# Objective
Add example of an enum Component to ecs_guide.
Fixes https://github.com/bevyengine/bevy/issues/11344.
## Solution
Extended ecs_guide "game" to include an enum tracking whether a player
is on a "hot" or "cold" streak.
## Testing
Ran example manually.
cc @MrGVSV
# Objective
In a few examples, we're specifying a font or font size that is the same
as the current default value. Might as well use the default. That'll be
one less thing to worry about if we ever need to change the default font
size. (wink)
In a few others, we were using a value of `25.0` and it didn't seem like
it was different for an important reason, so I switched to the default
there too.
(There are a bunch of examples that use non-default font sizes for
various reasons. Not trying address them all here.)
# Objective
- Observers example is using an unseeded random, prints text to console
and doesn't display text as other examples
## Solution
- use seeded random
- log instead of printing
- use common settings for UI text
# Objective
- Provide an expressive way to register dynamic behavior in response to
ECS changes that is consistent with existing bevy types and traits as to
provide a smooth user experience.
- Provide a mechanism for immediate changes in response to events during
command application in order to facilitate improved query caching on the
path to relations.
## Solution
- A new fundamental ECS construct, the `Observer`; inspired by flec's
observers but adapted to better fit bevy's access patterns and rust's
type system.
---
## Examples
There are 3 main ways to register observers. The first is a "component
observer" that looks like this:
```rust
world.observe(|trigger: Trigger<OnAdd, Transform>, query: Query<&Transform>| {
let transform = query.get(trigger.entity()).unwrap();
});
```
The above code will spawn a new entity representing the observer that
will run it's callback whenever the `Transform` component is added to an
entity. This is a system-like function that supports dependency
injection for all the standard bevy types: `Query`, `Res`, `Commands`
etc. It also has a `Trigger` parameter that provides information about
the trigger such as the target entity, and the event being triggered.
Importantly these systems run during command application which is key
for their future use to keep ECS internals up to date. There are similar
events for `OnInsert` and `OnRemove`, and this will be expanded with
things such as `ArchetypeCreated`, `TableEmpty` etc. in follow up PRs.
Another way to register an observer is an "entity observer" that looks
like this:
```rust
world.entity_mut(entity).observe(|trigger: Trigger<Resize>| {
// ...
});
```
Entity observers run whenever an event of their type is triggered
targeting that specific entity. This type of observer will de-spawn
itself if the entity (or entities) it is observing is ever de-spawned so
as to not leave dangling observers.
Entity observers can also be spawned from deferred contexts such as
other observers, systems, or hooks using commands:
```rust
commands.entity(entity).observe(|trigger: Trigger<Resize>| {
// ...
});
```
Observers are not limited to in built event types, they can be used with
any type that implements `Event` (which has been extended to implement
Component). This means events can also carry data:
```rust
#[derive(Event)]
struct Resize { x: u32, y: u32 }
commands.entity(entity).observe(|trigger: Trigger<Resize>, query: Query<&mut Size>| {
let event = trigger.event();
// ...
});
// Will trigger the observer when commands are applied.
commands.trigger_targets(Resize { x: 10, y: 10 }, entity);
```
You can also trigger events that target more than one entity at a time:
```rust
commands.trigger_targets(Resize { x: 10, y: 10 }, [e1, e2]);
```
Additionally, Observers don't _need_ entity targets:
```rust
app.observe(|trigger: Trigger<Quit>| {
})
commands.trigger(Quit);
```
In these cases, `trigger.entity()` will be a placeholder.
Observers are actually just normal entities with an `ObserverState` and
`Observer` component! The `observe()` functions above are just shorthand
for:
```rust
world.spawn(Observer::new(|trigger: Trigger<Resize>| {});
```
This will spawn the `Observer` system and use an `on_add` hook to add
the `ObserverState` component.
Dynamic components and trigger types are also fully supported allowing
for runtime defined trigger types.
## Possible Follow-ups
1. Deprecate `RemovedComponents`, observers should fulfill all use cases
while being more flexible and performant.
2. Queries as entities: Swap queries to entities and begin using
observers listening to archetype creation triggers to keep their caches
in sync, this allows unification of `ObserverState` and `QueryState` as
well as unlocking several API improvements for `Query` and the
management of `QueryState`.
3. Trigger bubbling: For some UI use cases in particular users are
likely to want some form of bubbling for entity observers, this is
trivial to implement naively but ideally this includes an acceleration
structure to cache hierarchy traversals.
4. All kinds of other in-built trigger types.
5. Optimization; in order to not bloat the complexity of the PR I have
kept the implementation straightforward, there are several areas where
performance can be improved. The focus for this PR is to get the
behavior implemented and not incur a performance cost for users who
don't use observers.
I am leaving each of these to follow up PR's in order to keep each of
them reviewable as this already includes significant changes.
---------
Co-authored-by: Alice Cecile <alice.i.cecile@gmail.com>
Co-authored-by: MiniaczQ <xnetroidpl@gmail.com>
Co-authored-by: Carter Anderson <mcanders1@gmail.com>
# Objective
- My attempt at fulfilling #13629.
## Solution
Renames the `and_then` / `or_else` run condition methods to `and` /
`or`, respectively.
Extends the run conditions API to include a suite of binary logical
operators:
- `and`
- `or`
- `nand`
- `nor`
- `xor`
- `xnor`
## Testing
- Did you test these changes? If so, how?
- The test **run_condition_combinators** was extended to include the
added run condition combinators. A **double_counter** system was added
to test for combinators running on even count cycles.
- Are there any parts that need more testing?
- I'm not too sure how I feel about the "counter" style of testing but I
wanted to keep it consistent. If it's just a unit test I would prefer
simply to just assert `true` == _combinator output_ or `false` ==
_combinator output_ .
- How can other people (reviewers) test your changes? Is there anything
specific they need to know?
- Nothing too specific. The added methods should be equivalent to the
logical operators they are analogous to (`&&` , `||`, `^`, `!`).
- If relevant, what platforms did you test these changes on, and are
there any important ones you can't test?
- Should not be relevant, I'm using Windows.
## Changelog
- What changed as a result of this PR?
- The run conditions API.
- If applicable, organize changes under "Added", "Changed", or "Fixed"
sub-headings
- Changed:
- `and_then` run condition combinator renamed to simply `and`
- `or_else` run condition combinator renamed to simply `or`
- Added:
- `nand` run condition combinator.
- `nor` run condition combinator.
- `xor` run condition combinator.
- `xnor` run condition combinator.
## Migration Guide
- The `and_then` run condition method has been replaced with the `and`
run condition method.
- The `or_else` run condition method has been replaced with the `or` run
condition method.
---------
Co-authored-by: Alice Cecile <alice.i.cecile@gmail.com>
Co-authored-by: Andres O. Vela <andresovela@users.noreply.github.com>
# 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
Extracts the state mechanisms into a new crate called "bevy_state".
This comes with a few goals:
- state wasn't really an inherent machinery of the ecs system, and so
keeping it within bevy_ecs felt forced
- by mixing it in with bevy_ecs, the maintainability of our more robust
state system was significantly compromised
moving state into a new crate makes it easier to encapsulate as it's own
feature, and easier to read and understand since it's no longer a
single, massive file.
## Solution
move the state-related elements from bevy_ecs to a new crate
## Testing
- Did you test these changes? If so, how? all the automated tests
migrated and passed, ran the pre-existing examples without changes to
validate.
---
## Migration Guide
Since bevy_state is now gated behind the `bevy_state` feature, projects
that use state but don't use the `default-features` will need to add
that feature flag.
Since it is no longer part of bevy_ecs, projects that use bevy_ecs
directly will need to manually pull in `bevy_state`, trigger the
StateTransition schedule, and handle any of the elements that bevy_app
currently sets up.
---------
Co-authored-by: Kristoffer Søholm <k.soeholm@gmail.com>
# Objective
If the current example is used as is, the `button_pressed` system will
run every update.
Update the example so that it is a more ready to use for people
## Solution
Rewrote most of it.
Another solution would be to just minimally fix the problems
```Rust
.add_systems(Startup, (count_entities, setup).chain())
```
and
```Rust
fn evaluate_callbacks(query: Query<(Entity, &Callback), With<Triggered>>, mut commands: Commands) {
for (entity, callback) in query.iter() {
commands.run_system(callback.0);
commands.entity(entity).remove::<Triggered>();
}
}
```
## Testing
- Did you test these changes? If so, how?
Ran the example and pressed A / B on the keyboard
---
## Summary/Description
This PR extends states to allow support for a wider variety of state
types and patterns, by providing 3 distinct types of state:
- Standard [`States`] can only be changed by manually setting the
[`NextState<S>`] resource. These states are the baseline on which the
other state types are built, and can be used on their own for many
simple patterns. See the [state
example](https://github.com/bevyengine/bevy/blob/latest/examples/ecs/state.rs)
for a simple use case - these are the states that existed so far in
Bevy.
- [`SubStates`] are children of other states - they can be changed
manually using [`NextState<S>`], but are removed from the [`World`] if
the source states aren't in the right state. See the [sub_states
example](https://github.com/lee-orr/bevy/blob/derived_state/examples/ecs/sub_states.rs)
for a simple use case based on the derive macro, or read the trait docs
for more complex scenarios.
- [`ComputedStates`] are fully derived from other states - they provide
a [`compute`](ComputedStates::compute) method that takes in the source
states and returns their derived value. They are particularly useful for
situations where a simplified view of the source states is necessary -
such as having an `InAMenu` computed state derived from a source state
that defines multiple distinct menus. See the [computed state
example](https://github.com/lee-orr/bevy/blob/derived_state/examples/ecs/computed_states.rscomputed_states.rs)
to see a sampling of uses for these states.
# Objective
This PR is another attempt at allowing Bevy to better handle complex
state objects in a manner that doesn't rely on strict equality. While my
previous attempts (https://github.com/bevyengine/bevy/pull/10088 and
https://github.com/bevyengine/bevy/pull/9957) relied on complex matching
capacities at the point of adding a system to application, this one
instead relies on deterministically deriving simple states from more
complex ones.
As a result, it does not require any special macros, nor does it change
any other interactions with the state system once you define and add
your derived state. It also maintains a degree of distinction between
`State` and just normal application state - your derivations have to end
up being discreet pre-determined values, meaning there is less of a
risk/temptation to place a significant amount of logic and data within a
given state.
### Addition - Sub States
closes#9942
After some conversation with Maintainers & SMEs, a significant concern
was that people might attempt to use this feature as if it were
sub-states, and find themselves unable to use it appropriately. Since
`ComputedState` is mainly a state matching feature, while `SubStates`
are more of a state mutation related feature - but one that is easy to
add with the help of the machinery introduced by `ComputedState`, it was
added here as well. The relevant discussion is here:
https://discord.com/channels/691052431525675048/1200556329803186316
## Solution
closes#11358
The solution is to create a new type of state - one implementing
`ComputedStates` - which is deterministically tied to one or more other
states. Implementors write a function to transform the source states
into the computed state, and it gets triggered whenever one of the
source states changes.
In addition, we added the `FreelyMutableState` trait , which is
implemented as part of the derive macro for `States`. This allows us to
limit use of `NextState<S>` to states that are actually mutable,
preventing mis-use of `ComputedStates`.
---
## Changelog
- Added `ComputedStates` trait
- Added `FreelyMutableState` trait
- Converted `NextState` resource to an Enum, with `Unchanged` and
`Pending`
- Added `App::add_computed_state::<S: ComputedStates>()`, to allow for
easily adding derived states to an App.
- Moved the `StateTransition` schedule label from `bevy_app` to
`bevy_ecs` - but maintained the export in `bevy_app` for continuity.
- Modified the process for updating states. Instead of just having an
`apply_state_transition` system that can be added anywhere, we now have
a multi-stage process that has to run within the `StateTransition`
label. First, all the state changes are calculated - manual transitions
rely on `apply_state_transition`, while computed transitions run their
computation process before both call `internal_apply_state_transition`
to apply the transition, send out the transition event, trigger
dependent states, and record which exit/transition/enter schedules need
to occur. Once all the states have been updated, the transition
schedules are called - first the exit schedules, then transition
schedules and finally enter schedules.
