Commit graph

252 commits

Author SHA1 Message Date
Eero Lehtinen
47c4e3084a
Add custom cursors (#14284)
# Objective

- Add custom images as cursors
- Fixes #9557 

## Solution

- Change cursor type to accommodate both native and image cursors
- I don't really like this solution because I couldn't use
`Handle<Image>` directly. I would need to import `bevy_assets` and that
causes a circular dependency. Alternatively we could use winit's
`CustomCursor` smart pointers, but that seems hard because the event
loop is needed to create those and is not easily accessable for users.
So now I need to copy around rgba buffers which is sad.
- I use a cache because especially on the web creating cursor images is
really slow
- Sorry to #14196 for yoinking, I just wanted to make a quick solution
for myself and thought that I should probably share it too.

Update:
- Now uses `Handle<Image>`, reads rgba data in `bevy_render` and uses
resources to send the data to `bevy_winit`, where the final cursors are
created.

## Testing

- Added example which works fine at least on Linux Wayland (winit side
has been tested with all platforms).
- I haven't tested if the url cursor works.

## Migration Guide

- `CursorIcon` is no longer a field in `Window`, but a separate
component can be inserted to a window entity. It has been changed to an
enum that can hold custom images in addition to system icons.
- `Cursor` is renamed to `CursorOptions` and `cursor` field of `Window`
is renamed to `cursor_options`
- `CursorIcon` is renamed to `SystemCursorIcon`

---------

Co-authored-by: Alice Cecile <alice.i.cecile@gmail.com>
Co-authored-by: Jan Hohenheim <jan@hohenheim.ch>
2024-08-12 15:49:03 +00:00
charlotte
3360b45153
Expose winit's MonitorHandle (#13669)
# Objective

Adds a new `Monitor` component representing a winit `MonitorHandle` that
can be used to spawn new windows and check for system monitor
information.

Closes #12955.

## Solution

For every winit event, check available monitors and spawn them into the
world as components.

## Testing

TODO:
- [x] Test plugging in and unplugging monitor during app runtime
- [x] Test spawning a window on a second monitor by entity id
- [ ] Since this touches winit, test all platforms

---

## Changelog

- Adds a new `Monitor` component that can be queried for information
about available system monitors.

## Migration Guide

- `WindowMode` variants now take a `MonitorSelection`, which can be set
to `MonitorSelection::Primary` to mirror the old behavior.

---------

Co-authored-by: Pascal Hertleif <pascal@technocreatives.com>
Co-authored-by: Alice Cecile <alice.i.cecile@gmail.com>
Co-authored-by: Pascal Hertleif <killercup@gmail.com>
2024-08-06 10:54:37 +00:00
Brezak
0c7df881e7
Properly handle repeated window close requests (#14573)
# Objective

Spamming the window close button on window may trigger a panic.

```
thread 'main' panicked at <Bevy repo>\crates\bevy_ecs\src\system\commands\mod.rs:1320:13:
error[B0003]: Could not insert a bundle (of type `bevy_window:🪟:ClosingWindow`) for entity 0v1#4294967296 because it doesn't exist in this World. See: https://bevyengine.org/learn/errors/b0003
note: run with `RUST_BACKTRACE=1` environment variable to display a backtrace
Encountered a panic when applying buffers for system `bevy_window::system::close_when_requested`!
2024-08-01T15:00:29.742612Z  WARN bevy_ecs::world::command_queue: CommandQueue has un-applied commands being dropped. Did you forget to call SystemState::apply?
Encountered a panic in system `bevy_app::main_schedule::Main::run_main`!
error: process didn't exit successfully: `target\debug\bevy.exe` (exit code: 101)
```

## Solution

Don't panic when trying to insert the `ClosingWindow` component into a
entity.

## Testing

Found and tested on windows. I haven't checked if this bug happens on
linux or macos.
For testing I ran this code:

```rust
use std::{thread, time::Duration};

use bevy::prelude::*;

fn lag() {
    thread::sleep(Duration::from_millis(300));
}

fn main() -> AppExit {
    App::new()
        .add_plugins(DefaultPlugins)
        .add_systems(Update, lag)
        .run()
}
```

Then spammed the window close button. The panic no longer occurs.
2024-08-01 16:15:28 +00:00
Giacomo Stevanato
71c5f1e3e4
Generate links to definition in source code pages on docs.rs and dev-docs.bevyengine.org (#12965)
# Objective

- Fix issue #2611

## Solution

- Add `--generate-link-to-definition` to all the `rustdoc-args` arrays
in the `Cargo.toml`s (for docs.rs)
- Add `--generate-link-to-definition` to the `RUSTDOCFLAGS` environment
variable in the docs workflow (for dev-docs.bevyengine.org)
- Document all the workspace crates in the docs workflow (needed because
otherwise only the source code of the `bevy` package will be included,
making the argument useless)
- I think this also fixes #3662, since it fixes the bug on
dev-docs.bevyengine.org, while on docs.rs it has been fixed for a while
on their side.

---

## Changelog

- The source code viewer on docs.rs now includes links to the
definitions.
2024-07-29 23:10:16 +00:00
Coder-Joe458
8f5345573c
Remove manual --cfg docsrs (#14376)
# Objective

- Fixes #14132 

## Solution

- Remove the cfg docsrs
2024-07-22 18:58:04 +00:00
BD103
5ea88895e9
Remove unused default feature from bevy_window (#14313)
# Objective

- Extracted from #14298.
- `bevy_window` has an empty `default` feature that does not enable
anything, which is equivalent to not having any default features.

