# 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 function `bevy_input::schedule::condition::Condition::or_else` has
been deprecated in favor of
`bevy_input::schedule::condition::Condition::or`. However the docs for
`ButtonInput` were still using the deprecated function in their example.
# Objective
Allow use of `bevy_input` types without needing `bevy_reflect`.
## Solution
Make `bevy_reflect` within `bevy_input` optional. It's compiled in by
default.
Turn on reflect in dependencies as well when this feature is on.
## Testing
- Did you test these changes? If so, how?
I did a `cargo hack -p bevy_input --each-feature build`.
Signed-off-by: Torstein Grindvik <torstein.grindvik@muybridge.com>
Co-authored-by: Torstein Grindvik <torstein.grindvik@muybridge.com>
# Objective
Extracts the state mechanisms into a new crate called "bevy_state".
This comes with a few goals:
- state wasn't really an inherent machinery of the ecs system, and so
keeping it within bevy_ecs felt forced
- by mixing it in with bevy_ecs, the maintainability of our more robust
state system was significantly compromised
moving state into a new crate makes it easier to encapsulate as it's own
feature, and easier to read and understand since it's no longer a
single, massive file.
## Solution
move the state-related elements from bevy_ecs to a new crate
## Testing
- Did you test these changes? If so, how? all the automated tests
migrated and passed, ran the pre-existing examples without changes to
validate.
---
## Migration Guide
Since bevy_state is now gated behind the `bevy_state` feature, projects
that use state but don't use the `default-features` will need to add
that feature flag.
Since it is no longer part of bevy_ecs, projects that use bevy_ecs
directly will need to manually pull in `bevy_state`, trigger the
StateTransition schedule, and handle any of the elements that bevy_app
currently sets up.
---------
Co-authored-by: Kristoffer Søholm <k.soeholm@gmail.com>
# Objective
Fixes#12470
This adds a examples for `ButtonInput` with `KeyCode`, `MouseButton`,
and `GamepadButton`.
It also includes an example of checking a multi-key combination, and
checking multiple keys to mean roughly the same thing.
Adjusted the documentation to better describe the performance cost of
`ButtonInput::any_just_pressed|any_just_released|any_pressed`.
Each function iterates the full input, but each check is expected
constant cost. It was described previously as a full input check, and a
full internal list iteration, which I believe is incorrect.
# Objective
- Clarify that `ButtonInput::just_release` and
`ButtonInput::just_pressed` don't imply information about the state of
`ButtonInput::pressed` or their counterparts.
# Objective
Fixes#10106
Adds a table showing computational complexity, as seen for Query (and
similar to std::collections docs).
## Solution
Add the complexity table
---
## Changelog
- Add complexity table for Input methods
Co-authored-by: James Liu <contact@jamessliu.com>
# Objective
`ButtonInput<KeyCode>` documentation is currently incorrect/incomplete,
see #12273.
## Solution
Fix the documentation.
I think in the future we should also stop triggering
`just_pressed`/`just_released` when focus switches between two Bevy
windows, as those functions are independent of the window. It could also
make sense to add individual `ButtonInput<KeyCode>`s per window.
---------
Co-authored-by: Mateusz Wachowiak <mateusz_wachowiak@outlook.com>
# Objective
- Provide way to check whether multiple inputs are pressed.
## Solution
- Add `all_pressed` method that checks if all inputs are currently being
pressed.
# 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.
2023-12-06 20:32:34 +00:00
Renamed from crates/bevy_input/src/input.rs (Browse further)