# Objective
fixes#8516
* Give `CalculatedSize` a more specific and intuitive name.
* `MeasureFunc`s should only be updated when their `CalculatedSize` is
modified by the systems managing their content.
For example, suppose that you have a UI displaying an image using an
`ImageNode`. When the window is resized, the node's `MeasureFunc` will
be updated even though the dimensions of the texture contained by the
node are unchanged.
* Fix the `CalculatedSize` API so that it no longer requires the extra
boxing and the `dyn_clone` method.
## Solution
* Rename `CalculatedSize` to `ContentSize`
* Only update `MeasureFunc`s on `CalculatedSize` changes.
* Remove the `dyn_clone` method from `Measure` and move the `Measure`
from the `ContentSize` component rather than cloning it.
* Change the measure_func field of `ContentSize` to type
`Option<taffy::node::MeasureFunc>`. Add a `set` method that wraps the
given measure appropriately.
---
## Changelog
* Renamed `CalculatedSize` to `ContentSize`.
* Replaced `upsert_leaf` with a function `update_measure` that only
updates the node's `MeasureFunc`.
* `MeasureFunc`s are only updated when the `ContentSize` changes and not
when the layout changes.
* Scale factor is no longer applied to the size values passed to the
`MeasureFunc`.
* Remove the `ContentSize` scaling in `text_system`.
* The `dyn_clone` method has been removed from the `Measure` trait.
* `Measure`s are moved from the `ContentSize` component instead of
cloning them.
* Added `set` method to `ContentSize` that replaces the `new` function.
## Migration Guide
* `CalculatedSize` has been renamed to `ContentSize`.
* The `upsert_leaf` function has been removed from `UiSurface` and
replaced with `update_measure` which updates the `MeasureFunc` without
node insertion.
* The `dyn_clone` method has been removed from the `Measure` trait.
* The new function of `CalculatedSize` has been replaced with the method
`set`.
# Objective
A lot of items in `bevy_ui` could be `FromReflect` but aren't. This
prevents users and library authors from being able to convert from a
`dyn Reflect` to one of these items.
## Solution
Derive `FromReflect` where possible. Also register the
`ReflectFromReflect` type data.
# Objective
The first query of `measure_text_system`'s `text_queries` `ParamSet`
queries for all changed `Text` meaning that non-UI `Text` entities could
be added to its queue.
## Solution
Add a `With<Node>` query filter.
---
## Changelog
changes:
* Added a `With<Node>` query filter to first query of
`measure_text_system`'s `text_queries` `ParamSet` to ensure that only UI
node entities are added to its local queue.
* Fixed comment (text is not computed on changes to style).
# Objective
Followup to #7779 which tweaks the actual text measurement algorithm to
be more robust.
Before:
<img width="822" alt="Screenshot 2023-04-17 at 18 12 05"
src="https://user-images.githubusercontent.com/1007307/232566858-3d3f0fd5-f3d4-400a-8371-3c2a3f541e56.png">
After:
<img width="810" alt="Screenshot 2023-04-17 at 18 41 40"
src="https://user-images.githubusercontent.com/1007307/232566919-4254cbfa-1cc3-4ea7-91ed-8ca1b759bacf.png">
(note extra space taken up in header in before example)
## Solution
- Text layout of horizontal text (currently the only kind of text we
support) is now based solely on the layout constraints in the horizontal
axis. It ignores constraints in the vertical axis and computes vertical
size based on wrapping subject to the horizontal axis constraints.
- I've also added a paragraph to the `grid` example for testing / demo
purposes.
# Objective
`text_system` runs before the UI layout is calculated and the size of
the text node is determined, so it cannot correctly shape the text to
fit the layout, and has no way of determining if the text needs to be
wrapped.
The function `text_constraint` attempts to determine the size of the
node from the local size constraints in the `Style` component. It can't
be made to work, you have to compute the whole layout to get the correct
size. A simple example of where this fails completely is a text node set
to stretch to fill the empty space adjacent to a node with size
constraints set to `Val::Percent(50.)`. The text node will take up half
the space, even though its size constraints are `Val::Auto`
Also because the `text_system` queries for changes to the `Style`
component, when a style value is changed that doesn't affect the node's
geometry the text is recomputed unnecessarily.