## Solution

- Remove it :)
- This is technically a breaking change, but specifying `features =
["default"]` manually in `Cargo.toml` is highly discouraged, so the
impact is low.

---

## Migration Guide

`bevy_window` had an empty default feature flag that did not do
anything, so it was removed. You may have to remove any references to it
if you specified it manually.

```toml
# 0.14
[dependencies]
bevy_window = { version = "0.14", default-features = false, features = ["default"] }

# 0.15
[dependencies]
bevy_window = { version = "0.15", default-features = false }
```
2024-07-15 16:49:00 +00:00
BD103
b6f61b3ac6
Fix bevy_window failing with serialize feature (#14298)
# Objective

- [`flag-frenzy`](https://github.com/TheBevyFlock/flag-frenzy) found an
issue where `bevy_window` would fail to build when its `serialize`
feature is enabled.
- See
[here](https://github.com/TheBevyFlock/flag-frenzy/actions/runs/9924187577/job/27415224405)
for the specific log.

## Solution

- Turns out it was failing because the `bevy_ecs/serialize` feature was
not enabled. This error can be fixed by adding the flag as a dependency.

## Testing

```bash
cargo check -p bevy_window -F serialize
# Or if you're very cool...
flag-frenzy --manifest-path path/to/bevy/Cargo.toml --config config -p bevy_window
```
2024-07-15 16:00:49 +00:00
Giacomo Stevanato
d7080369a7
Fix intra-doc links and make CI test them (#14076)
# Objective

- Bevy currently has lot of invalid intra-doc links, let's fix them!
- Also make CI test them, to avoid future regressions.
- Helps with #1983 (but doesn't fix it, as there could still be explicit
links to docs.rs that are broken)

## Solution

- Make `cargo r -p ci -- doc-check` check fail on warnings (could also
be changed to just some specific lints)
- Manually fix all the warnings (note that in some cases it was unclear
to me what the fix should have been, I'll try to highlight them in a
self-review)
2024-07-11 13:08:31 +00:00
github-actions[bot]
8df10d2713
Bump Version after Release (#14219)
Bump version after release
This PR has been auto-generated

Co-authored-by: Bevy Auto Releaser <41898282+github-actions[bot]@users.noreply.github.com>
Co-authored-by: François Mockers <mockersf@gmail.com>
2024-07-08 12:54:08 +00:00
François Mockers
841df150cc
apply window scale to window size when creating it (#13967)
# Objective

- Fixes #13702
- When creating a new window, its scale was changed to match the one
returned by winit, but its size was not which resulted in an incorrect
size until the event with the correct size was received, at least 1
frame later

## Solution

- Apply the window scale to its size when creating it
2024-06-21 18:04:57 +00:00
Jan Hohenheim
6273227e09
Fix lints introduced in Rust beta 1.80 (#13899)
Resolves #13895

Mostly just involves being more explicit about which parts of the docs
belong to a list and which begin a new paragraph.
- found a few docs that were malformed because of exactly this, so I
fixed that by introducing a paragraph
- added indentation to nearly all multiline lists
- fixed a few minor typos
- added `#[allow(dead_code)]` to types that are needed to test
annotations but are never constructed
([here](https://github.com/bevyengine/bevy/pull/13899/files#diff-b02b63604e569c8577c491e7a2030d456886d8f6716eeccd46b11df8aac75dafR1514)
and
[here](https://github.com/bevyengine/bevy/pull/13899/files#diff-b02b63604e569c8577c491e7a2030d456886d8f6716eeccd46b11df8aac75dafR1523))
- verified that  `cargo +beta run -p ci -- lints` passes
- verified that `cargo +beta run -p ci -- test` passes
2024-06-17 17:22:01 +00:00
François Mockers
df57850310
rename touchpad to gesture, and add new gestures (#13660)
# Objective

- With the recent winit update, touchpad specific events can also be
triggered on mobile

## Solution

- Rename them to gestures and add support for the new ones

## Testing

- Tested on the mobile example on iOS


https://github.com/bevyengine/bevy/assets/8672791/da4ed23f-ff0a-41b2-9dcd-726e8546bef2


## Migration Guide

- `TouchpadMagnify` has been renamed to `PinchGesture`
- `TouchpadRotate` has been renamed to `RotationGesture `

---------

Co-authored-by: mike <ramirezmike2@gmail.com>
2024-06-04 12:44:25 +00:00
Pietro
061bee7e3c
fix: upgrade to winit v0.30 (#13366)
# Objective

- Upgrade winit to v0.30
- Fixes https://github.com/bevyengine/bevy/issues/13331

## Solution

This is a rewrite/adaptation of the new trait system described and
implemented in `winit` v0.30.

## Migration Guide

The custom UserEvent is now renamed as WakeUp, used to wake up the loop
if anything happens outside the app (a new
[custom_user_event](https://github.com/bevyengine/bevy/pull/13366/files#diff-2de8c0a8d3028d0059a3d80ae31b2bbc1cde2595ce2d317ea378fe3e0cf6ef2d)
shows this behavior.

The internal `UpdateState` has been removed and replaced internally by
the AppLifecycle. When changed, the AppLifecycle is sent as an event.

The `UpdateMode` now accepts only two values: `Continuous` and
`Reactive`, but the latter exposes 3 new properties to enable reactive
to device, user or window events. The previous `UpdateMode::Reactive` is
now equivalent to `UpdateMode::reactive()`, while
`UpdateMode::ReactiveLowPower` to `UpdateMode::reactive_low_power()`.

