# Objective
- Remove dependency in bevy_asset to bevy_winit
- First step for #15565
## Solution
- the static `ANDROID_APP` and the `android_activity` reexport are now
in `bevy_window`
## Migration Guide
If you use the `android_activity` reexport from
`bevy::winit::android_activity`, it is now in
`bevy:🪟:android_activity`. Same for the `ANDROID_APP` static
# Objective
Add two features to switch bevy to use `NativeActivity` or
`GameActivity` on Android, use `GameActivity` by default.
Also close #12058 and probably #12026 .
## Solution
Add two features to the corresponding crates so you can toggle it, like
what `winit` and `android-activity` crate did.
---
## Changelog
Removed default `NativeActivity` feature implementation for Android,
added two new features to enable `NativeActivity` and `GameActivity`,
and use `GameActivity` by default.
## Migration Guide
Because `cargo-apk` is not compatible with `GameActivity`,
building/running using `cargo apk build/run -p bevy_mobile_example` is
no longer possible.
Users should follow the new workflow described in document.
---------
Co-authored-by: François Mockers <francois.mockers@vleue.com>
Co-authored-by: BD103 <59022059+BD103@users.noreply.github.com>
Co-authored-by: Rich Churcher <rich.churcher@gmail.com>
# Objective
Fix#12273
## Solution
– Only emit `KeyboardFocusLost` when the keyboard focus is lost
– ignore synthetic key releases too, not just key presses (as they're
already covered by `KeyboardFocusLost`)
---
## Changelog
### Fixed
- Don't trigger `ButtonInput<KeyCode>::just_pressed`/`just_released`
when spawning a window/focus moving between Bevy windows
# 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>
# Objective
- Fixes#12639.
- `ReceivedCharacter` was deprecated in #12868 for 0.14, and should be
removed for 0.15.
## Solution
- Remove all instances of `ReceivedCharacter`, including the relevant
`#[allow(deprecated)]` lint attributes.
## Migration Guide
`ReceivedCharacter` was deprecated in 0.14 due to `winit` reworking
their keyboard system. It has now been fully removed. Switch to using
`KeyboardInput` instead.
```rust
// 0.14
fn listen_characters(events: EventReader<ReceivedCharacter>) {
for event in events.read() {
info!("{}", event.char);
}
}
// 0.15
fn listen_characters(events: EventReader<KeyboardInput>) {
for event in events.read() {
// Only check for characters when the key is pressed.
if !event.state.is_pressed() {
continue;
}
// Note that some keys such as `Space` and `Tab` won't be detected as a character.
// Instead, check for them as separate enum variants.
match &event.logical_key {
Key::Character(character) => {
info!("{} pressed.", character);
},
Key::Space => {
info!("Space pressed.");
},
_ => {},
}
}
}
```
# Objective
Correctly order picking events. Resolves
https://github.com/bevyengine/bevy/issues/5984.
## Solution
Event ordering [very long standing
problem](https://github.com/aevyrie/bevy_mod_picking/issues/294) with
mod picking, stemming from two related issues. The first problem was
that `Pointer<T>` events of different types couldn't be ordered, but we
have already gotten around that in the upstream by switching to
observers. Since observers run in the order they are triggered, this
isn't an issue.
The second problem was that the underlying event streams that picking
uses to create it's pointer interaction events *also* lacked ordering,
and the systems that generated the points couldn't interleave events.
This PR fixes that by unifying the event streams and integrating the
various interaction systems.
The concrete changes are as follows:
+ `bevy_winit::WinitEvent` has been moved to `bevy_window::WindowEvent`.
This provides a unified (and more importantly, *ordered*) input stream
for both `bevy_window` and `bevy_input` events.
+ Replaces `InputMove` and `InputPress` with `PointerInput`, a new
unified input event which drives picking and interaction. This event is
built to have drop-in forward compatibility with [winit's upcoming
pointer abstraction](https://github.com/rust-windowing/winit/pull/3876).
I have added code to emulate it using the current winit input
abstractions, but this entire thing will be much more robust when it
lands.
+ Rolls `pointer_events` `send_click_and_drag_events` and
`send_drag_over_events` into a single system, which operates directly on
`PointerEvent` and triggers observers as output.