Querying on changes to `Node` is not much better. The UI layout is
changed to fit the `CalculatedSize` of the text, so the size of the node
is changed and so the text and UI layout get recalculated multiple times
from a single change to a `Text`.
Also, the `MeasureFunc` doesn't work at all, it doesn't have enough
information to fit the text correctly and makes no attempt.
Fixes#7663, #6717, #5834, #1490,
## Solution
Split the `text_system` into two functions:
* `measure_text_system` which calculates the size constraints for the
text node and runs before `UiSystem::Flex`
* `text_system` which runs after `UiSystem::Flex` and generates the
actual text.
* Fix the `MeasureFunc` calculations.
---
Text wrapping in main:
<img width="961" alt="Capturemain"
src="https://user-images.githubusercontent.com/27962798/220425740-4fe4bf46-24fb-4685-a1cf-bc01e139e72d.PNG">
With this PR:
<img width="961" alt="captured_wrap"
src="https://user-images.githubusercontent.com/27962798/220425807-949996b0-f127-4637-9f33-56a6da944fb0.PNG">
## Changelog
* Removed the previous fields from `CalculatedSize`. `CalculatedSize`
now contains a boxed `Measure`.
* Added `measurement` module to `bevy_ui`.
* Added the method `create_text_measure` to `TextPipeline`.
* Added a new system `measure_text_system` that runs before
`UiSystem::Flex` that creates a `MeasureFunc` for the text.
* Rescheduled `text_system` to run after `UiSystem::Flex`.
* Added a trait `Measure`. A `Measure` is used to compute the size of a
UI node when the size of that node is based on its content.
* Added `ImageMeasure` and `TextMeasure` which implement `Measure`.
* Added a new component `UiImageSize` which is used by
`update_image_calculated_size_system` to track image size changes.
* Added a `UiImageSize` component to `ImageBundle`.
## Migration Guide
`ImageBundle` has a new component `UiImageSize` which contains the size
of the image bundle's texture and is updated automatically by
`update_image_calculated_size_system`
---------
Co-authored-by: François <mockersf@gmail.com>
# Objective
In the
[`Text`](3442a13d2c/crates/bevy_text/src/text.rs (L18))
struct the field is named: `linebreak_behaviour`, the British spelling
of _behavior_.
**Update**, also found:
- `FileDragAndDrop::HoveredFileCancelled`
- `TouchPhase::Cancelled`
- `Touches.just_cancelled`
The majority of all spelling is in the US but when you have a lot of
contributors across the world, sometimes
spelling differences can pop up in APIs such as in this case.
For consistency, I think it would be worth a while to ensure that the
API is persistent.
Some examples:
`from_reflect.rs` has `DefaultBehavior`
TextStyle has `color` and uses the `Color` struct.
In `bevy_input/src/Touch.rs` `TouchPhase::Cancelled` and _canceled_ are
used interchangeably in the documentation
I've found that there is also the same type of discrepancies in the
documentation, though this is a low priority but is worth checking.
**Update**: I've now checked the documentation (See #8291)
## Solution
I've only renamed the inconsistencies that have breaking changes and
documentation pertaining to them. The rest of the documentation will be
changed via #8291.
Do note that the winit API is written with UK spelling, thus this may be
a cause for confusion:
`winit::event::TouchPhase::Cancelled => TouchPhase::Canceled`
`winit::event::WindowEvent::HoveredFileCancelled` -> Related to
`FileDragAndDrop::HoveredFileCanceled`
But I'm hoping to maybe outline other spelling inconsistencies in the
API, and maybe an addition to the contribution guide.
---
## Changelog
- `Text` field `linebreak_behaviour` has been renamed to
`linebreak_behavior`.
