You should be able to set the minimum and maximum desired resolution of a system window.
This also fixes a bug on Windows operating system: When you try to resize to 0 on the height it crashes.
Co-authored-by: Carter Anderson <mcanders1@gmail.com>
This replaces `ChangedRes` with simple associated methods that return the same info, but don't block execution. Also, since ChangedRes was infectious and was the only reason `FetchSystemParam::get_params` and `System::run_unsafe` returned `Option`s, their implementation could be simplified after this PR is merged, or as part of it with a future commit.
Adds the original type_name to `NodeState`, enabling plugins like [this](https://github.com/jakobhellermann/bevy_mod_debugdump).
This does increase the `NodeState` type by 16 bytes, but it is already 176 so it's not that big of an increase.
`RenderGraph` errors only give the `Uuid` of the node. So for my graphviz dot based visualization of the `RenderGraph` I really wanted to show it to the user. I think it makes sense to have it accessible for at least debugging purposes.
This PR is easiest to review commit by commit.
Followup on https://github.com/bevyengine/bevy/pull/1309#issuecomment-767310084
- [x] Switch from a bash script to an xtask rust workspace member.
- Results in ~30s longer CI due to compilation of the xtask itself
- Enables Bevy contributors on any platform to run `cargo ci` to run linting -- if the default available Rust is the same version as on CI, then the command should give an identical result.
- [x] Use the xtask from official CI so there's only one place to update.
- [x] Bonus: Run clippy on the _entire_ workspace (existing CI setup was missing the `--workspace` flag
- [x] Clean up newly-exposed clippy errors
~#1388 builds on this to clean up newly discovered clippy errors -- I thought it might be nicer as a separate PR.~ Nope, merged it into this one so CI would pass.
Co-authored-by: Carter Anderson <mcanders1@gmail.com>
I have run the VSCode Extension [markdownlint](https://marketplace.visualstudio.com/items?itemName=DavidAnson.vscode-markdownlint) on all Markdown Files in the Repo.
The provided Rules are documented here: https://github.com/DavidAnson/markdownlint/blob/v0.23.1/doc/Rules.md
Rules I didn't follow/fix:
* MD024/no-duplicate-heading
* Changelog: Here Heading will always repeat.
* Examples Readme: Platform-specific documentation should be symmetrical.
* MD025/single-title
* MD026/no-trailing-punctuation
* Caused by the ! in "Hello, World!".
* MD033/no-inline-html
* The plugins_guidlines file does need HTML, so the shown badges aren't downscaled too much.
* ~~MD036/no-emphasis-as-heading:~~
* ~~This Warning only Appears in the Github Issue Templates and can be ignored.~~
* ~~MD041/first-line-heading~~
* ~~Only appears in the Readme for the AlienCake example Assets, which is unimportant.~~
---
I also sorted the Examples in the Readme and Cargo.toml in this order/Priority:
* Topic/Folder
* Introductionary Examples
* Alphabetical Order
The explanation for each case, where it isn't Alphabetical :
* Diagnostics
* log_diagnostics: The usage of inbuild Diagnostics is more important than creating your own.
* ECS (Entity Component System)
* ecs_guide: The guide should be read, before diving into other Features.
* Reflection
* reflection: Basic Explanation should be read, before more advanced Topics.
* WASM Examples
* hello_wasm: It's "Hello, World!".
The `bevy_winit` crate hasn't been able to build on docs.rs [since 0.2.1](https://docs.rs/crate/bevy_winit/0.4.0). This PR restores the ability of docs.rs to build `bevy_winit` again.
(The choice of backend is essentially arbitrary, but choosing one *is required* for the crate to build)
For some cases, like driving a full screen fragment shader, it is sometimes convenient to not have to create and upload a mesh because the necessary vertices are simple to synthesize in the vertex shader. Bevy's existing pipeline compiler assumes that there will always be a vertex buffer. This PR changes that such that vertex buffer descriptor is only added to the pipeline layout if there are vertex attributes in the shader.
Before, when deriving `SystemLabel` for a type without `Clone`, the error message was:
```
the trait `SystemLabel` is not implemented for `&TransformSystem`
```
Now it is
```
the trait `Clone` is not implemented for `TransformSystem`
```
which directly shows what's needed to fix the problem.