- Added `SubStates` trait
- Adjusted `apply_state_transition` to be a no-op if the `State<S>`
resource doesn't exist
## Migration Guide
If the user accessed the NextState resource's value directly or created
them from scratch they will need to adjust to use the new enum variants:
- if they created a `NextState(Some(S))` - they should now use
`NextState::Pending(S)`
- if they created a `NextState(None)` -they should now use
`NextState::Unchanged`
- if they matched on the `NextState` value, they would need to make the
adjustments above
If the user manually utilized `apply_state_transition`, they should
instead use systems that trigger the `StateTransition` schedule.
---
## Future Work
There is still some future potential work in the area, but I wanted to
keep these potential features and changes separate to keep the scope
here contained, and keep the core of it easy to understand and use.
However, I do want to note some of these things, both as inspiration to
others and an illustration of what this PR could unlock.
- `NextState::Remove` - Now that the `State` related mechanisms all
utilize options (#11417), it's fairly easy to add support for explicit
state removal. And while `ComputedStates` can add and remove themselves,
right now `FreelyMutableState`s can't be removed from within the state
system. While it existed originally in this PR, it is a different
question with a separate scope and usability concerns - so having it as
it's own future PR seems like the best approach. This feature currently
lives in a separate branch in my fork, and the differences between it
and this PR can be seen here: https://github.com/lee-orr/bevy/pull/5
- `NextState::ReEnter` - this would allow you to trigger exit & entry
systems for the current state type. We can potentially also add a
`NextState::ReEnterRecirsive` to also re-trigger any states that depend
on the current one.
- More mechanisms for `State` updates - This PR would finally make
states that aren't a set of exclusive Enums useful, and with that comes
the question of setting state more effectively. Right now, to update a
state you either need to fully create the new state, or include the
`Res<Option<State<S>>>` resource in your system, clone the state, mutate
it, and then use `NextState.set(my_mutated_state)` to make it the
pending next state. There are a few other potential methods that could
be implemented in future PRs:
- Inverse Compute States - these would essentially be compute states
that have an additional (manually defined) function that can be used to
nudge the source states so that they result in the computed states
having a given value. For example, you could use set the `IsPaused`
state, and it would attempt to pause or unpause the game by modifying
the `AppState` as needed.
- Closure-based state modification - this would involve adding a
`NextState.modify(f: impl Fn(Option<S> -> Option<S>)` method, and then
you can pass in closures or function pointers to adjust the state as
needed.
- Message-based state modification - this would involve either creating
states that can respond to specific messages, similar to Elm or Redux.
These could either use the `NextState` mechanism or the Event mechanism.
- ~`SubStates` - which are essentially a hybrid of computed and manual
states. In the simplest (and most likely) version, they would work by
having a computed element that determines whether the state should
exist, and if it should has the capacity to add a new version in, but
then any changes to it's content would be freely mutated.~ this feature
is now part of this PR. See above.
- Lastly, since states are getting more complex there might be value in
moving them out of `bevy_ecs` and into their own crate, or at least out
of the `schedule` module into a `states` module. #11087
As mentioned, all these future work elements are TBD and are explicitly
not part of this PR - I just wanted to provide them as potential
explorations for the future.
---------
Co-authored-by: Alice Cecile <alice.i.cecile@gmail.com>
Co-authored-by: Marcel Champagne <voiceofmarcel@gmail.com>
Co-authored-by: MiniaczQ <xnetroidpl@gmail.com>
# 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
Allow parallel iteration over events, resolve#10766
## Solution
- Add `EventParIter` which works similarly to `QueryParIter`,
implementing a `for_each{_with_id}` operator.
I chose to not mirror `EventIteratorWithId` and instead implement both
operations on a single struct.
- Reuse `BatchingStrategy` from `QueryParIter`
## Changelog
- `EventReader` now supports parallel event iteration using
`par_read().for_each(|event| ...)`.
---------
Co-authored-by: James Liu <contact@jamessliu.com>
Co-authored-by: Pablo Reinhardt <126117294+pablo-lua@users.noreply.github.com>
# Objective
- Fix some doc warnings
- Add doc-scrape-examples to all examples
Moved from #12692
I run `cargo +nightly doc --workspace --all-features --no-deps
-Zunstable-options -Zrustdoc-scrape-examples`
<details>
```
warning: public documentation for `GzAssetLoaderError` links to private item `GzAssetLoader`
--> examples/asset/asset_decompression.rs:24:47
|
24 | /// Possible errors that can be produced by [`GzAssetLoader`]
| ^^^^^^^^^^^^^ this item is private
|
= note: this link will resolve properly if you pass `--document-private-items`
= note: `#[warn(rustdoc::private_intra_doc_links)]` on by default
warning: `bevy` (example "asset_decompression") generated 1 warning
warning: unresolved link to `shape::Quad`
--> examples/2d/mesh2d.rs:3:15
|
3 | //! [`Quad`]: shape::Quad
| ^^^^^^^^^^^ no item named `shape` in scope
|
= note: `#[warn(rustdoc::broken_intra_doc_links)]` on by default
warning: `bevy` (example "mesh2d") generated 1 warning
warning: unresolved link to `WorldQuery`
--> examples/ecs/custom_query_param.rs:1:49
|
1 | //! This example illustrates the usage of the [`WorldQuery`] derive macro, which allows
| ^^^^^^^^^^ no item named `WorldQuery` in scope
|
= help: to escape `[` and `]` characters, add '\' before them like `\[` or `\]`
= note: `#[warn(rustdoc::broken_intra_doc_links)]` on by default
warning: `bevy` (example "custom_query_param") generated 1 warning
warning: unresolved link to `shape::Quad`
--> examples/2d/mesh2d_vertex_color_texture.rs:4:15
|
4 | //! [`Quad`]: shape::Quad
| ^^^^^^^^^^^ no item named `shape` in scope
|
= note: `#[warn(rustdoc::broken_intra_doc_links)]` on by default
warning: `bevy` (example "mesh2d_vertex_color_texture") generated 1 warning
warning: public documentation for `TextPlugin` links to private item `CoolText`
--> examples/asset/processing/asset_processing.rs:48:9
|
48 | /// * [`CoolText`]: a custom RON text format that supports dependencies and embedded dependencies
| ^^^^^^^^ this item is private
|
= note: this link will resolve properly if you pass `--document-private-items`
= note: `#[warn(rustdoc::private_intra_doc_links)]` on by default
warning: public documentation for `TextPlugin` links to private item `Text`
--> examples/asset/processing/asset_processing.rs:49:9
|
49 | /// * [`Text`]: a "normal" plain text file
| ^^^^ this item is private
|
= note: this link will resolve properly if you pass `--document-private-items`
warning: public documentation for `TextPlugin` links to private item `CoolText`
--> examples/asset/processing/asset_processing.rs:51:57
|
51 | /// It also defines an asset processor that will load [`CoolText`], resolve embedded dependenc...
| ^^^^^^^^ this item is private
|
= note: this link will resolve properly if you pass `--document-private-items`
warning: `bevy` (example "asset_processing") generated 3 warnings
warning: public documentation for `CustomAssetLoaderError` links to private item `CustomAssetLoader`
--> examples/asset/custom_asset.rs:20:47
|
20 | /// Possible errors that can be produced by [`CustomAssetLoader`]
| ^^^^^^^^^^^^^^^^^ this item is private
|
= note: this link will resolve properly if you pass `--document-private-items`
= note: `#[warn(rustdoc::private_intra_doc_links)]` on by default
warning: public documentation for `BlobAssetLoaderError` links to private item `CustomAssetLoader`
--> examples/asset/custom_asset.rs:61:47
|
61 | /// Possible errors that can be produced by [`CustomAssetLoader`]
| ^^^^^^^^^^^^^^^^^ this item is private
|
= note: this link will resolve properly if you pass `--document-private-items`
```
```
warning: `bevy` (example "mesh2d") generated 1 warning
warning: public documentation for `log_layers_ecs` links to private item `update_subscriber`
--> examples/app/log_layers_ecs.rs:6:18
|
6 | //! Inside the [`update_subscriber`] function we will create a [`mpsc::Sender`] and a [`mpsc::R...
| ^^^^^^^^^^^^^^^^^ this item is private
|
= note: this link will resolve properly if you pass `--document-private-items`
= note: `#[warn(rustdoc::private_intra_doc_links)]` on by default
warning: unresolved link to `AdvancedLayer`
--> examples/app/log_layers_ecs.rs:7:72
|
7 | ... will go into the [`AdvancedLayer`] and the [`Receiver`](mpsc::Receiver) will
| ^^^^^^^^^^^^^ no item named `AdvancedLayer` in scope
|
= help: to escape `[` and `]` characters, add '\' before them like `\[` or `\]`
= note: `#[warn(rustdoc::broken_intra_doc_links)]` on by default
warning: unresolved link to `LogEvents`
--> examples/app/log_layers_ecs.rs:8:42
|
8 | //! go into a non-send resource called [`LogEvents`] (It has to be non-send because [`Receiver`...
| ^^^^^^^^^ no item named `LogEvents` in scope
|
= help: to escape `[` and `]` characters, add '\' before them like `\[` or `\]`
warning: public documentation for `log_layers_ecs` links to private item `transfer_log_events`
--> examples/app/log_layers_ecs.rs:9:30
|
9 | //! From there we will use [`transfer_log_events`] to transfer log events from [`LogEvents`] to...
| ^^^^^^^^^^^^^^^^^^^ this item is private
|
= note: this link will resolve properly if you pass `--document-private-items`
warning: unresolved link to `LogEvents`
--> examples/app/log_layers_ecs.rs:9:82
|
9 | ...nsfer log events from [`LogEvents`] to an ECS event called [`LogEvent`].
| ^^^^^^^^^ no item named `LogEvents` in scope
|
= help: to escape `[` and `]` characters, add '\' before them like `\[` or `\]`
warning: public documentation for `log_layers_ecs` links to private item `LogEvent`
--> examples/app/log_layers_ecs.rs:9:119
|
9 | ...nts`] to an ECS event called [`LogEvent`].
| ^^^^^^^^ this item is private
|
= note: this link will resolve properly if you pass `--document-private-items`
warning: public documentation for `log_layers_ecs` links to private item `LogEvent`
--> examples/app/log_layers_ecs.rs:11:49
|
11 | //! Finally, after all that we can access the [`LogEvent`] event from our systems and use it.
| ^^^^^^^^ this item is private
|
= note: this link will resolve properly if you pass `--document-private-items`
```
<details/>
# Objective
Fix#11931
## Solution
- Make stepping a non-default feature
- Adjust documentation and examples
- In particular, make the breakout example not show the stepping prompt
if compiled without the feature (shows a log message instead)
---
## Changelog
- Removed `bevy_debug_stepping` from default features
## Migration Guide
The system-by-system stepping feature is now disabled by default; to use
it, enable the `bevy_debug_stepping` feature explicitly:
```toml
[dependencies]
bevy = { version = "0.14", features = ["bevy_debug_stepping"] }
```
Code using
[`Stepping`](https://docs.rs/bevy/latest/bevy/ecs/schedule/struct.Stepping.html)
will still compile with the feature disabled, but will print a runtime
error message to the console if the application attempts to enable
stepping.
---------
Co-authored-by: James Liu <contact@jamessliu.com>
Co-authored-by: François Mockers <francois.mockers@vleue.com>
# Objective
- There are several redundant imports in the tests and examples that are
not caught by CI because additional flags need to be passed.
## Solution
- Run `cargo check --workspace --tests` and `cargo check --workspace
--examples`, then fix all warnings.
- Add `test-check` to CI, which will be run in the check-compiles job.
This should catch future warnings for tests. Examples are already
checked, but I'm not yet sure why they weren't caught.
## Discussion
- Should the `--tests` and `--examples` flags be added to CI, so this is
caught in the future?
- If so, #12818 will need to be merged first. It was also a warning
raised by checking the examples, but I chose to split off into a
separate PR.
---------
Co-authored-by: François Mockers <francois.mockers@vleue.com>
# 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
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.
# Objective
Fixes issue #12613 - the RNG used in examples is _deterministic_, but
its implementation is not _portable_ across platforms. We want to switch
to using a portable RNG that does not vary across platforms, to ensure
certain examples play out the same way every time.
## Solution
Replace all occurences of `rand::rngs::StdRng` with
`rand_chacha::ChaCha8Rng`, as recommended in issue #12613
---
## Changelog
- Add `rand_chacha` as a new dependency (controversial?)
