflect` which I also fixed.~~ (edit: that one was needed
apparently)
Note that elided lifetimes are unstable in `impl Trait`. If that gets
stabilized then we can elide even more.
## Solution
Remove the extra lifetimes.
## Testing
Everything still compiles. If I have messed something up there is a
small risk that some user code stops compiling, but all the examples
still work at least.
---
## Migration Guide
The traits `AssetLoader`, `AssetSaver` and `Process` traits from
`bevy_asset` now use elided lifetimes. If you implement these then
remove the named lifetime.
# Objective
- Fixes#6370
- Closes#6581
## Solution
- Added the following lints to the workspace:
- `std_instead_of_core`
- `std_instead_of_alloc`
- `alloc_instead_of_core`
- Used `cargo +nightly fmt` with [item level use
formatting](https://rust-lang.github.io/rustfmt/?version=v1.6.0&search=#Item%5C%3A)
to split all `use` statements into single items.
- Used `cargo clippy --workspace --all-targets --all-features --fix
--allow-dirty` to _attempt_ to resolve the new linting issues, and
intervened where the lint was unable to resolve the issue automatically
(usually due to needing an `extern crate alloc;` statement in a crate
root).
- Manually removed certain uses of `std` where negative feature gating
prevented `--all-features` from finding the offending uses.
- Used `cargo +nightly fmt` with [crate level use
formatting](https://rust-lang.github.io/rustfmt/?version=v1.6.0&search=#Crate%5C%3A)
to re-merge all `use` statements matching Bevy's previous styling.
- Manually fixed cases where the `fmt` tool could not re-merge `use`
statements due to conditional compilation attributes.
## Testing
- Ran CI locally
## Migration Guide
The MSRV is now 1.81. Please update to this version or higher.
## Notes
- This is a _massive_ change to try and push through, which is why I've
outlined the semi-automatic steps I used to create this PR, in case this
fails and someone else tries again in the future.
- Making this change has no impact on user code, but does mean Bevy
contributors will be warned to use `core` and `alloc` instead of `std`
where possible.
- This lint is a critical first step towards investigating `no_std`
options for Bevy.
---------
Co-authored-by: François Mockers <francois.mockers@vleue.com>
The logic in PR #14808 broke `bevy_asset_loader`, because calling
`AssetServer::load_untyped()` initiates a load of an asset of type
`LoadedUntypedAsset`, which doesn't match any asset loaders and
therefore fails. I reverted the lines that were causing the problem. The
resulting code seems to work, but I'm not sure if this was the correct
fix.
# Objective
Currently, the term "value" in the context of reflection is a bit
overloaded.
For one, it can be used synonymously with "data" or "variable". An
example sentence would be "this function takes a reflected value".
However, it is also used to refer to reflected types which are
`ReflectKind::Value`. These types are usually either primitives, opaque
types, or types that don't fall into any other `ReflectKind` (or perhaps
could, but don't due to some limitation/difficulty). An example sentence
would be "this function takes a reflected value type".
This makes it difficult to write good documentation or other learning
material without causing some amount of confusion to readers. Ideally,
we'd be able to move away from the `ReflectKind::Value` usage and come
up with a better term.
## Solution
This PR replaces the terminology of "value" with "opaque" across
`bevy_reflect`. This includes in documentation, type names, variant
names, and macros.
The term "opaque" was chosen because that's essentially how the type is
treated within the reflection API. In other words, its internal
structure is hidden. All we can do is work with the type itself.
### Primitives
While primitives are not technically opaque types, I think it's still
clearer to refer to them as "opaque" rather than keep the confusing
"value" terminology.
We could consider adding another concept for primitives (e.g.
`ReflectKind::Primitive`), but I'm not sure that provides a lot of
benefit right now. In most circumstances, they'll be treated just like
an opaque type. They would also likely use the same macro (or two copies
of the same macro but with different names).
## Testing
You can test locally by running:
```
cargo test --package bevy_reflect --all-features
```
---
## Migration Guide
The reflection concept of "value type" has been replaced with a clearer
"opaque type". The following renames have been made to account for this:
- `ReflectKind::Value` → `ReflectKind::Opaque`
- `ReflectRef::Value` → `ReflectRef::Opaque`
- `ReflectMut::Value` → `ReflectMut::Opaque`
- `ReflectOwned::Value` → `ReflectOwned::Opaque`
- `TypeInfo::Value` → `TypeInfo::Opaque`
- `ValueInfo` → `OpaqueInfo`
- `impl_reflect_value!` → `impl_reflect_opaque!`
- `impl_from_reflect_value!` → `impl_from_reflect_opaque!`
Additionally, declaring your own opaque types no longer uses
`#[reflect_value]`. This attribute has been replaced by
`#[reflect(opaque)]`:
```rust
// BEFORE
#[derive(Reflect)]
#[reflect_value(Default)]
struct MyOpaqueType(u32);
// AFTER
#[derive(Reflect)]
#[reflect(opaque)]
#[reflect(Default)]
struct MyOpaqueType(u32);
```
Note that the order in which `#[reflect(opaque)]` appears does not
matter.
