# Objective
Fixes#16521
## Solution
If an empty span is encountered (such as the default `Text` value), we
skip it entirely when updating buffers. This prevents unnecessarily
bailing when the font doesn't exist (ex: when the default font is
disabled)
# Objective
Needing to derive `AnimationEvent` for `Event` is unnecessary, and the
trigger logic coupled to it feels like we're coupling "event producer"
logic with the event itself, which feels wrong. It also comes with a
bunch of complexity, which is again unnecessary. We can have the
flexibility of "custom animation event trigger logic" without this
coupling and complexity.
The current `animation_events` example is also needlessly complicated,
due to it needing to work around system ordering issues. The docs
describing it are also slightly wrong. We can make this all a non-issue
by solving the underlying ordering problem.
Related to this, we use the `bevy_animation::Animation` system set to
solve PostUpdate animation order-of-operations issues. If we move this
to bevy_app as part of our "core schedule", we can cut out needless
`bevy_animation` crate dependencies in these instances.
## Solution
- Remove `AnimationEvent`, the derive, and all other infrastructure
associated with it (such as the `bevy_animation/derive` crate)
- Replace all instances of `AnimationEvent` traits with `Event + Clone`
- Store and use functions for custom animation trigger logic (ex:
`clip.add_event_fn()`). For "normal" cases users dont need to think
about this and should use the simpler `clip.add_event()`
- Run the `Animation` system set _before_ updating text
- Move `bevy_animation::Animation` to `bevy_app::Animation`. Remove
unnecessary `bevy_animation` dependency from `bevy_ui`
- Adjust `animation_events` example to use the simpler `clip.add_event`
API, as the workarounds are no longer necessary
This is polishing work that will land in 0.15, and I think it is simple
enough and valuable enough to land in 0.15 with it, in the interest of
making the feature as compelling as possible.
# Objective
- Add methods to facilitate `TextFont` component creation and insertion.
## Solution
- Added `from_font` and `from_font_size` which return a new `TextFont`
with said attributes provided as parameters.
- Added `with_font` and `with_font_size` which return an existing
`TextFont` modifying said attributes with the values provided as
parameters.
## Testing
- CI Checks.
- Tested methods locally by changing values and running the `text_debug`
example.
# Objective
Text2d doesn't respond to changes to the window scalefactor.
Fixes#16223
## Solution
In `update_text2d_layout` store the previous scale factor in a `Local`
instead and check against the current scale factor to detect changes.
It seems like previously the text wasn't updated because of a bug with
the `WindowScaleFactorChanged` event and it isn't emitted after changes
to the scale factor. That needs to be looked into, but this will work
for now.
## Testing
Really simple app that draws a big message in the middle of the window:
```
use bevy::prelude::*;
fn main() {
App::new()
.add_plugins(DefaultPlugins)
.add_systems(Startup, setup)
.run();
}
fn setup(mut commands: Commands) {
commands.spawn(Camera2d);
commands.spawn((
Text2d::new("Hello"),
TextFont {
font_size: 400.,
..Default::default()
},
));
}
```
Looks fine:
<img width="500" alt="hello1"
src="https://github.com/user-attachments/assets/5320746b-687e-4682-9e4c-bc43ab7ff9d3">
On main, after changing the monitor's scale factor:
<img width="500" alt="hello2"
src="https://github.com/user-attachments/assets/486cea16-fc44-4d66-9468-6f68905d4196">
With this PR the text maintains the same size and position after the
scale factor is changed.
# Objective
Fixes#15940
## Solution
Remove the `pub use` and fix the compile errors.
Make `bevy_image` available as `bevy::image`.
## Testing
Feature Frenzy would be good here! Maybe I'll learn how to use it if I
have some time this weekend, or maybe a reviewer can use it.
## Migration Guide
Use `bevy_image` instead of `bevy_render::texture` items.
---------
Co-authored-by: chompaa <antony.m.3012@gmail.com>
Co-authored-by: Carter Anderson <mcanders1@gmail.com>
# Objective
Fixes#16006
## Solution
We currently re-export `cosmic_text`, which is seemingly motivated by
the desire to use `cosmic_text::FontSystem` in `bevy_text` public APIs
instead of our `CosmicFontSystem` resource wrapper type.