- Replace all occurences of `rand::rngs::StdRng` with
`rand_chacha::ChaCha8Rng`
# Objective
Fixes#12225
Prior to the `bevy_color` port, `GREEN` used to mean "full green." But
it is now a much darker color matching the css1 spec.
## Solution
Change usages of `basic::GREEN` or `css::GREEN` to `LIME` to restore the
examples to their former colors.
This also removes the duplicate definition of `GREEN` from `css`. (it
was already re-exported from `basic`)
## Note
A lot of these examples could use nicer colors. I'm not trying to do
that here.
"Dark Grey" will be tackled separately and has its own tracking issue.
# Objective
When doing a final pass for #3362, it appeared that `ComponentStorage`
as a trait, the two types implementing it, and the associated type on
`Component` aren't really necessary anymore. This likely was due to an
earlier constraint on the use of consts in traits, but that definitely
doesn't seem to be a problem in Rust 1.76.
## Solution
Remove them.
---
## Changelog
Changed: `Component::Storage` has been replaced with
`Component::STORAGE_TYPE` as a const.
Removed: `bevy::ecs::component::ComponentStorage` trait
Removed: `bevy::ecs::component::TableStorage` struct
Removed: `bevy::ecs::component::SparseSetStorage` struct
## Migration Guide
If you were manually implementing `Component` instead of using the
derive macro, replace the associated `Storage` associated type with the
`STORAGE_TYPE` const:
```rust
// in Bevy 0.13
impl Component for MyComponent {
type Storage = TableStorage;
}
// in Bevy 0.14
impl Component for MyComponent {
const STORAGE_TYPE: StorageType = StorageType::Table;
}
```
Component is no longer object safe. If you were relying on `&dyn
Component`, `Box<dyn Component>`, etc. please [file an issue
](https://github.com/bevyengine/bevy/issues) to get [this
change](https://github.com/bevyengine/bevy/pull/12311) reverted.
---------
Co-authored-by: Alice Cecile <alice.i.cecile@gmail.com>
# Objective
Fixes https://github.com/bevyengine/bevy/issues/11157.
## Solution
Stop using `BackgroundColor` as a color tint for `UiImage`. Add a
`UiImage::color` field for color tint instead. Allow a UI node to
simultaneously include a solid-color background and an image, with the
image rendered on top of the background (this is already how it works
for e.g. text).
![2024-02-29_1709239666_563x520](https://github.com/bevyengine/bevy/assets/12173779/ec50c9ef-4c7f-4ab8-a457-d086ce5b3425)
---
## Changelog
- The `BackgroundColor` component now renders a solid-color background
behind `UiImage` instead of tinting its color.
- Removed `BackgroundColor` from `ImageBundle`, `AtlasImageBundle`, and
`ButtonBundle`.
- Added `UiImage::color`.
- Expanded `RenderUiSystem` variants.
- Renamed `bevy_ui::extract_text_uinodes` to `extract_uinodes_text` for
consistency.
## Migration Guide
- `BackgroundColor` no longer tints the color of UI images. Use
`UiImage::color` for that instead.
- For solid color buttons, replace `ButtonBundle { background_color:
my_color.into(), ... }` with `ButtonBundle { image:
UiImage::default().with_color(my_color), ... }`, and update button
interaction systems to use `UiImage::color` instead of `BackgroundColor`
as well.
- `bevy_ui::RenderUiSystem::ExtractNode` has been split into
`ExtractBackgrounds`, `ExtractImages`, `ExtractBorders`, and
`ExtractText`.
- `bevy_ui::extract_uinodes` has been split into
`bevy_ui::extract_uinode_background_colors` and
`bevy_ui::extract_uinode_images`.
- `bevy_ui::extract_text_uinodes` has been renamed to
`extract_uinode_text`.
# Objective
- Fix mismatch between the `Component` trait method and the `World`
method.
## Solution
- Replace init_component_info with register_component_hooks.
# Objective
- Provide a reliable and performant mechanism to allows users to keep
components synchronized with external sources: closing/opening sockets,
updating indexes, debugging etc.
- Implement a generic mechanism to provide mutable access to the world
without allowing structural changes; this will not only be used here but
is a foundational piece for observers, which are key for a performant
implementation of relations.
## Solution
- Implement a new type `DeferredWorld` (naming is not important,
`StaticWorld` is also suitable) that wraps a world pointer and prevents
user code from making any structural changes to the ECS; spawning
entities, creating components, initializing resources etc.
- Add component lifecycle hooks `on_add`, `on_insert` and `on_remove`
that can be assigned callbacks in user code.
---
## Changelog
- Add new `DeferredWorld` type.
- Add new world methods: `register_component::<T>` and
`register_component_with_descriptor`. These differ from `init_component`
in that they provide mutable access to the created `ComponentInfo` but
will panic if the component is already in any archetypes. These
restrictions serve two purposes:
1. Prevent users from defining hooks for components that may already
have associated hooks provided in another plugin. (a use case better
served by observers)
2. Ensure that when an `Archetype` is created it gets the appropriate
flags to early-out when triggering hooks.
- Add methods to `ComponentInfo`: `on_add`, `on_insert` and `on_remove`
to be used to register hooks of the form `fn(DeferredWorld, Entity,
ComponentId)`
- Modify `BundleInserter`, `BundleSpawner` and `EntityWorldMut` to
trigger component hooks when appropriate.
- Add bit flags to `Archetype` indicating whether or not any contained
components have each type of hook, this can be expanded for other flags
as needed.
- Add `component_hooks` example to illustrate usage. Try it out! It's
fun to mash keys.
## Safety
The changes to component insertion, removal and deletion involve a large
amount of unsafe code and it's fair for that to raise some concern. I
have attempted to document it as clearly as possible and have confirmed
that all the hooks examples are accepted by `cargo miri` as not causing
any undefined behavior. The largest issue is in ensuring there are no
outstanding references when passing a `DeferredWorld` to the hooks which
requires some use of raw pointers (as was already happening to some
degree in those places) and I have taken some time to ensure that is the
case but feel free to let me know if I've missed anything.
## Performance
These changes come with a small but measurable performance cost of
between 1-5% on `add_remove` benchmarks and between 1-3% on `insert`
benchmarks. One consideration to be made is the existence of the current
`RemovedComponents` which is on average more costly than the addition of
`on_remove` hooks due to the early-out, however hooks doesn't completely
remove the need for `RemovedComponents` as there is a chance you want to
respond to the removal of a component that already has an `on_remove`
hook defined in another plugin, so I have not removed it here. I do
intend to deprecate it with the introduction of observers in a follow up
PR.
## Discussion Questions
- Currently `DeferredWorld` implements `Deref` to `&World` which makes
sense conceptually, however it does cause some issues with rust-analyzer
providing autocomplete for `&mut World` references which is annoying.
There are alternative implementations that may address this but involve
more code churn so I have attempted them here. The other alternative is
to not implement `Deref` at all but that leads to a large amount of API
duplication.
- `DeferredWorld`, `StaticWorld`, something else?
- In adding support for hooks to `EntityWorldMut` I encountered some
unfortunate difficulties with my desired API. If commands are flushed
after each call i.e. `world.spawn() // flush commands .insert(A) //
flush commands` the entity may be despawned while `EntityWorldMut` still
exists which is invalid. An alternative was then to add
`self.world.flush_commands()` to the drop implementation for
`EntityWorldMut` but that runs into other problems for implementing
functions like `into_unsafe_entity_cell`. For now I have implemented a
`.flush()` which will flush the commands and consume `EntityWorldMut` or
users can manually run `world.flush_commands()` after using
`EntityWorldMut`.
- In order to allowing querying on a deferred world we need
implementations of `WorldQuery` to not break our guarantees of no
structural changes through their `UnsafeWorldCell`. All our
implementations do this, but there isn't currently any safety
documentation specifying what is or isn't allowed for an implementation,
just for the caller, (they also shouldn't be aliasing components they
didn't specify access for etc.) is that something we should start doing?
(see 10752)
Please check out the example `component_hooks` or the tests in
`bundle.rs` for usage examples. I will continue to expand this
description as I go.
See #10839 for a more ergonomic API built on top of this one that isn't
subject to the same restrictions and supports `SystemParam` dependency
injection.
# Objective
- As part of the migration process we need to a) see the end effect of
the migration on user ergonomics b) check for serious perf regressions
c) actually migrate the code
- To accomplish this, I'm going to attempt to migrate all of the
remaining user-facing usages of `LegacyColor` in one PR, being careful
to keep a clean commit history.
- Fixes#12056.
## Solution
I've chosen to use the polymorphic `Color` type as our standard
user-facing API.
- [x] Migrate `bevy_gizmos`.
- [x] Take `impl Into<Color>` in all `bevy_gizmos` APIs
- [x] Migrate sprites
- [x] Migrate UI
- [x] Migrate `ColorMaterial`
- [x] Migrate `MaterialMesh2D`
- [x] Migrate fog
- [x] Migrate lights
- [x] Migrate StandardMaterial
- [x] Migrate wireframes
- [x] Migrate clear color
- [x] Migrate text
- [x] Migrate gltf loader
- [x] Register color types for reflection
- [x] Remove `LegacyColor`
- [x] Make sure CI passes
Incidental improvements to ease migration:
- added `Color::srgba_u8`, `Color::srgba_from_array` and friends
- added `set_alpha`, `is_fully_transparent` and `is_fully_opaque` to the
`Alpha` trait
- add and immediately deprecate (lol) `Color::rgb` and friends in favor
of more explicit and consistent `Color::srgb`
- standardized on white and black for most example text colors
- added vector field traits to `LinearRgba`: ~~`Add`, `Sub`,
`AddAssign`, `SubAssign`,~~ `Mul<f32>` and `Div<f32>`. Multiplications
and divisions do not scale alpha. `Add` and `Sub` have been cut from
this PR.
- added `LinearRgba` and `Srgba` `RED/GREEN/BLUE`
- added `LinearRgba_to_f32_array` and `LinearRgba::to_u32`
## Migration Guide
Bevy's color types have changed! Wherever you used a
`bevy::render::Color`, a `bevy::color::Color` is used instead.
These are quite similar! Both are enums storing a color in a specific
color space (or to be more precise, using a specific color model).
However, each of the different color models now has its own type.
TODO...
- `Color::rgba`, `Color::rgb`, `Color::rbga_u8`, `Color::rgb_u8`,
`Color::rgb_from_array` are now `Color::srgba`, `Color::srgb`,
`Color::srgba_u8`, `Color::srgb_u8` and `Color::srgb_from_array`.
- `Color::set_a` and `Color::a` is now `Color::set_alpha` and
`Color::alpha`. These are part of the `Alpha` trait in `bevy_color`.
- `Color::is_fully_transparent` is now part of the `Alpha` trait in
`bevy_color`
- `Color::r`, `Color::set_r`, `Color::with_r` and the equivalents for
`g`, `b` `h`, `s` and `l` have been removed due to causing silent
relatively expensive conversions. Convert your `Color` into the desired
color space, perform your operations there, and then convert it back
into a polymorphic `Color` enum.
- `Color::hex` is now `Srgba::hex`. Call `.into` or construct a
`Color::Srgba` variant manually to convert it.
- `WireframeMaterial`, `ExtractedUiNode`, `ExtractedDirectionalLight`,
`ExtractedPointLight`, `ExtractedSpotLight` and `ExtractedSprite` now
store a `LinearRgba`, rather than a polymorphic `Color`
- `Color::rgb_linear` and `Color::rgba_linear` are now
`Color::linear_rgb` and `Color::linear_rgba`
- The various CSS color constants are no longer stored directly on
`Color`. Instead, they're defined in the `Srgba` color space, and
accessed via `bevy::color::palettes::css`. Call `.into()` on them to
convert them into a `Color` for quick debugging use, and consider using
the much prettier `tailwind` palette for prototyping.
- The `LIME_GREEN` color has been renamed to `LIMEGREEN` to comply with
the standard naming.
- Vector field arithmetic operations on `Color` (add, subtract, multiply
and divide by a f32) have been removed. Instead, convert your colors
into `LinearRgba` space, and perform your operations explicitly there.
This is particularly relevant when working with emissive or HDR colors,
whose color channel values are routinely outside of the ordinary 0 to 1
range.
- `Color::as_linear_rgba_f32` has been removed. Call
`LinearRgba::to_f32_array` instead, converting if needed.
- `Color::as_linear_rgba_u32` has been removed. Call
`LinearRgba::to_u32` instead, converting if needed.
