Commit graph

26 commits

Author SHA1 Message Date
Michel van der Hulst
6ce7ce208e Change UI coordinate system to have origin at top left corner (#6000)
# Objective
Fixes #5572

## Solution

Approach is to invert the Y-axis of the UI Camera by changing the UI projection matrix to render the UI upside down.

After that I'm trying to fix all issues, that pop up:
- interaction expected the "old" position
- images and text were displayed upside-down
- baseline of text was based on the top of the glyph instead of bottom

... probably a lot more.

---

Result when running examples:
<details>
    <summary>Button example</summary>

main branch:
![button main](https://user-images.githubusercontent.com/4232644/190856087-61dd1d98-42b5-4238-bd97-149744ddfeba.png)
this pr:
![button pr](https://user-images.githubusercontent.com/4232644/190856097-3f4bc97a-ed15-4e97-b7f1-2b2dd6bb8b14.png)

</details>

<details>
    <summary>Text example</summary>

m
![text main](https://user-images.githubusercontent.com/4232644/192142831-4cf19aa1-f49a-485e-af7b-374d6f5c396c.png)
ain branch: 


this pr:
![text pr fixed](https://user-images.githubusercontent.com/4232644/192142829-c433db3b-32e1-4ee8-b493-0b4a4d9c8e70.png)


</details>

<details>
    <summary>Text debug example</summary>

main branch:
![text_debug main](https://user-images.githubusercontent.com/4232644/192142822-940aefa6-e502-410b-8da4-5570f77b5df2.png)

this pr:
![text_debug pr fixed](https://user-images.githubusercontent.com/4232644/194547010-8c968f5c-5a71-4ffc-871d-790c06d48016.png)

</details>

<details>
    <summary>Transparency UI example</summary>

main branch:
![transparency_ui main](https://user-images.githubusercontent.com/4232644/190856172-328c60fe-3622-4598-97d5-2f1595db13b3.png)


this pr:
![transperency_ui pr](https://user-images.githubusercontent.com/4232644/190856179-a2dafb99-41ea-45a9-9dd6-400fa3ef24b9.png)

</details>

<details>
    <summary>UI example</summary>

**ui example**
main branch:
![ui main](https://user-images.githubusercontent.com/4232644/192142812-e20ba31a-6841-46d9-a785-4198cf22dc99.png)

this pr:
![ui pr fixed](https://user-images.githubusercontent.com/4232644/192142788-cc0b74e0-7710-4faa-b5a2-60270a5da77c.png)

</details>

## Changelog
UI coordinate system and cursor position was changed from bottom left origin, y+ up to top left origin, y+ down.

## Migration Guide
All flex layout should be inverted (ColumnReverse => Column, FlexStart => FlexEnd, WrapReverse => Wrap)
System where dealing with cursor position should be changed to account for cursor position being based on the top left instead of bottom left
2022-10-11 12:51:44 +00:00
Alice Cecile
481eec2c92 Rename UiColor to BackgroundColor (#6087)
# Objective

Fixes #6078. The `UiColor` component is unhelpfully named: it is unclear, ambiguous with border color and 

## Solution

Rename the `UiColor` component (and associated fields) to `BackgroundColor` / `background_colorl`.

## Migration Guide

`UiColor` has been renamed to `BackgroundColor`. This change affects `NodeBundle`, `ButtonBundle` and `ImageBundle`. In addition, the corresponding field on `ExtractedUiNode` has been renamed to `background_color` for consistency.
2022-09-25 00:39:17 +00:00
Jerome Humbert
8b7b44d839 Move sprite::Rect into bevy_math (#5686)
# Objective

Promote the `Rect` utility of `sprite::Rect`, which defines a rectangle
by its minimum and maximum corners, to the `bevy_math` crate to make it
available as a general math type to all crates without the need to
depend on the `bevy_sprite` crate.

Fixes #5575

## Solution

Move `sprite::Rect` into `bevy_math` and fix all uses.

Implement `Reflect` for `Rect` directly into the `bevy_reflect` crate by
having `bevy_reflect` depend on `bevy_math`. This looks like a new
dependency, but the `bevy_reflect` was "cheating" for other math types
by directly depending on `glam` to reflect other math types, thereby
giving the illusion that there was no dependency on `bevy_math`. In
practice conceptually Bevy's math types are reflected into the
`bevy_reflect` crate to avoid a dependency of that crate to a "lower
level" utility crate like `bevy_math` (which in turn would make
`bevy_reflect` be a dependency of most other crates, and increase the
risk of circular dependencies). So this change simply formalizes that
dependency in `Cargo.toml`.

The `Rect` struct is also augmented in this change with a collection of
utility methods to improve its usability. A few uses cases are updated
to use those new methods, resulting is more clear and concise syntax.

---

## Changelog

### Changed

- Moved the `sprite::Rect` type into `bevy_math`.

### Added

- Added several utility methods to the `math::Rect` type.

## Migration Guide

The `bevy::sprite::Rect` type moved to the math utility crate as
`bevy::math::Rect`. You should change your imports from `use
bevy::sprite::Rect` to `use bevy::math::Rect`.
2022-09-02 12:35:23 +00:00
Andreas Weibye
675607a7e6 Add AUTO and UNDEFINED const constructors for Size (#5761)
# Objective

Very small convenience constructors added to `Size`. 

Does not change current examples too much but I'm working on a rather complex UI use-case where this cuts down on some extra typing :)
2022-08-22 23:08:08 +00:00
Gino Valente
bd008589f3 bevy_reflect: Update enum derives (#5473)
> In draft until #4761 is merged. See the relevant commits [here](a85fe94a18).

---

# Objective

Update enums across Bevy to use the new enum reflection and get rid of `#[reflect_value(...)]` usages.

## Solution

Find and replace all[^1] instances of `#[reflect_value(...)]` on enum types.