* Simple Implementation to address #1327 by adding a focused field to the window and related system
* Changing Window update function from bevy_window to bevy_winit.
* Removing unused imports.
the mailbox option doesn't do framelimiting on some devices. we need to rely on vsync for framelimiting until bevy supports framelimiting internally. #1343
The existing snippet fails to compile with:
```
no method named `system` found for fn item `fn(bevy::prelude::Commands) {example_system}` in the current scope
```
The `Texture::convert` function previously was only compiled when
one of the image format features (`png`, `jpeg` etc.) were enabled.
The `bevy_sprite` crate needs this function though, which led
to compilation errors when using `cargo check --no-default-features
--features render`.
Now the `convert` function has no features and the `texture_to_image`
and `image_to_texture` utilites functions are in an unconditionally
compiled module.
* Fix Interaction getting stuck when pressing and releasing mouse button in one frame
* Fix Interaction not resetting in some cases with FocusPolicy::Pass
* use `length_squared` for visible entities
* ortho projection 2d/3d different depth calculation
* use ScalingMode::FixedVertical for 3d ortho
* new example: 3d orthographic
* add normalized orthographic projection
* custom scale for ScaledOrthographicProjection
* allow choosing base axis for ScaledOrthographicProjection
* cargo fmt
* add general (scaled) orthographic camera bundle
FIXME: does the same "far" trick from Camera2DBundle make any sense here?
* fixes
* camera bundles: rename and new ortho constructors
* unify orthographic projections
* give PerspectiveCameraBundle constructors like those of OrthographicCameraBundle
* update examples with new camera bundle syntax
* rename CameraUiBundle to UiCameraBundle
* update examples
* ScalingMode::None
* remove extra blank lines
* sane default bounds for orthographic projection
* fix alien_cake_addict example
* reorder ScalingMode enum variants
* ios example fix
* Remove AHashExt
There is little benefit of Hash*::new() over Hash*::default(), but it
does require more code that needs to be duplicated for every Hash* in
bevy_utils. It may also slightly increase compile times.
* Add StableHash* to bevy_utils
* Use StableHashMap instead of HashMap + BTreeSet for diagnostics
This is a significant reduction in the release mode compile times of
bevy_diagnostics
```
Benchmark #1: touch crates/bevy_diagnostic/src/lib.rs && cargo build --release -p bevy_diagnostic -j1
Time (mean ± σ): 3.645 s ± 0.009 s [User: 3.551 s, System: 0.094 s]
Range (min … max): 3.632 s … 3.658 s 20 runs
```
```
Benchmark #1: touch crates/bevy_diagnostic/src/lib.rs && cargo build --release -p bevy_diagnostic -j1
Time (mean ± σ): 2.938 s ± 0.012 s [User: 2.850 s, System: 0.090 s]
Range (min … max): 2.919 s … 2.969 s 20 runs
```
Relying on TypeId being some hash internally isn't future-proof because there is no guarantee about internal layout or structure of TypeId. I benchmarked TypeId noop hasher vs fxhash and found that there is very little difference.
Also fxhash is likely to be better supported because it is widely used in rustc itself.
[Benchmarks of hashers](https://github.com/bevyengine/bevy/issues/1097)
[Engine wide benchmarks](https://github.com/bevyengine/bevy/pull/1119#issuecomment-751361215)
Previously, if the actual value of LeftStickX was e.g. 0.034 and fluctuated a little
bit (less than the threshold) it would repeatedly send out events,
because it compared the value to the *filtered* old one - 0.0 - which is
more then `0.01` (the threshold) away.
The is fixed by first doing the deadzone and then comparing to the old
value.
Another possible solution would be to store both the actual old value
and the filtered one, but that would add complexity.
improve quality of text2d rendering
* remove coordinate tweaking in sprite-sheet shader
* fixes glyph shimmering of animated text
* reposition glyph before passing it to ab_glyph to normalize its rendering
The result of layout of sequence of glyphs causes individuals to have fractional positions, but since glyph renderings are reused for future instances of that glyph, this produces errors. This change accepts the errors but repositions the glyph to "0, 0" in an effort to get the cleanest possible rendering.