This change makes `bevy_text` a "true" abstraction over `cosmic_text`
(it in fact, was already built to be that way generally and has this one
"leak").
This allows us to remove the `cosmic_text` re-export, which helps clean
up the Rust Analyzer imports and generally makes this a "cleaner" API.
# Objective
Continue improving the user experience of our UI Node API in the
direction specified by [Bevy's Next Generation Scene / UI
System](https://github.com/bevyengine/bevy/discussions/14437)
## Solution
As specified in the document above, merge `Style` fields into `Node`,
and move "computed Node fields" into `ComputedNode` (I chose this name
over something like `ComputedNodeLayout` because it currently contains
more than just layout info. If we want to break this up / rename these
concepts, lets do that in a separate PR). `Style` has been removed.
This accomplishes a number of goals:
## Ergonomics wins
Specifying both `Node` and `Style` is now no longer required for
non-default styles
Before:
```rust
commands.spawn((
Node::default(),
Style {
width: Val::Px(100.),
..default()
},
));
```
After:
```rust
commands.spawn(Node {
width: Val::Px(100.),
..default()
});
```
## Conceptual clarity
`Style` was never a comprehensive "style sheet". It only defined "core"
style properties that all `Nodes` shared. Any "styled property" that
couldn't fit that mold had to be in a separate component. A "real" style
system would style properties _across_ components (`Node`, `Button`,
etc). We have plans to build a true style system (see the doc linked
above).
By moving the `Style` fields to `Node`, we fully embrace `Node` as the
driving concept and remove the "style system" confusion.
## Next Steps
* Consider identifying and splitting out "style properties that aren't
core to Node". This should not happen for Bevy 0.15.
---
## Migration Guide
Move any fields set on `Style` into `Node` and replace all `Style`
component usage with `Node`.
Before:
```rust
commands.spawn((
Node::default(),
Style {
width: Val::Px(100.),
..default()
},
));
```
After:
```rust
commands.spawn(Node {
width: Val::Px(100.),
..default()
});
```
For any usage of the "computed node properties" that used to live on
`Node`, use `ComputedNode` instead:
Before:
```rust
fn system(nodes: Query<&Node>) {
for node in &nodes {
let computed_size = node.size();
}
}
```
After:
```rust
fn system(computed_nodes: Query<&ComputedNode>) {
for computed_node in &computed_nodes {
let computed_size = computed_node.size();
}
}
```
# Objective
`TextFont` and `TextColor` is not registered in the app type registry
and serializing a scene with a a `Text2d` doesn't save the color and
font of the text entity.
## Solution
register `TextFont` and `TextColor` in the type registry
# Objective
Cleanup naming and docs, add missing migration guide after #15591
All text root nodes now use `Text` (UI) / `Text2d`.
All text readers/writers use `Text<Type>Reader`/`Text<Type>Writer`
convention.
---
## Migration Guide
Doubles as #15591 migration guide.
Text bundles (`TextBundle` and `Text2dBundle`) were removed in favor of
`Text` and `Text2d`.
Shared configuration fields were replaced with `TextLayout`, `TextFont`
and `TextColor` components.
Just `TextBundle`'s additional field turned into `TextNodeFlags`
component,
while `Text2dBundle`'s additional fields turned into `TextBounds` and
`Anchor` components.
Text sections were removed in favor of hierarchy-based approach.
For root text entities with `Text` or `Text2d` components, child
entities with `TextSpan` will act as additional text sections.
To still access text spans by index, use the new `TextUiReader`,
`Text2dReader` and `TextUiWriter`, `Text2dWriter` system parameters.
# Objective
Currently text is recomputed unnecessarily on any changes to its color,
which is extremely expensive.
## Solution
Split up `TextStyle` into two separate components `TextFont` and
`TextColor`.
## Testing
I added this system to `many_buttons`:
```rust
fn set_text_colors_changed(mut colors: Query<&mut TextColor>) {
for mut text_color in colors.iter_mut() {
text_color.set_changed();
}
}
```
reports ~4fps on main, ~50fps with this PR.
## Migration Guide
`TextStyle` has been renamed to `TextFont` and its `color` field has
been moved to a separate component named `TextColor` which newtypes
`Color`.
# Objective
In the Render World, there are a number of collections that are derived
from Main World entities and are used to drive rendering. The most
notable are:
- `VisibleEntities`, which is generated in the `check_visibility` system
and contains visible entities for a view.