- Event `FileDragAndDrop::HoveredFileCancelled` has been renamed to
`HoveredFileCanceled`
- Function `Touches.just_cancelled` has been renamed to
`Touches.just_canceled`
- Event `TouchPhase::Cancelled` has been renamed to
`TouchPhase::Canceled`
## Migration Guide
Update where `linebreak_behaviour` is used to `linebreak_behavior`
Updated the event `FileDragAndDrop::HoveredFileCancelled` where used to
`HoveredFileCanceled`
Update `Touches.just_cancelled` where used as `Touches.just_canceled`
The event `TouchPhase::Cancelled` is now called `TouchPhase::Canceled`
# Objective
UIs created for Bevy cannot currently be made accessible. This PR aims to address that.
## Solution
Integrate AccessKit as a dependency, adding accessibility support to existing bevy_ui widgets.
## Changelog
### Added
* Integrate with and expose [AccessKit](https://accesskit.dev) for platform accessibility.
* Add `Label` for marking text specifically as a label for UI controls.
# Objective
- `bevy_text` used to be "optional". the feature could be disabled, which meant that the systems were not added but `bevy_text` was still compiled because of a hard dependency in `bevy_ui`
- Running something without `bevy_text` enabled and with `bevy_ui` enabled now crashes:
```
thread 'main' panicked at 'called `Option::unwrap()` on a `None` value', /bevy/crates/bevy_ecs/src/schedule/schedule.rs:1147:34
```
- This is because `bevy_ui` declares some of its systems in ambiguity sets with systems from `bevy_text`, which were not added if `bevy_text` is disabled
## Solution
- Make `bevy_text` completely optional
## Migration Guide
- feature `bevy_text` now completely removes `bevy_text` from the dependencies when not enabled. Enable feature `bevy_text` if you use Bevy to render text
# Objective
The text contained by a text node is only recomputed when its `Style` or `Text` components change, or when the scale factor changes. Not when the geometry of the text node is modified.
Make it so that any change in text node size triggers a text recomputation.
## Solution
Change `text_system` so that it queries for text nodes with changed `Node` components and recomputes their text.
---
Most users won't notice any difference but it should fix some confusing edge cases in more complicated and interactive layouts.
## Changelog
* Added `Changed<Node>` to the change detection query of `text_system`. This ensures that any change in the size of a text node will cause any text it contains to be recomputed.
# Objective
The `size` field of `CalculatedSize` shouldn't be a `Size` as it only ever stores (unscaled) pixel values. By default its fields are `Val::Auto` but these are converted to `0`s before being sent to Taffy.
## Solution
Change the `size` field of `CalculatedSize` to a Vec2.
## Changelog
* Changed the `size` field of `CalculatedSize` to a Vec2.
* Removed the `Val` <-> `f32` conversion code for `CalculatedSize`.
## Migration Guide
* The size field of `CalculatedSize` has been changed to a `Vec2`.
# Objective
Fixes#7476. UI scale was being incorrectly ignored when a primary window exists.
## Solution
Always take into account UI scale, regardless of whether a primary window exists.
Tested locally on @forbjok 's minimal repro project https://github.com/forbjok/bevy_ui_repro with this patch, and the issue is fixed on my machine.
## Objective
Remove `QueuedText`.
`QueuedText` isn't useful. It's exposed in the `bevy_ui` public interface but can't be used for anything because its `entities` field is private.
## Solution
Remove the `QueuedText` struct and use a `Local<Vec<Entity>` in its place.
## Changelog
* Removed `QueuedText`
# Objective
Currently, Text always uses the default linebreaking behaviour in glyph_brush_layout `BuiltInLineBreaker::Unicode` which breaks lines at word boundaries. However, glyph_brush_layout also supports breaking lines at any character by setting the linebreaker to `BuiltInLineBreaker::AnyChar`. Having text wrap character-by-character instead of at word boundaries is desirable in some cases - consider that consoles/terminals usually wrap this way.
As a side note, the default Unicode linebreaker does not seem to handle emergency cases, where there is no word boundary on a line to break at. In that case, the text runs out of bounds. Issue #1867 shows an example of this.
## Solution
Basically just copies how TextAlignment is exposed, but for a new enum TextLineBreakBehaviour.
This PR exposes glyph_brush_layout's two simple linebreaking options (Unicode, AnyChar) to users of Text via the enum TextLineBreakBehaviour (which just translates those 2 aforementioned options), plus a method 'with_linebreak_behaviour' on Text and TextBundle.