- Several other color conversion methods to transform LCH or HSL colors
into float arrays or `Vec` types have been removed. Please reimplement
these externally or open a PR to re-add them if you found them
particularly useful.
- Various methods on `Color` such as `rgb` or `hsl` to convert the color
into a specific color space have been removed. Convert into
`LinearRgba`, then to the color space of your choice.
- Various implicitly-converting color value methods on `Color` such as
`r`, `g`, `b` or `h` have been removed. Please convert it into the color
space of your choice, then check these properties.
- `Color` no longer implements `AsBindGroup`. Store a `LinearRgba`
internally instead to avoid conversion costs.
---------
Co-authored-by: Alice Cecile <alice.i.cecil@gmail.com>
Co-authored-by: Afonso Lage <lage.afonso@gmail.com>
Co-authored-by: Rob Parrett <robparrett@gmail.com>
Co-authored-by: Zachary Harrold <zac@harrold.com.au>
# Objective
On some platforms (observed on Windows and Linux, works fine on web),
velocity of all entities would be initialized to zero, making them
simply fall into the star.
## Solution
Using `Time<Fixed>::timestep` instead of `Time::delta_seconds` to
initialize velocity. Since the entities are generated in the startup
schedule, no time has elapsed yet and `Time::delta_seconds` would return
zero on some platforms. `Time<Fixed>::timestep` will always return the
expected time step of `FixedUpdate` schedule.
# Objective
The migration process for `bevy_color` (#12013) will be fairly involved:
there will be hundreds of affected files, and a large number of APIs.
## Solution
To allow us to proceed granularly, we're going to keep both
`bevy_color::Color` (new) and `bevy_render::Color` (old) around until
the migration is complete.
However, simply doing this directly is confusing! They're both called
`Color`, making it very hard to tell when a portion of the code has been
ported.
As discussed in #12056, by renaming the old `Color` type, we can make it
easier to gradually migrate over, one API at a time.
## Migration Guide
THIS MIGRATION GUIDE INTENTIONALLY LEFT BLANK.
This change should not be shipped to end users: delete this section in
the final migration guide!
---------
Co-authored-by: Alice Cecile <alice.i.cecil@gmail.com>
# Objective
After adding configurable exposure, we set the default ev100 value to
`7` (indoor). This brought us out of sync with Blender's configuration
and defaults. This PR changes the default to `9.7` (bright indoor or
very overcast outdoors), as I calibrated in #11577. This feels like a
very reasonable default.
The other changes generally center around tweaking Bevy's lighting
defaults and examples to play nicely with this number, alongside a few
other tweaks and improvements.
Note that for artistic reasons I have reverted some examples, which
changed to directional lights in #11581, back to point lights.
Fixes#11577
---
## Changelog
- Changed `Exposure::ev100` from `7` to `9.7` to better match Blender
- Renamed `ExposureSettings` to `Exposure`
- `Camera3dBundle` now includes `Exposure` for discoverability
- Bumped `FULL_DAYLIGHT ` and `DIRECT_SUNLIGHT` to represent the
middle-to-top of those ranges instead of near the bottom
- Added new `AMBIENT_DAYLIGHT` constant and set that as the new
`DirectionalLight` default illuminance.
- `PointLight` and `SpotLight` now have a default `intensity` of
1,000,000 lumens. This makes them actually useful in the context of the
new "semi-outdoor" exposure and puts them in the "cinema lighting"
category instead of the "common household light" category. They are also
reasonably close to the Blender default.
- `AmbientLight` default has been bumped from `20` to `80`.
## Migration Guide
- The increased `Exposure::ev100` means that all existing 3D lighting
will need to be adjusted to match (DirectionalLights, PointLights,
SpotLights, EnvironmentMapLights, etc). Or alternatively, you can adjust
the `Exposure::ev100` on your cameras to work nicely with your current
lighting values. If you are currently relying on default intensity
values, you might need to change the intensity to achieve the same
effect. Note that in Bevy 0.12, point/spot lights had a different hard
coded ev100 value than directional lights. In Bevy 0.13, they use the
same ev100, so if you have both in your scene, the _scale_ between these
light types has changed and you will likely need to adjust one or both
of them.
# Objective
Fix https://github.com/bevyengine/bevy/issues/11577.
## Solution
Fix the examples, add a few constants to make setting light values
easier, and change the default lighting settings to be more realistic.
(Now designed for an overcast day instead of an indoor environment)
---
I did not include any example-related changes in here.
## Changelogs (not including breaking changes)
### bevy_pbr
- Added `light_consts` module (included in prelude), which contains
common lux and lumen values for lights.
- Added `AmbientLight::NONE` constant, which is an ambient light with a
brightness of 0.
- Added non-EV100 variants for `ExposureSettings`'s EV100 constants,
which allow easier construction of an `ExposureSettings` from a EV100
constant.
## Breaking changes
### bevy_pbr
The several default lighting values were changed:
- `PointLight`'s default `intensity` is now `2000.0`
- `SpotLight`'s default `intensity` is now `2000.0`
- `DirectionalLight`'s default `illuminance` is now
`light_consts::lux::OVERCAST_DAY` (`1000.`)
- `AmbientLight`'s default `brightness` is now `20.0`
# Objective
#11431 and #11688 implemented meshing support for Bevy's new geometric
primitives. The next step is to deprecate the shapes in
`bevy_render::mesh::shape` and to later remove them completely for 0.14.
## Solution
Deprecate the shapes and reduce code duplication by utilizing the
primitive meshing API for the old shapes where possible.
Note that some shapes have behavior that can't be exactly reproduced
with the new primitives yet:
- `Box` is more of an AABB with min/max extents
- `Plane` supports a subdivision count
- `Quad` has a `flipped` property
These types have not been changed to utilize the new primitives yet.
---
## Changelog
- Deprecated all shapes in `bevy_render::mesh::shape`
- Changed all examples to use new primitives for meshing
## Migration Guide
Bevy has previously used rendering-specific types like `UVSphere` and
`Quad` for primitive mesh shapes. These have now been deprecated to use
the geometric primitives newly introduced in version 0.13.
Some examples:
```rust
let before = meshes.add(shape::Box::new(5.0, 0.15, 5.0));
let after = meshes.add(Cuboid::new(5.0, 0.15, 5.0));
let before = meshes.add(shape::Quad::default());
let after = meshes.add(Rectangle::default());
let before = meshes.add(shape::Plane::from_size(5.0));
// The surface normal can now also be specified when using `new`
let after = meshes.add(Plane3d::default().mesh().size(5.0, 5.0));
let before = meshes.add(
Mesh::try_from(shape::Icosphere {
radius: 0.5,
subdivisions: 5,
})
.unwrap(),
);
let after = meshes.add(Sphere::new(0.5).mesh().ico(5).unwrap());
```
# 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.
# Objective
Add interactive system debugging capabilities to bevy, providing
step/break/continue style capabilities to running system schedules.
* Original implementation: #8063
- `ignore_stepping()` everywhere was too much complexity
* Schedule-config & Resource discussion: #8168
- Decided on selective adding of Schedules & Resource-based control
## Solution
Created `Stepping` Resource. This resource can be used to enable
stepping on a per-schedule basis. Systems within schedules can be
individually configured to:
* AlwaysRun: Ignore any stepping state and run every frame
* NeverRun: Never run while stepping is enabled
- this allows for disabling of systems while debugging
* Break: If we're running the full frame, stop before this system is run
Stepping provides two modes of execution that reflect traditional
debuggers:
* Step-based: Only execute one system at a time
* Continue/Break: Run all systems, but stop before running a system
marked as Break
### Demo
https://user-images.githubusercontent.com/857742/233630981-99f3bbda-9ca6-4cc4-a00f-171c4946dc47.mov
Breakout has been modified to use Stepping. The game runs normally for a
couple of seconds, then stepping is enabled and the game appears to
pause. A list of Schedules & Systems appears with a cursor at the first
System in the list. The demo then steps forward full frames using the
spacebar until the ball is about to hit a brick. Then we step system by
system as the ball impacts a brick, showing the cursor moving through
the individual systems. Finally the demo switches back to frame stepping
as the ball changes course.
### Limitations
Due to architectural constraints in bevy, there are some cases systems
stepping will not function as a user would expect.
#### Event-driven systems
Stepping does not support systems that are driven by `Event`s as events
are flushed after 1-2 frames. Although game systems are not running
while stepping, ignored systems are still running every frame, so events
will be flushed.
This presents to the user as stepping the event-driven system never
executes the system. It does execute, but the events have already been
flushed.
This can be resolved by changing event handling to use a buffer for
events, and only dropping an event once all readers have read it.
The work-around to allow these systems to properly execute during
stepping is to have them ignore stepping:
`app.add_systems(event_driven_system.ignore_stepping())`. This was done
in the breakout example to ensure sound played even while stepping.
#### Conditional Systems
When a system is stepped, it is given an opportunity to run. If the
conditions of the system say it should not run, it will not.
Similar to Event-driven systems, if a system is conditional, and that
condition is only true for a very small time window, then stepping the
system may not execute the system. This includes depending on any sort
of external clock.
This exhibits to the user as the system not always running when it is
stepped.
A solution to this limitation is to ensure any conditions are consistent
while stepping is enabled. For example, all systems that modify any
state the condition uses should also enable stepping.
#### State-transition Systems
Stepping is configured on the per-`Schedule` level, requiring the user
to have a `ScheduleLabel`.
To support state-transition systems, bevy generates needed schedules
dynamically. Currently it’s very difficult (if not impossible, I haven’t
verified) for the user to get the labels for these schedules.
Without ready access to the dynamically generated schedules, and a
resolution for the `Event` lifetime, **stepping of the state-transition
systems is not supported**
---
## Changelog
- `Schedule::run()` updated to consult `Stepping` Resource to determine
which Systems to run each frame
- Added `Schedule.label` as a `BoxedSystemLabel`, along with supporting
`Schedule::set_label()` and `Schedule::label()` methods
- `Stepping` needed to know which `Schedule` was running, and prior to
this PR, `Schedule` didn't track its own label
- Would have preferred to add `Schedule::with_label()` and remove
`Schedule::new()`, but this PR touches enough already
- Added calls to `Schedule.set_label()` to `App` and `World` as needed
- Added `Stepping` resource
- Added `Stepping::begin_frame()` system to `MainSchedulePlugin`
- Run before `Main::run_main()`
- Notifies any `Stepping` Resource a new render frame is starting
## Migration Guide
- Add a call to `Schedule::set_label()` for any custom `Schedule`
- This is only required if the `Schedule` will be stepped
---------
Co-authored-by: Carter Anderson <mcanders1@gmail.com>
# Objective
- Finish PR #10322
## Solution
- Rebase changes in PR #10322 and format the changes.
Co-authored-by: Mauer-Oats <maueroats@users.noreply.github.com>
# Objective
- Example `send_and_receive_events` added in #11574 panics
```
thread 'Compute Task Pool (3)' panicked at bevy/crates/bevy_ecs/src/system/system_param.rs:570:17:
Resource requested by send_and_receive_events::read_and_write_different_event_types does not exist: bevy_ecs::event::Events<send_and_receive_events::A>
Encountered a panic in system `send_and_receive_events::read_and_write_different_event_types`!
Encountered a panic in system `bevy_app::main_schedule::Main::run_main`!
```
## Solution
- Register the events used in the system
- Don't use logger as it's not setup with `MinimalPlugins`, just print
---------
Co-authored-by: Alice Cecile <alice.i.cecile@gmail.com>
Co-authored-by: Kanabenki <lucien.menassol@gmail.com>
# Objective
- Sending and receiving events of the same type in the same system is a
reasonably common need, generally due to event filtering.
- However, actually doing so is non-trivial, as the borrow checker
simultaneous hates mutable and immutable access.
## Solution
- Demonstrate two sensible patterns for doing so.
- Update the `ManualEventReader` docs to be more clear and link to this
example.
---------
Co-authored-by: Alice Cecile <alice.i.cecil@gmail.com>
Co-authored-by: Joona Aalto <jondolf.dev@gmail.com>
Co-authored-by: ickk <git@ickk.io>
# Objective
Fixes#11411
## Solution
- Added a simple example how to create and configure custom schedules
that are run by the `Main` schedule.
- Spot checked some of the API docs used, fixed `App::add_schedule` docs
that referred to a function argument that was removed by #9600.