- `ExtractedInstances`, which maps entity ids to asset ids.
In the old model, these collections were trivially kept in sync -- any
extracted phase item could look itself up because the render entity id
was guaranteed to always match the corresponding main world id.
After #15320, this became much more complicated, and was leading to a
number of subtle bugs in the Render World. The main rendering systems,
i.e. `queue_material_meshes` and `queue_material2d_meshes`, follow a
similar pattern:
```rust
for visible_entity in visible_entities.iter::<With<Mesh2d>>() {
let Some(mesh_instance) = render_mesh_instances.get_mut(visible_entity) else {
continue;
};
// Look some more stuff up and specialize the pipeline...
let bin_key = Opaque2dBinKey {
pipeline: pipeline_id,
draw_function: draw_opaque_2d,
asset_id: mesh_instance.mesh_asset_id.into(),
material_bind_group_id: material_2d.get_bind_group_id().0,
};
opaque_phase.add(
bin_key,
*visible_entity,
BinnedRenderPhaseType::mesh(mesh_instance.automatic_batching),
);
}
```
In this case, `visible_entities` and `render_mesh_instances` are both
collections that are created and keyed by Main World entity ids, and so
this lookup happens to work by coincidence. However, there is a major
unintentional bug here: namely, because `visible_entities` is a
collection of Main World ids, the phase item being queued is created
with a Main World id rather than its correct Render World id.
This happens to not break mesh rendering because the render commands
used for drawing meshes do not access the `ItemQuery` parameter, but
demonstrates the confusion that is now possible: our UI phase items are
correctly being queued with Render World ids while our meshes aren't.
Additionally, this makes it very easy and error prone to use the wrong
entity id to look up things like assets. For example, if instead we
ignored visibility checks and queued our meshes via a query, we'd have
to be extra careful to use `&MainEntity` instead of the natural
`Entity`.
## Solution
Make all collections that are derived from Main World data use
`MainEntity` as their key, to ensure type safety and avoid accidentally
looking up data with the wrong entity id:
```rust
pub type MainEntityHashMap<V> = hashbrown::HashMap<MainEntity, V, EntityHash>;
```
Additionally, we make all `PhaseItem` be able to provide both their Main
and Render World ids, to allow render phase implementors maximum
flexibility as to what id should be used to look up data.
You can think of this like tracking at the type level whether something
in the Render World should use it's "primary key", i.e. entity id, or
needs to use a foreign key, i.e. `MainEntity`.
## Testing
##### TODO:
This will require extensive testing to make sure things didn't break!
Additionally, some extraction logic has become more complicated and
needs to be checked for regressions.
## Migration Guide
With the advent of the retained render world, collections that contain
references to `Entity` that are extracted into the render world have
been changed to contain `MainEntity` in order to prevent errors where a
render world entity id is used to look up an item by accident. Custom
rendering code may need to be changed to query for `&MainEntity` in
order to look up the correct item from such a collection. Additionally,
users who implement their own extraction logic for collections of main
world entity should strongly consider extracting into a different
collection that uses `MainEntity` as a key.
Additionally, render phases now require specifying both the `Entity` and
`MainEntity` for a given `PhaseItem`. Custom render phases should ensure
`MainEntity` is available when queuing a phase item.
**Ready for review. Examples migration progress: 100%.**
# Objective
- Implement https://github.com/bevyengine/bevy/discussions/15014
## Solution
This implements [cart's
proposal](https://github.com/bevyengine/bevy/discussions/15014#discussioncomment-10574459)
faithfully except for one change. I separated `TextSpan` from
`TextSpan2d` because `TextSpan` needs to require the `GhostNode`
component, which is a `bevy_ui` component only usable by UI.
Extra changes:
- Added `EntityCommands::commands_mut` that returns a mutable reference.
This is a blocker for extension methods that return something other than
`self`. Note that `sickle_ui`'s `UiBuilder::commands` returns a mutable
reference for this reason.
## Testing
- [x] Text examples all work.
---
## Showcase
TODO: showcase-worthy
## Migration Guide
TODO: very breaking
### Accessing text spans by index
Text sections are now text sections on different entities in a
hierarchy, Use the new `TextReader` and `TextWriter` system parameters
to access spans by index.