The PR also improves docs and takes the opportunity to
refactor/streamline the pointer event dispatch logic.
## Status & Testing
This PR is now feature complete and documented. While it is
theoretically possible to add unit tests for the ordering, building the
picking mocking for that will take a little while.
Feedback on the chosen ordering of events is within-scope.
## Migration Guide
For users switching from `bevy_mod_picking` to `bevy_picking`:
+ Instead of adding an `On<T>` component, use `.observe(|trigger:
Trigger<T>|)`. You may now apply multiple handlers to the same entity
using this command.
+ Pointer interaction events now have semi-deterministic ordering which
(more or less) aligns with the order of the raw input stream. Consult
the docs on `bevy_picking::event::pointer_events` for current
information. You may need to adjust your event handling logic
accordingly.
+ `PointerCancel` has been replaced with `Pointer<Cancled>`, which now
has the semantics of an OS touch pointer cancel event.
+ `InputMove` and `InputPress` have been merged into `PointerInput`. The
use remains exactly the same.
+ Picking interaction events are now only accessible through observers,
and no `EventReader`. This functionality may be re-implemented later.
For users of `bevy_winit`:
+ The event `bevy_winit::WinitEvent` has moved to
`bevy_window::WindowEvent`. If this was the only thing you depended on
`bevy_winit` for, you should switch your dependency to `bevy_window`.
+ `bevy_window` now depends on `bevy_input`. The dependencies of
`bevy_input` are a subset of the existing dependencies for `bevy_window`
so this should be non-breaking.
# Objective
Fixes#14883
## Solution
Pretty simple update to `EntityCommands` methods to consume `self` and
return it rather than taking `&mut self`. The things probably worth
noting:
* I added `#[allow(clippy::should_implement_trait)]` to the `add` method
because it causes a linting conflict with `std::ops::Add`.
* `despawn` and `log_components` now return `Self`. I'm not sure if
that's exactly the desired behavior so I'm happy to adjust if that seems
wrong.
## Testing
Tested with `cargo run -p ci`. I think that should be sufficient to call
things good.
## Migration Guide
The most likely migration needed is changing code from this:
```
let mut entity = commands.get_or_spawn(entity);
if depth_prepass {
entity.insert(DepthPrepass);
}
if normal_prepass {
entity.insert(NormalPrepass);
}
if motion_vector_prepass {
entity.insert(MotionVectorPrepass);
}
if deferred_prepass {
entity.insert(DeferredPrepass);
}
```
to this:
```
let mut entity = commands.get_or_spawn(entity);
if depth_prepass {
entity = entity.insert(DepthPrepass);
}
if normal_prepass {
entity = entity.insert(NormalPrepass);
}
if motion_vector_prepass {
entity = entity.insert(MotionVectorPrepass);
}
if deferred_prepass {
entity.insert(DeferredPrepass);
}
```
as can be seen in several of the example code updates here. There will
probably also be instances where mutable `EntityCommands` vars no longer
need to be mutable.
# Objective
Fixes#14782
## Solution
Enable the lint and fix all upcoming hints (`--fix`). Also tried to
figure out the false-positive (see review comment). Maybe split this PR
up into multiple parts where only the last one enables the lint, so some
can already be merged resulting in less many files touched / less
potential for merge conflicts?
Currently, there are some cases where it might be easier to read the
code with the qualifier, so perhaps remove the import of it and adapt
its cases? In the current stage it's just a plain adoption of the
suggestions in order to have a base to discuss.
## Testing
`cargo clippy` and `cargo run -p ci` are happy.
# 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>
# 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>
# 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.
# Objective
- `bevy_winit` fails to build with just the `serialize` feature.
- Caught by [`flag-frenzy`](https://github.com/TheBevyFlock/flag-frenzy)
in [this
run](https://github.com/TheBevyFlock/flag-frenzy/actions/runs/10087486444/job/27891723948),
using the new, nuanced configuration system!
## Solution
- It was failing because `bevy_winit` did not pass the `serialize` flag
to two of its dependencies: `bevy_input` and `bevy_window`.
- To fix this, add these crates to the feature flag.
