Commit graph

241 commits

Author SHA1 Message Date
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
Carter Anderson
e749ee786c Fix ui interactions when cursor disappears suddenly (#3926)
On platforms like wasm (on mobile) the cursor can disappear suddenly (ex: the user releases their finger from the screen). This causes the undesirable behavior in #3752. These changes make the UI handler properly handle this case.

Fixes #3752
Alternative to #3599
2022-02-13 01:49:34 +00:00
Rob Parrett
6475268351 Fix hardcoded texture bind group index in bevy_ui (#3905)
# Objective

While looking at #3896, I noticed the same error in the equivalent location in `bevy_ui`.

## Solution

Fix it in the same way.
2022-02-12 00:22:10 +00:00
Mika
fe0e5580db Fix node update (#3785)
# Objective

Fixes #3784

## Solution

Check if the node size is actually different from previous
2022-02-04 03:37:42 +00:00
Rose Peck
e30d600dbf Update docstrings for text_system and text2d_system (#3732)
# Objective

- Fixes #3562 

## Solution

- The outdated reference to `TextGlyphs` has been removed, and replaced with a more accurate docstring.

## What was `TextGlyphs`?
This is the real question of this Issue and PR. This is particulary interesting because not only is `TextGlyphs` not a type in bevy, but it _never was_. Indeed, this type never existed on main. Where did it come from?

`TextGlyphs` was originally a tuple struct wrapping a `Vec<PositionedGlyph>`. It was first introduced back in commit ec390aec4e in #765. At the time, position information was being stored on the text entities directly. However, after design review, [it was decided](https://github.com/bevyengine/bevy/pull/765#issuecomment-725047186) to instead store the glyphs in a `HashMap` owned by the `TextPipeline`. When this was done, the original type was not only removed, but abstracted behind a few layers of the `TextPipeline` API. Obviously, the original docstring wasn't updated accordingly.

Later, as part of #1122, the incorrect docstring was swept up when copy/pasting `text_system` for `text2d`. (Although I don't blame @CleanCut for this; it took me like 3 hours to track all this down to find the original context.)
2022-01-20 19:32:16 +00:00
François
17bb812d5d Ignore clippy 1.58 (#3667)
- Work around #3666 until a proper fix is done
- Also update duplicate dependencies list
2022-01-14 18:21:22 +00:00
Hennadii Chernyshchyk
458cb7a9e9 Add headless mode (#3439)
# Objective

In this PR I added the ability to opt-out graphical backends. Closes #3155.

## Solution

I turned backends into `Option` ~~and removed panicking sub app API to force users handle the error (was suggested by `@cart`)~~.
2022-01-08 10:39:43 +00:00
Carter Anderson
2ee38cb9e0 Release 0.6.0 (#3587) 2022-01-08 10:18:22 +00:00
davier
c2da7800e3 Add 2d meshes and materials (#3460)
# Objective

The current 2d rendering is specialized to render sprites, we need a generic way to render 2d items, using meshes and materials like we have for 3d.

## Solution

I cloned a good part of `bevy_pbr` into `bevy_sprite/src/mesh2d`, removed lighting and pbr itself, adapted it to 2d rendering, added a `ColorMaterial`, and modified the sprite rendering to break batches around 2d meshes.

~~The PR is a bit crude; I tried to change as little as I could in both the parts copied from 3d and the current sprite rendering to make reviewing easier. In the future, I expect we could make the sprite rendering a normal 2d material, cleanly integrated with the rest.~~ _edit: see <https://github.com/bevyengine/bevy/pull/3460#issuecomment-1003605194>_

## Remaining work

- ~~don't require mesh normals~~ _out of scope_
- ~~add an example~~ _done_
- support 2d meshes & materials in the UI?
- bikeshed names (I didn't think hard about naming, please check if it's fine)

## Remaining questions

- ~~should we add a depth buffer to 2d now that there are 2d meshes?~~ _let's revisit that when we have an opaque render phase_
- ~~should we add MSAA support to the sprites, or remove it from the 2d meshes?~~ _I added MSAA to sprites since it's really needed for 2d meshes_
- ~~how to customize vertex attributes?~~ _#3120_



Co-authored-by: Carter Anderson <mcanders1@gmail.com>
2022-01-08 01:29:08 +00:00
Troels Jessen
32f7997c56 Partially document bevy_ui (#3526)
# Objective

Updated the docs for bevy_ui as requested by #3492 

## Solution

I have documented the parts I understand. anchors.rs is not in use and should be removed, thus I haven't documented that, and some of the more renderer-heavy code is beyond me and needs input from either cart or someone familiar with bevy rendering

Co-authored-by: Troels Jessen <kairyuka@gmail.com>
2022-01-07 22:20:34 +00:00
Michael Dorst
251514017f Fix doc_markdown lints in bevy_ui (#3484)
#3457 adds the `doc_markdown` clippy lint, which checks doc comments to make sure code identifiers are escaped with backticks. This causes a lot of lint errors, so this is one of a number of PR's that will fix those lint errors one crate at a time.

This PR fixes lints in the `bevy_ui` crate.
2022-01-05 22:30:14 +00:00
Alice Cecile
0bae5bb8f4 Remove dead anchor.rs code (#3551)
# Objective

- As noticed by @sheepyhead in #3526, `anchor.rs` is completely unused.