## Changelog
Added `Text::with_linebreak_behaviour`
Added `TextBundle::with_linebreak_behaviour`
`TextPipeline::queue_text` and `GlyphBrush::compute_glyphs` now need a TextLineBreakBehaviour argument, in order to pass through the new field.
Modified the `text2d` example to show both linebreaking behaviours.
## Example
Here's what the modified example looks like
![image](https://user-images.githubusercontent.com/117271367/213589184-b1a54bf3-116c-4721-8cb6-1cb69edb3070.png)
# Objective
Fix https://github.com/bevyengine/bevy/issues/4530
- Make it easier to open/close/modify windows by setting them up as `Entity`s with a `Window` component.
- Make multiple windows very simple to set up. (just add a `Window` component to an entity and it should open)
## Solution
- Move all properties of window descriptor to ~components~ a component.
- Replace `WindowId` with `Entity`.
- ~Use change detection for components to update backend rather than events/commands. (The `CursorMoved`/`WindowResized`/... events are kept for user convenience.~
Check each field individually to see what we need to update, events are still kept for user convenience.
---
## Changelog
- `WindowDescriptor` renamed to `Window`.
- Width/height consolidated into a `WindowResolution` component.
- Requesting maximization/minimization is done on the [`Window::state`] field.
- `WindowId` is now `Entity`.
## Migration Guide
- Replace `WindowDescriptor` with `Window`.
- Change `width` and `height` fields in a `WindowResolution`, either by doing
```rust
WindowResolution::new(width, height) // Explicitly
// or using From<_> for tuples for convenience
(1920., 1080.).into()
```
- Replace any `WindowCommand` code to just modify the `Window`'s fields directly and creating/closing windows is now by spawning/despawning an entity with a `Window` component like so:
```rust
let window = commands.spawn(Window { ... }).id(); // open window
commands.entity(window).despawn(); // close window
```
## Unresolved
- ~How do we tell when a window is minimized by a user?~
~Currently using the `Resize(0, 0)` as an indicator of minimization.~
No longer attempting to tell given how finnicky this was across platforms, now the user can only request that a window be maximized/minimized.
## Future work
- Move `exit_on_close` functionality out from windowing and into app(?)
- https://github.com/bevyengine/bevy/issues/5621
- https://github.com/bevyengine/bevy/issues/7099
- https://github.com/bevyengine/bevy/issues/7098
Co-authored-by: Carter Anderson <mcanders1@gmail.com>
## Objective
Bevy UI uses a `MeasureFunc` that preserves the aspect ratio of text, not just images. This means that the extent of flex-items containing text may be calculated incorrectly depending on the ratio of the text size compared to the size of its containing node.
Fixes#6748
Related to #6724
with Bevy 0.9:
![Capture_cols_0 9](https://user-images.githubusercontent.com/27962798/205435999-386d3400-fe9b-475a-aab1-18e61c4c074f.PNG)
with this PR (accurately matching the behavior of Flexbox):
![Capture_fixed](https://user-images.githubusercontent.com/27962798/205436005-6bafbcc2-cd87-4eb7-b5c6-9dbcb30fc795.PNG)
## Solution
Only perform the aspect ratio calculations if the uinode contains an image.
## Changelog
* Added a field `preserve_aspect_ratio` to `CalculatedSize`
* The `MeasureFunc` only preserves the aspect ratio when `preserve_aspect_ratio` is true.
* `update_image_calculated_size_system` sets `preserve_aspect_ratio` to true for nodes with images.
# Objective
Fixes#6642
In a way that doesn't create any breaking changes, as a possible way to fix the above in a patch release.
## Solution
Don't actually remove font atlases when `max_font_atlases` is exceeded. Add a warning instead.
Keep `TextError::ExceedMaxTextAtlases` and `TextSettings` as-is so we don't break anything.
This is a bit of a cop-out, but the problems revealed by #6642 seem very challenging to fix properly.
Maybe follow up later with something more like https://github.com/rparrett/bevy/commits/remove-max-font-atlases later, if this is the direction we want to go.
## Note
See previous attempt at a "simple fix" that only solved some of the issues: #6666
# Objective
Delete `ImageMode`. It doesn't do anything except mislead people into thinking it controls the aspect ratio of images somehow.