## Testing
```bash
# On Linux, you must also specify a backend: `x11` or `wayland`.
# You can do this with `-F serialize,x11`, etc.
cargo check -p bevy_winit --no-default-features -F serialize
```
# Objective
- Continue to pare down the uses on NonSend resources in the engine. In
this case, EventLoopProxy used to be `!Sync`, but is now `Sync` in the
latest version of winit.
## Solution
- New type `EventLoopProxy` as `EventLoopProxyWrapper` to make it into a
normal resource.
- Update the `custom_user_event` example as it no longer needs to
indirectly access the `EventLoopProxy` through a static variable
anymore.
## Testing
- Ran the example. The resource exists just for users to use, so there
aren't any in engine uses for it currently.
---
## Changelog
- make EventLoopProxy into a regular resource.
## Migration Guide
`EventLoopProxy` has been renamed to `EventLoopProxyWrapper` and is now
`Send`, making it an ordinary resource.
Before:
```rust
event_loop_system(event_loop: NonSend<EventLoopProxy<MyEvent>>) {
event_loop.send_event(MyEvent);
}
```
After:
```rust
event_loop_system(event_loop: Res<EventLoopProxy<MyEvent>>) {
event_loop.send_event(MyEvent);
}
```
# Objective
I would like to know if an event was emitted because of "key repeats" or
not.
Winit already exposes this information, but it isn't sent along by Bevy,
which this PR intends to address.
## Solution
Expose
[`winit::event::KeyEvent::repeat`](https://docs.rs/winit/0.30.3/winit/event/struct.KeyEvent.html#structfield.repeat)
in
[`bevy::input:⌨️:KeyboardInput`](https://docs.rs/bevy/0.14.0/bevy/input/keyboard/struct.KeyboardInput.html).
## Testing
Just hold any regular key down and only the first event should have
`KeyboardInput::repeat` set to `false`. Most OSs have "key repeat"
enabled by default.
---
## Changelog
- Added `KeyboardInput::repeat` signifying if this event was sent in
response to a "key repeat" event or not.
# 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)
# Objective
- Often in games you will want to create chains of systems that modify
some event. For example, a chain of damage systems that handle a
DamageEvent and modify the underlying value before the health system
finally consumes the event. Right now this requires either:
* Using a component added to the entity
* Consuming and refiring events
Neither is ideal when really all we want to do is read the events value,
modify it, and write it back.
## Solution
- Create an EventMutator class similar to EventReader but with ResMut<T>
and iterators that return &mut so that events can be mutated.
## Testing
- I replicated all the existing tests for EventReader to make sure
behavior was the same (I believe) and added a number of tests specific
to testing that 1) events can actually be mutated, and that 2)
EventReader sees changes from EventMutator for events it hasn't already
seen.
## Migration Guide
Users currently using `ManualEventReader` should use `EventCursor`
instead. `ManualEventReader` will be removed in Bevy 0.16. Additionally,
`Events::get_reader` has been replaced by `Events::get_cursor`.
Users currently directly accessing the `Events` resource for mutation
should move to `EventMutator` if possible.
---------
Co-authored-by: poopy <gonesbird@gmail.com>
Co-authored-by: Alice Cecile <alice.i.cecile@gmail.com>
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>
Also bumps `accesskit_winit` to 0.22 and fixes one breaking change.
# Objective
- `accesskit` has been updated recently to 0.16!
## Solution
- Update `accesskit`, as well as `accesskit_winit`.
- [`accesskit`
changelog](552032c839/common/CHANGELOG.md (0160-2024-06-29))
- [`accesskit_winit`
changelog](552032c839/platforms/winit/CHANGELOG.md (0220-2024-06-29))
- Fix one breaking change where `Role::StaticText` has been renamed to
`Role::Label`.
## Testing
- The test suite should cover most things.
- It would be good to test this with an example, but I don't know how.
---
## Changelog
- Update `accesskit` to 0.16 and `accesskit_winit` to 0.22.
## Migration Guide
`accesskit`'s `Role::StaticText` variant has been renamed to
`Role::Label`.
# 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
Fixes#13701
After `winit` upgrade to `0.31`, windows were no longer correctly
resizing. This appears to just have been a simple mistake, where the new
physical size was being sourced from the `winit` window rather than on
the incoming `Window` component.