## Open Questions
- While spot checking the docs, I noticed that the `Schedule` label is
stored in a field called `name` instead of `label`. This seems
unintuitive since the term label is used everywhere else. Should we
change that field name? It was introduced in #9600. If so, I do think
this change would be out of scope for this PR that mainly adds the
example.
# Objective
- Fix a memory leak in the dynamic ECS example mentioned in #11459
## Solution
- Rather than allocate the memory manually instead store a collection of
`Vec` that will be dropped after it is used.
---
I must have misinterpreted `OwningPtr`s semantics when initially writing
this example. I believe we should be able to provide better APIs here
for inserting dynamic components that don't require the user to wrangle
so much unsafety. We have no other examples using `insert_by_ids` and
our only tests show it being used for 1 or 2 values with nested calls to
`OwningPtr::make` despite the function taking an iterator. Rust's type
system is quite restrictive here but we could at least let
`OwningPtr::new` take non u8 `NonNull`.
I also agree with #11459 that we should generally be trying to simplify
and clarify this example.
# Objective
Expand the existing `Query` API to support more dynamic use cases i.e.
scripting.
## Prior Art
- #6390
- #8308
- #10037
## Solution
- Create a `QueryBuilder` with runtime methods to define the set of
component accesses for a built query.
- Create new `WorldQueryData` implementations `FilteredEntityMut` and
`FilteredEntityRef` as variants of `EntityMut` and `EntityRef` that
provide run time checked access to the components included in a given
query.
- Add new methods to `Query` to create "query lens" with a subset of the
access of the initial query.
### Query Builder
The `QueryBuilder` API allows you to define a query at runtime. At it's
most basic use it will simply create a query with the corresponding type
signature:
```rust
let query = QueryBuilder::<Entity, With<A>>::new(&mut world).build();
// is equivalent to
let query = QueryState::<Entity, With<A>>::new(&mut world);
```
Before calling `.build()` you also have the opportunity to add
additional accesses and filters. Here is a simple example where we add
additional filter terms:
```rust
let entity_a = world.spawn((A(0), B(0))).id();
let entity_b = world.spawn((A(0), C(0))).id();
let mut query_a = QueryBuilder::<Entity>::new(&mut world)
.with::<A>()
.without::<C>()
.build();
assert_eq!(entity_a, query_a.single(&world));
```
This alone is useful in that allows you to decide which archetypes your
query will match at runtime. However it is also very limited, consider a
case like the following:
```rust
let query_a = QueryBuilder::<&A>::new(&mut world)
// Add an additional access
.data::<&B>()
.build();
```
This will grant the query an additional read access to component B
however we have no way of accessing the data while iterating as the type
signature still only includes &A. For an even more concrete example of
this consider dynamic components:
```rust
let query_a = QueryBuilder::<Entity>::new(&mut world)
// Adding a filter is easy since it doesn't need be read later
.with_id(component_id_a)
// How do I access the data of this component?
.ref_id(component_id_b)
.build();
```
With this in mind the `QueryBuilder` API seems somewhat incomplete by
itself, we need some way method of accessing the components dynamically.
So here's one:
### Query Transmutation
If the problem is not having the component in the type signature why not
just add it? This PR also adds transmute methods to `QueryBuilder` and
`QueryState`. Here's a simple example:
```rust
world.spawn(A(0));
world.spawn((A(1), B(0)));
let mut query = QueryBuilder::<()>::new(&mut world)
.with::<B>()
.transmute::<&A>()
.build();
query.iter(&world).for_each(|a| assert_eq!(a.0, 1));
```
The `QueryState` and `QueryBuilder` transmute methods look quite similar
but are different in one respect. Transmuting a builder will always
succeed as it will just add the additional accesses needed for the new
terms if they weren't already included. Transmuting a `QueryState` will
panic in the case that the new type signature would give it access it
didn't already have, for example:
```rust
let query = QueryState::<&A, Option<&B>>::new(&mut world);
/// This is fine, the access for Option<&A> is less restrictive than &A
query.transmute::<Option<&A>>(&world);
/// Oh no, this would allow access to &B on entities that might not have it, so it panics
query.transmute::<&B>(&world);
/// This is right out
query.transmute::<&C>(&world);
```
This is quite an appealing API to also have available on `Query` however
it does pose one additional wrinkle: In order to to change the iterator
we need to create a new `QueryState` to back it. `Query` doesn't own
it's own state though, it just borrows it, so we need a place to borrow
it from. This is why `QueryLens` exists, it is a place to store the new
state so it can be borrowed when you call `.query()` leaving you with an
API like this:
```rust
fn function_that_takes_a_query(query: &Query<&A>) {
// ...
}
fn system(query: Query<(&A, &B)>) {
let lens = query.transmute_lens::<&A>();
let q = lens.query();
function_that_takes_a_query(&q);
}
```
Now you may be thinking: Hey, wait a second, you introduced the problem
with dynamic components and then described a solution that only works
for static components! Ok, you got me, I guess we need a bit more:
### Filtered Entity References
Currently the only way you can access dynamic components on entities
through a query is with either `EntityMut` or `EntityRef`, however these
can access all components and so conflict with all other accesses. This
PR introduces `FilteredEntityMut` and `FilteredEntityRef` as
alternatives that have additional runtime checking to prevent accessing
components that you shouldn't. This way you can build a query with a
`QueryBuilder` and actually access the components you asked for:
```rust
let mut query = QueryBuilder::<FilteredEntityRef>::new(&mut world)
.ref_id(component_id_a)
.with(component_id_b)
.build();
let entity_ref = query.single(&world);
// Returns Some(Ptr) as we have that component and are allowed to read it
let a = entity_ref.get_by_id(component_id_a);
// Will return None even though the entity does have the component, as we are not allowed to read it
let b = entity_ref.get_by_id(component_id_b);
```
For the most part these new structs have the exact same methods as their
non-filtered equivalents.
Putting all of this together we can do some truly dynamic ECS queries,
check out the `dynamic` example to see it in action:
```
Commands:
comp, c Create new components
spawn, s Spawn entities
query, q Query for entities
Enter a command with no parameters for usage.
> c A, B, C, Data 4
Component A created with id: 0
Component B created with id: 1
Component C created with id: 2
Component Data created with id: 3
> s A, B, Data 1
Entity spawned with id: 0v0
> s A, C, Data 0
Entity spawned with id: 1v0
> q &Data
0v0: Data: [1, 0, 0, 0]
1v0: Data: [0, 0, 0, 0]
> q B, &mut Data
0v0: Data: [2, 1, 1, 1]
> q B || C, &Data
0v0: Data: [2, 1, 1, 1]
1v0: Data: [0, 0, 0, 0]
```
## Changelog
- Add new `transmute_lens` methods to `Query`.
- Add new types `QueryBuilder`, `FilteredEntityMut`, `FilteredEntityRef`
and `QueryLens`
- `update_archetype_component_access` has been removed, archetype
component accesses are now determined by the accesses set in
`update_component_access`
- Added method `set_access` to `WorldQuery`, this is called before
`update_component_access` for queries that have a restricted set of
accesses, such as those built by `QueryBuilder` or `QueryLens`. This is
primarily used by the `FilteredEntity*` variants and has an empty trait
implementation.
- Added method `get_state` to `WorldQuery` as a fallible version of
`init_state` when you don't have `&mut World` access.
## Future Work
Improve performance of `FilteredEntityMut` and `FilteredEntityRef`,
currently they have to determine the accesses a query has in a given
archetype during iteration which is far from ideal, especially since we
already did the work when matching the archetype in the first place. To
avoid making more internal API changes I have left it out of this PR.
---------
Co-authored-by: Mike Hsu <mike.hsu@gmail.com>
Rebased and finished version of
https://github.com/bevyengine/bevy/pull/8407. Huge thanks to @GitGhillie
for adjusting all the examples, and the many other people who helped
write this PR (@superdump , @coreh , among others) :)
Fixes https://github.com/bevyengine/bevy/issues/8369
---
## Changelog
- Added a `brightness` control to `Skybox`.
- Added an `intensity` control to `EnvironmentMapLight`.
- Added `ExposureSettings` and `PhysicalCameraParameters` for
controlling exposure of 3D cameras.
- Removed the baked-in `DirectionalLight` exposure Bevy previously
hardcoded internally.
## Migration Guide
- If using a `Skybox` or `EnvironmentMapLight`, use the new `brightness`
and `intensity` controls to adjust their strength.
- All 3D scene will now have different apparent brightnesses due to Bevy
implementing proper exposure controls. You will have to adjust the
intensity of your lights and/or your camera exposure via the new
`ExposureSettings` component to compensate.
---------
Co-authored-by: Robert Swain <robert.swain@gmail.com>
Co-authored-by: GitGhillie <jillisnoordhoek@gmail.com>
Co-authored-by: Marco Buono <thecoreh@gmail.com>
Co-authored-by: vero <email@atlasdostal.com>
Co-authored-by: atlas dostal <rodol@rivalrebels.com>
# Objective
This PR is heavily inspired by
https://github.com/bevyengine/bevy/pull/7682
It aims to solve the same problem: allowing the user to extend the
tracing subscriber with extra layers.
(in my case, I'd like to use `use
metrics_tracing_context::{MetricsLayer, TracingContextLayer};`)
## Solution
I'm proposing a different api where the user has the opportunity to take
the existing `subscriber` and apply any transformations on it.
---
## Changelog
- Added a `update_subscriber` option on the `LogPlugin` that lets the
user modify the `subscriber` (for example to extend it with more tracing
`Layers`
## Migration Guide
> This section is optional. If there are no breaking changes, you can
delete this section.
- Added a new field `update_subscriber` in the `LogPlugin`
---------
Co-authored-by: Charles Bournhonesque <cbournhonesque@snapchat.com>
# Objective
Re this comment:
https://github.com/bevyengine/bevy/pull/11141#issuecomment-1872455313
Since https://github.com/bevyengine/bevy/pull/9822, Bevy automatically
inserts `apply_deferred` between systems with dependencies where needed,
so manually inserted `apply_deferred` doesn't to anything useful, and in
current state this example does more harm than good.
## Solution
The example can be modified with removal of automatic `apply_deferred`
insertion, but that would immediately upgrade this example from beginner
level, to upper intermediate. Most users don't need to disable automatic
sync point insertion, and remaining few who do probably already know how
it works.
CC @hymm
# Objective
- Make it possible to react to arbitrary state changes
- this will be useful regardless of the other changes to states
currently being discussed
## Solution
- added `StateTransitionEvent<S>` struct
- previously, this would have been impossible:
```rs
#[derive(States, Eq, PartialEq, Hash, Copy, Clone, Default)]
enum MyState {
#[default]
Foo,
Bar(MySubState),
}
enum MySubState {
Spam,
Eggs,
}
app.add_system(Update, on_enter_bar);
fn on_enter_bar(trans: EventReader<StateTransition<MyState>>){
for (befoare, after) in trans.read() {
match before, after {
MyState::Foo, MyState::Bar(_) => info!("detected transition foo => bar");
_, _ => ();
}
}
}
```
---
## Changelog
- Added
- `StateTransitionEvent<S>` - Fired on state changes of `S`
## Migration Guide
N/A no breaking changes
---------
Co-authored-by: Federico Rinaldi <gisquerin@gmail.com>
# Motivation
When spawning entities into a scene, it is very common to create assets
like meshes and materials and to add them via asset handles. A common
setup might look like this:
```rust
fn setup(
mut commands: Commands,
mut meshes: ResMut<Assets<Mesh>>,
mut materials: ResMut<Assets<StandardMaterial>>,
) {
commands.spawn(PbrBundle {
mesh: meshes.add(Mesh::from(shape::Cube { size: 1.0 })),
material: materials.add(StandardMaterial::from(Color::RED)),
..default()
});
}
```
Let's take a closer look at the part that adds the assets using `add`.
```rust
mesh: meshes.add(Mesh::from(shape::Cube { size: 1.0 })),
material: materials.add(StandardMaterial::from(Color::RED)),
```
Here, "mesh" and "material" are both repeated three times. It's very
explicit, but I find it to be a bit verbose. In addition to being more
code to read and write, the extra characters can sometimes also lead to
the code being formatted to span multiple lines even though the core
task, adding e.g. a primitive mesh, is extremely simple.