The `ApplicationLifecycle` has been renamed as `AppLifecycle`, and now
contains the possible values of the application state inside the event
loop:
* `Idle`: the loop has not started yet
* `Running` (previously called `Started`): the loop is running
* `WillSuspend`: the loop is going to be suspended
* `Suspended`: the loop is suspended
* `WillResume`: the loop is going to be resumed

Note: the `Resumed` state has been removed since the resumed app is just
running.

Finally, now that `winit` enables this, it extends the `WinitPlugin` to
support custom events.

## Test platforms

- [x] Windows
- [x] MacOs
- [x] Linux (x11)
- [x] Linux (Wayland)
- [x] Android
- [x] iOS
- [x] WASM/WebGPU
- [x] WASM/WebGL2

## Outstanding issues / regressions

- [ ] iOS: build failed in CI
   - blocking, but may just be flakiness
- [x] Cross-platform: when the window is maximised, changes in the scale
factor don't apply, to make them apply one has to make the window
smaller again. (Re-maximising keeps the updated scale factor)
    - non-blocking, but good to fix
- [ ] Android: it's pretty easy to quickly open and close the app and
then the music keeps playing when suspended.
    - non-blocking but worrying
- [ ]  Web: the application will hang when switching tabs
- Not new, duplicate of https://github.com/bevyengine/bevy/issues/13486
- [ ] Cross-platform?: Screenshot failure, `ERROR present_frames:
wgpu_core::present: No work has been submitted for this frame before`
taking the first screenshot, but after pressing space
    - non-blocking, but good to fix

---------

Co-authored-by: François <francois.mockers@vleue.com>
2024-06-03 13:06:48 +00:00
charlotte
dc0fdd6ad9
Ensure clean exit (#13236)
# Objective

Fixes two issues related to #13208.

First, we ensure render resources for a window are always dropped first
to ensure that the `winit::Window` always drops on the main thread when
it is removed from `WinitWindows`. Previously, changes in #12978 caused
the window to drop in the render world, causing issues.

We accomplish this by delaying despawning the window by a frame by
inserting a marker component `ClosingWindow` that indicates the window
has been requested to close and is in the process of closing. The render
world now responds to the equivalent `WindowClosing` event rather than
`WindowCloseed` which now fires after the render resources are
guarunteed to be cleaned up.

Secondly, fixing the above caused (revealed?) that additional events
were being delivered to the the event loop handler after exit had
already been requested: in my testing `RedrawRequested` and
`LoopExiting`. This caused errors to be reported try to send an exit
event on the close channel. There are two options here:
- Guard the handler so no additional events are delivered once the app
is exiting. I ~considered this but worried it might be confusing or bug
prone if in the future someone wants to handle `LoopExiting` or some
other event to clean-up while exiting.~ We are now taking this approach.
- Only send an exit signal if we are not already exiting. ~It doesn't
appear to cause any problems to handle the extra events so this seems
safer.~
 
Fixing this also appears to have fixed #13231.

Fixes #10260.

## Testing

Tested on mac only.

---

## Changelog

### Added
- A `WindowClosing` event has been added that indicates the window will
be despawned on the next frame.

### Changed
- Windows now close a frame after their exit has been requested.

## Migration Guide
- Ensure custom exit logic does not rely on the app exiting the same
frame as a window is closed.
2024-05-12 15:56:01 +00:00
BD103
e357b63448
Add README.md to all crates (#13184)
# Objective

- `README.md` is a common file that usually gives an overview of the
folder it is in.
- When on <https://crates.io>, `README.md` is rendered as the main
description.
- Many crates in this repository are lacking `README.md` files, which
makes it more difficult to understand their purpose.

<img width="1552" alt="image"
src="https://github.com/bevyengine/bevy/assets/59022059/78ebf91d-b0c4-4b18-9874-365d6310640f">

- There are also a few inconsistencies with `README.md` files that this
PR and its follow-ups intend to fix.

## Solution

- Create a `README.md` file for all crates that do not have one.
- This file only contains the title of the crate (underscores removed,
proper capitalization, acronyms expanded) and the <https://shields.io>
badges.
- Remove the `readme` field in `Cargo.toml` for `bevy` and
`bevy_reflect`.
- This field is redundant because [Cargo automatically detects
`README.md`
files](https://doc.rust-lang.org/cargo/reference/manifest.html#the-readme-field).
The field is only there if you name it something else, like `INFO.md`.
- Fix capitalization of `bevy_utils`'s `README.md`.
- It was originally `Readme.md`, which is inconsistent with the rest of
the project.
- I created two commits renaming it to `README.md`, because Git appears
to be case-insensitive.
- Expand acronyms in title of `bevy_ptr` and `bevy_utils`.
- In the commit where I created all the new `README.md` files, I
preferred using expanded acronyms in the titles. (E.g. "Bevy Developer
Tools" instead of "Bevy Dev Tools".)
- This commit changes the title of existing `README.md` files to follow
the same scheme.
- I do not feel strongly about this change, please comment if you
disagree and I can revert it.
- Add <https://shields.io> badges to `bevy_time` and `bevy_transform`,
which are the only crates currently lacking them.

---

## Changelog

- Added `README.md` files to all crates missing it.
2024-05-02 18:56:00 +00:00
Friz64
9973f0c8a3
Introduce a WindowWrapper to extend the lifetime of the window when using pipelined rendering (#12978)
# Objective

A `RawWindowHandle` is only valid as long as the window it was retrieved
from is alive. Extend the lifetime of the window, so that the
`RawWindowHandle` doesn't outlive it, and bevy doesn't crash when
closing a window a pipelined renderer is drawing to.

