# Objective
- Support WebGPU
- alternative to #5027 that doesn't need any async / await
- fixes#8315
- Surprise fix#7318
## Solution
### For async renderer initialisation
- Update the plugin lifecycle:
- app builds the plugin
- calls `plugin.build`
- registers the plugin
- app starts the event loop
- event loop waits for `ready` of all registered plugins in the same
order
- returns `true` by default
- then call all `finish` then all `cleanup` in the same order as
registered
- then execute the schedule
In the case of the renderer, to avoid anything async:
- building the renderer plugin creates a detached task that will send
back the initialised renderer through a mutex in a resource
- `ready` will wait for the renderer to be present in the resource
- `finish` will take that renderer and place it in the expected
resources by other plugins
- other plugins (that expect the renderer to be available) `finish` are
called and they are able to set up their pipelines
- `cleanup` is called, only custom one is still for pipeline rendering
### For WebGPU support
- update the `build-wasm-example` script to support passing `--api
webgpu` that will build the example with WebGPU support
- feature for webgl2 was always enabled when building for wasm. it's now
in the default feature list and enabled on all platforms, so check for
this feature must also check that the target_arch is `wasm32`
---
## Migration Guide
- `Plugin::setup` has been renamed `Plugin::cleanup`
- `Plugin::finish` has been added, and plugins adding pipelines should
do it in this function instead of `Plugin::build`
```rust
// Before
impl Plugin for MyPlugin {
fn build(&self, app: &mut App) {
app.insert_resource::<MyResource>
.add_systems(Update, my_system);
let render_app = match app.get_sub_app_mut(RenderApp) {
Ok(render_app) => render_app,
Err(_) => return,
};
render_app
.init_resource::<RenderResourceNeedingDevice>()
.init_resource::<OtherRenderResource>();
}
}
// After
impl Plugin for MyPlugin {
fn build(&self, app: &mut App) {
app.insert_resource::<MyResource>
.add_systems(Update, my_system);
let render_app = match app.get_sub_app_mut(RenderApp) {
Ok(render_app) => render_app,
Err(_) => return,
};
render_app
.init_resource::<OtherRenderResource>();
}
fn finish(&self, app: &mut App) {
let render_app = match app.get_sub_app_mut(RenderApp) {
Ok(render_app) => render_app,
Err(_) => return,
};
render_app
.init_resource::<RenderResourceNeedingDevice>();
}
}
```
# Objective
UIs created for Bevy cannot currently be made accessible. This PR aims to address that.
## Solution
Integrate AccessKit as a dependency, adding accessibility support to existing bevy_ui widgets.
## Changelog
### Added
* Integrate with and expose [AccessKit](https://accesskit.dev) for platform accessibility.
* Add `Label` for marking text specifically as a label for UI controls.
# Objective
- Update winit to 0.28
## Solution
- Small API change
- A security advisory has been added for a unmaintained crate used by a dependency of winit build script for wayland
I didn't do anything for Android support in this PR though it should be fixable, it should be done in a separate one, maybe https://github.com/bevyengine/bevy/pull/6830
---
## Changelog
- `window.always_on_top` has been removed, you can now use `window.window_level`
## Migration Guide
before:
```rust
app.new()
.add_plugins(DefaultPlugins.set(WindowPlugin {
primary_window: Some(Window {
always_on_top: true,
..default()
}),
..default()
}));
```
after:
```rust
app.new()
.add_plugins(DefaultPlugins.set(WindowPlugin {
primary_window: Some(Window {
window_level: bevy:🪟:WindowLevel::AlwaysOnTop,
..default()
}),
..default()
}));
```
# Objective
- Update `wgpu` to 0.14.0, `naga` to `0.10.0`, `winit` to 0.27.4, `raw-window-handle` to 0.5.0, `ndk` to 0.7.
## Solution
---
## Changelog
### Changed
- Changed `RawWindowHandleWrapper` to `RawHandleWrapper` which wraps both `RawWindowHandle` and `RawDisplayHandle`, which satisfies the `impl HasRawWindowHandle and HasRawDisplayHandle` that `wgpu` 0.14.0 requires.
- Changed `bevy_window::WindowDescriptor`'s `cursor_locked` to `cursor_grab_mode`, change its type from `bool` to `bevy_window::CursorGrabMode`.
## Migration Guide
- Adjust usage of `bevy_window::WindowDescriptor`'s `cursor_locked` to `cursor_grab_mode`, and adjust its type from `bool` to `bevy_window::CursorGrabMode`.
Currently Bevy's web canvases are "fixed size". They are manually set to specific dimensions. This might be fine for some games and website layouts, but for sites with flexible layouts, or games that want to "fill" the browser window, Bevy doesn't provide the tools needed to make this easy out of the box.
There are third party plugins like [bevy-web-resizer](https://github.com/frewsxcv/bevy-web-resizer/) that listen for window resizes, take the new dimensions, and resize the winit window accordingly. However this only covers a subset of cases and this is common enough functionality that it should be baked into Bevy.
A significant motivating use case here is the [Bevy WASM Examples page](https://bevyengine.org/examples/). This scales the canvas to fit smaller windows (such as mobile). But this approach both breaks winit's mouse events and removes pixel-perfect rendering (which means we might be rendering too many or too few pixels). https://github.com/bevyengine/bevy-website/issues/371
In an ideal world, winit would support this behavior out of the box. But unfortunately that seems blocked for now: https://github.com/rust-windowing/winit/pull/2074. And it builds on the ResizeObserver api, which isn't supported in all browsers yet (and is only supported in very new versions of the popular browsers).