---

## Changelog

- Updated all[^1] reflected enums to implement `Enum` (i.e. they are no longer `ReflectRef::Value`)

## Migration Guide
Bevy-defined enums have been updated to implement `Enum` and are not considered value types (`ReflectRef::Value`) anymore. This means that their serialized representations will need to be updated. For example, given the Bevy enum:

```rust
pub enum ScalingMode {
  None,
  WindowSize,
  Auto { min_width: f32, min_height: f32 },
  FixedVertical(f32),
  FixedHorizontal(f32),
}
```

You will need to update the serialized versions accordingly.

```js
// OLD FORMAT
{
  "type": "bevy_render:📷:projection::ScalingMode",
  "value": FixedHorizontal(720),
},

// NEW FORMAT
{
  "type": "bevy_render:📷:projection::ScalingMode",
  "enum": {
    "variant": "FixedHorizontal",
    "tuple": [
      {
        "type": "f32",
        "value": 720,
      },
    ],
  },
},
```

This may also have other smaller implications (such as `Debug` representation), but serialization is probably the most prominent.

[^1]: All enums except `HandleId` as neither `Uuid` nor `AssetPathId` implement the reflection traits
2022-08-02 22:40:29 +00:00
KDecay
bf085ee1d2 Remove Size and UiRect generics (#5404)
# Objective

- Migrate changes from #3503.

## Solution

- Change `Size<T>` and `UiRect<T>` to `Size` and `UiRect` using `Val`.
- Implement `Sub`, `SubAssign`, `Mul`, `MulAssign`, `Div` and `DivAssign` for `Val`.
- Update tests for `Size`.

---

## Changelog

### Changed

- The generic `T` of `Size` and `UiRect` got removed and instead they both now always use `Val`.

## Migration Guide

- The generic `T` of `Size` and `UiRect` got removed and instead they both now always use `Val`. If you used a `Size<f32>` consider replacing it with a `Vec2` which is way more powerful.


Co-authored-by: KDecay <KDecayMusic@protonmail.com>
2022-08-01 16:27:16 +00:00
Rob Parrett
cfee0e882e Fix various typos (#5417)
## Objective

- Fix some typos

## Solution

- Fix em. 
- My favorite was `maxizimed`
2022-07-21 20:46:54 +00:00
Alice Cecile
01f5f8cbe3 Disable UI node Interaction when ComputedVisibility is false (#5361)
# Objective

UI nodes can be hidden by setting their `Visibility` property. Since #5310 was merged, this is now ergonomic to use, as visibility is now inherited.

However, UI nodes still receive (and store) interactions when hidden, resulting in surprising hidden state (and an inability to otherwise disable UI nodes.

## Solution

Fixes #5360.

I've updated the `ui_focus_system` to accomplish this in a minimally intrusive way, and updated the docs to match.

**NOTE:** I have not added automated tests to verify this behavior, as we do not currently have a good testing paradigm for `bevy_ui`. I'm not thrilled with that by any means, but I'm not sure fixing it is within scope.

## Paths not taken

### Separate `Disabled` component

This is a much larger and more controversial change, and not well-scoped to UI.
Furthermore, it is extremely rare that you want hidden UI elements to function: the most common cases are for things like changing tabs, collapsing elements or so on.
Splitting this behavior would be more complex, and substantially violate user expectations.

### A separate limbo world

Mentioned in the linked issue. Super cool, but all of the problems  of the `Disabled` component solution with a whole new RFC-worth of complexity.

### Using change detection to reduce the amount of redundant work

Adds a lot of complexity for questionable performance gains. Likely involves a complete refactor of the entire system.

We simply don't have the tests or benchmarks here to justify this.

## Changelog

- UI nodes are now always in an `Interaction::None` state while they are hidden (via the `ComputedVisibility` component).
2022-07-20 21:26:47 +00:00
Jakob Hellermann
49ff42cc69 fix new clippy lints (#5160)
# Objective

- Nightly clippy lints should be fixed before they get stable and break CI
  
## Solution

- fix new clippy lints
- ignore `significant_drop_in_scrutinee` since it isn't relevant in our loop https://github.com/rust-lang/rust-clippy/issues/8987
```rust
for line in io::stdin().lines() {
    ...
}
```

Co-authored-by: Jakob Hellermann <hellermann@sipgate.de>
2022-07-01 13:41:23 +00:00
Rob Parrett
5e1756954f Derive default for enums where possible (#5158)
# Objective

Fixes #5153

## Solution

Search for all enums and manually check if they have default impls that can use this new derive.

By my reckoning:

| enum | num |
|-|-|
| total | 159 |
| has default impl | 29 |
| default is unit variant | 23 |
2022-07-01 03:42:15 +00:00
Félix Lescaudey de Maneville
f000c2b951 Clippy improvements (#4665)
# Objective

Follow up to my previous MR #3718 to add new clippy warnings to bevy:

- [x] [~~option_if_let_else~~](https://rust-lang.github.io/rust-clippy/master/#option_if_let_else) (reverted)
- [x] [redundant_else](https://rust-lang.github.io/rust-clippy/master/#redundant_else)
- [x] [match_same_arms](https://rust-lang.github.io/rust-clippy/master/#match_same_arms)
- [x] [semicolon_if_nothing_returned](https://rust-lang.github.io/rust-clippy/master/#semicolon_if_nothing_returned)
- [x] [explicit_iter_loop](https://rust-lang.github.io/rust-clippy/master/#explicit_iter_loop)
- [x] [map_flatten](https://rust-lang.github.io/rust-clippy/master/#map_flatten)

There is one commit per clippy warning, and the matching flags are added to the CI execution.

To test the CI execution you may run `cargo run -p ci -- clippy` at the root.

I choose the add the flags in the `ci` tool crate to avoid having them in every `lib.rs` but I guess it could become an issue with suprise warnings coming up after a commit/push


Co-authored-by: Carter Anderson <mcanders1@gmail.com>
2022-05-31 01:38:07 +00:00
Daniel McNab
1bbd5c25c0 Enforce type safe usage of Handle::get (#4794)
# Objective

- Sometimes, people might load an asset as one type, then use it with an `Asset`s for a different type.
- See e.g. #4784. 
- This is especially likely with the Gltf types, since users may not have a clear conceptual model of what types the assets will be.
- We had an instance of this ourselves, in the `scene_viewer` example

## Solution

- Make `Assets::get` require a type safe handle.

---

## Changelog

### Changed

- `Assets::<T>::get` and `Assets::<T>::get_mut` now require that the passed handles are `Handle<T>`, improving the type safety of handles.

### Added
- `HandleUntyped::typed_weak`, a helper function for creating a weak typed version of an exisitng `HandleUntyped`.