- Fix #11236
- Fix #11150
- Fix #11734
- Alternative to / Closes #12524

## Solution

Introduce a `WindowWrapper` that takes ownership of the window. Require
it to be used when constructing a `RawHandleWrapper`. This forces
windowing backends to store their window in this wrapper.

The `WindowWrapper` is implemented by storing the window in an `Arc<dyn
Any + Send + Sync>`.

We use dynamic dispatch here because we later want the
`RawHandleWrapper` to be able dynamically hold a reference to any
windowing backend's window.

But alas, the `WindowWrapper` itself is still practically invisible to
windowing backends, because it implements `Deref` to the underlying
window, by storing its type in a `PhantomData`.

---

## Changelog

### Added

- Added `WindowWrapper`, which windowing backends are now required to
use to store their underlying window.

### Fixed

- Fixed a safety problem which caused crashes when closing bevy windows
when using pipelined rendering.

## Migration Guide

- Windowing backends now need to store their window in the new
`WindowWrapper`.
2024-04-30 14:13:07 +00:00
Antony
7b4b5966d9
Deprecate ReceivedCharacter (#12868)
# Objective

- Partially resolves #12639.

## Solution

- Deprecate `ReceivedCharacter`.
- Replace `ReceivedCharacter` with `KeyboardInput` in the relevant
examples.

## Migration Guide

- `ReceivedCharacter` is now deprecated, use `KeyboardInput` instead.

- Before:
  ```rust
  fn listen_characters(events: EventReader<ReceivedCharacter>) {
    for event in events.read() {
      info!("{}", event.char);
    }
  }
  ```
  
  After:
  ```rust
  fn listen_characters(events: EventReader<KeyboardInput>) {
    for event in events.read() {
      // Only check for characters when the key is pressed.
      if event.state == ButtonState::Released {
        continue;
      }
// Note that some keys such as `Space` and `Tab` won't be detected as
before.
      // Instead, check for them with `Key::Space` and `Key::Tab`.
      if let Key::Character(character) = &event.logical_key {
        info!("{}", character);
      }
    }
  }
  ```

---------

Co-authored-by: Mike <mike.hsu@gmail.com>
2024-04-30 00:49:41 +00:00
Brezak
de875fdc4c
Make AppExit more specific about exit reason. (#13022)
# Objective

Closes #13017.

## Solution

- Make `AppExit` a enum with a `Success` and `Error` variant.
- Make `App::run()` return a `AppExit` if it ever returns.
- Make app runners return a `AppExit` to signal if they encountered a
error.

---

## Changelog

### Added

- [`App::should_exit`](https://example.org/)
- [`AppExit`](https://docs.rs/bevy/latest/bevy/app/struct.AppExit.html)
to the `bevy` and `bevy_app` preludes,

### Changed

- [`AppExit`](https://docs.rs/bevy/latest/bevy/app/struct.AppExit.html)
is now a enum with 2 variants (`Success` and `Error`).
- The app's [runner
function](https://docs.rs/bevy/latest/bevy/app/struct.App.html#method.set_runner)
now has to return a `AppExit`.
-
[`App::run()`](https://docs.rs/bevy/latest/bevy/app/struct.App.html#method.run)
now also returns the `AppExit` produced by the runner function.


## Migration Guide

- Replace all usages of
[`AppExit`](https://docs.rs/bevy/latest/bevy/app/struct.AppExit.html)
with `AppExit::Success` or `AppExit::Failure`.
- Any custom app runners now need to return a `AppExit`. We suggest you
return a `AppExit::Error` if any `AppExit` raised was a Error. You can
use the new [`App::should_exit`](https://example.org/) method.
- If not exiting from `main` any other way. You should return the
`AppExit` from `App::run()` so the app correctly returns a error code if
anything fails e.g.
```rust
fn main() -> AppExit {
    App::new()
        //Your setup here...
        .run()
}
```

---------

Co-authored-by: Alice Cecile <alice.i.cecile@gmail.com>
2024-04-22 16:48:18 +00:00
Kanabenki
1df41b79dd
Expose desired_maximum_frame_latency through window creation (#12954)
# Objective

- Closes #12930.

## Solution

- Add a corresponding optional field on `Window` and `ExtractedWindow`

---

## Changelog

### Added

- `wgpu`'s `desired_maximum_frame_latency` is exposed through window
creation. This can be used to override the default maximum number of
queued frames on the GPU (currently 2).

## Migration Guide

- The `desired_maximum_frame_latency` field must be added to instances
of `Window` and `ExtractedWindow` where all fields are explicitly
specified.
2024-04-19 23:09:30 +00:00
targrub
8316166622
Fix uses of "it's" vs "its". (#13033)
Grammar changes only.
2024-04-19 18:17:31 +00:00
BD103
7b8d502083
Fix beta lints (#12980)
# Objective

- Fixes #12976

## Solution

This one is a doozy.

- Run `cargo +beta clippy --workspace --all-targets --all-features` and
fix all issues
- This includes:
- Moving inner attributes to be outer attributes, when the item in
question has both inner and outer attributes
  - Use `ptr::from_ref` in more scenarios
- Extend the valid idents list used by `clippy:doc_markdown` with more
names
  - Use `Clone::clone_from` when possible
  - Remove redundant `ron` import
  - Add backticks to **so many** identifiers and items
    - I'm sorry whoever has to review this

---

## Changelog

- Added links to more identifiers in documentation.
2024-04-16 02:46:46 +00:00
BD103
97131e1909
Move close_on_esc to bevy_dev_tools (#12855)
# Objective

- As @james7132 said [on
Discord](https://discord.com/channels/691052431525675048/692572690833473578/1224626740773523536),
the `close_on_esc` system is forcing `bevy_window` to depend on
`bevy_input`.
- `close_on_esc` is not likely to be used in production, so it arguably
does not have a place in `bevy_window`.