Fixes#3933 and #6637
## Solution
Delete `ImageMode`
## Changelog
Removes the `ImageMode` enum.
Removes the `image_mode` field from `ImageBundle`
Removes the `With<ImageMode>` query filter from `image_node_system`
Renames `image_node_system` to` update_image_calculated_size_system`
# Objective
Fixes #3225, Allow for flippable UI Images
## Solution
Add flip_x and flip_y fields to UiImage, and swap the UV coordinates accordingly in ui_prepare_nodes.
## Changelog
* Changes UiImage to a struct with texture, flip_x, and flip_y fields.
* Adds flip_x and flip_y fields to ExtractedUiNode.
* Changes extract_uinodes to extract the flip_x and flip_y values from UiImage.
* Changes prepare_uinodes to swap the UV coordinates as required.
* Changes UiImage derefs to texture field accesses.
# Objective
- fix new clippy lints before they get stable and break CI
## Solution
- run `clippy --fix` to auto-fix machine-applicable lints
- silence `clippy::should_implement_trait` for `fn HandleId::default<T: Asset>`
## Changes
- always prefer `format!("{inline}")` over `format!("{}", not_inline)`
- prefer `Box::default` (or `Box::<T>::default` if necessary) over `Box::new(T::default())`
# Objective
Bevy's internal plugins have lots of execution-order ambiguities, which makes the ambiguity detection tool very noisy for our users.
## Solution
Silence every last ambiguity that can currently be resolved.
Each time an ambiguity is silenced, it is accompanied by a comment describing why it is correct. This description should be based on the public API of the respective systems. Thus, I have added documentation to some systems describing how they use some resources.
# Future work
Some ambiguities remain, due to issues out of scope for this PR.
* The ambiguity checker does not respect `Without<>` filters, leading to false positives.
* Ambiguities between `bevy_ui` and `bevy_animation` cannot be resolved, since neither crate knows that the other exists. We will need a general solution to this problem.
# Objective
- Proactive changing of code to comply with warnings generated by beta of rustlang version of cargo clippy.
## Solution
- Code changed as recommended by `rustup update`, `rustup default beta`, `cargo run -p ci -- clippy`.
- Tested using `beta` and `stable`. No clippy warnings in either after changes made.
---
## Changelog
- Warnings fixed were: `clippy::explicit-auto-deref` (present in 11 files), `clippy::needless-borrow` (present in 2 files), and `clippy::only-used-in-recursion` (only 1 file).
# Objective
Fixes#6272
## Solution
Revert to old way of positioning text for Text2D rendered text.
Co-authored-by: Michel van der Hulst <hulstmichel@gmail.com>
# Objective
Fixes#5636
Summary: The FontAtlasSet caches generated font textures per font size. Since font size can be any arbitrary floating point number it is possible for the user to generate thousands of font texture inadvertently by changing the font size over time. This results in a memory leak as these generated font textures fill the available memory.
## Solution
We limit the number of possible font sizes that we will cache and throw an error if the user attempts to generate more. This error encourages the user to use alternative, less performance intensive methods to accomplish the same goal. If the user requires more font sizes and the alternative solutions wont work there is now a TextSettings Resource that the user can set to configure this limit.
---
## Changelog
The number of cached font sizes per font is now limited with a default limit of 100 font sizes per font. This limit is configurable via the new TextSettings struct.
# Objective
Make `TextLayoutInfo` more accessible as a component, rather than internal to `TextPipeline`. I am working on a plugin that manipulates these and there is no (mutable) access to them right now.
## Solution
This changes `TextPipeline::queue_text` to return `TextLayoutInfo`'s rather than storing them in a map internally. `text2d_system` and `text_system` now take the returned `TextLayoutInfo` and store it as a component of the entity. I considered adding an accessor to `TextPipeline` (e.g. `get_glyphs_mut`) but this seems like it might be a little faster, and also has the added benefit of cleaning itself up when entities are removed. Right now nothing is ever removed from the glyphs map.
## Changelog
Removed `DefaultTextPipeline`. `TextPipeline` no longer has a generic key type. `TextPipeline::queue_text` returns `TextLayoutInfo` directly.