## Migration Guide

`Assets::<T>::get` and `Assets::<T>::get_mut` now require that the passed handles are `Handle<T>`, improving the type safety of handles. If you were previously passing in:
   - a `HandleId`, use `&Handle::weak(id)` instead, to create a weak handle. You may have been able to store a type safe `Handle` instead.
   - a `HandleUntyped`, use `&handle_untyped.typed_weak()` to create a weak handle of the specified type. This is most likely to be the useful when using [load_folder](https://docs.rs/bevy_asset/latest/bevy_asset/struct.AssetServer.html#method.load_folder)
   - a `Handle<U>` of  of a different type, consider whether this is the correct handle type to store. If it is (i.e. the same handle id is used for multiple different Asset types) use `Handle::weak(handle.id)` to cast to a different type.
2022-05-30 16:59:44 +00:00
Jakob Hellermann
2b6e67f4cb add #[reflect(Default)] to create default value for reflected types (#3733)
### Problem
It currently isn't possible to construct the default value of a reflected type. Because of that, it isn't possible to use `add_component` of `ReflectComponent` to add a new component to an entity because you can't know what the initial value should be.

### Solution

1. add `ReflectDefault` type
```rust
#[derive(Clone)]
pub struct ReflectDefault {
    default: fn() -> Box<dyn Reflect>,
}

impl ReflectDefault {
    pub fn default(&self) -> Box<dyn Reflect> {
        (self.default)()
    }
}

impl<T: Reflect + Default> FromType<T> for ReflectDefault {
    fn from_type() -> Self {
        ReflectDefault {
            default: || Box::new(T::default()),
        }
    }
}
```

2. add `#[reflect(Default)]` to all component types that implement `Default` and are user facing (so not `ComputedSize`, `CubemapVisibleEntities` etc.)



This makes it possible to add the default value of a component to an entity without any compile-time information:

```rust
fn main() {
    let mut app = App::new();
    app.register_type::<Camera>();

    let type_registry = app.world.get_resource::<TypeRegistry>().unwrap();
    let type_registry = type_registry.read();

    let camera_registration = type_registry.get(std::any::TypeId::of::<Camera>()).unwrap();
    let reflect_default = camera_registration.data::<ReflectDefault>().unwrap();
    let reflect_component = camera_registration
        .data::<ReflectComponent>()
        .unwrap()
        .clone();

    let default = reflect_default.default();

    drop(type_registry);

    let entity = app.world.spawn().id();
    reflect_component.add_component(&mut app.world, entity, &*default);

    let camera = app.world.entity(entity).get::<Camera>().unwrap();
    dbg!(&camera);
}
```

### Open questions
- should we have `ReflectDefault` or `ReflectFromWorld` or both?
2022-05-03 19:20:13 +00:00
KDecay
989fb8a78d Move Rect to bevy_ui and rename it to UiRect (#4276)
# Objective

- Closes #335.
- Related #4285.
- Part of the splitting process of #3503.

## Solution

- Move `Rect` to `bevy_ui` and rename it to `UiRect`.

## Reasons

- `Rect` is only used in `bevy_ui` and therefore calling it `UiRect` makes the intent clearer.
- We have two types that are called `Rect` currently and it's missleading (see `bevy_sprite::Rect` and #335).
- Discussion in #3503.

## Changelog

### Changed

- The `Rect` type got moved from `bevy_math` to `bevy_ui` and renamed to `UiRect`.

## Migration Guide

- The `Rect` type got renamed to `UiRect`. To migrate you just have to change every occurrence of `Rect` to `UiRect`.

Co-authored-by: KDecay <KDecayMusic@protonmail.com>
2022-04-25 19:20:38 +00:00
KDecay
7a7f097485 Move Size to bevy_ui (#4285)
# Objective

- Related #4276.
- Part of the splitting process of #3503.

## Solution

- Move `Size` to `bevy_ui`.

## Reasons

- `Size` is only needed in `bevy_ui` (because it needs to use `Val` instead of `f32`), but it's also used as a worse `Vec2`  replacement in other areas.
- `Vec2` is more powerful than `Size` so it should be used whenever possible.
- Discussion in #3503.

## Changelog

### Changed

- The `Size` type got moved from `bevy_math` to `bevy_ui`.

## Migration Guide

- The `Size` type got moved from `bevy::math` to `bevy::ui`. To migrate you just have to import `bevy::ui::Size` instead of `bevy::math::Math` or use the `bevy::prelude` instead.

Co-authored-by: KDecay <KDecayMusic@protonmail.com>
2022-04-25 13:54:46 +00:00
Troels Jessen
32f7997c56 Partially document bevy_ui (#3526)
# Objective

Updated the docs for bevy_ui as requested by #3492 

## Solution

I have documented the parts I understand. anchors.rs is not in use and should be removed, thus I haven't documented that, and some of the more renderer-heavy code is beyond me and needs input from either cart or someone familiar with bevy rendering

Co-authored-by: Troels Jessen <kairyuka@gmail.com>
2022-01-07 22:20:34 +00:00
davier
340957994d Implement the Overflow::Hidden style property for UI (#3296)
# Objective

This PR implements the `overflow` style property in `bevy_ui`. When set to `Overflow::Hidden`, the children of that node are clipped so that overflowing parts are not rendered. This is an important building block for UI widgets.

## Solution

Clipping is done on the CPU so that it does not break batching.

The clip regions update was implemented as a separate system for clarity, but it could be merged with the other UI systems to avoid doing an additional tree traversal. (I don't think it's important until we fix the layout performance issues though).

A scrolling list was added to the `ui_pipelined` example to showcase `Overflow::Hidden`. For the sake of simplicity, it can only be scrolled with a mouse.
2021-12-19 05:44:28 +00:00
Carter Anderson
ffecb05a0a Replace old renderer with new renderer (#3312)
This makes the [New Bevy Renderer](#2535) the default (and only) renderer. The new renderer isn't _quite_ ready for the final release yet, but I want as many people as possible to start testing it so we can identify bugs and address feedback prior to release.

The examples are all ported over and operational with a few exceptions:

* I removed a good portion of the examples in the `shader` folder. We still have some work to do in order to make these examples possible / ergonomic / worthwhile: #3120 and "high level shader material plugins" are the big ones. This is a temporary measure.
* Temporarily removed the multiple_windows example: doing this properly in the new renderer will require the upcoming "render targets" changes. Same goes for the render_to_texture example.
* Removed z_sort_debug: entity visibility sort info is no longer available in app logic. we could do this on the "render app" side, but i dont consider it a priority.
2021-12-14 03:58:23 +00:00
Jerome Humbert
a5c675f336 Add docstring comment to Style to reference CSS (#2936)
Mention the fact that the UI layout system is based on the CSS layout
model through a docstring comment on the `Style` type.