## Solution

- As suggested by @afonsolage, move `close_on_esc` into
`bevy_dev_tools`.
  - Add an example to the documentation too.
- Remove `bevy_window`'s dependency on `bevy_input`.
- Add `bevy_reflect`'s `smol_str` feature to `bevy_window` because it
was implicitly depended upon with `bevy_input` before it was removed.
- Remove any usage of `close_on_esc` from the examples.
- `bevy_dev_tools` is not enabled by default. I personally find it
frustrating to run examples with additional features, so I opted to
remove it entirely.
  - This is up for discussion if you have an alternate solution.

---

## Changelog

- Moved `bevy_window::close_on_esc` to `bevy_dev_tools::close_on_esc`.
- Removed usage of `bevy_dev_tools::close_on_esc` from all examples.

## Migration Guide

`bevy_window::close_on_esc` has been moved to
`bevy_dev_tools::close_on_esc`. You will first need to enable
`bevy_dev_tools` as a feature in your `Cargo.toml`:

```toml
[dependencies]
bevy = { version = "0.14", features = ["bevy_dev_tools"] }
```

Finally, modify any imports to use `bevy_dev_tools` instead:

```rust
// Old:
// use bevy:🪟:close_on_esc;

// New:
use bevy::dev_tools::close_on_esc;

App::new()
    .add_systems(Update, close_on_esc)
    // ...
    .run();
```
2024-04-03 01:29:06 +00:00
Cameron
01649f13e2
Refactor App and SubApp internals for better separation (#9202)
# Objective

This is a necessary precursor to #9122 (this was split from that PR to
reduce the amount of code to review all at once).

Moving `!Send` resource ownership to `App` will make it unambiguously
`!Send`. `SubApp` must be `Send`, so it can't wrap `App`.

## Solution

Refactor `App` and `SubApp` to not have a recursive relationship. Since
`SubApp` no longer wraps `App`, once `!Send` resources are moved out of
`World` and into `App`, `SubApp` will become unambiguously `Send`.

There could be less code duplication between `App` and `SubApp`, but
that would break `App` method chaining.

## Changelog

- `SubApp` no longer wraps `App`.
- `App` fields are no longer publicly accessible.
- `App` can no longer be converted into a `SubApp`.
- Various methods now return references to a `SubApp` instead of an
`App`.
## Migration Guide

- To construct a sub-app, use `SubApp::new()`. `App` can no longer
convert into `SubApp`.
- If you implemented a trait for `App`, you may want to implement it for
`SubApp` as well.
- If you're accessing `app.world` directly, you now have to use
`app.world()` and `app.world_mut()`.
- `App::sub_app` now returns `&SubApp`.
- `App::sub_app_mut`  now returns `&mut SubApp`.
- `App::get_sub_app` now returns `Option<&SubApp>.`
- `App::get_sub_app_mut` now returns `Option<&mut SubApp>.`
2024-03-31 03:16:10 +00:00
James Liu
56bcbb0975
Forbid unsafe in most crates in the engine (#12684)
# Objective
Resolves #3824. `unsafe` code should be the exception, not the norm in
Rust. It's obviously needed for various use cases as it's interfacing
with platforms and essentially running the borrow checker at runtime in
the ECS, but the touted benefits of Bevy is that we are able to heavily
leverage Rust's safety, and we should be holding ourselves accountable
to that by minimizing our unsafe footprint.

## Solution
Deny `unsafe_code` workspace wide. Add explicit exceptions for the
following crates, and forbid it in almost all of the others.

* bevy_ecs - Obvious given how much unsafe is needed to achieve
performant results
* bevy_ptr - Works with raw pointers, even more low level than bevy_ecs.
 * bevy_render - due to needing to integrate with wgpu
 * bevy_window - due to needing to integrate with raw_window_handle
* bevy_utils - Several unsafe utilities used by bevy_ecs. Ideally moved
into bevy_ecs instead of made publicly usable.
 * bevy_reflect - Required for the unsafe type casting it's doing.
 * bevy_transform - for the parallel transform propagation
 * bevy_gizmos  - For the SystemParam impls it has.
* bevy_assets - To support reflection. Might not be required, not 100%
sure yet.
* bevy_mikktspace - due to being a conversion from a C library. Pending
safe rewrite.
* bevy_dynamic_plugin - Inherently unsafe due to the dynamic loading
nature.

Several uses of unsafe were rewritten, as they did not need to be using
them:

* bevy_text - a case of `Option::unchecked` could be rewritten as a
normal for loop and match instead of an iterator.
* bevy_color - the Pod/Zeroable implementations were replaceable with
bytemuck's derive macros.
2024-03-27 03:30:08 +00:00
James Liu
f096ad4155
Set the logo and favicon for all of Bevy's published crates (#12696)
# Objective
Currently the built docs only shows the logo and favicon for the top
level `bevy` crate. This makes views like
https://docs.rs/bevy_ecs/latest/bevy_ecs/ look potentially unrelated to
the project at first glance.

## Solution
Reproduce the docs attributes for every crate that Bevy publishes.

Ideally this would be done with some workspace level Cargo.toml control,
but AFAICT, such support does not exist.
2024-03-25 18:52:50 +00:00
Ame
72c51cdab9
Make feature(doc_auto_cfg) work (#12642)
# Objective

- In #12366 `![cfg_attr(docsrs, feature(doc_auto_cfg))] `was added. But
to apply it it needs `--cfg=docsrs` in rustdoc-args.