While we wait for a complete winit solution, I've added a `fit_canvas_to_parent` option to WindowDescriptor / Window, which when enabled will listen for window resizes and resize the Bevy canvas/window to fit its parent element. This enables users to scale bevy canvases using arbitrary CSS, by "inheriting" their parents' size. Note that the wrapper element _is_ required because winit overrides the canvas sizing with absolute values on each resize.
There is one limitation worth calling out here: while the majority of canvas resizes will be triggered by window resizes, modifying element layout at runtime (css animations, javascript-driven element changes, dev-tool-injected changes, etc) will not be detected here. I'm not aware of a good / efficient event-driven way to do this outside of the ResizeObserver api. In practice, window-resize-driven canvas resizing should cover the majority of use cases. Users that want to actively poll for element resizes can just do that (or we can build another feature and let people choose based on their specific needs).
I also took the chance to make a couple of minor tweaks:
* Made the `canvas` window setting available on all platforms. Users shouldn't need to deal with cargo feature selection to support web scenarios. We can just ignore the value on non-web platforms. I added documentation that explains this.
* Removed the redundant "initial create windows" handler. With the addition of the code in this pr, the code duplication was untenable.
This enables a number of patterns:
## Easy "fullscreen window" mode for the default canvas
The "parent element" defaults to the `<body>` element.
```rust
app
.insert_resource(WindowDescriptor {
fit_canvas_to_parent: true,
..default()
})
```
And CSS:
```css
html, body {
margin: 0;
height: 100%;
}
```
## Fit custom canvas to "wrapper" parent element
```rust
app
.insert_resource(WindowDescriptor {
fit_canvas_to_parent: true,
canvas: Some("#bevy".to_string()),
..default()
})
```
And the HTML:
```html
<div style="width: 50%; height: 100%">
<canvas id="bevy"></canvas>
</div>
```
# Objective
- there are a few new versions for `ron`, `winit`, `ndk`, `raw-window-handle`
- `cargo-deny` is failing due to new security issues / duplicated dependencies
## Solution
- Update our dependencies
- Note all new security issues, with which of Bevy direct dependency it comes from
- Update duplicate crate list, with which of Bevy direct dependency it comes from
`notify` is not updated here as it's in #2993
Objective
During work on #3009 I've found that not all jobs use actions-rs, and therefore, an previous version of Rust is used for them. So while compilation and other stuff can pass, checking markup and Android build may fail with compilation errors.
Solution
This PR adds `action-rs` for any job running cargo, and updates the edition to 2021.
# Objective
- Fixes#2751
## Solution
- Avoid changing the window size if there is a scale factor override
- Can be tested with the `scale_factor_override` example - use <kbd>⏎</kbd> to active overriding the scale factor
This relicenses Bevy under the dual MIT or Apache-2.0 license. For rationale, see #2373.
* Changes the LICENSE file to describe the dual license. Moved the MIT license to docs/LICENSE-MIT. Added the Apache-2.0 license to docs/LICENSE-APACHE. I opted for this approach over dumping both license files at the root (the more common approach) for a number of reasons:
* Github links to the "first" license file (LICENSE-APACHE) in its license links (you can see this in the wgpu and rust-analyzer repos). People clicking these links might erroneously think that the apache license is the only option. Rust and Amethyst both use COPYRIGHT or COPYING files to solve this problem, but this creates more file noise (if you do everything at the root) and the naming feels way less intuitive.
* People have a reflex to look for a LICENSE file. By providing a single license file at the root, we make it easy for them to understand our licensing approach.
* I like keeping the root clean and noise free
* There is precedent for putting the apache and mit license text in sub folders (amethyst)
* Removed the `Copyright (c) 2020 Carter Anderson` copyright notice from the MIT license. I don't care about this attribution, it might make license compliance more difficult in some cases, and it didn't properly attribute other contributors. We shoudn't replace it with something like "Copyright (c) 2021 Bevy Contributors" because "Bevy Contributors" is not a legal entity. Instead, we just won't include the copyright line (which has precedent ... Rust also uses this approach).
* Updates crates to use the new "MIT OR Apache-2.0" license value
* Removes the old legion-transform license file from bevy_transform. bevy_transform has been its own, fully custom implementation for a long time and that license no longer applies.
* Added a License section to the main readme
* Updated our Bevy Plugin licensing guidelines.
As a follow-up we should update the website to properly describe the new license.
Closes#2373
# Objective
Reduce compilation time
# Solution
Remove unused dependencies. While this PR doesn't remove any crates from `Cargo.lock`, it may unlock more build parallelism.
You should be able to set the minimum and maximum desired resolution of a system window.
This also fixes a bug on Windows operating system: When you try to resize to 0 on the height it crashes.
Co-authored-by: Carter Anderson <mcanders1@gmail.com>
The `bevy_winit` crate hasn't been able to build on docs.rs [since 0.2.1](https://docs.rs/crate/bevy_winit/0.4.0). This PR restores the ability of docs.rs to build `bevy_winit` again.
(The choice of backend is essentially arbitrary, but choosing one *is required* for the crate to build)