## Solution

- Anchors away!
2022-01-05 00:49:20 +00:00
davier
601cc0cbe3 bevy_ui: Check clip when handling interactions (#3461)
# Objective

Fix a bug: UI nodes that are clipped could still be interacted with in the clipped area.

## Solution

Clip the position calculation in `ui_focus_system`
2021-12-28 20:47:45 +00:00
davier
959a845704 bevy_ui: register Overflow type (#3443)
I forgot to register the new `Overflow` type in #3296.
2021-12-27 19:46:25 +00:00
François
585d0b8467 remove some mut in queries (#3437)
# Objective

- While reading code, found some queries that are `mut` and not used as such

## Solution

- Remove `mut` when possible


Co-authored-by: François <8672791+mockersf@users.noreply.github.com>
2021-12-26 05:39:46 +00:00
davier
76ec709ede Add Visibility component to UI (#3426)
# Objective

Fixes #3422 

## Solution

Adds the existing `Visibility` component to UI bundles and checks for it in the extract phase of the render app.

The `ComputedVisibility` component was not added. I don't think the UI camera needs frustum culling, but having `RenderLayers` work may be desirable. However I think we would need to change `check_visibility()` to differentiate between 2d, 3d and UI entities.
2021-12-24 07:10:12 +00:00
Jakob Hellermann
adb3ad399c make sub_app return an &App and add sub_app_mut() -> &mut App (#3309)
It's sometimes useful to have a reference to an app a sub app at the same time, which is only possible with an immutable reference.
2021-12-24 06:57:30 +00:00
François
79d36e7c28 Prepare crevice for vendored release (#3394)
# Objective

- Our crevice is still called "crevice", which we can't use for a release
- Users would need to use our "crevice" directly to be able to use the derive macro

## Solution

- Rename crevice to bevy_crevice, and crevice-derive to bevy-crevice-derive
- Re-export it from bevy_render, and use it from bevy_render everywhere
- Fix derive macro to work either from bevy_render, from bevy_crevice, or from bevy

## Remaining

- It is currently re-exported as `bevy::render::bevy_crevice`, is it the path we want?
- After a brief suggestion to Cart, I changed the version to follow Bevy version instead of crevice, do we want that?
- Crevice README.md need to be updated
- in the `Cargo.toml`, there are a few things to change. How do we want to change them? How do we keep attributions to original Crevice?
```
authors = ["Lucien Greathouse <me@lpghatguy.com>"]
documentation = "https://docs.rs/crevice"
homepage = "https://github.com/LPGhatguy/crevice"
repository = "https://github.com/LPGhatguy/crevice"
```


Co-authored-by: François <8672791+mockersf@users.noreply.github.com>
Co-authored-by: Carter Anderson <mcanders1@gmail.com>
2021-12-23 22:49:12 +00:00
François
c61fbcb7db Only bevy_render should depend directly on wgpu (#3393)
# Objective

- Only bevy_render should depend directly on wgpu
- This helps to make sure bevy_render re-exports everything needed from wgpu

## Solution

- Remove bevy_pbr, bevy_sprite and bevy_ui dependency on wgpu


Co-authored-by: François <8672791+mockersf@users.noreply.github.com>
2021-12-20 20:50:52 +00:00
davier
340957994d Implement the Overflow::Hidden style property for UI (#3296)
# Objective

This PR implements the `overflow` style property in `bevy_ui`. When set to `Overflow::Hidden`, the children of that node are clipped so that overflowing parts are not rendered. This is an important building block for UI widgets.

## Solution

Clipping is done on the CPU so that it does not break batching.

The clip regions update was implemented as a separate system for clarity, but it could be merged with the other UI systems to avoid doing an additional tree traversal. (I don't think it's important until we fix the layout performance issues though).

A scrolling list was added to the `ui_pipelined` example to showcase `Overflow::Hidden`. For the sake of simplicity, it can only be scrolled with a mouse.
2021-12-19 05:44:28 +00:00
Vabka
9a89295a17 Update wgpu to 0.12 and naga to 0.8 (#3375)
# Objective

Fixes #3352
Fixes #3208

## Solution

- Update wgpu to 0.12
- Update naga to 0.8
- Resolve compilation errors
- Remove [[block]] from WGSL shaders (because it is depracated and now wgpu cant parse it)
- Replace `elseif` with `else if` in pbr.wgsl
2021-12-19 03:03:06 +00:00
TheRawMeatball
b5a04532c5 Rename render UiSystem to RenderUiSystem (#3371)
Without this name clash makes it impossible to order relative to the ui extract systems.
2021-12-18 17:53:21 +00:00
Carter Anderson
ffecb05a0a Replace old renderer with new renderer (#3312)
This makes the [New Bevy Renderer](#2535) the default (and only) renderer. The new renderer isn't _quite_ ready for the final release yet, but I want as many people as possible to start testing it so we can identify bugs and address feedback prior to release.

The examples are all ported over and operational with a few exceptions:

* I removed a good portion of the examples in the `shader` folder. We still have some work to do in order to make these examples possible / ergonomic / worthwhile: #3120 and "high level shader material plugins" are the big ones. This is a temporary measure.
* Temporarily removed the multiple_windows example: doing this properly in the new renderer will require the upcoming "render targets" changes. Same goes for the render_to_texture example.
* Removed z_sort_debug: entity visibility sort info is no longer available in app logic. we could do this on the "render app" side, but i dont consider it a priority.
2021-12-14 03:58:23 +00:00