## Solution

- Apply `--cfg=docsrs` to all crates and CI.

I also added `[package.metadata.docs.rs]` to all crates to avoid adding
code behind a feature and forget adding the metadata.

Before:

![Screenshot 2024-03-22 at 00 51
57](https://github.com/bevyengine/bevy/assets/104745335/6a9dfdaa-8710-4784-852b-5f9b74e3522c)

After:
![Screenshot 2024-03-22 at 00 51
32](https://github.com/bevyengine/bevy/assets/104745335/c5bd6d8e-8ddb-45b3-b844-5ecf9f88961c)
2024-03-23 02:22:52 +00:00
Antony
adb866947b
Expose Winit's with_skip_taskbar on window creation (#12450)
# Objective

Resolves #12431.

## Solution

Added a `skip_taskbar` field to the `Window` struct (defaults to
`false`). Used in `create_windows` if the target OS is Windows.
2024-03-18 17:41:42 +00:00
Al M
52e3f2007b
Add "all-features = true" to docs.rs metadata for most crates (#12366)
# Objective

Fix missing `TextBundle` (and many others) which are present in the main
crate as default features but optional in the sub-crate. See:

- https://docs.rs/bevy/0.13.0/bevy/ui/node_bundles/index.html
- https://docs.rs/bevy_ui/0.13.0/bevy_ui/node_bundles/index.html

~~There are probably other instances in other crates that I could track
down, but maybe "all-features = true" should be used by default in all
sub-crates? Not sure.~~ (There were many.) I only noticed this because
rust-analyzer's "open docs" features takes me to the sub-crate, not the
main one.

## Solution

Add "all-features = true" to docs.rs metadata for crates that use
features.

## Changelog

### Changed

- Unified features documented on docs.rs between main crate and
sub-crates
2024-03-08 20:03:09 +00:00
James Liu
9e5db9abc7
Clean up type registrations (#12314)
# Objective
Fix #12304. Remove unnecessary type registrations thanks to #4154.

## Solution
Conservatively remove type registrations. Keeping the top level
components, resources, and events, but dropping everything else that is
a type of a member of those types.
2024-03-06 16:05:53 +00:00
Antony
ba9d1eff41
Fix with_scale_factor_override improperly setting scale_factor_override (#12321)
# Objective

Fixes #12282.

## Solution

Use `set_scale_factor_override` in `with_scale_factor_override`.
2024-03-05 19:58:09 +00:00
Thierry Berger
8cf5fbbf94
Fix fit_canvas_to_parent (#11278)
Follow up to #11057

Implemented suggestions from reviewers from: a simpler
fit_canvas_to_parent leads to an explicit CSS setting to the canvas.

From my understanding, it has do be set after wgpu creation due to wgpu
overriding the canvas width/height:
4400a58470/examples/src/utils.rs (L68-L74)


# Changelog

- Re-enable a `fit_canvas_to_parent`, it's removal from
https://github.com/bevyengine/bevy/pull/11057 was problematic. Still,
its inner working is more simple than before: bevy doesn't handle its
resizing, winit does.

## Migration Guide

- Cancels the migration from
https://github.com/bevyengine/bevy/pull/11057
2024-03-03 14:33:30 +00:00
Natalie Soltis
cc32610543
Add size and physical_size to window (#12238)
This is an implementation within `bevy_window::window` that fixes
#12229.

# Objective

Fixes #12229, allow users to retrieve the window's size and physical
size as Vectors without having to manually construct them using
`height()` and `width()` or `physical_height()` and `physical_width()`

## Solution

As suggested in #12229, created two public functions within `window`:
`size() -> Vec` and `physical_size() -> UVec` that return the needed
Vectors ready-to-go.

### Discussion

My first FOSS PRQ ever, so bear with me a bit. I'm new to this.

- I replaced instances of ```Vec2::new(window.width(),
window.height());``` or `UVec2::new(window.physical_width(),
window.physical_height());` within bevy examples be replaced with their
`size()`/`physical_size()` counterparts?
- Discussion within #12229 still holds: should these also be added to
WindowResolution?
2024-03-01 22:28:37 +00:00
github-actions[bot]
e7c3359c4b
Bump Version after Release (#12020)
Fixes #12016.

Bump version after release
This PR has been auto-generated

Co-authored-by: Bevy Auto Releaser <41898282+github-actions[bot]@users.noreply.github.com>
Co-authored-by: François <mockersf@gmail.com>
2024-02-21 20:58:59 +00:00
amy universe
efda05d11e
typo (#11955)
the good ol the good ol typo

# Objective

fix a typo

## Solution

remove one of the repeated instances :D
2024-02-18 20:16:15 +00:00
Carter Anderson
abb8c353f4
Release 0.13.0 (#11920)
Bump Bevy crates to 0.13.0 in preparation for release.

(Note that we accidentally skipped the `0.13.0-dev` step this cycle)
2024-02-17 09:24:25 +00:00
Lynn
2bc48254b8
Add delta to CursorMoved event (#11710)
# Objective

- Fixes #11695

## Solution

- Added `delta: Option<Vec2>` to `bevy_window::CursorMoved`. `delta` is
an `Option` because the `CursorMoved` event does get fired when the
cursor was outside the window area in the last frame. In that case there
is no cursor position from the last frame to compare with the current
cursor position.

---

## Changelog

- Added `delta: Option<Vec2>` to `bevy_window::CursorMoved`. 