## Testing
Tested on macOS, but I'm curious whether this was also broken on other
platforms.
# Objective
Fixes#13299
On Linux/X11, changing focus into a winit window will produce winit
KeyboardInput events with a "is_synthetic=true" flag that are not
intended to be used. Bevy erroneously passes them on to the user,
resulting in phantom key presses.
## Solution
This patch properly filters out winit KeyboardInput events with
"is_synthetic=true".
For example, pressing Alt+Tab to focus a bevy winit window results in a
permanently stuck Tab key until the user presses Tab once again to
produce a winit KeyboardInput release event. The Tab key press event
that causes this problem is "synthetic", should not be used according to
the winit devs, and simply ignoring it fixes this problem.
Synthetic key **releases** are still evaluated though, as they are
essential for correct release key handling. For example, if the user
binds the key combination Alt+1 to the action "move the window to
workspace 1", places the bevy game in workspace 2, focuses the game and
presses Alt+1, then the key release event for the "1" key will be
synthetic. If we would filter out all synthetic keys, the bevy game
would think that the 1 key remains pressed forever, until the user
manually presses+releases the key again inside bevy.
Reference:
https://docs.rs/winit/0.30.0/winit/event/enum.WindowEvent.html#variant.KeyboardInput.field.is_synthetic
Relevant discussion: https://github.com/rust-windowing/winit/issues/3543
## Testing
Tested with the "keyboard_input_events" example. Entering/exiting the
window with various keys, as well as changing its workspace, produces
the correct press/release events.
# Objective
- On macOS, closing a window by respawning its entity freezes
## Solution
- `WindowWrapper` is keeping an `Arc` of the window, to be able to
access it from the rendering thread. Winit windows are closed when they
are dropped. This need to happen on the main thread on macOS
- Dropping it as soon as the window is closed means the last remaining
`Arc` will be in the rendering thread
- This PR keeps the `Arc` for one frame in the rendering thread before
actually dropping it
This was adopted from #12878. I rebased the changes resolved the
following merge conflicts:
- moved over the changes originally done in bevy_winit/src/lib.rs's
`handle_winit_event` into bevy_winit/src/state.rs's `window_event`
function
- moved WinitEvent::KeyboardFocusLost event forwarding originally done
in bevy_winit/src/winit_event.rs to the equivalent in
bevy_winit/src/state.rs
Tested this by following the modified keyboard_input example from the
original PR.
First, I verified I could reproduce the issue without the changes. Then,
after applying the changes, I verified that when I Alt+Tabbed away from
the running example that the log showed I released Alt and when I tabbed
back it didn't behave like Alt was stuck.
The following is from the original pull request by @gavlig
# Objective
This helps avoiding stuck key presses after switching from and back to
Bevy window. Key press event gets stuck because window loses focus
before receiving a key release event thus we end up with false positive
in ButtonInput.
## Solution
I saw two ways to fix this:
1. add bevy_window as dependency and read WindowFocus events
2. add a KeyboardFocusLost event specifically for this.
I chose the latter because adding another dependency felt wrong, but if
that is more preferable changing this pr won't be a problem. Also if
someone sees another way please let me know.
To test the bug use this small modification over
examples/keyboard_input.rs: (it will work only if you have Alt-Tab
combination for switching between windows in your OS, otherwise change
AltLeft accordingly)
```
//! Demonstrates handling a key press/release.
use bevy::{prelude::*, input:⌨️:KeyboardInput};
fn main() {
App::new()
.add_plugins(DefaultPlugins)
.add_systems(Update, keyboard_input_system)
.run();
}
/// This system prints 'Alt' key state
fn keyboard_input_system(keyboard_input: Res<ButtonInput<KeyCode>>, mut
keyboard_input_events: EventReader<KeyboardInput>) {
for event in keyboard_input_events.read() {
info!("{:?}", event);
}
if keyboard_input.pressed(KeyCode::AltLeft) {
info!("'Alt' currently pressed");
}
if keyboard_input.just_pressed(KeyCode::AltLeft) {
info!("'Alt' just pressed");
}
if keyboard_input.just_released(KeyCode::AltLeft) {
info!("'Alt' just released");
}
}
```
Here i made a quick video with demo of the fix:
https://youtu.be/qTvUCk4IHvo In first part i press Alt and Alt+Tab to
switch back and forth from example app, logs will indicate that too. In
second part I applied fix and you'll see that Alt will no longer be
pressed when window gets unfocused
## Migration Guide
`WinitEvent` has a new enum variant: `WinitEvent::KeyboardFocusLost`.