# Objective

Explain to new users that the Bevy UI uses the CSS layout model, to lower the barrier to entry given the fact documentation (book and code) is fairly limited on the topic.

## Solution

Fix as discussed with @alice-i-cecile on #2918.
2021-11-06 20:53:10 +00:00
TheRawMeatball
2974293682 Add ControlNode for UI (#2908)
This PR adds a ControlNode which marks an entity as "transparent" to the UI layout system, meaning the children of this entity will be treated as the children of this entity s parent by the layout system(s).
2021-10-06 19:00:36 +00:00
Paweł Grabarz
07ed1d053e Implement and require #[derive(Component)] on all component structs (#2254)
This implements the most minimal variant of #1843 - a derive for marker trait. This is a prerequisite to more complicated features like statically defined storage type or opt-out component reflection.

In order to make component struct's purpose explicit and avoid misuse, it must be annotated with `#[derive(Component)]` (manual impl is discouraged for compatibility). Right now this is just a marker trait, but in the future it might be expanded. Making this change early allows us to make further changes later without breaking backward compatibility for derive macro users.

This already prevents a lot of issues, like using bundles in `insert` calls. Primitive types are no longer valid components as well. This can be easily worked around by adding newtype wrappers and deriving `Component` for them.

One funny example of prevented bad code (from our own tests) is when an newtype struct or enum variant is used. Previously, it was possible to write `insert(Newtype)` instead of `insert(Newtype(value))`. That code compiled, because function pointers (in this case newtype struct constructor) implement `Send + Sync + 'static`, so we allowed them to be used as components. This is no longer the case and such invalid code will trigger a compile error.


Co-authored-by: = <=>
Co-authored-by: TheRawMeatball <therawmeatball@gmail.com>
Co-authored-by: Carter Anderson <mcanders1@gmail.com>
2021-10-03 19:23:44 +00:00
Mirko Rainer
958f8b124a Use Explicit Names for Flex Direction (#2672)
# Objective

- Clarify vague meaning of "Ltr" and "Rtl". For someone familiar with Flex Box, this is easy to understand, but being more explicit will help beginners or those unfamiliar, without the need to do research.

## Solution

- Change three letter abbreviation to fully descriptive name.
2021-08-24 01:50:21 +00:00
Carter Anderson
be1c317d4e Resolve (most) internal system ambiguities (#1606)
* Adds labels and orderings to systems that need them (uses the new many-to-many labels for InputSystem)
* Removes the Event, PreEvent, Scene, and Ui stages in favor of First, PreUpdate, and PostUpdate (there is more collapsing potential, such as the Asset stages and _maybe_ removing First, but those have more nuance so they should be handled separately)
* Ambiguity detection now prints component conflicts
* Removed broken change filters from flex calculation (which implicitly relied on the z-update system always modifying translation.z). This will require more work to make it behave as expected so i just removed it (and it was already doing this work every frame).
2021-03-10 22:37:02 +00:00
Nathan Stocks
faeccd7a09 Reflection cleanup (#1536)
This is an effort to provide the correct `#[reflect_value(...)]` attributes where they are needed.  

Supersedes #1533 and resolves #1528.

---

I am working under the following assumptions (thanks to @bjorn3 and @Davier for advice here):

- Any `enum` that derives `Reflect` and one or more of { `Serialize`, `Deserialize`, `PartialEq`, `Hash` } needs a `#[reflect_value(...)]` attribute containing the same subset of { `Serialize`, `Deserialize`, `PartialEq`, `Hash` } that is present on the derive.
- Same as above for `struct` and `#[reflect(...)]`, respectively.
- If a `struct` is used as a component, it should also have `#[reflect(Component)]`
- All reflected types should be registered in their plugins

I treated the following as components (added `#[reflect(Component)]` if necessary):
- `bevy_render`
  - `struct RenderLayers`
- `bevy_transform`
  - `struct GlobalTransform`
  - `struct Parent`
  - `struct Transform`
- `bevy_ui`
  - `struct Style`

Not treated as components:
- `bevy_math`
  - `struct Size<T>`
  - `struct Rect<T>`
  - Note: The updates for `Size<T>` and `Rect<T>` in `bevy::math::geometry` required using @Davier's suggestion to add `+ PartialEq` to the trait bound. I then registered the specific types used over in `bevy_ui` such as `Size<Val>`, etc. in `bevy_ui`'s plugin, since `bevy::math` does not contain a plugin.
- `bevy_render`
  - `struct Color`
  - `struct PipelineSpecialization`
  - `struct ShaderSpecialization`
  - `enum PrimitiveTopology`
  - `enum IndexFormat`

Not Addressed:
- I am not searching for components in Bevy that are _not_ reflected. So if there are components that are not reflected that should be reflected, that will need to be figured out in another PR.
- I only added `#[reflect(...)]` or `#[reflect_value(...)]` entries for the set of four traits { `Serialize`, `Deserialize`, `PartialEq`, `Hash` } _if they were derived via `#[derive(...)]`_. I did not look for manual trait implementations of the same set of four, nor did I consider any traits outside the four.  Are those other possibilities something that needs to be looked into?
2021-03-09 23:39:41 +00:00
Carter Anderson
3a2a68852c Bevy ECS V2 (#1525)
# Bevy ECS V2

This is a rewrite of Bevy ECS (basically everything but the new executor/schedule, which are already awesome). The overall goal was to improve the performance and versatility of Bevy ECS. Here is a quick bulleted list of changes before we dive into the details:

* Complete World rewrite
* Multiple component storage types:
    * Tables: fast cache friendly iteration, slower add/removes (previously called Archetypes)
    * Sparse Sets: fast add/remove, slower iteration
* Stateful Queries (caches query results for faster iteration. fragmented iteration is _fast_ now)
* Stateful System Params (caches expensive operations. inspired by @DJMcNab's work in #1364)
* Configurable System Params (users can set configuration when they construct their systems. once again inspired by @DJMcNab's work)
* Archetypes are now "just metadata", component storage is separate
* Archetype Graph (for faster archetype changes)
* Component Metadata
    * Configure component storage type
    * Retrieve information about component size/type/name/layout/send-ness/etc
    * Components are uniquely identified by a densely packed ComponentId
    * TypeIds are now totally optional (which should make implementing scripting easier)
* Super fast "for_each" query iterators
* Merged Resources into World. Resources are now just a special type of component
* EntityRef/EntityMut builder apis (more efficient and more ergonomic)
* Fast bitset-backed `Access<T>` replaces old hashmap-based approach everywhere
* Query conflicts are determined by component access instead of archetype component access (to avoid random failures at runtime)
    * With/Without are still taken into account for conflicts, so this should still be comfy to use
* Much simpler `IntoSystem` impl
* Significantly reduced the amount of hashing throughout the ecs in favor of Sparse Sets (indexed by densely packed ArchetypeId, ComponentId, BundleId, and TableId)
* Safety Improvements
    * Entity reservation uses a normal world reference instead of unsafe transmute
    * QuerySets no longer transmute lifetimes
    * Made traits "unsafe" where relevant
    * More thorough safety docs
* WorldCell
    * Exposes safe mutable access to multiple resources at a time in a World 
* Replaced "catch all" `System::update_archetypes(world: &World)` with `System::new_archetype(archetype: &Archetype)`
* Simpler Bundle implementation
* Replaced slow "remove_bundle_one_by_one" used as fallback for Commands::remove_bundle with fast "remove_bundle_intersection"
* Removed `Mut<T>` query impl. it is better to only support one way: `&mut T` 
* Removed with() from `Flags<T>` in favor of `Option<Flags<T>>`, which allows querying for flags to be "filtered" by default 
* Components now have is_send property (currently only resources support non-send)
* More granular module organization
* New `RemovedComponents<T>` SystemParam that replaces `query.removed::<T>()`
* `world.resource_scope()` for mutable access to resources and world at the same time
* WorldQuery and QueryFilter traits unified. FilterFetch trait added to enable "short circuit" filtering. Auto impled for cases that don't need it
* Significantly slimmed down SystemState in favor of individual SystemParam state
* System Commands changed from `commands: &mut Commands` back to `mut commands: Commands` (to allow Commands to have a World reference)

Fixes #1320

## `World` Rewrite

This is a from-scratch rewrite of `World` that fills the niche that `hecs` used to. Yes, this means Bevy ECS is no longer a "fork" of hecs. We're going out our own!

(the only shared code between the projects is the entity id allocator, which is already basically ideal)

A huge shout out to @SanderMertens (author of [flecs](https://github.com/SanderMertens/flecs)) for sharing some great ideas with me (specifically hybrid ecs storage and archetype graphs). He also helped advise on a number of implementation details.

## Component Storage (The Problem)

Two ECS storage paradigms have gained a lot of traction over the years:

* **Archetypal ECS**: 
    * Stores components in "tables" with static schemas. Each "column" stores components of a given type. Each "row" is an entity.
    * Each "archetype" has its own table. Adding/removing an entity's component changes the archetype.
    * Enables super-fast Query iteration due to its cache-friendly data layout
    * Comes at the cost of more expensive add/remove operations for an Entity's components, because all components need to be copied to the new archetype's "table"
* **Sparse Set ECS**:
    * Stores components of the same type in densely packed arrays, which are sparsely indexed by densely packed unsigned integers (Entity ids)
    * Query iteration is slower than Archetypal ECS because each entity's component could be at any position in the sparse set. This "random access" pattern isn't cache friendly. Additionally, there is an extra layer of indirection because you must first map the entity id to an index in the component array.
    * Adding/removing components is a cheap, constant time operation 

Bevy ECS V1, hecs, legion, flec, and Unity DOTS are all "archetypal ecs-es". I personally think "archetypal" storage is a good default for game engines. An entity's archetype doesn't need to change frequently in general, and it creates "fast by default" query iteration (which is a much more common operation). It is also "self optimizing". Users don't need to think about optimizing component layouts for iteration performance. It "just works" without any extra boilerplate.

Shipyard and EnTT are "sparse set ecs-es". They employ "packing" as a way to work around the "suboptimal by default" iteration performance for specific sets of components. This helps, but I didn't think this was a good choice for a general purpose engine like Bevy because:

1. "packs" conflict with each other. If bevy decides to internally pack the Transform and GlobalTransform components, users are then blocked if they want to pack some custom component with Transform.
2. users need to take manual action to optimize

Developers selecting an ECS framework are stuck with a hard choice. Select an "archetypal" framework with "fast iteration everywhere" but without the ability to cheaply add/remove components, or select a "sparse set" framework to cheaply add/remove components but with slower iteration performance.

## Hybrid Component Storage (The Solution)

In Bevy ECS V2, we get to have our cake and eat it too. It now has _both_ of the component storage types above (and more can be added later if needed):

* **Tables** (aka "archetypal" storage)
    * The default storage. If you don't configure anything, this is what you get
    * Fast iteration by default
    * Slower add/remove operations
* **Sparse Sets**
    * Opt-in
    * Slower iteration
    * Faster add/remove operations

These storage types complement each other perfectly. By default Query iteration is fast. If developers know that they want to add/remove a component at high frequencies, they can set the storage to "sparse set":

```rust
world.register_component(
    ComponentDescriptor:🆕:<MyComponent>(StorageType::SparseSet)
).unwrap();
```

## Archetypes

Archetypes are now "just metadata" ... they no longer store components directly. They do store:

* The `ComponentId`s of each of the Archetype's components (and that component's storage type)
    * Archetypes are uniquely defined by their component layouts
    * For example: entities with "table" components `[A, B, C]` _and_ "sparse set" components `[D, E]` will always be in the same archetype.
* The `TableId` associated with the archetype
    * For now each archetype has exactly one table (which can have no components),
    * There is a 1->Many relationship from Tables->Archetypes. A given table could have any number of archetype components stored in it:
        * Ex: an entity with "table storage" components `[A, B, C]` and "sparse set" components `[D, E]` will share the same `[A, B, C]` table as an entity with `[A, B, C]` table component and `[F]` sparse set components.
        * This 1->Many relationship is how we preserve fast "cache friendly" iteration performance when possible (more on this later)
* A list of entities that are in the archetype and the row id of the table they are in
* ArchetypeComponentIds
    * unique densely packed identifiers for (ArchetypeId, ComponentId) pairs
    * used by the schedule executor for cheap system access control
* "Archetype Graph Edges" (see the next section)  

## The "Archetype Graph"

Archetype changes in Bevy (and a number of other archetypal ecs-es) have historically been expensive to compute. First, you need to allocate a new vector of the entity's current component ids, add or remove components based on the operation performed, sort it (to ensure it is order-independent), then hash it to find the archetype (if it exists). And thats all before we get to the _already_ expensive full copy of all components to the new table storage.