## Migration Guide

- You need to add `delta` to any manually created `CursorMoved` struct.

---------

Co-authored-by: Kanabenki <lucien.menassol@gmail.com>
Co-authored-by: James Liu <contact@jamessliu.com>
2024-02-12 18:14:22 +00:00
VitalyR
7705c1dd6c
Add name to bevy:🪟:Window (#7650)
# Objective
- Fixes  #4188, make users could set application ID for bevy apps.

## Solution

- Add `name` field to `bevy:🪟:Window`. Specifying this field adds
different properties to the window: application ID on `Wayland`,
`WM_CLASS` on `X11`, or window class name on Windows. It has no effect
on other platforms.
---

## Changelog

### Added
- Add `name` to `bevy:🪟:Window`.

## Migration Guide

- Set the `bevy_window::Window`'s `name` field when needed:
```rust
App::new()
        .add_plugins(DefaultPlugins.set(WindowPlugin {
            primary_window: Some(Window {
                title: "I am a window!".into(),
                name: Some("SpaceGameCompany.SpaceShooter".into()),
                ..default()
            }),
            ..default()
        }))
        .run();
```

---------

Co-authored-by: François <mockersf@gmail.com>
2024-02-05 13:35:35 +00:00
Tristan Guichaoua
694c06f3d0
Inverse missing_docs logic (#11676)
# Objective

Currently the `missing_docs` lint is allowed-by-default and enabled at
crate level when their documentations is complete (see #3492).
This PR proposes to inverse this logic by making `missing_docs`
warn-by-default and mark crates with imcomplete docs allowed.

## Solution

Makes `missing_docs` warn at workspace level and allowed at crate level
when the docs is imcomplete.
2024-02-03 21:40:55 +00:00
Ikko Eltociear Ashimine
14f1a4f10e
Update cursor.rs (#11617)
# Objective

- BEGGINING -> BEGINNING
2024-01-30 16:34:17 +00:00
vero
eb8de36922
Cleanup bevy winit (#11489)
# Objective

Get #11257 changes merged.

I rewrote them one by one checking each to ensure correctness. In
particular, the window rescale logic changes to accomodate mut app
access are double checked. Not all changes have been included as some of
bevy_winit has since changed, and i am not confident including them.
Namely, the `run_app_update_if_should` change.

### Notes to reviewers

Review commits individually, use the "Hide whitespaces" diff display
mode.

## Changelog

* `bevy:🪟:WindowMoved`'s `entity` field has been renamed to
`window`


## Migration Guide

`bevy:🪟:WindowMoved`'s `entity` field has been renamed to
`window`. This is to be more consistent with other windowing events.

Consider changing usage:

```diff
-window_moved.entity
+window_moved.window
```

---------

Co-authored-by: François <mockersf@gmail.com>
2024-01-28 21:09:23 +00:00
Charles Bournhonesque
9223201d54
Make the MapEntities trait generic over Mappers, and add a simpler EntityMapper (#11428)
# Objective

My motivation are to resolve some of the issues I describe in this
[PR](https://github.com/bevyengine/bevy/issues/11415):
- not being able to easily mapping entities because the current
EntityMapper requires `&mut World` access
- not being able to create my own `EntityMapper` because some components
(`Parent` or `Children`) do not provide any public way of modifying the
inner entities

This PR makes the `MapEntities` trait accept a generic type that
implements `Mapper` to perform the mapping.
This means we don't need to use `EntityMapper` to perform our mapping,
we can use any type that implements `Mapper`. Basically this change is
very similar to what `serde` does. Instead of specifying directly how to
map entities for a given type, we have 2 distinct steps:
- the user implements `MapEntities` to define how the type will be
traversed and which `Entity`s will be mapped
  - the `Mapper` defines how the mapping is actually done
This is similar to the distinction between `Serialize` (`MapEntities`)
and `Serializer` (`Mapper`).

This allows networking library to map entities without having to use the
existing `EntityMapper` (which requires `&mut World` access and the use
of `world_scope()`)


## Migration Guide
- The existing `EntityMapper` (notably used to replicate `Scenes` across
different `World`s) has been renamed to `SceneEntityMapper`

- The `MapEntities` trait now works with a generic `EntityMapper`
instead of the specific struct `EntityMapper`.
Calls to `fn map_entities(&mut self, entity_mapper: &mut EntityMapper)`
need to be updated to
`fn map_entities<M: EntityMapper>(&mut self, entity_mapper: &mut M)`

- The new trait `EntityMapper` has been added to the prelude

---------

Co-authored-by: Charles Bournhonesque <cbournhonesque@snapchat.com>
Co-authored-by: Alice Cecile <alice.i.cecile@gmail.com>
Co-authored-by: UkoeHB <37489173+UkoeHB@users.noreply.github.com>
2024-01-28 19:51:46 +00:00
Elabajaba
35ac1b152e
Update to wgpu 0.19 and raw-window-handle 0.6 (#11280)
# Objective

Keep core dependencies up to date.

## Solution

Update the dependencies.

wgpu 0.19 only supports raw-window-handle (rwh) 0.6, so bumping that was
included in this.

The rwh 0.6 version bump is just the simplest way of doing it. There
might be a way we can take advantage of wgpu's new safe surface creation
api, but I'm not familiar enough with bevy's window management to
untangle it and my attempt ended up being a mess of lifetimes and rustc
complaining about missing trait impls (that were implemented). Thanks to
@MiniaczQ for the (much simpler) rwh 0.6 version bump code.