A way to address this is by using `.into()`:
```rust
mesh: meshes.add(shape::Cube { size: 1.0 }.into()),
material: materials.add(Color::RED.into()),
```
This is fine, but from the names and the type of `meshes`, we already
know what the type should be. It's very clear that `Cube` should be
turned into a `Mesh` because of the context it's used in. `.into()` is
just seven characters, but it's so common that it quickly adds up and
gets annoying.
It would be nice if you could skip all of the conversion and let Bevy
handle it for you:
```rust
mesh: meshes.add(shape::Cube { size: 1.0 }),
material: materials.add(Color::RED),
```
# Objective
Make adding assets more ergonomic by making `Assets::add` take an `impl
Into<A>` instead of `A`.
## Solution
`Assets::add` now takes an `impl Into<A>` instead of `A`, so e.g. this
works:
```rust
commands.spawn(PbrBundle {
mesh: meshes.add(shape::Cube { size: 1.0 }),
material: materials.add(Color::RED),
..default()
});
```
I also changed all examples to use this API, which increases consistency
as well because `Mesh::from` and `into` were being used arbitrarily even
in the same file. This also gets rid of some lines of code because
formatting is nicer.
---
## Changelog
- `Assets::add` now takes an `impl Into<A>` instead of `A`
- Examples don't use `T::from(K)` or `K.into()` when adding assets
## Migration Guide
Some `into` calls that worked previously might now be broken because of
the new trait bounds. You need to either remove `into` or perform the
conversion explicitly with `from`:
```rust
// Doesn't compile
let mesh_handle = meshes.add(shape::Cube { size: 1.0 }.into()),
// These compile
let mesh_handle = meshes.add(shape::Cube { size: 1.0 }),
let mesh_handle = meshes.add(Mesh::from(shape::Cube { size: 1.0 })),
```
## Concerns
I believe the primary concerns might be:
1. Is this too implicit?
2. Does this increase codegen bloat?
Previously, the two APIs were using `into` or `from`, and now it's
"nothing" or `from`. You could argue that `into` is slightly more
explicit than "nothing" in cases like the earlier examples where a
`Color` gets converted to e.g. a `StandardMaterial`, but I personally
don't think `into` adds much value even in this case, and you could
still see the actual type from the asset type.
As for codegen bloat, I doubt it adds that much, but I'm not very
familiar with the details of codegen. I personally value the user-facing
code reduction and ergonomics improvements that these changes would
provide, but it might be worth checking the other effects in more
detail.
Another slight concern is migration pain; apps might have a ton of
`into` calls that would need to be removed, and it did take me a while
to do so for Bevy itself (maybe around 20-40 minutes). However, I think
the fact that there *are* so many `into` calls just highlights that the
API could be made nicer, and I'd gladly migrate my own projects for it.
# Objective
Fix#10731.
## Solution
Rename `App::add_state<T>(&mut self)` to `init_state`, and add
`App::insert_state<T>(&mut self, state: T)`. I decided on these names
because they are more similar to `init_resource` and `insert_resource`.
I also removed the `States` trait's requirement for `Default`. Instead,
`init_state` requires `FromWorld`.
---
## Changelog
- Renamed `App::add_state` to `init_state`.
- Added `App::insert_state`.
- Removed the `States` trait's requirement for `Default`.
## Migration Guide
- Renamed `App::add_state` to `init_state`.
# 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.
# 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.
# 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.
# Objective
- Fixes#7680
- This is an updated for https://github.com/bevyengine/bevy/pull/8899
which had the same objective but fell a long way behind the latest
changes
## Solution
The traits `WorldQueryData : WorldQuery` and `WorldQueryFilter :
WorldQuery` have been added and some of the types and functions from
`WorldQuery` has been moved into them.
`ReadOnlyWorldQuery` has been replaced with `ReadOnlyWorldQueryData`.
`WorldQueryFilter` is safe (as long as `WorldQuery` is implemented
safely).
`WorldQueryData` is unsafe - safely implementing it requires that
`Self::ReadOnly` is a readonly version of `Self` (this used to be a
safety requirement of `WorldQuery`)
The type parameters `Q` and `F` of `Query` must now implement
`WorldQueryData` and `WorldQueryFilter` respectively.
This makes it impossible to accidentally use a filter in the data
position or vice versa which was something that could lead to bugs.
~~Compile failure tests have been added to check this.~~
It was previously sometimes useful to use `Option<With<T>>` in the data
position. Use `Has<T>` instead in these cases.
The `WorldQuery` derive macro has been split into separate derive macros
for `WorldQueryData` and `WorldQueryFilter`.
Previously it was possible to derive both `WorldQuery` for a struct that
had a mixture of data and filter items. This would not work correctly in
some cases but could be a useful pattern in others. *This is no longer
possible.*
---
## Notes
- The changes outside of `bevy_ecs` are all changing type parameters to
the new types, updating the macro use, or replacing `Option<With<T>>`
with `Has<T>`.
- All `WorldQueryData` types always returned `true` for `IS_ARCHETYPAL`
so I moved it to `WorldQueryFilter` and
replaced all calls to it with `true`. That should be the only logic
change outside of the macro generation code.
- `Changed<T>` and `Added<T>` were being generated by a macro that I
have expanded. Happy to revert that if desired.
- The two derive macros share some functions for implementing
`WorldQuery` but the tidiest way I could find to implement them was to
give them a ton of arguments and ask clippy to ignore that.
## Changelog
### Changed
- Split `WorldQuery` into `WorldQueryData` and `WorldQueryFilter` which
now have separate derive macros. It is not possible to derive both for
the same type.
- `Query` now requires that the first type argument implements
`WorldQueryData` and the second implements `WorldQueryFilter`
## Migration Guide
- Update derives
```rust
// old
#[derive(WorldQuery)]
#[world_query(mutable, derive(Debug))]
struct CustomQuery {
entity: Entity,
a: &'static mut ComponentA
}
#[derive(WorldQuery)]
struct QueryFilter {
_c: With<ComponentC>
}
// new
#[derive(WorldQueryData)]
#[world_query_data(mutable, derive(Debug))]
struct CustomQuery {
entity: Entity,
a: &'static mut ComponentA,
}
#[derive(WorldQueryFilter)]
struct QueryFilter {
_c: With<ComponentC>
}
```
- Replace `Option<With<T>>` with `Has<T>`
```rust
/// old
fn my_system(query: Query<(Entity, Option<With<ComponentA>>)>)
{
for (entity, has_a_option) in query.iter(){
let has_a:bool = has_a_option.is_some();
//todo!()
}
}
/// new
fn my_system(query: Query<(Entity, Has<ComponentA>)>)
{
for (entity, has_a) in query.iter(){
//todo!()
}
}
```
- Fix queries which had filters in the data position or vice versa.
```rust
// old
fn my_system(query: Query<(Entity, With<ComponentA>)>)
{
for (entity, _) in query.iter(){
//todo!()
}
}
// new
fn my_system(query: Query<Entity, With<ComponentA>>)
{
for entity in query.iter(){
//todo!()
}
}
// old
fn my_system(query: Query<AnyOf<(&ComponentA, With<ComponentB>)>>)
{
for (entity, _) in query.iter(){
//todo!()
}
}
// new
fn my_system(query: Query<Option<&ComponentA>, Or<(With<ComponentA>, With<ComponentB>)>>)
{
for entity in query.iter(){
//todo!()
}
}
```
---------
Co-authored-by: Alice Cecile <alice.i.cecile@gmail.com>
# Objective
The `nondeterministic_system_order` example doesn't actually detect and
log its deliberate order ambiguities! It should, tho.
## Solution
Update the schedule label, and explain in a comment that you can't turn
it on for the whole `Main` schedule in one go (alas, that would be nice,
but it makes sense that it doesn't work that way).
# Objective
- Fix adding `#![allow(clippy::type_complexity)]` everywhere. like #9796
## Solution
- Use the new [lints] table that will land in 1.74
(https://doc.rust-lang.org/nightly/cargo/reference/unstable.html#lints)
- inherit lint to the workspace, crates and examples.
```
[lints]
workspace = true
```
## Changelog
- Bump rust version to 1.74
- Enable lints table for the workspace
```toml
[workspace.lints.clippy]
type_complexity = "allow"
```
- Allow type complexity for all crates and examples
```toml
[lints]
workspace = true
```
---------
Co-authored-by: Martín Maita <47983254+mnmaita@users.noreply.github.com>
When `cargo doc -Zunstable-options -Zrustdoc-scrape-examples` (trying to
figure out why it doesn't work with bevy), I had the following warnings:
```
warning: unresolved link to `Quad`
--> examples/2d/mesh2d.rs:1:66
|
1 | //! Shows how to render a polygonal [`Mesh`], generated from a [`Quad`] primitive, in a 2D scene.
| ^^^^ no item named `Quad` in scope
|
= help: to escape `[` and `]` characters, add '\' before them like `\[` or `\]`
= note: `#[warn(rustdoc::broken_intra_doc_links)]` on by default
warning: `bevy` (example "mesh2d") generated 1 warning
warning: unresolved link to `update_weights`
--> examples/animation/morph_targets.rs:6:17
|
6 | //! See the [`update_weights`] system for details.
| ^^^^^^^^^^^^^^ no item named `update_weights` in scope
|
= help: to escape `[` and `]` characters, add '\' before them like `\[` or `\]`
= note: `#[warn(rustdoc::broken_intra_doc_links)]` on by default
warning: public documentation for `morph_targets` links to private item `name_morphs`
--> examples/animation/morph_targets.rs:7:43
|
7 | //! - How to read morph target names in [`name_morphs`].
| ^^^^^^^^^^^ this item is private
|
= note: this link will resolve properly if you pass `--document-private-items`
= note: `#[warn(rustdoc::private_intra_doc_links)]` on by default
warning: public documentation for `morph_targets` links to private item `setup_animations`
--> examples/animation/morph_targets.rs:8:48
|
8 | //! - How to play morph target animations in [`setup_animations`].
| ^^^^^^^^^^^^^^^^ this item is private
|
= note: this link will resolve properly if you pass `--document-private-items`
warning: `bevy` (example "morph_targets") generated 3 warnings
warning: unresolved link to `Quad`
--> examples/2d/mesh2d_vertex_color_texture.rs:1:66
|
1 | //! Shows how to render a polygonal [`Mesh`], generated from a [`Quad`] primitive, in a 2D scene.
| ^^^^ no item named `Quad` in scope
|
= help: to escape `[` and `]` characters, add '\' before them like `\[` or `\]`
= note: `#[warn(rustdoc::broken_intra_doc_links)]` on by default
warning: `bevy` (example "mesh2d_vertex_color_texture") generated 1 warning
warning: unresolved link to `UIScale`
--> examples/ui/ui_scaling.rs:1:36
|
1 | //! This example illustrates the [`UIScale`] resource from `bevy_ui`.
| ^^^^^^^ no item named `UIScale` in scope
|
= help: to escape `[` and `]` characters, add '\' before them like `\[` or `\]`
= note: `#[warn(rustdoc::broken_intra_doc_links)]` on by default
warning: `bevy` (example "ui_scaling") generated 1 warning
warning: unresolved link to `dependencies`
--> examples/app/headless.rs:5:6
|
5 | //! [dependencies]
| ^^^^^^^^^^^^ no item named `dependencies` in scope
|
= help: to escape `[` and `]` characters, add '\' before them like `\[` or `\]`
= note: `#[warn(rustdoc::broken_intra_doc_links)]` on by default
warning: `bevy` (example "headless") generated 1 warning
warning: unresolved link to `Material2d`
--> examples/2d/mesh2d_manual.rs:3:26
|
3 | //! It doesn't use the [`Material2d`] abstraction, but changes the vertex buffer to include verte...
| ^^^^^^^^^^ no item named `Material2d` in scope
|
= help: to escape `[` and `]` characters, add '\' before them like `\[` or `\]`
= note: `#[warn(rustdoc::broken_intra_doc_links)]` on by default
warning: `bevy` (example "mesh2d_manual") generated 1 warning
```
# Objective
- Fixes#10133
## Solution
- Add a new example that focuses on using `Virtual` time
## Changelog
### Added
- new `virtual_time` example
### Changed
- moved `time` & `timers` examples to the new `examples/time` folder
# Objective
Current `FixedTime` and `Time` have several problems. This pull aims to
fix many of them at once.
- If there is a longer pause between app updates, time will jump forward
a lot at once and fixed time will iterate on `FixedUpdate` for a large
number of steps. If the pause is merely seconds, then this will just
mean jerkiness and possible unexpected behaviour in gameplay. If the
pause is hours/days as with OS suspend, the game will appear to freeze
until it has caught up with real time.