Before:
```rust
fn refresh_text(mut query: Query<&mut Text, With<TimeText>>, time: Res<Time>) {
let text = query.single_mut();
text.sections[1].value = format_time(time.elapsed());
}
```
After:
```rust
fn refresh_text(
query: Query<Entity, With<TimeText>>,
mut writer: UiTextWriter,
time: Res<Time>
) {
let entity = query.single();
*writer.text(entity, 1) = format_time(time.elapsed());
}
```
### Iterating text spans
Text spans are now entities in a hierarchy, so the new `UiTextReader`
and `UiTextWriter` system parameters provide ways to iterate that
hierarchy. The `UiTextReader::iter` method will give you a normal
iterator over spans, and `UiTextWriter::for_each` lets you visit each of
the spans.
---------
Co-authored-by: ickshonpe <david.curthoys@googlemail.com>
Co-authored-by: Carter Anderson <mcanders1@gmail.com>
# Objective
Fixes#15560
Fixes (most of) #15570
Currently a lot of examples (and presumably some user code) depend on
toggling certain render features by adding/removing a single component
to an entity, e.g. `SpotLight` to toggle a light. Because of the
retained render world this no longer works: Extract will add any new
components, but when it is removed the entity persists unchanged in the
render world.
## Solution
Add `SyncComponentPlugin<C: Component>` that registers
`SyncToRenderWorld` as a required component for `C`, and adds a
component hook that will clear all components from the render world
entity when `C` is removed. We add this plugin to
`ExtractComponentPlugin` which fixes most instances of the problem. For
custom extraction logic we can manually add `SyncComponentPlugin` for
that component.
We also rename `WorldSyncPlugin` to `SyncWorldPlugin` so we start a
naming convention like all the `Extract` plugins.
In this PR I also fixed a bunch of breakage related to the retained
render world, stemming from old code that assumed that `Entity` would be
the same in both worlds.
I found that using the `RenderEntity` wrapper instead of `Entity` in
data structures when referring to render world entities makes intent
much clearer, so I propose we make this an official pattern.
## Testing
Run examples like
```
cargo run --features pbr_multi_layer_material_textures --example clearcoat
cargo run --example volumetric_fog
```
and see that they work, and that toggles work correctly. But really we
should test every single example, as we might not even have caught all
the breakage yet.
---
## Migration Guide
The retained render world notes should be updated to explain this edge
case and `SyncComponentPlugin`
---------
Co-authored-by: Alice Cecile <alice.i.cecile@gmail.com>
Co-authored-by: Trashtalk217 <trashtalk217@gmail.com>
# Objective
Yet another PR for migrating stuff to required components. This time,
cameras!
## Solution
As per the [selected
proposal](https://hackmd.io/tsYID4CGRiWxzsgawzxG_g#Combined-Proposal-1-Selected),
deprecate `Camera2dBundle` and `Camera3dBundle` in favor of `Camera2d`
and `Camera3d`.
Adding a `Camera` without `Camera2d` or `Camera3d` now logs a warning,
as suggested by Cart [on
Discord](https://discord.com/channels/691052431525675048/1264881140007702558/1291506402832945273).
I would personally like cameras to work a bit differently and be split
into a few more components, to avoid some footguns and confusing
semantics, but that is more controversial, and shouldn't block this core
migration.
## Testing
I ran a few 2D and 3D examples, and tried cameras with and without
render graphs.
---
## Migration Guide
`Camera2dBundle` and `Camera3dBundle` have been deprecated in favor of
`Camera2d` and `Camera3d`. Inserting them will now also insert the other
components required by them automatically.
# Objective
- Prepare `TextPipeline` to work with multi-entity text blocks. See
https://github.com/bevyengine/bevy/discussions/15014
## Solution
- Refactor `TextPipeline::update_buffer` to accept an iterator instead
of slice. Adjust `update_buffer` implementation to only iterate spans
once instead of three times (which would require iterating a hierarchy
three times with multi-entity blocks).
## Testing
- Tested with `text_debug` example.
# Objective
- Improve code quality in preparation for
https://github.com/bevyengine/bevy/discussions/15014
## Solution
- Rename BreakLineOn to LineBreak.
## Migration Guide
`BreakLineOn` was renamed to `LineBreak`, and paramters named
`linebreak_behavior` were renamed to `linebreak`.
