# Objective
- Update winit dependency to 0.29
## Changelog
### KeyCode changes
- Removed `ScanCode`, as it was [replaced by
KeyCode](https://github.com/rust-windowing/winit/blob/master/CHANGELOG.md#0292).
- `ReceivedCharacter.char` is now a `SmolStr`, [relevant
doc](https://docs.rs/winit/latest/winit/event/struct.KeyEvent.html#structfield.text).
- Changed most `KeyCode` values, and added more.
KeyCode has changed meaning. With this PR, it refers to physical
position on keyboard rather than the printed letter on keyboard keys.
In practice this means:
- On QWERTY keyboard layouts, nothing changes
- On any other keyboard layout, `KeyCode` no longer reflects the label
on key.
- This is "good". In bevy 0.12, when you used WASD for movement, users
with non-QWERTY keyboards couldn't play your game! This was especially
bad for non-latin keyboards. Now, WASD represents the physical keys. A
French player will press the ZQSD keys, which are near each other,
Kyrgyz players will use "Цфыв".
- This is "bad" as well. You can't know in advance what the label of the
key for input is. Your UI says "press WASD to move", even if in reality,
they should be pressing "ZQSD" or "Цфыв". You also no longer can use
`KeyCode` for text inputs. In any case, it was a pretty bad API for text
input. You should use `ReceivedCharacter` now instead.
### Other changes
- Use `web-time` rather than `instant` crate.
(https://github.com/rust-windowing/winit/pull/2836)
- winit did split `run_return` in `run_onDemand` and `pump_events`, I
did the same change in bevy_winit and used `pump_events`.
- Removed `return_from_run` from `WinitSettings` as `winit::run` now
returns on supported platforms.
- I left the example "return_after_run" as I think it's still useful.
- This winit change is done partly to allow to create a new window after
quitting all windows: https://github.com/emilk/egui/issues/1918 ; this
PR doesn't address.
- added `width` and `height` properties in the `canvas` from wasm
example
(https://github.com/bevyengine/bevy/pull/10702#discussion_r1420567168)
## Known regressions (important follow ups?)
- Provide an API for reacting when a specific key from current layout
was released.
- possible solutions: use winit::Key from winit::KeyEvent ; mapping
between KeyCode and Key ; or .
- We don't receive characters through alt+numpad (e.g. alt + 151 = "ù")
anymore ; reproduced on winit example "ime". maybe related to
https://github.com/rust-windowing/winit/issues/2945
- (windows) Window content doesn't refresh at all when resizing. By
reading https://github.com/rust-windowing/winit/issues/2900 ; I suspect
we should just fire a `window.request_redraw();` from `AboutToWait`, and
handle actual redrawing within `RedrawRequested`. I'm not sure how to
move all that code so I'd appreciate it to be a follow up.
- (windows) unreleased winit fix for using set_control_flow in
AboutToWait https://github.com/rust-windowing/winit/issues/3215 ; ⚠️ I'm
not sure what the implications are, but that feels bad 🤔
## Follow up
I'd like to avoid bloating this PR, here are a few follow up tasks
worthy of a separate PR, or new issue to track them once this PR is
closed, as they would either complicate reviews, or at risk of being
controversial:
- remove CanvasParentResizePlugin
(https://github.com/bevyengine/bevy/pull/10702#discussion_r1417068856)
- avoid mentionning explicitly winit in docs from bevy_window ?
- NamedKey integration on bevy_input:
https://github.com/rust-windowing/winit/pull/3143 introduced a new
NamedKey variant. I implemented it only on the converters but we'd
benefit making the same changes to bevy_input.
- Add more info in KeyboardInput
https://github.com/bevyengine/bevy/pull/10702#pullrequestreview-1748336313
- https://github.com/bevyengine/bevy/pull/9905 added a workaround on a
bug allegedly fixed by winit 0.29. We should check if it's still
necessary.
- update to raw_window_handle 0.6
- blocked by wgpu
- Rename `KeyCode` to `PhysicalKeyCode`
https://github.com/bevyengine/bevy/pull/10702#discussion_r1404595015
- remove `instant` dependency, [replaced
by](https://github.com/rust-windowing/winit/pull/2836) `web_time`), we'd
need to update to :
- fastrand >= 2.0
- [`async-executor`](https://github.com/smol-rs/async-executor) >= 1.7
- [`futures-lite`](https://github.com/smol-rs/futures-lite) >= 2.0
- Verify license, see
[discussion](https://github.com/bevyengine/bevy/pull/8745#discussion_r1402439800)
- we might be missing a short notice or description of changes made
- Consider using https://github.com/rust-windowing/cursor-icon directly
rather than vendoring it in bevy.