- If calculating a fixed step takes longer than specified fixed step
period, the game will enter a death spiral where rendering each frame
takes longer and longer due to more and more fixed step updates being
run per frame and the game appears to freeze.
- There is no way to see current fixed step elapsed time inside fixed
steps. In order to track this, the game designer needs to add a custom
system inside `FixedUpdate` that calculates elapsed or step count in a
resource.
- Access to delta time inside fixed step is `FixedStep::period` rather
than `Time::delta`. This, coupled with the issue that `Time::elapsed`
isn't available at all for fixed steps, makes it that time requiring
systems are either implemented to be run in `FixedUpdate` or `Update`,
but rarely work in both.
- Fixes#8800
- Fixes#8543
- Fixes#7439
- Fixes#5692
## Solution
- Create a generic `Time<T>` clock that has no processing logic but
which can be instantiated for multiple usages. This is also exposed for
users to add custom clocks.
- Create three standard clocks, `Time<Real>`, `Time<Virtual>` and
`Time<Fixed>`, all of which contain their individual logic.
- Create one "default" clock, which is just `Time` (or `Time<()>`),
which will be overwritten from `Time<Virtual>` on each update, and
`Time<Fixed>` inside `FixedUpdate` schedule. This way systems that do
not care specifically which time they track can work both in `Update`
and `FixedUpdate` without changes and the behaviour is intuitive.
- Add `max_delta` to virtual time update, which limits how much can be
added to virtual time by a single update. This fixes both the behaviour
after a long freeze, and also the death spiral by limiting how many
fixed timestep iterations there can be per update. Possible future work
could be adding `max_accumulator` to add a sort of "leaky bucket" time
processing to possibly smooth out jumps in time while keeping frame rate
stable.
- Many minor tweaks and clarifications to the time functions and their
documentation.
## Changelog
- `Time::raw_delta()`, `Time::raw_elapsed()` and related methods are
moved to `Time<Real>::delta()` and `Time<Real>::elapsed()` and now match
`Time` API
- `FixedTime` is now `Time<Fixed>` and matches `Time` API.
- `Time<Fixed>` default timestep is now 64 Hz, or 15625 microseconds.
- `Time` inside `FixedUpdate` now reflects fixed timestep time, making
systems portable between `Update ` and `FixedUpdate`.
- `Time::pause()`, `Time::set_relative_speed()` and related methods must
now be called as `Time<Virtual>::pause()` etc.
- There is a new `max_delta` setting in `Time<Virtual>` that limits how
much the clock can jump by a single update. The default value is 0.25
seconds.
- Removed `on_fixed_timer()` condition as `on_timer()` does the right
thing inside `FixedUpdate` now.
## Migration Guide
- Change all `Res<Time>` instances that access `raw_delta()`,
`raw_elapsed()` and related methods to `Res<Time<Real>>` and `delta()`,
`elapsed()`, etc.
- Change access to `period` from `Res<FixedTime>` to `Res<Time<Fixed>>`
and use `delta()`.
- The default timestep has been changed from 60 Hz to 64 Hz. If you wish
to restore the old behaviour, use
`app.insert_resource(Time::<Fixed>::from_hz(60.0))`.
- Change `app.insert_resource(FixedTime::new(duration))` to
`app.insert_resource(Time::<Fixed>::from_duration(duration))`
- Change `app.insert_resource(FixedTime::new_from_secs(secs))` to
`app.insert_resource(Time::<Fixed>::from_seconds(secs))`
- Change `system.on_fixed_timer(duration)` to
`system.on_timer(duration)`. Timers in systems placed in `FixedUpdate`
schedule automatically use the fixed time clock.
- Change `ResMut<Time>` calls to `pause()`, `is_paused()`,
`set_relative_speed()` and related methods to `ResMut<Time<Virtual>>`
calls. The API is the same, with the exception that `relative_speed()`
will return the actual last ste relative speed, while
`effective_relative_speed()` returns 0.0 if the time is paused and
corresponds to the speed that was set when the update for the current
frame started.
## Todo
- [x] Update pull name and description
- [x] Top level documentation on usage
- [x] Fix examples
- [x] Decide on default `max_delta` value
- [x] Decide naming of the three clocks: is `Real`, `Virtual`, `Fixed`
good?
- [x] Decide if the three clock inner structures should be in prelude
- [x] Decide on best way to configure values at startup: is manually
inserting a new clock instance okay, or should there be config struct
separately?
- [x] Fix links in docs
- [x] Decide what should be public and what not
- [x] Decide how `wrap_period` should be handled when it is changed
- [x] ~~Add toggles to disable setting the clock as default?~~ No,
separate pull if needed.
- [x] Add tests
- [x] Reformat, ensure adheres to conventions etc.
- [x] Build documentation and see that it looks correct
## Contributors
Huge thanks to @alice-i-cecile and @maniwani while building this pull.
It was a shared effort!
---------
Co-authored-by: Alice Cecile <alice.i.cecile@gmail.com>
Co-authored-by: Cameron <51241057+maniwani@users.noreply.github.com>
Co-authored-by: Jerome Humbert <djeedai@gmail.com>
# Objective
- See fewer warnings when running `cargo clippy` locally.
## Solution
- allow `clippy::type_complexity` in more places, which also signals to
users they should do the same.
I'm adopting this ~~child~~ PR.
# Objective
- Working with exclusive world access is not always easy: in many cases,
a standard system or three is more ergonomic to write, and more
modularly maintainable.
- For small, one-off tasks (commonly handled with scripting), running an
event-reader system incurs a small but flat overhead cost and muddies
the schedule.
- Certain forms of logic (e.g. turn-based games) want very fine-grained
linear and/or branching control over logic.
- SystemState is not automatically cached, and so performance can suffer
and change detection breaks.
- Fixes https://github.com/bevyengine/bevy/issues/2192.
- Partial workaround for https://github.com/bevyengine/bevy/issues/279.
## Solution
- Adds a SystemRegistry resource to the World, which stores initialized
systems keyed by their SystemSet.
- Allows users to call world.run_system(my_system) and
commands.run_system(my_system), without re-initializing or losing state
(essential for change detection).
- Add a Callback type to enable convenient use of dynamic one shot
systems and reduce the mental overhead of working with Box<dyn
SystemSet>.
- Allow users to run systems based on their SystemSet, enabling more
complex user-made abstractions.
## Future work
- Parameterized one-shot systems would improve reusability and bring
them closer to events and commands. The API could be something like
run_system_with_input(my_system, my_input) and use the In SystemParam.
- We should evaluate the unification of commands and one-shot systems
since they are two different ways to run logic on demand over a World.
### Prior attempts
- https://github.com/bevyengine/bevy/pull/2234
- https://github.com/bevyengine/bevy/pull/2417
- https://github.com/bevyengine/bevy/pull/4090
- https://github.com/bevyengine/bevy/pull/7999
This PR continues the work done in
https://github.com/bevyengine/bevy/pull/7999.
---------
Co-authored-by: Alice Cecile <alice.i.cecile@gmail.com>
Co-authored-by: Federico Rinaldi <gisquerin@gmail.com>
Co-authored-by: MinerSebas <66798382+MinerSebas@users.noreply.github.com>
Co-authored-by: Aevyrie <aevyrie@gmail.com>
Co-authored-by: Alejandro Pascual Pozo <alejandro.pascual.pozo@gmail.com>
Co-authored-by: Rob Parrett <robparrett@gmail.com>
Co-authored-by: François <mockersf@gmail.com>
Co-authored-by: Dmytro Banin <banind@cs.washington.edu>
Co-authored-by: James Liu <contact@jamessliu.com>
# Objective
Make `bevy_ui` "root" nodes more intuitive to use/style by:
- Removing the implicit flexbox styling (such as stretch alignment) that
is applied to them, and replacing it with more intuitive CSS Grid
styling (notably with stretch alignment disabled in both axes).
- Making root nodes layout independently of each other. Instead of there
being a single implicit "viewport" node that all root nodes are children
of, there is now an implicit "viewport" node *per root node*. And layout
of each tree is computed separately.
## Solution
- Remove the global implicit viewport node, and instead create an
implicit viewport node for each user-specified root node.
- Keep track of both the user-specified root nodes and the implicit
viewport nodes in a separate `Vec`.
- Use the window's size as the `available_space` parameter to
`Taffy.compute_layout` rather than setting it on the implicit viewport
node (and set the viewport to `height: 100%; width: 100%` to make this
"just work").
---
## Changelog
- Bevy UI now lays out root nodes independently of each other in
separate layout contexts.
- The implicit viewport node (which contains each user-specified root
node) is now `Display::Grid` with `align_items` and `justify_items` both
set to `Start`.
## Migration Guide
- Bevy UI now lays out root nodes independently of each other in
separate layout contexts. If you were relying on your root nodes being
able to affect each other's layouts, then you may need to wrap them in a
single root node.
- The implicit viewport node (which contains each user-specified root
node) is now `Display::Grid` with `align_items` and `justify_items` both
set to `Start`. You may need to add `height: Val::Percent(100.)` to your
root nodes if you were previously relying on being implicitly set.
# Objective
Rename RemovedComponents::iter/iter_with_id to read/read_with_id to make
it clear that it consume the data
Fixes#9755.
(It's my first pull request, if i've made any mistake, please let me
know)
## Solution
Refactor RemovedComponents::iter/iter_with_id to read/read_with_id
## Changelog
Refactor RemovedComponents::iter/iter_with_id to read/read_with_id
Deprecate RemovedComponents::iter/iter_with_id
Remove IntoIterator implementation
Update removal_detection example accordingly
---
## Migration Guide
Rename calls of RemovedComponents::iter/iter_with_id to
read/read_with_id
Replace IntoIterator iteration (&mut <RemovedComponents>) with .read()
---------
Co-authored-by: denshi_ika <mojang2824@gmail.com>
# Objective
- The current `EventReader::iter` has been determined to cause confusion
among new Bevy users. It was suggested by @JoJoJet to rename the method
to better clarify its usage.
- Solves #9624
## Solution
- Rename `EventReader::iter` to `EventReader::read`.
- Rename `EventReader::iter_with_id` to `EventReader::read_with_id`.
- Rename `ManualEventReader::iter` to `ManualEventReader::read`.
- Rename `ManualEventReader::iter_with_id` to
`ManualEventReader::read_with_id`.
---
## Changelog
- `EventReader::iter` has been renamed to `EventReader::read`.
- `EventReader::iter_with_id` has been renamed to
`EventReader::read_with_id`.
- `ManualEventReader::iter` has been renamed to
`ManualEventReader::read`.
- `ManualEventReader::iter_with_id` has been renamed to
`ManualEventReader::read_with_id`.
- Deprecated `EventReader::iter`
- Deprecated `EventReader::iter_with_id`
- Deprecated `ManualEventReader::iter`
- Deprecated `ManualEventReader::iter_with_id`
## Migration Guide
- Existing usages of `EventReader::iter` and `EventReader::iter_with_id`
will have to be changed to `EventReader::read` and
`EventReader::read_with_id` respectively.
- Existing usages of `ManualEventReader::iter` and
`ManualEventReader::iter_with_id` will have to be changed to
`ManualEventReader::read` and `ManualEventReader::read_with_id`
respectively.
# Objective
Any time we wish to transform the output of a system, we currently use
system piping to do so:
```rust
my_system.pipe(|In(x)| do_something(x))
```
Unfortunately, system piping is not a zero cost abstraction. Each call
to `.pipe` requires allocating two extra access sets: one for the second
system and one for the combined accesses of both systems. This also adds
extra work to each call to `update_archetype_component_access`, which
stacks as one adds multiple layers of system piping.
## Solution
Add the `AdapterSystem` abstraction: similar to `CombinatorSystem`, this
allows you to implement a trait to generically control how a system is
run and how its inputs and outputs are processed. Unlike
`CombinatorSystem`, this does not have any overhead when computing world
accesses which makes it ideal for simple operations such as inverting or
ignoring the output of a system.
Add the extension method `.map(...)`: this is similar to `.pipe(...)`,
only it accepts a closure as an argument instead of an `In<T>` system.