The solution is to build a "graph" of archetypes to cache these results. @SanderMertens first exposed me to the idea (and he got it from @gjroelofs, who came up with it). They propose adding directed edges between archetypes for add/remove component operations. If `ComponentId`s are densely packed, you can use sparse sets to cheaply jump between archetypes.

Bevy takes this one step further by using add/remove `Bundle` edges instead of `Component` edges. Bevy encourages the use of `Bundles` to group add/remove operations. This is largely for "clearer game logic" reasons, but it also helps cut down on the number of archetype changes required. `Bundles` now also have densely-packed `BundleId`s. This allows us to use a _single_ edge for each bundle operation (rather than needing to traverse N edges ... one for each component). Single component operations are also bundles, so this is strictly an improvement over a "component only" graph.

As a result, an operation that used to be _heavy_ (both for allocations and compute) is now two dirt-cheap array lookups and zero allocations.

## Stateful Queries

World queries are now stateful. This allows us to:

1. Cache archetype (and table) matches
    * This resolves another issue with (naive) archetypal ECS: query performance getting worse as the number of archetypes goes up (and fragmentation occurs).
2. Cache Fetch and Filter state
    * The expensive parts of fetch/filter operations (such as hashing the TypeId to find the ComponentId) now only happen once when the Query is first constructed
3. Incrementally build up state
    * When new archetypes are added, we only process the new archetypes (no need to rebuild state for old archetypes)

As a result, the direct `World` query api now looks like this:

```rust
let mut query = world.query::<(&A, &mut B)>();
for (a, mut b) in query.iter_mut(&mut world) {
}
```

Requiring `World` to generate stateful queries (rather than letting the `QueryState` type be constructed separately) allows us to ensure that _all_ queries are properly initialized (and the relevant world state, such as ComponentIds). This enables QueryState to remove branches from its operations that check for initialization status (and also enables query.iter() to take an immutable world reference because it doesn't need to initialize anything in world).

However in systems, this is a non-breaking change. State management is done internally by the relevant SystemParam.

## Stateful SystemParams

Like Queries, `SystemParams` now also cache state. For example, `Query` system params store the "stateful query" state mentioned above. Commands store their internal `CommandQueue`. This means you can now safely use as many separate `Commands` parameters in your system as you want. `Local<T>` system params store their `T` value in their state (instead of in Resources). 

SystemParam state also enabled a significant slim-down of SystemState. It is much nicer to look at now.

Per-SystemParam state naturally insulates us from an "aliased mut" class of errors we have hit in the past (ex: using multiple `Commands` system params).

(credit goes to @DJMcNab for the initial idea and draft pr here #1364)

## Configurable SystemParams

@DJMcNab also had the great idea to make SystemParams configurable. This allows users to provide some initial configuration / values for system parameters (when possible). Most SystemParams have no config (the config type is `()`), but the `Local<T>` param now supports user-provided parameters:

```rust

fn foo(value: Local<usize>) {    
}

app.add_system(foo.system().config(|c| c.0 = Some(10)));
```

## Uber Fast "for_each" Query Iterators

Developers now have the choice to use a fast "for_each" iterator, which yields ~1.5-3x iteration speed improvements for "fragmented iteration", and minor ~1.2x iteration speed improvements for unfragmented iteration. 

```rust
fn system(query: Query<(&A, &mut B)>) {
    // you now have the option to do this for a speed boost
    query.for_each_mut(|(a, mut b)| {
    });

    // however normal iterators are still available
    for (a, mut b) in query.iter_mut() {
    }
}
```

I think in most cases we should continue to encourage "normal" iterators as they are more flexible and more "rust idiomatic". But when that extra "oomf" is needed, it makes sense to use `for_each`.

We should also consider using `for_each` for internal bevy systems to give our users a nice speed boost (but that should be a separate pr).

## Component Metadata

`World` now has a `Components` collection, which is accessible via `world.components()`. This stores mappings from `ComponentId` to `ComponentInfo`, as well as `TypeId` to `ComponentId` mappings (where relevant). `ComponentInfo` stores information about the component, such as ComponentId, TypeId, memory layout, send-ness (currently limited to resources), and storage type.

## Significantly Cheaper `Access<T>`

We used to use `TypeAccess<TypeId>` to manage read/write component/archetype-component access. This was expensive because TypeIds must be hashed and compared individually. The parallel executor got around this by "condensing" type ids into bitset-backed access types. This worked, but it had to be re-generated from the `TypeAccess<TypeId>`sources every time archetypes changed.

This pr removes TypeAccess in favor of faster bitset access everywhere. We can do this thanks to the move to densely packed `ComponentId`s and `ArchetypeComponentId`s.

## Merged Resources into World

Resources had a lot of redundant functionality with Components. They stored typed data, they had access control, they had unique ids, they were queryable via SystemParams, etc. In fact the _only_ major difference between them was that they were unique (and didn't correlate to an entity).

Separate resources also had the downside of requiring a separate set of access controls, which meant the parallel executor needed to compare more bitsets per system and manage more state.

I initially got the "separate resources" idea from `legion`. I think that design was motivated by the fact that it made the direct world query/resource lifetime interactions more manageable. It certainly made our lives easier when using Resources alongside hecs/bevy_ecs. However we already have a construct for safely and ergonomically managing in-world lifetimes: systems (which use `Access<T>` internally).