# Objective
Fixes#15351
## Solution
- Created new external crate and ported over the code
## Testing
- CI
## Migration guide
Replace references to `bevy_utils::ShortName` with
`disqualified::ShortName`.
# Objective
#13320 added convenience methods for casting a `TypeInfo` into its
respective variant:
```rust
let info: &TypeInfo = <Vec<i32> as Typed>::type_info();
// We know `info` contains a `ListInfo`, so we can simply cast it:
let list_info: &ListInfo = info.as_list().unwrap();
```
This is especially helpful when you have already verified a type is a
certain kind via `ReflectRef`, `ReflectMut`, `ReflectOwned`, or
`ReflectKind`.
As mentioned in that PR, though, it would be useful to add similar
convenience methods to those types as well.
## Solution
Added convenience casting methods to `ReflectRef`, `ReflectMut`, and
`ReflectOwned`.
With these methods, I was able to reduce our nesting in certain places
throughout the crate.
Additionally, I took this opportunity to move these types (and
`ReflectKind`) to their own module to help clean up the `reflect`
module.
## Testing
You can test locally by running:
```
cargo test --package bevy_reflect --all-features
```
---
## Showcase
Convenience methods for casting `ReflectRef`, `ReflectMut`, and
`ReflectOwned` into their respective variants has been added! This
allows you to write cleaner code if you already know the kind of your
reflected data:
```rust
// BEFORE
let ReflectRef::List(list) = list.reflect_ref() else {
panic!("expected list");
};
// AFTER
let list = list.reflect_ref().as_list().unwrap();
```
---------
Co-authored-by: Alice Cecile <alice.i.cecile@gmail.com>
Co-authored-by: Pablo Reinhardt <126117294+pablo-lua@users.noreply.github.com>
# Objective
- Goal is to minimize bevy_utils #11478
## Solution
- Move the file short_name wholesale into bevy_reflect
## Testing
- Unit tests
- CI
## Migration Guide
- References to `bevy_utils::ShortName` should instead now be
`bevy_reflect::ShortName`.
---------
Co-authored-by: François Mockers <francois.mockers@vleue.com>
# Objective
> Rust 1.81 released the #[expect(...)] attribute, which works like
#[allow(...)] but throws a warning if the lint isn't raised. This is
preferred to #[allow(...)] because it tells us when it can be removed.
- Adopts the parts of #15118 that are complete, and updates the branch
so it can be merged.
- There were a few conflicts, let me know if I misjudged any of 'em.
Alice's
[recommendation](https://github.com/bevyengine/bevy/issues/15059#issuecomment-2349263900)
seems well-taken, let's do this crate by crate now that @BD103 has done
the lion's share of this!
(Relates to, but doesn't yet completely finish #15059.)
Crates this _doesn't_ cover:
- bevy_input
- bevy_gilrs
- bevy_window
- bevy_winit
- bevy_state
- bevy_render
- bevy_picking
- bevy_core_pipeline
- bevy_sprite
- bevy_text
- bevy_pbr
- bevy_ui
- bevy_gltf
- bevy_gizmos
- bevy_dev_tools
- bevy_internal
- bevy_dylib
---------
Co-authored-by: BD103 <59022059+BD103@users.noreply.github.com>
Co-authored-by: Ben Frankel <ben.frankel7@gmail.com>
Co-authored-by: Antony <antony.m.3012@gmail.com>
`ShortName` is lazily evaluated and does not allocate, instead providing
`Display` and `Debug` implementations which write directly to a
formatter using the original algorithm. When using `ShortName` in format
strings (`panic`, `dbg`, `format`, etc.) you can directly use the
`ShortName` type. If you require a `String`, simply call
`ShortName(...).to_string()`.
# Objective
- Remove the requirement for allocation when using `get_short_name`
## Solution
- Added new type `ShortName` which wraps a name and provides its own
`Debug` and `Display` implementations, using the original
`get_short_name` algorithm without the need for allocating.
- Removed `get_short_name`, as `ShortName(...)` is more performant and
ergonomic.
- Added `ShortName::of::<T>` method to streamline the common use-case
for name shortening.
## Testing
- CI
## Migration Guide
### For `format!`, `dbg!`, `panic!`, etc.
```rust
// Before
panic!("{} is too short!", get_short_name(name));
// After
panic!("{} is too short!", ShortName(name));
```
### Need a `String` Value
```rust
// Before
let short: String = get_short_name(name);
// After
let short: String = ShortName(name).to_string();
```
## Notes
`ShortName` lazily evaluates, and directly writes to a formatter via
`Debug` and `Display`, which removes the need to allocate a `String`
when printing a shortened type name. Because the implementation has been
moved into the `fmt` method, repeated printing of the `ShortName` type
may be less performant than converting it into a `String`. However, no
instances of this are present in Bevy, and the user can get the original
behaviour by calling `.to_string()` at no extra cost.