Unblocks https://github.com/bevyengine/bevy/pull/9172 and
https://github.com/bevyengine/bevy/pull/10812

~~This might be blocked on cpal and oboe updating their ndk versions to
0.8, as they both currently target ndk 0.7 which uses rwh 0.5.2~~ Tested
on android, and everything seems to work correctly (audio properly stops
when minimized, and plays when re-focusing the app).

---

## Changelog

- `wgpu` has been updated to 0.19! The long awaited arcanization has
been merged (for more info, see
https://gfx-rs.github.io/2023/11/24/arcanization.html), and Vulkan
should now be working again on Intel GPUs.
- Targeting WebGPU now requires that you add the new `webgpu` feature
(setting the `RUSTFLAGS` environment variable to
`--cfg=web_sys_unstable_apis` is still required). This feature currently
overrides the `webgl2` feature if you have both enabled (the `webgl2`
feature is enabled by default), so it is not recommended to add it as a
default feature to libraries without putting it behind a flag that
allows library users to opt out of it! In the future we plan on
supporting wasm binaries that can target both webgl2 and webgpu now that
wgpu added support for doing so (see
https://github.com/bevyengine/bevy/issues/11505).
- `raw-window-handle` has been updated to version 0.6.

## Migration Guide

- `bevy_render::instance_index::get_instance_index()` has been removed
as the webgl2 workaround is no longer required as it was fixed upstream
in wgpu. The `BASE_INSTANCE_WORKAROUND` shaderdef has also been removed.
- WebGPU now requires the new `webgpu` feature to be enabled. The
`webgpu` feature currently overrides the `webgl2` feature so you no
longer need to disable all default features and re-add them all when
targeting `webgpu`, but binaries built with both the `webgpu` and
`webgl2` features will only target the webgpu backend, and will only
work on browsers that support WebGPU.
- Places where you conditionally compiled things for webgl2 need to be
updated because of this change, eg:
- `#[cfg(any(not(feature = "webgl"), not(target_arch = "wasm32")))]`
becomes `#[cfg(any(not(feature = "webgl") ,not(target_arch = "wasm32"),
feature = "webgpu"))]`
- `#[cfg(all(feature = "webgl", target_arch = "wasm32"))]` becomes
`#[cfg(all(feature = "webgl", target_arch = "wasm32", not(feature =
"webgpu")))]`
- `if cfg!(all(feature = "webgl", target_arch = "wasm32"))` becomes `if
cfg!(all(feature = "webgl", target_arch = "wasm32", not(feature =
"webgpu")))`
- `create_texture_with_data` now also takes a `TextureDataOrder`. You
can probably just set this to `TextureDataOrder::default()`
- `TextureFormat`'s `block_size` has been renamed to `block_copy_size`
- See the `wgpu` changelog for anything I might've missed:
https://github.com/gfx-rs/wgpu/blob/trunk/CHANGELOG.md

---------

Co-authored-by: François <mockersf@gmail.com>
2024-01-26 18:14:21 +00:00
Thierry Berger
80f15e0dbb
Remove CanvasParentResizePlugin (#11057)
Improves #11052

# Changelog
- Remove `Window::fit_canvas_to_parent`, as its resizing on wasm now
respects its CSS configuration.

## Migration Guide
- Remove uses of `Window::fit_canvas_to_parent` in favor of CSS
properties, for example:
  ```css
  canvas {
    width: 100%;
    height: 100%;
  }
  ```
2023-12-21 20:01:22 +00:00
Thierry Berger
ced216f59a
Update winit dependency to 0.29 (#10702)
# 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.
2023-12-21 07:40:47 +00:00
Tygyh
720d6dab82
Change Window scale factor to f32 (adopted) (#10897)
# Objective

- Finish the work done in #8942 .

## Solution

- Rebase the changes made in #8942 and fix the issues stopping it from
being merged earlier

---------

Co-authored-by: Thomas <1234328+thmsgntz@users.noreply.github.com>
2023-12-14 14:56:40 +00:00
Mateusz Wachowiak
1f97717a3d
Rename Input to ButtonInput (#10859)
# 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
Mateusz Wachowiak
5508915e9b
Add comment about scale factor in WindowMode (#10872)
# Objective

- Resolves #10784 

## Solution

- As @ickshonpe mentioned in #10784, this is intended behavior but could
benefit from mentioning it in docs.
- I'm also thinking about adding a helper function to disable os scaling
such as `disable_os_scaling()`, but not sure if it's needed.

---

## Changelog

> Add a comment about scaling behavior that happens, and point user to
how he can avoid that behavior.
2023-12-05 21:42:34 +00:00
tygyh
fd308571c4
Remove unnecessary path prefixes (#10749)
# Objective

- Shorten paths by removing unnecessary prefixes

## Solution

- Remove the prefixes from many paths which do not need them. Finding
the paths was done automatically using built-in refactoring tools in
Jetbrains RustRover.
2023-11-28 23:43:40 +00:00
extrawurst
9849221522
add new event WindowOccluded from winit (#10735)
forward for bevy user to consume

# Objective

- since winit 0.27 an event WindowOccluded will be produced:
https://docs.rs/winit/latest/winit/event/enum.WindowEvent.html#variant.Occluded
- on ios this is currently the only way to know if an app comes back
from the background which is an important time to to things (like
resetting the badge)

## Solution

- pick up the winit event and forward it to a new `EventWriter`

---

## Changelog

### Added
- new Event `WindowOccluded` added allowing to hook into
`WindowEvent::Occluded` of winit
2023-11-26 21:58:54 +00:00
Stepan Koltsov
c454b26c38
Some explanations for Window component (#10714) 2023-11-25 21:13:27 +00:00