This pr merges Resources into World:

```rust
world.insert_resource(1);
world.insert_resource(2.0);
let a = world.get_resource::<i32>().unwrap();
let mut b = world.get_resource_mut::<f64>().unwrap();
*b = 3.0;
```

Resources are now just a special kind of component. They have their own ComponentIds (and their own resource TypeId->ComponentId scope, so they don't conflict wit components of the same type). They are stored in a special "resource archetype", which stores components inside the archetype using a new `unique_components` sparse set (note that this sparse set could later be used to implement Tags). This allows us to keep the code size small by reusing existing datastructures (namely Column, Archetype, ComponentFlags, and ComponentInfo). This allows us the executor to use a single `Access<ArchetypeComponentId>` per system. It should also make scripting language integration easier.

_But_ this merge did create problems for people directly interacting with `World`. What if you need mutable access to multiple resources at the same time? `world.get_resource_mut()` borrows World mutably!

## WorldCell

WorldCell applies the `Access<ArchetypeComponentId>` concept to direct world access:

```rust
let world_cell = world.cell();
let a = world_cell.get_resource_mut::<i32>().unwrap();
let b = world_cell.get_resource_mut::<f64>().unwrap();
```

This adds cheap runtime checks (a sparse set lookup of `ArchetypeComponentId` and a counter) to ensure that world accesses do not conflict with each other. Each operation returns a `WorldBorrow<'w, T>` or `WorldBorrowMut<'w, T>` wrapper type, which will release the relevant ArchetypeComponentId resources when dropped.

World caches the access sparse set (and only one cell can exist at a time), so `world.cell()` is a cheap operation. 

WorldCell does _not_ use atomic operations. It is non-send, does a mutable borrow of world to prevent other accesses, and uses a simple `Rc<RefCell<ArchetypeComponentAccess>>` wrapper in each WorldBorrow pointer. 

The api is currently limited to resource access, but it can and should be extended to queries / entity component access.

## Resource Scopes

WorldCell does not yet support component queries, and even when it does there are sometimes legitimate reasons to want a mutable world ref _and_ a mutable resource ref (ex: bevy_render and bevy_scene both need this). In these cases we could always drop down to the unsafe `world.get_resource_unchecked_mut()`, but that is not ideal!

Instead developers can use a "resource scope"

```rust
world.resource_scope(|world: &mut World, a: &mut A| {
})
```

This temporarily removes the `A` resource from `World`, provides mutable pointers to both, and re-adds A to World when finished. Thanks to the move to ComponentIds/sparse sets, this is a cheap operation.

If multiple resources are required, scopes can be nested. We could also consider adding a "resource tuple" to the api if this pattern becomes common and the boilerplate gets nasty.

## Query Conflicts Use ComponentId Instead of ArchetypeComponentId

For safety reasons, systems cannot contain queries that conflict with each other without wrapping them in a QuerySet. On bevy `main`, we use ArchetypeComponentIds to determine conflicts. This is nice because it can take into account filters:

```rust
// these queries will never conflict due to their filters
fn filter_system(a: Query<&mut A, With<B>>, b: Query<&mut B, Without<B>>) {
}
```

But it also has a significant downside:
```rust
// these queries will not conflict _until_ an entity with A, B, and C is spawned
fn maybe_conflicts_system(a: Query<(&mut A, &C)>, b: Query<(&mut A, &B)>) {
}
```

The system above will panic at runtime if an entity with A, B, and C is spawned. This makes it hard to trust that your game logic will run without crashing.

In this pr, I switched to using `ComponentId` instead. This _is_ more constraining. `maybe_conflicts_system` will now always fail, but it will do it consistently at startup. Naively, it would also _disallow_ `filter_system`, which would be a significant downgrade in usability. Bevy has a number of internal systems that rely on disjoint queries and I expect it to be a common pattern in userspace.

To resolve this, I added a new `FilteredAccess<T>` type, which wraps `Access<T>` and adds with/without filters. If two `FilteredAccess` have with/without values that prove they are disjoint, they will no longer conflict.

## EntityRef / EntityMut

World entity operations on `main` require that the user passes in an `entity` id to each operation:

```rust
let entity = world.spawn((A, )); // create a new entity with A
world.get::<A>(entity);
world.insert(entity, (B, C));
world.insert_one(entity, D);
```

This means that each operation needs to look up the entity location / verify its validity. The initial spawn operation also requires a Bundle as input. This can be awkward when no components are required (or one component is required).

These operations have been replaced by `EntityRef` and `EntityMut`, which are "builder-style" wrappers around world that provide read and read/write operations on a single, pre-validated entity:

```rust
// spawn now takes no inputs and returns an EntityMut
let entity = world.spawn()
    .insert(A) // insert a single component into the entity
    .insert_bundle((B, C)) // insert a bundle of components into the entity
    .id() // id returns the Entity id

// Returns EntityMut (or panics if the entity does not exist)
world.entity_mut(entity)
    .insert(D)
    .insert_bundle(SomeBundle::default());
{
    // returns EntityRef (or panics if the entity does not exist)
    let d = world.entity(entity)
        .get::<D>() // gets the D component
        .unwrap();
    // world.get still exists for ergonomics
    let d = world.get::<D>(entity).unwrap();
}

// These variants return Options if you want to check existence instead of panicing 
world.get_entity_mut(entity)
    .unwrap()
    .insert(E);

if let Some(entity_ref) = world.get_entity(entity) {
    let d = entity_ref.get::<D>().unwrap();
}
```

This _does not_ affect the current Commands api or terminology. I think that should be a separate conversation as that is a much larger breaking change.

## Safety Improvements

* Entity reservation in Commands uses a normal world borrow instead of an unsafe transmute
* QuerySets no longer transmutes lifetimes
* Made traits "unsafe" when implementing a trait incorrectly could cause unsafety
* More thorough safety docs

## RemovedComponents SystemParam

The old approach to querying removed components: `query.removed:<T>()` was confusing because it had no connection to the query itself. I replaced it with the following, which is both clearer and allows us to cache the ComponentId mapping in the SystemParamState:

```rust
fn system(removed: RemovedComponents<T>) {
    for entity in removed.iter() {
    }
} 
```

## Simpler Bundle implementation

Bundles are no longer responsible for sorting (or deduping) TypeInfo. They are just a simple ordered list of component types / data. This makes the implementation smaller and opens the door to an easy "nested bundle" implementation in the future (which i might even add in this pr). Duplicate detection is now done once per bundle type by World the first time a bundle is used.

## Unified WorldQuery and QueryFilter types

(don't worry they are still separate type _parameters_ in Queries .. this is a non-breaking change)

WorldQuery and QueryFilter were already basically identical apis. With the addition of `FetchState` and more storage-specific fetch methods, the overlap was even clearer (and the redundancy more painful).