```rust
my_system.map(do_something)
```
This has the added benefit of making system names less messy: a system
that ignores its output will just be called `my_system`, instead of
`Pipe(my_system, ignore)`
---
## Changelog
TODO
## Migration Guide
The `system_adapter` functions have been deprecated: use `.map` instead,
which is a lightweight alternative to `.pipe`.
```rust
// Before:
my_system.pipe(system_adapter::ignore)
my_system.pipe(system_adapter::unwrap)
my_system.pipe(system_adapter::new(T::from))
// After:
my_system.map(std::mem::drop)
my_system.map(Result::unwrap)
my_system.map(T::from)
// Before:
my_system.pipe(system_adapter::info)
my_system.pipe(system_adapter::dbg)
my_system.pipe(system_adapter::warn)
my_system.pipe(system_adapter::error)
// After:
my_system.map(bevy_utils::info)
my_system.map(bevy_utils::dbg)
my_system.map(bevy_utils::warn)
my_system.map(bevy_utils::error)
```
---------
Co-authored-by: Alice Cecile <alice.i.cecile@gmail.com>
# Objective
- Some examples crash in CI because of needing too many resources for
the windows runner
- Some examples have random results making it hard to compare
screenshots
## Solution
- `bloom_3d`: reduce the number of spheres
- `pbr`: use simpler spheres and reuse the mesh
- `tonemapping`: use simpler spheres and reuse the mesh
- `shadow_biases`: reduce the number of spheres
- `spotlight`: use a seeded rng, move more cubes in view while reducing
the total number of cubes, and reuse meshes and materials
- `external_source_external_thread`, `iter_combinations`,
`parallel_query`: use a seeded rng
Examples of errors encountered:
```
Caused by:
In Device::create_bind_group
note: label = `bloom_upsampling_bind_group`
Not enough memory left
```
```
Caused by:
In Queue::write_buffer
Parent device is lost
```
```
ERROR wgpu_core::device::life: Mapping failed Device(Lost)
```
# Objective
The documentation for the `print_when_completed` system stated that this
system would tick the `Timer` component on every entity in the scene.
This was incorrect as this system only ticks the `Timer` on entities
with the `PrintOnCompletionTimer` component.
## Solution
We suggest a modification to the documentation of this system to make it
more clear.
# Objective
The `QueryParIter::for_each_mut` function is required when doing
parallel iteration with mutable queries.
This results in an unfortunate stutter:
`query.par_iter_mut().par_for_each_mut()` ('mut' is repeated).
## Solution
- Make `for_each` compatible with mutable queries, and deprecate
`for_each_mut`. In order to prevent `for_each` from being called
multiple times in parallel, we take ownership of the QueryParIter.
---
## Changelog
- `QueryParIter::for_each` is now compatible with mutable queries.
`for_each_mut` has been deprecated as it is now redundant.
## Migration Guide
The method `QueryParIter::for_each_mut` has been deprecated and is no
longer functional. Use `for_each` instead, which now supports mutable
queries.
```rust
// Before:
query.par_iter_mut().for_each_mut(|x| ...);
// After:
query.par_iter_mut().for_each(|x| ...);
```
The method `QueryParIter::for_each` now takes ownership of the
`QueryParIter`, rather than taking a shared reference.
```rust
// Before:
let par_iter = my_query.par_iter().batching_strategy(my_batching_strategy);
par_iter.for_each(|x| {
// ...Do stuff with x...
par_iter.for_each(|y| {
// ...Do nested stuff with y...
});
});
// After:
my_query.par_iter().batching_strategy(my_batching_strategy).for_each(|x| {
// ...Do stuff with x...
my_query.par_iter().batching_strategy(my_batching_strategy).for_each(|y| {
// ...Do nested stuff with y...
});
});
```
# Objective
- Better consistency with `add_systems`.
- Deprecating `add_plugin` in favor of a more powerful `add_plugins`.
- Allow passing `Plugin` to `add_plugins`.
- Allow passing tuples to `add_plugins`.
## Solution
- `App::add_plugins` now takes an `impl Plugins` parameter.
- `App::add_plugin` is deprecated.
- `Plugins` is a new sealed trait that is only implemented for `Plugin`,
`PluginGroup` and tuples over `Plugins`.
- All examples, benchmarks and tests are changed to use `add_plugins`,
using tuples where appropriate.
---
## Changelog
### Changed
- `App::add_plugins` now accepts all types that implement `Plugins`,
which is implemented for:
- Types that implement `Plugin`.
- Types that implement `PluginGroup`.
- Tuples (up to 16 elements) over types that implement `Plugins`.
- Deprecated `App::add_plugin` in favor of `App::add_plugins`.
## Migration Guide
- Replace `app.add_plugin(plugin)` calls with `app.add_plugins(plugin)`.
---------
Co-authored-by: Carter Anderson <mcanders1@gmail.com>
# Objective
Be consistent with `Resource`s and `Components` and have `Event` types
be more self-documenting.
Although not susceptible to accidentally using a function instead of a
value due to `Event`s only being initialized by their type, much of the
same reasoning for removing the blanket impl on `Resource` also applies
here.
* Not immediately obvious if a type is intended to be an event
* Prevent invisible conflicts if the same third-party or primitive types
are used as events
* Allows for further extensions (e.g. opt-in warning for missed events)
## Solution
Remove the blanket impl for the `Event` trait. Add a derive macro for
it.
---
## Changelog
- `Event` is no longer implemented for all applicable types. Add the
`#[derive(Event)]` macro for events.
## Migration Guide
* Add the `#[derive(Event)]` macro for events. Third-party types used as
events should be wrapped in a newtype.
# Objective
- `apply_system_buffers` is an unhelpful name: it introduces a new
internal-only concept
- this is particularly rough for beginners as reasoning about how
commands work is a critical stumbling block
## Solution
- rename `apply_system_buffers` to the more descriptive `apply_deferred`
- rename related fields, arguments and methods in the internals fo
bevy_ecs for consistency
- update the docs
## Changelog
`apply_system_buffers` has been renamed to `apply_deferred`, to more
clearly communicate its intent and relation to `Deferred` system
parameters like `Commands`.
## Migration Guide
- `apply_system_buffers` has been renamed to `apply_deferred`
- the `apply_system_buffers` method on the `System` trait has been
renamed to `apply_deferred`
- the `is_apply_system_buffers` function has been replaced by
`is_apply_deferred`
- `Executor::set_apply_final_buffers` is now
`Executor::set_apply_final_deferred`
- `Schedule::apply_system_buffers` is now `Schedule::apply_deferred`
---------
Co-authored-by: JoJoJet <21144246+JoJoJet@users.noreply.github.com>
# Objective
- Showcase the use of `or_else()` as requested. Fixes
https://github.com/bevyengine/bevy/issues/8702
## Solution
- Add an uninitialized resource `Unused`
- Use `or_else()` to evaluate a second run condition
- Add documentation explaining how `or_else()` works
# Objective
- Simplify API and make authoring styles easier
See:
https://github.com/bevyengine/bevy/issues/8540#issuecomment-1536177102
## Solution
- The `size`, `min_size`, `max_size`, and `gap` properties have been
replaced by `width`, `height`, `min_width`, `min_height`, `max_width`,
`max_height`, `row_gap`, and `column_gap` properties
---
## Changelog
- Flattened `Style` properties that have a `Size` value directly into
`Style`
## Migration Guide
- The `size`, `min_size`, `max_size`, and `gap` properties have been
replaced by the `width`, `height`, `min_width`, `min_height`,
`max_width`, `max_height`, `row_gap`, and `column_gap` properties. Use
the new properties instead.
---------
Co-authored-by: ickshonpe <david.curthoys@googlemail.com>
# Objective
`ScheduleRunnerPlugin` was still configured via a resource, meaning
users would be able to change the settings while the app is running, but
the changes wouldn't have an effect.
## Solution
Configure plugin directly
---
## Changelog
- Changed: merged `ScheduleRunnerSettings` into `ScheduleRunnerPlugin`
## Migration Guide
- instead of inserting the `ScheduleRunnerSettings` resource, configure
the `ScheduleRunnerPlugin`
Links in the api docs are nice. I noticed that there were several places
where structs / functions and other things were referenced in the docs,
but weren't linked. I added the links where possible / logical.
---------
Co-authored-by: Alice Cecile <alice.i.cecile@gmail.com>
Co-authored-by: François <mockersf@gmail.com>
# Objective
- Have a default font
## Solution
- Add a font based on FiraMono containing only ASCII characters and use
it as the default font
- It is behind a feature `default_font` enabled by default
- I also updated examples to use it, but not UI examples to still show
how to use a custom font
---
## Changelog
* If you display text without using the default handle provided by
`TextStyle`, the text will be displayed
# Objective
Some examples still manually implement the States trait, even though
manual implementation is no longer needed as there is now the derive
macro for that.
---------
Signed-off-by: Natalia Asteria <fortressnordlys@outlook.com>
# Objective
This PR adds an example that shows how to use `apply_system_buffers` and how to order it with respect to the relevant systems. It also shows how not ordering the systems can lead to unexpected behaviours.
## Solution
Add the example.
# Objective
Support the following syntax for adding systems:
```rust
App::new()
.add_system(setup.on_startup())
.add_systems((
show_menu.in_schedule(OnEnter(GameState::Paused)),
menu_ssytem.in_set(OnUpdate(GameState::Paused)),
hide_menu.in_schedule(OnExit(GameState::Paused)),
))
```
## Solution
Add the traits `IntoSystemAppConfig{s}`, which provide the extension methods necessary for configuring which schedule a system belongs to. These extension methods return `IntoSystemAppConfig{s}`, which `App::add_system{s}` uses to choose which schedule to add systems to.
---
## Changelog
+ Added the extension methods `in_schedule(label)` and `on_startup()` for configuring the schedule a system belongs to.
## Future Work
* Replace all uses of `add_startup_system` in the engine.
* Deprecate this method
# Objective
Fix#7584.
## Solution
Add an abstraction for creating custom system combinators with minimal boilerplate. Use this to implement AND/OR combinators. Use this to simplify the implementation of `PipeSystem`.
## Example
Feel free to bikeshed on the syntax.
I chose the names `and_then`/`or_else` to emphasize the fact that these short-circuit, while I chose method syntax to empasize that the arguments are *not* treated equally.
```rust
app.add_systems((
my_system.run_if(resource_exists::<R>().and_then(resource_equals(R(0)))),
our_system.run_if(resource_exists::<R>().or_else(resource_exists::<S>())),
));
```
---
## Todo
- [ ] Decide on a syntax
- [x] Write docs
- [x] Write tests
## Changelog
+ Added the extension methods `.and_then(...)` and `.or_else(...)` to run conditions, which allows combining run conditions with short-circuiting behavior.
+ Added the trait `Combine`, which can be used with the new `CombinatorSystem` to create system combinators with custom behavior.
# Objective
`ChangeTrackers<>` is a `WorldQuery` type that lets you access the change ticks for a component. #7097 has added `Ref<>`, which gives access to a component's value in addition to its change ticks. Since bevy's access model does not separate a component's value from its change ticks, there is no benefit to using `ChangeTrackers<T>` over `Ref<T>`.
## Solution
Deprecate `ChangeTrackers<>`.
---
## Changelog
* `ChangeTrackers<T>` has been deprecated. It will be removed in Bevy 0.11.
## Migration Guide
`ChangeTrackers<T>` has been deprecated, and will be removed in the next release. Any usage should be replaced with `Ref<T>`.
```rust
// Before (0.9)
fn my_system(q: Query<(&MyComponent, ChangeTrackers<MyComponent>)>) {
for (value, trackers) in &q {
if trackers.is_changed() {
// Do something with `value`.
}
}
}
// After (0.10)
fn my_system(q: Query<Ref<MyComponent>>) {
for value in &q {
if value.is_changed() {
// Do something with `value`.
}
}
}
```
# Objective
Fix#7440. Fix#7441.
## Solution
* Remove builder functions on `ScheduleBuildSettings` in favor of public fields, move docs to the fields.
* Add `use_shortnames` and use it in `get_node_name` to feed it through `bevy_utils::get_short_name`.
# Objective
Fixes#7632.
As discussed in #7634, it can be quite challenging for users to intuit the mental model of how states now work.
## Solution
Rather than change the behavior of the `OnUpdate` system set, instead work on making sure it's easy to understand what's going on.
Two things have been done:
1. Remove the `.on_update` method from our bevy of system building traits. This was special-cased and made states feel much more magical than they need to.
2. Improve the docs for the `OnUpdate` system set.