## Migration Guide
This might break a third-party crate? I could restore the orginal TextPipeline API as a wrapper around what's in this PR.
# Objective
- Allow users to change the scaling of the UI
- Adopted from #2808
## Solution
- This is an accessibility feature for fixed-size UI elements, allowing the developer to expose a range of UI scales for the player to set a scale that works for their needs.
> - The user can modify the UiScale struct to change the scaling at runtime. This multiplies the Px values by the scale given, while not touching any others.
> - The example showcases how this even allows for fluid transitions
> Here's how the example looks like:
https://user-images.githubusercontent.com/1631166/132979069-044161a9-8e85-45ab-9e93-fcf8e3852c2b.mp4
---
## Changelog
- Added a `UiScale` which can be used to scale all of UI
Co-authored-by: Andreas Weibye <13300393+Weibye@users.noreply.github.com>
Co-authored-by: Carter Anderson <mcanders1@gmail.com>
> 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
# 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>
Remove unnecessary calls to `iter()`/`iter_mut()`.
Mainly updates the use of queries in our code, docs, and examples.
```rust
// From
for _ in list.iter() {
for _ in list.iter_mut() {
// To
for _ in &list {
for _ in &mut list {
```
We already enable the pedantic lint [clippy::explicit_iter_loop](https://rust-lang.github.io/rust-clippy/stable/) inside of Bevy. However, this only warns for a few known types from the standard library.
## Note for reviewers
As you can see the additions and deletions are exactly equal.
Maybe give it a quick skim to check I didn't sneak in a crypto miner, but you don't have to torture yourself by reading every line.
I already experienced enough pain making this PR :)
Co-authored-by: devil-ira <justthecooldude@gmail.com>
# 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 |
builds on top of #4780
# Objective
`Reflect` and `Serialize` are currently very tied together because `Reflect` has a `fn serialize(&self) -> Option<Serializable<'_>>` method. Because of that, we can either implement `Reflect` for types like `Option<T>` with `T: Serialize` and have `fn serialize` be implemented, or without the bound but having `fn serialize` return `None`.
By separating `ReflectSerialize` into a separate type (like how it already is for `ReflectDeserialize`, `ReflectDefault`), we could separately `.register::<Option<T>>()` and `.register_data::<Option<T>, ReflectSerialize>()` only if the type `T: Serialize`.
This PR does not change the registration but allows it to be changed in a future PR.
## Solution
- add the type
```rust
struct ReflectSerialize { .. }
impl<T: Reflect + Serialize> FromType<T> for ReflectSerialize { .. }
```
- remove `#[reflect(Serialize)]` special casing.
- when serializing reflect value types, look for `ReflectSerialize` in the `TypeRegistry` instead of calling `value.serialize()`
# 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.
### 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?
# 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>
# Objective
Add a system parameter `ParamSet` to be used as container for conflicting parameters.
## Solution
Added two methods to the SystemParamState trait, which gives the access used by the parameter. Did the implementation. Added some convenience methods to FilteredAccessSet. Changed `get_conflicts` to return every conflicting component instead of breaking on the first conflicting `FilteredAccess`.
Co-authored-by: bilsen <40690317+bilsen@users.noreply.github.com>
# Objective
- Improve documentation.
- Provide helper functions for common uses of `Windows` relating to getting the primary `Window`.
- Reduce repeated `Window` code.
# Solution
- Adds infallible `primary()` and `primary_mut()` functions with standard error text. This replaces the commonly used `get_primary().unwrap()` seen throughout bevy which has inconsistent or nonexistent error messages.
- Adds `scale_factor(WindowId)` to replace repeated code blocks throughout.
# Considerations
- The added functions can panic if the primary window does not exist.
- It is very uncommon for the primary window to not exist, as seen by the regular use of `get_primary().unwrap()`. Most users will have a single window and will need to reference the primary window in their code multiple times.
- The panic provides a consistent error message to make this class of error easy to spot from the panic text.
- This follows the established standard of short names for infallible-but-unlikely-to-panic functions in bevy.
- Removes line noise for common usage of `Windows`.