QueryFilters are now just `F: WorldQuery where F::Fetch: FilterFetch`. FilterFetch requires `Fetch<Item = bool>` and adds new "short circuit" variants of fetch methods. This enables a filter tuple like `(With<A>, Without<B>, Changed<C>)` to stop evaluating the filter after the first mismatch is encountered. FilterFetch is automatically implemented for `Fetch` implementations that return bool.

This forces fetch implementations that return things like `(bool, bool, bool)` (such as the filter above) to manually implement FilterFetch and decide whether or not to short-circuit.

## More Granular Modules

World no longer globs all of the internal modules together. It now exports `core`, `system`, and `schedule` separately. I'm also considering exporting `core` submodules directly as that is still pretty "glob-ey" and unorganized (feedback welcome here).

## Remaining Draft Work (to be done in this pr)

* ~~panic on conflicting WorldQuery fetches (&A, &mut A)~~
    * ~~bevy `main` and hecs both currently allow this, but we should protect against it if possible~~
* ~~batch_iter / par_iter (currently stubbed out)~~
* ~~ChangedRes~~
    * ~~I skipped this while we sort out #1313. This pr should be adapted to account for whatever we land on there~~.
* ~~The `Archetypes` and `Tables` collections use hashes of sorted lists of component ids to uniquely identify each archetype/table. This hash is then used as the key in a HashMap to look up the relevant ArchetypeId or TableId. (which doesn't handle hash collisions properly)~~
* ~~It is currently unsafe to generate a Query from "World A", then use it on "World B" (despite the api claiming it is safe). We should probably close this gap. This could be done by adding a randomly generated WorldId to each world, then storing that id in each Query. They could then be compared to each other on each `query.do_thing(&world)` operation. This _does_ add an extra branch to each query operation, so I'm open to other suggestions if people have them.~~
* ~~Nested Bundles (if i find time)~~

## Potential Future Work

* Expand WorldCell to support queries.
* Consider not allocating in the empty archetype on `world.spawn()`
    * ex: return something like EntityMutUninit, which turns into EntityMut after an `insert` or `insert_bundle` op
    * this actually regressed performance last time i tried it, but in theory it should be faster
* Optimize SparseSet::insert (see `PERF` comment on insert)
* Replace SparseArray `Option<T>` with T::MAX to cut down on branching
    * would enable cheaper get_unchecked() operations
* upstream fixedbitset optimizations
    * fixedbitset could be allocation free for small block counts (store blocks in a SmallVec)
    * fixedbitset could have a const constructor 
* Consider implementing Tags (archetype-specific by-value data that affects archetype identity) 
    * ex: ArchetypeA could have `[A, B, C]` table components and `[D(1)]` "tag" component. ArchetypeB could have `[A, B, C]` table components and a `[D(2)]` tag component. The archetypes are different, despite both having D tags because the value inside D is different.
    * this could potentially build on top of the `archetype.unique_components` added in this pr for resource storage.
* Consider reverting `all_tuples` proc macro in favor of the old `macro_rules` implementation
    * all_tuples is more flexible and produces cleaner documentation (the macro_rules version produces weird type parameter orders due to parser constraints)
    * but unfortunately all_tuples also appears to make Rust Analyzer sad/slow when working inside of `bevy_ecs` (does not affect user code)
* Consider "resource queries" and/or "mixed resource and entity component queries" as an alternative to WorldCell
    * this is basically just "systems" so maybe it's not worth it
* Add more world ops
    * `world.clear()`
    * `world.reserve<T: Bundle>(count: usize)`
 * Try using the old archetype allocation strategy (allocate new memory on resize and copy everything over). I expect this to improve batch insertion performance at the cost of unbatched performance. But thats just a guess. I'm not an allocation perf pro :)
 * Adapt Commands apis for consistency with new World apis 

## Benchmarks

key:

* `bevy_old`: bevy `main` branch
* `bevy`: this branch
* `_foreach`: uses an optimized for_each iterator
* ` _sparse`: uses sparse set storage (if unspecified assume table storage)
* `_system`: runs inside a system (if unspecified assume test happens via direct world ops)

### Simple Insert (from ecs_bench_suite)

![image](https://user-images.githubusercontent.com/2694663/109245573-9c3ce100-7795-11eb-9003-bfd41cd5c51f.png)

### Simpler Iter (from ecs_bench_suite)

![image](https://user-images.githubusercontent.com/2694663/109245795-ffc70e80-7795-11eb-92fb-3ffad09aabf7.png)

### Fragment Iter (from ecs_bench_suite)

![image](https://user-images.githubusercontent.com/2694663/109245849-0fdeee00-7796-11eb-8d25-eb6b7a682c48.png)

### Sparse Fragmented Iter

Iterate a query that matches 5 entities from a single matching archetype, but there are 100 unmatching archetypes

![image](https://user-images.githubusercontent.com/2694663/109245916-2b49f900-7796-11eb-9a8f-ed89c203f940.png)
 
### Schedule (from ecs_bench_suite)

![image](https://user-images.githubusercontent.com/2694663/109246428-1fab0200-7797-11eb-8841-1b2161e90fa4.png)

### Add Remove Component (from ecs_bench_suite)

![image](https://user-images.githubusercontent.com/2694663/109246492-39e4e000-7797-11eb-8985-2706bd0495ab.png)


### Add Remove Component Big

Same as the test above, but each entity has 5 "large" matrix components and 1 "large" matrix component is added and removed

![image](https://user-images.githubusercontent.com/2694663/109246517-449f7500-7797-11eb-835e-28b6790daeaa.png)


### Get Component

Looks up a single component value a large number of times

![image](https://user-images.githubusercontent.com/2694663/109246129-87ad1880-7796-11eb-9fcb-c38012aa7c70.png)
2021-03-05 07:54:35 +00:00
Jakob Hellermann
e5b0c65c86 rename bevy_ui::node module so that bevy_ui::render::node isn't shadowed (#1464)
Previously the `mod node` shadowed the `pub use render::node`, and `CAMERA_UI`, `NODE` and `UI_PASS` constants couldn't be used.
2021-02-22 04:33:33 +00:00
Renamed from crates/bevy_ui/src/node.rs (Browse further)