# Objective
Fixes#15541
A bunch of lifetimes were added during the Assets V2 rework, but after
moving to async traits in #12550 they can be elided. That PR mentions
that this might be the case, but apparently it wasn't followed up on at
the time.
~~I ended up grepping for `<'a` and finding a similar case in
`bevy_reflect` which I also fixed.~~ (edit: that one was needed
apparently)
Note that elided lifetimes are unstable in `impl Trait`. If that gets
stabilized then we can elide even more.
## Solution
Remove the extra lifetimes.
## Testing
Everything still compiles. If I have messed something up there is a
small risk that some user code stops compiling, but all the examples
still work at least.
---
## Migration Guide
The traits `AssetLoader`, `AssetSaver` and `Process` traits from
`bevy_asset` now use elided lifetimes. If you implement these then
remove the named lifetime.
# 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
- Fix https://github.com/bevyengine/bevy/issues/15366. `cosmic-text`
buffers refuse to function if the `Metrics` font size is zero.
## Solution
- Trick `cosmic-text` into clearing its internal buffer when the largest
font size of segments is zero by sending it no spans and a tiny
`Metrics::font_size` and `Metrics::line_height`.
## Testing
- [x] Fixes @brandon-reinhart 's bug.
# Objective
- Fixes#10720
- Adds the ability to control font smoothing of rendered text
## Solution
- Introduce the `FontSmoothing` enum, with two possible variants
(`FontSmoothing::None` and `FontSmoothing::AntiAliased`):
- This is based on `-webkit-font-smoothing`, in line with our practice
of adopting CSS-like properties/names for UI;
- I could have gone instead for the [`font-smooth`
property](https://developer.mozilla.org/en-US/docs/Web/CSS/font-smooth)
that's also supported by browsers, but didn't since it's also
non-standard, has an uglier name, and doesn't allow controlling the type
of antialias applied.
- Having an enum instead of e.g. a boolean, leaves the path open for
adding `FontSmoothing::SubpixelAntiAliased` in the future, without a
breaking change;
- Add all the necessary plumbing to get the `FontSmoothing` information
to where we rasterize the glyphs and store them in the atlas;
- Change the font atlas key to also take into account the smoothing
setting, not only font and font size;
- Since COSMIC Text [doesn't support controlling font
smoothing](https://github.com/pop-os/cosmic-text/issues/279), we roll
out our own threshold-based “implementation”:
- This has the downside of **looking ugly for “regular” vector fonts**
⚠️, since it doesn't properly take the hinting information into account
like a proper implementation on the rasterizer side would.
- However, **for fonts that have been specifically authored to be pixel
fonts, (a common use case in games!) this is not as big of a problem**,
since all lines are vertical/horizontal, and close to the final pixel
boundaries (as long as the font is used at a multiple of the size
originally intended by the author)
- Once COSMIC exposes this functionality, we can switch to using it
directly, and get better results;
- Use a nearest neighbor sampler for atlases with font smoothing
disabled, so that you can scale the text via transform and still get the
pixelated look;
- Add a convenience method to `Text` for setting the font smoothing;
- Add a demonstration of using the `FontSmoothing` property to the
`text2d` example.
## Testing
- Did you test these changes? If so, how?
- Yes. Via the `text2d`example, and also in my game.
- Are there any parts that need more testing?
- I'd like help from someone for testing this on devices/OSs with
fractional scaling (Android/Windows)
- How can other people (reviewers) test your changes? Is there anything
specific they need to know?
- Both via the `text2d` example and also by using it directly on your
projects.
- If relevant, what platforms did you test these changes on, and are
there any important ones you can't test?
- macOS
---
## Showcase
```rust
commands.spawn(Text2dBundle {
text: Text::from_section("Hello, World!", default())
.with_font_smoothing(FontSmoothing::None),
..default()
});
```
![Screenshot 2024-09-22 at 12 33
39](https://github.com/user-attachments/assets/93e19672-b8c0-4cba-a8a3-4525fe2ae1cb)
<img width="740" alt="image"
src="https://github.com/user-attachments/assets/b881b02c-4e43-410b-902f-6985c25140fc">
## Migration Guide
- `Text` now contains a `font_smoothing: FontSmoothing` property, make
sure to include it or add `..default()` when using the struct directly;
- `FontSizeKey` has been renamed to `FontAtlasKey`, and now also
contains the `FontSmoothing` setting;
- The following methods now take an extra `font_smoothing:
FontSmoothing` argument:
- `FontAtlas::new()`
- `FontAtlasSet::add_glyph_to_atlas()`
- `FontAtlasSet::get_glyph_atlas_info()`
- `FontAtlasSet::get_outlined_glyph_texture()`
# Objective
- Fixes https://github.com/bevyengine/bevy/pull/14991. The `cosmic-text`
shape run cache requires manual cleanup for old text that no longer
needs to be cached.