Co-authored-by: gavlig <gavlig@gmail.com>
# 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>
# 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>
# 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.
# Objective
~Returning a app exit code from the winit runner is complicated and
deadlock prone.~
The code to return a app exit code is rather shoddy. It's use of mutex
is redundant, It uses unwrap when not required and can be broken by a
maintainer simply forgetting to set a value.
## Solution
Switch to using a channel.
- Deals with situations in which a event loop exits unexpectedly.
- Never panics. Even in extreme cases.
# Objective
- Simplifies/clarifies the winit loop.
- Fixes#12612.
## Solution
The Winit loop runs following this flow:
* NewEvents
* Any number of other events, that can be 0, including RequestRedraw
* AboutToWait
Bevy also uses the UpdateMode, to define how the next loop has to run.
It can be essentially:
* Continuous, using ControlFlow::Wait for windowed apps, and
ControlFlow::Poll for windowless apps
* Reactive/ReactiveLowPower, using ControlFlow::WaitUntil with a
specific wait delay
The changes are made to follow this pattern, so that
* NewEvents define if the WaitUntil has been canceled because we
received a Winit event.
* AboutToWait:
* checks if the window has to be redrawn
* otherwise calls app.update() if the WaitUntil timeout has elapsed
* updates the ControlFlow accordingly
To make the code more logical:
* AboutToWait checks if any Bevy's RequestRedraw event has been emitted
* create_windows is run every cycle, at the beginning of the loop
* the ActiveState (that could be renamed ActivityState) is updated in
AboutToWait, symmetrically for WillSuspend/WillResume
* the AppExit events are checked every loop cycle, to exit the app early
## Platform-specific testing
- [x] Windows
- [x] MacOs
- [x] Linux (x11)
- [x] Linux (Wayland)
- [x] Android
- [x] iOS
- [x] WASM/WebGL2 (Chrome)
- [x] WASM/WebGL2 (Firefox)
- [x] WASM/WebGL2 (Safari)
- [x] WASM/WebGpu (Chrome)
---------
Co-authored-by: François <francois.mockers@vleue.com>
# 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.
# 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`.
# 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>
# Objective
Both the shedule and winit runners use/reimplement `app_exit_manual`
even tough they can use `app_exit`
## Solution
Nuke `app_exit_manual` from orbit.
# 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>
# Objective
- https://github.com/rust-lang/rust/pull/123905 has been merged, so the
workaround introduced in #12913 is no longer necessary.
- Closes#12968
## Solution
- Remove unecessary `allow` attribute
- This is currently blocked until Rust beta updates.
- Last tested with `rustc 1.78.0-beta.7 (6fd191292 2024-04-12)`.
# Objective
- Fixes#13024.
## Solution
- Run `cargo clippy --target wasm32-unknown-unknown` until there are no
more errors.
- I recommend reviewing one commit at a time :)
---
## Changelog
- Fixed Clippy lints for `wasm32-unknown-unknown` target.
- Updated `bevy_transform`'s `README.md`.
# Objective
- Fixes#12905.
## Solution
- Use proper code `` tags for `TaskPoolBuilder::thread_name`.
- Remove leftover documentation in `TaskPool` referencing the deleted
`TaskPoolInner` struct.
- It may be possible to rephrase this, but I do not know enough about
the task pool to write something. (cc @james7132 who made the change
removing `TaskPoolInner`.)
- Ignore a buggy rustdoc lint that thinks `App` is already in scope for
`UpdateMode` doc. (Extracted from #12692.)
# 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>.`
# Objective
- Allow cloning `WinitSettings`. I use this in
[bevy_worldswap](https://github.com/UkoeHB/bevy_worldswap) when
synchronizing secondary app window state.
## Solution
- Add `Clone` to `WinitSettings`.
---
## Changelog
- Added `Clone` to `WinitSettings`.