# Objective
- Fixes#3562
## Solution
- The outdated reference to `TextGlyphs` has been removed, and replaced with a more accurate docstring.
## What was `TextGlyphs`?
This is the real question of this Issue and PR. This is particulary interesting because not only is `TextGlyphs` not a type in bevy, but it _never was_. Indeed, this type never existed on main. Where did it come from?
`TextGlyphs` was originally a tuple struct wrapping a `Vec<PositionedGlyph>`. It was first introduced back in commit ec390aec4e in #765. At the time, position information was being stored on the text entities directly. However, after design review, [it was decided](https://github.com/bevyengine/bevy/pull/765#issuecomment-725047186) to instead store the glyphs in a `HashMap` owned by the `TextPipeline`. When this was done, the original type was not only removed, but abstracted behind a few layers of the `TextPipeline` API. Obviously, the original docstring wasn't updated accordingly.
Later, as part of #1122, the incorrect docstring was swept up when copy/pasting `text_system` for `text2d`. (Although I don't blame @CleanCut for this; it took me like 3 hours to track all this down to find the original context.)
# 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>
#3457 adds the `doc_markdown` clippy lint, which checks doc comments to make sure code identifiers are escaped with backticks. This causes a lot of lint errors, so this is one of a number of PR's that will fix those lint errors one crate at a time.
This PR fixes lints in the `bevy_ui` crate.
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.
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>
# Objective
Enable using exact World lifetimes during read-only access . This is motivated by the new renderer's need to allow read-only world-only queries to outlive the query itself (but still be constrained by the world lifetime).
For example:
115b170d1f/pipelined/bevy_pbr2/src/render/mod.rs (L774)
## Solution
Split out SystemParam state and world lifetimes and pipe those lifetimes up to read-only Query ops (and add into_inner for Res). According to every safety test I've run so far (except one), this is safe (see the temporary safety test commit). Note that changing the mutable variants to the new lifetimes would allow aliased mutable pointers (try doing that to see how it affects the temporary safety tests).
The new state lifetime on SystemParam does make `#[derive(SystemParam)]` more cumbersome (the current impl requires PhantomData if you don't use both lifetimes). We can make this better by detecting whether or not a lifetime is used in the derive and adjusting accordingly, but that should probably be done in its own pr.
## Why is this a draft?
The new lifetimes break QuerySet safety in one very specific case (see the query_set system in system_safety_test). We need to solve this before we can use the lifetimes given.
This is due to the fact that QuerySet is just a wrapper over Query, which now relies on world lifetimes instead of `&self` lifetimes to prevent aliasing (but in systems, each Query has its own implied lifetime, not a centralized world lifetime). I believe the fix is to rewrite QuerySet to have its own World lifetime (and own the internal reference). This will complicate the impl a bit, but I think it is doable. I'm curious if anyone else has better ideas.
Personally, I think these new lifetimes need to happen. We've gotta have a way to directly tie read-only World queries to the World lifetime. The new renderer is the first place this has come up, but I doubt it will be the last. Worst case scenario we can come up with a second `WorldLifetimeQuery<Q, F = ()>` parameter to enable these read-only scenarios, but I'd rather not add another type to the type zoo.
This PR adds two systems to the sprite module that culls Sprites and AtlasSprites that are not within the camera's view.
This is achieved by removing / adding a new `Viewable` Component dynamically.
Some of the render queries now use a `With<Viewable>` filter to only process the sprites that are actually on screen, which improves performance drastically for scene swith a large amount of sprites off-screen.
https://streamable.com/vvzh2u
This scene shows a map with a 320x320 tiles, with a grid size of 64p.
This is exactly 102400 Sprites in the entire scene.
Without this PR, this scene runs with 1 to 4 FPS.
With this PR..
.. at 720p, there are around 600 visible sprites and runs at ~215 FPS
.. at 1440p there are around 2000 visible sprites and runs at ~135 FPS
The Systems this PR adds take around 1.2ms (with 100K+ sprites in the scene)
Note:
This is only implemented for Sprites and AtlasTextureSprites.
There is no culling for 3D in this PR.
Co-authored-by: Carter Anderson <mcanders1@gmail.com>