## Solution
- Add a system to trim the cache.
- Add an `average fps` indicator to the `text_debug` example.
## Testing
Tested with `cargo run --example text_debug`.
- **No shape run cache**: 82fps with ~1fps variance.
- **Shape run cache no trim**: 90-100fps with ~2-4fps variance
- **Shape run cache trim age = 1**: 90-100fps with ~2-8fps variance
- **Shape run cache trim age = 2**: 90-100fps with ~2-4fps variance
- **Shape run cache trim age = 2000**: 80-120fps with ~2-6fps variance
The shape run cache seems to increase average FPS but also increases
frame time variance (when there is dynamic text).
# Objective
- Crate-level prelude modules, such as `bevy_ecs::prelude`, are plagued
with inconsistency! Let's fix it!
## Solution
Format all preludes based on the following rules:
1. All preludes should have brief documentation in the format of:
> The _name_ prelude.
>
> This includes the most common types in this crate, re-exported for
your convenience.
2. All documentation should be outer, not inner. (`///` instead of
`//!`.)
3. No prelude modules should be annotated with `#[doc(hidden)]`. (Items
within them may, though I'm not sure why this was done.)
## Testing
- I manually searched for the term `mod prelude` and updated all
occurrences by hand. 🫠
---------
Co-authored-by: Gino Valente <49806985+MrGVSV@users.noreply.github.com>
# Objective
- Avoid cloning the `CosmicBuffer` every time you create a new text
measurement.
## Solution
- Inject a buffer query when calculating layout so existing buffers can
be reused.
## Testing
- I tested the `text`, `text_debug`, and `text_wrap_debug` examples.
- I did not do a performance test.
# 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
- 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
- Not including bevy's default font shouldn't result in code not
compiling anymore.
- Games may want to load their own default font into the default
`Handle<Font>` and not include bevy's default font, but still use these
convenience impls (https://github.com/bevyengine/bevy/issues/12192
currently makes this a bit inconvenient, but it does work).
## Solution
- Include these impls unconditionally.
- Slightly expand the comment on the `font` field to indicate that a
custom font can be used to override the default font.
- (drive-by: add `#[reflect(Default)]` on `TextSection`, since it was
missing a way to construct it via reflection)
# Objective
- Enables use cases where third-party crates would want to use the
default font as well [see linebender's
use](https://github.com/linebender/bevy_vello/pull/66)
## Solution
- Uses `include_bytes` macro and make it `pub`
---------
Co-authored-by: Spencer C. Imbleau <spencer@imbleau.com>
Co-authored-by: BD103 <59022059+BD103@users.noreply.github.com>
# 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)
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>
# Replace ab_glyph with the more capable cosmic-text
Fixes#7616.
Cosmic-text is a more mature text-rendering library that handles scripts
and ligatures better than ab_glyph, it can also handle system fonts
which can be implemented in bevy in the future
Rebase of https://github.com/bevyengine/bevy/pull/8808
## Changelog
Replaces text renderer ab_glyph with cosmic-text
The definition of the font size has changed with the migration to cosmic
text. The behavior is now consistent with other platforms (e.g. the
web), where the font size in pixels measures the height of the font (the
distance between the top of the highest ascender and the bottom of the
lowest descender). Font sizes in your app need to be rescaled to
approximately 1.2x smaller; for example, if you were using a font size
of 60.0, you should now use a font size of 50.0.
## Migration guide
- `Text2dBounds` has been replaced with `TextBounds`, and it now accepts
`Option`s to the bounds, instead of using `f32::INFINITY` to inidicate
lack of bounds
- Textsizes should be changed, dividing the current size with 1.2 will
result in the same size as before.