- investigate [this
unwrap](https://github.com/bevyengine/bevy/pull/8745#discussion_r1387044986)
(`winit_window.canvas().unwrap();`)
- Use more good things about winit's update
- https://github.com/bevyengine/bevy/pull/10689#issuecomment-1823560428
## Migration Guide
This PR should have one.
# Objective
- Resolves#10853
## Solution
- ~~Changed the name of `Input` struct to `PressableInput`.~~
- Changed the name of `Input` struct to `ButtonInput`.
## Migration Guide
- Breaking Change: Users need to rename `Input` to `ButtonInput` in
their projects.
# Objective
- Fix adding `#![allow(clippy::type_complexity)]` everywhere. like #9796
## Solution
- Use the new [lints] table that will land in 1.74
(https://doc.rust-lang.org/nightly/cargo/reference/unstable.html#lints)
- inherit lint to the workspace, crates and examples.
```
[lints]
workspace = true
```
## Changelog
- Bump rust version to 1.74
- Enable lints table for the workspace
```toml
[workspace.lints.clippy]
type_complexity = "allow"
```
- Allow type complexity for all crates and examples
```toml
[lints]
workspace = true
```
---------
Co-authored-by: Martín Maita <47983254+mnmaita@users.noreply.github.com>
# Objective
- Changes the default clear color to match the code block color on
Bevy's website.
## Solution
- Changed the clear color, updated text in examples to ensure adequate
contrast. Inconsistent usage of white text color set to use the default
color instead, which is already white.
- Additionally, updated the `3d_scene` example to make it look a bit
better, and use bevy's branding colors.
![image](https://github.com/bevyengine/bevy/assets/2632925/540a22c0-826c-4c33-89aa-34905e3e313a)
# Objective
- See fewer warnings when running `cargo clippy` locally.
## Solution
- allow `clippy::type_complexity` in more places, which also signals to
users they should do the same.
# Objective
- The current `EventReader::iter` has been determined to cause confusion
among new Bevy users. It was suggested by @JoJoJet to rename the method
to better clarify its usage.
- Solves #9624
## Solution
- Rename `EventReader::iter` to `EventReader::read`.
- Rename `EventReader::iter_with_id` to `EventReader::read_with_id`.
- Rename `ManualEventReader::iter` to `ManualEventReader::read`.
- Rename `ManualEventReader::iter_with_id` to
`ManualEventReader::read_with_id`.
---
## Changelog
- `EventReader::iter` has been renamed to `EventReader::read`.
- `EventReader::iter_with_id` has been renamed to
`EventReader::read_with_id`.
- `ManualEventReader::iter` has been renamed to
`ManualEventReader::read`.
- `ManualEventReader::iter_with_id` has been renamed to
`ManualEventReader::read_with_id`.
- Deprecated `EventReader::iter`
- Deprecated `EventReader::iter_with_id`
- Deprecated `ManualEventReader::iter`
- Deprecated `ManualEventReader::iter_with_id`
## Migration Guide
- Existing usages of `EventReader::iter` and `EventReader::iter_with_id`
will have to be changed to `EventReader::read` and
`EventReader::read_with_id` respectively.
- Existing usages of `ManualEventReader::iter` and
`ManualEventReader::iter_with_id` will have to be changed to
`ManualEventReader::read` and `ManualEventReader::read_with_id`
respectively.
# Objective
Make the coordinate systems of screen-space items (cursor position, UI,
viewports, etc.) consistent.
## Solution
Remove the weird double inversion of the cursor position's Y origin.
Once in bevy_winit to the bottom and then again in bevy_ui back to the
top.
This leaves the origin at the top left like it is in every other popular
app framework.
Update the `world_to_viewport`, `viewport_to_world`, and
`viewport_to_world_2d` methods to flip the Y origin (as they should
since the viewport coordinates were always relative to the top left).
## Migration Guide
`Window::cursor_position` now returns the position of the cursor
relative to the top left instead of the bottom left.
This now matches other screen-space coordinates like
`RelativeCursorPosition`, UI, and viewports.
The `world_to_viewport`, `viewport_to_world`, and `viewport_to_world_2d`
methods on `Camera` now return/take the viewport position relative to
the top left instead of the bottom left.
If you were using `world_to_viewport` to position a UI node the returned
`y` value should now be passed into the `top` field on `Style` instead
of the `bottom` field.
Note that this might shift the position of the UI node as it is now
anchored at the top.
If you were passing `Window::cursor_position` to `viewport_to_world` or
`viewport_to_world_2d` no change is necessary.
# Objective
- Fix#7315
- Add IME support
## Solution
- Add two new fields to `Window`, to control if IME is enabled and the candidate box position
This allows the use of dead keys which are needed in French, or the full IME experience to type using Pinyin
I also added a basic general text input example that can handle IME input.
https://user-images.githubusercontent.com/8672791/213941353-5ed73a73-5dd1-4e66-a7d6-a69b49694c52.mp4