---------
Co-authored-by: Gino Valente <49806985+MrGVSV@users.noreply.github.com>
# Objective
Asset processing (added as part of #8624) is a powerful, high-impact
feature, but has been widely underused (and underdeveloped) due to poor
developer understanding.
## Solution
In this PR, I've documented what asset processing is, why it's useful,
and pointed users to the two primary entry points.
While I would like substantially more involved practical examples for
how to perform common asset-processing tasks, I've split them out from
this PR for ease of review (and actually submitting this for review
before the weekend).
We should add bread crumbs from the module docs to these docs, but
whether we add that here or in #15056 depends on which gets merged
first.
---------
Co-authored-by: Carter Anderson <mcanders1@gmail.com>
# Objective
Bevy's asset system is powerful and generally well-designed but very
opaque.
Beginners struggle to discover how to do simple tasks and grok the
fundamental data models, while more advanced users trip over the
assorted traits and their relation to each other.
Reverts #15054 ;)
## Solution
This PR adds module documentation to `bevy_assets`, tweaking the
associated documentation on the items as needed to provide further
details and bread crumbs.
If you have ideas for other important, hard-to-discover patterns or
functionality in this crate, please let me know.
That said, I've left out a section on asset preprocessing which *should*
eventually go here. That is substantially more uncertain, and requires
both more time to investigate and more expertise to review.
---------
Co-authored-by: Carter Anderson <mcanders1@gmail.com>
Co-authored-by: TrialDragon <31419708+TrialDragon@users.noreply.github.com>
Co-authored-by: NotAFile <notafile@gmail.com>
Co-authored-by: Zachary Harrold <zac@harrold.com.au>
Co-authored-by: JMS55 <47158642+JMS55@users.noreply.github.com>
Co-authored-by: Jan Hohenheim <jan@hohenheim.ch>
# Objective
- Fixes#15060
## Solution
- Added `IdentityAssetTransformer<A>` which is an `AssetTransformer`
which infallibly returns the input `Asset` unmodified.
- Replaced `LoadAndSave` and `LoadAndSaveSettings` with type definitions
linking back to `LoadTransformAndSave` and
`LoadTransformAndSaveSettings` respectively.
- Marked `LoadAndSave` and `LoadAndSaveSettings` as depreciated with a
migration guide included, hinting to the user to use the underlying type
instead.
## Testing
- Ran CI locally
---
## Migration Guide
- Replace `LoadAndSave<L, S>` with `LoadTransformAndSave<L,
IdentityAssetTransformer<<L as AssetLoader>::Asset>, S>`
- Replace `LoadAndSaveSettings<L, S>` with
`LoadTransformAndSaveSettings<L, (), S>`
# Objective
We should attempt to document the entirety of bevy_assets. `AssetMode`
is missing docs explaining what it is, how it's used and why it exists.
## Solution
Add docs, focusing on the context in
https://github.com/bevyengine/bevy/issues/10157.
# Objective
- Crate-level prelude modules, such as `bevy_ecs::prelude`, are plagued
with inconsistency! Let's fix it!
## Solution
Format all preludes based on the following rules:
1. All preludes should have brief documentation in the format of:
> The _name_ prelude.
>
> This includes the most common types in this crate, re-exported for
your convenience.
2. All documentation should be outer, not inner. (`///` instead of
`//!`.)
3. No prelude modules should be annotated with `#[doc(hidden)]`. (Items
within them may, though I'm not sure why this was done.)
## Testing
- I manually searched for the term `mod prelude` and updated all
occurrences by hand. 🫠
---------
Co-authored-by: Gino Valente <49806985+MrGVSV@users.noreply.github.com>
# Objective
As discussed in https://github.com/bevyengine/bevy/issues/7386, system
order ambiguities within `DefaultPlugins` are a source of bugs in the
engine and badly pollute diagnostic output for users.
We should eliminate them!
This PR is an alternative to #15027: with all external ambiguities
silenced, this should be much less prone to merge conflicts and the test
output should be much easier for authors to understand.
Note that system order ambiguities are still permitted in the
`RenderApp`: these need a bit of thought in terms of how to test them,
and will be fairly involved to fix. While these aren't *good*, they'll
generally only cause graphical bugs, not logic ones.
## Solution
All remaining system order ambiguities have been resolved.
Review this PR commit-by-commit to see how each of these problems were
fixed.
## Testing
`cargo run --example ambiguity_detection` passes with no panics or
logging!