- `TextSettings` struct is removed
- Feature `subpixel_alignment` has been removed since cosmic-text
already does this automatically
- TextBundles and things rendering texts requires the `CosmicBuffer`
Component on them as well
## Suggested followups:
- TextPipeline: reconstruct byte indices for keeping track of eventual
cursors in text input
- TextPipeline: (future work) split text entities into section entities
- TextPipeline: (future work) text editing
- Support line height as an option. Unitless `1.2` is the default used
in browsers (1.2x font size).
- Support System Fonts and font families
- Example showing of animated text styles. Eg. throbbing hyperlinks
---------
Co-authored-by: tigregalis <anak.harimau@gmail.com>
Co-authored-by: Nico Burns <nico@nicoburns.com>
Co-authored-by: sam edelsten <samedelsten1@gmail.com>
Co-authored-by: Dimchikkk <velo.app1@gmail.com>
Co-authored-by: Alice Cecile <alice.i.cecile@gmail.com>
Co-authored-by: Rob Parrett <robparrett@gmail.com>
# Objective
The `AssetReader` trait allows customizing the behavior of fetching
bytes for an `AssetPath`, and expects implementors to return `dyn
AsyncRead + AsyncSeek`. This gives implementors of `AssetLoader` great
flexibility to tightly integrate their asset loading behavior with the
asynchronous task system.
However, almost all implementors of `AssetLoader` don't use the async
functionality at all, and just call `AsyncReadExt::read_to_end(&mut
Vec<u8>)`. This is incredibly inefficient, as this method repeatedly
calls `poll_read` on the trait object, filling the vector 32 bytes at a
time. At my work we have assets that are hundreds of megabytes which
makes this a meaningful overhead.
## Solution
Turn the `Reader` type alias into an actual trait, with a provided
method `read_to_end`. This provided method should be more efficient than
the existing extension method, as the compiler will know the underlying
type of `Reader` when generating this function, which removes the
repeated dynamic dispatches and allows the compiler to make further
optimizations after inlining. Individual implementors are able to
override the provided implementation -- for simple asset readers that
just copy bytes from one buffer to another, this allows removing a large
amount of overhead from the provided implementation.
Now that `Reader` is an actual trait, I also improved the ergonomics for
implementing `AssetReader`. Currently, implementors are expected to box
their reader and return it as a trait object, which adds unnecessary
boilerplate to implementations. This PR changes that trait method to
return a pseudo trait alias, which allows implementors to return `impl
Reader` instead of `Box<dyn Reader>`. Now, the boilerplate for boxing
occurs in `ErasedAssetReader`.
## Testing
I made identical changes to my company's fork of bevy. Our app, which
makes heavy use of `read_to_end` for asset loading, still worked
properly after this. I am not aware if we have a more systematic way of
testing asset loading for correctness.
---
## Migration Guide
The trait method `bevy_asset::io::AssetReader::read` (and `read_meta`)
now return an opaque type instead of a boxed trait object. Implementors
of these methods should change the type signatures appropriately
```rust
impl AssetReader for MyReader {
// Before
async fn read<'a>(&'a self, path: &'a Path) -> Result<Box<Reader<'a>>, AssetReaderError> {
let reader = // construct a reader
Box::new(reader) as Box<Reader<'a>>
}
// After
async fn read<'a>(&'a self, path: &'a Path) -> Result<impl Reader + 'a, AssetReaderError> {
// create a reader
}
}
```
`bevy::asset::io::Reader` is now a trait, rather than a type alias for a
trait object. Implementors of `AssetLoader::load` will need to adjust
the method signature accordingly
```rust
impl AssetLoader for MyLoader {
async fn load<'a>(
&'a self,
// Before:
reader: &'a mut bevy::asset::io::Reader,
// After:
reader: &'a mut dyn bevy::asset::io::Reader,
_: &'a Self::Settings,
load_context: &'a mut LoadContext<'_>,
) -> Result<Self::Asset, Self::Error> {
}
```
Additionally, implementors of `AssetReader` that return a type
implementing `futures_io::AsyncRead` and `AsyncSeek` might need to
explicitly implement `bevy::asset::io::Reader` for that type.
```rust
impl bevy::asset::io::Reader for MyAsyncReadAndSeek {}
```
# Objective
- #13846 introduced a bug where text not bound was not displayed
## Solution
- bounds are infinite
- use computed size instead, that already should be using the available
bounds
# Objective
when a parent container is auto-sized, text alignments `Center` and
`Right` don't align to the center and right properly. fix it
## Solution
ab_glyph positions return +/- values from an anchor point. we currently
transform them to positive values from the min-x of the glyphs, and then
offset from the left of the bounds. instead, we can keep the negative
values as ab_glyph intended and offset from the left/middle/right of the
bounds as appropriate.
## Testing
texts with align left, center, right, all contained in the purple boxes:
before (0.14.0-rc.2):
![Screenshot 2024-06-14
165456](https://github.com/bevyengine/bevy/assets/50659922/90fb73b0-d8bd-4ae8-abf3-7106eafc93ba)
after:
![Screenshot 2024-06-14
164449](https://github.com/bevyengine/bevy/assets/50659922/0a75ff09-b51d-4fbe-a491-b655a145c08b)
code:
```rs
use bevy::prelude::*;
fn main() {
App::new()
.add_plugins(DefaultPlugins)
.add_systems(Startup, setup)
.run();
}
fn setup(mut commands: Commands) {
commands.spawn(Camera2dBundle::default());
for (left, justify) in [
(100.0, JustifyText::Left),
(500.0, JustifyText::Center),
(900.0, JustifyText::Right),
] {
commands
// container
.spawn(NodeBundle {
style: Style {
flex_direction: FlexDirection::Column,
position_type: PositionType::Absolute,
left: Val::Px(left),
top: Val::Px(100.0),
width: Val::Px(300.0),
..Default::default()
},
..Default::default()
})
.with_children(|commands| {
commands.spawn(NodeBundle{
style: Style {
flex_direction: FlexDirection::Row,
height: Val::Px(75.0),
..Default::default()
},
background_color: Color::srgb(1.0, 0.0, 1.0).into(),
..Default::default()
}).with_children(|commands| {
// a div that reduces the available size
commands.spawn(NodeBundle {
style: Style {
width: Val::Px(75.0),
..Default::default()
},
background_color: Color::srgb(0.0, 1.0, 0.0).into(),
..Default::default()
});
// text with width=auto, but actual size will not be what it expcets due to the sibling div above
commands.spawn(TextBundle {
text: Text::from_section("Some text that wraps onto a second line", Default::default()).with_justify(justify),
style: Style {
align_self: AlignSelf::Center,
..Default::default()
},
..Default::default()
});
});
});
}
}
```
# Objective
Remove some unnecessary coupling between `DynamicTextureAtlasBuilder`
and `bevy_asset`.
## Solution
Remove the dependency of `DynamicTextureAtlasBuilder::add_texture` to
`bevy_asset`, by directly passing the `Image` of the atlas to mutate,
instead of passing separate `Assets<Image>` and `Handle<Image>` for the
function to do the lookup by itself. The lookup can be done from the
caller, and this allows using the builder in contexts where the `Image`
is not stored inside `Assets`.
Clean-up a bit the font atlas files by introducing a `PlacedGlyph` type
storing the `GlyphId` and its `SubpixelOffset`, which were otherwise
always both passed as function parameters and the pair used as key in
hash maps.
## Testing
There's no change in behavior.
---
## Changelog
- Added a `PlacedGlyph` type aggregating a `GlyphId` and a
`SubpixelOffset`. That type is now used as parameter in a few text atlas
APIs, instead of passing individual values.
## Migration Guide
- Replace the `glyph_id` and `subpixel_offset` of a few text atlas APIs
by a single `place_glyph: PlacedGlyph` parameter trivially combining the
two.
# Objective
- The default font size is too small to be useful in examples or for
debug text.
- Fixes#13587
## Solution
- Updated the default font size value in `TextStyle` from 12px to 24px.
- Resorted to Text defaults in examples to use the default font size in
most of them.
## Testing
- WIP
---
## Migration Guide
- The default font size has been increased to 24px from 12px. Make sure
you set the font to the appropriate values in places you were using
`Default` text style.
# Objective
Add an explanation of the differences between `alignment` and `Anchor`
to the `Text2dBundle` docs.
---------
Co-authored-by: Rob Parrett <robparrett@gmail.com>
Co-authored-by: François Mockers <mockersf@gmail.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.