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Author SHA1 Message Date
Carter Anderson
dcc03724a5 Base Sets (#7466)
# Objective

NOTE: This depends on #7267 and should not be merged until #7267 is merged. If you are reviewing this before that is merged, I highly recommend viewing the Base Sets commit instead of trying to find my changes amongst those from #7267.

"Default sets" as described by the [Stageless RFC](https://github.com/bevyengine/rfcs/pull/45) have some [unfortunate consequences](https://github.com/bevyengine/bevy/discussions/7365).

## Solution

This adds "base sets" as a variant of `SystemSet`:

A set is a "base set" if `SystemSet::is_base` returns `true`. Typically this will be opted-in to using the `SystemSet` derive:

```rust
#[derive(SystemSet, Clone, Hash, Debug, PartialEq, Eq)]
#[system_set(base)]
enum MyBaseSet {
  A,
  B,
}
``` 

**Base sets are exclusive**: a system can belong to at most one "base set". Adding a system to more than one will result in an error. When possible we fail immediately during system-config-time with a nice file + line number. For the more nested graph-ey cases, this will fail at the final schedule build. 

**Base sets cannot belong to other sets**: this is where the word "base" comes from

Systems and Sets can only be added to base sets using `in_base_set`. Calling `in_set` with a base set will fail. As will calling `in_base_set` with a normal set.

```rust
app.add_system(foo.in_base_set(MyBaseSet::A))
       // X must be a normal set ... base sets cannot be added to base sets
       .configure_set(X.in_base_set(MyBaseSet::A))
```

Base sets can still be configured like normal sets:

```rust
app.add_system(MyBaseSet::B.after(MyBaseSet::Ap))
``` 

The primary use case for base sets is enabling a "default base set":

```rust
schedule.set_default_base_set(CoreSet::Update)
  // this will belong to CoreSet::Update by default
  .add_system(foo)
  // this will override the default base set with PostUpdate
  .add_system(bar.in_base_set(CoreSet::PostUpdate))
```

This allows us to build apis that work by default in the standard Bevy style. This is a rough analog to the "default stage" model, but it use the new "stageless sets" model instead, with all of the ordering flexibility (including exclusive systems) that it provides.

---

## Changelog

- Added "base sets" and ported CoreSet to use them.

## Migration Guide

TODO
2023-02-06 03:10:08 +00:00
Alice Cecile
206c7ce219 Migrate engine to Schedule v3 (#7267)
Huge thanks to @maniwani, @devil-ira, @hymm, @cart, @superdump and @jakobhellermann for the help with this PR.

# Objective

- Followup #6587.
- Minimal integration for the Stageless Scheduling RFC: https://github.com/bevyengine/rfcs/pull/45

## Solution

- [x]  Remove old scheduling module
- [x] Migrate new methods to no longer use extension methods
- [x] Fix compiler errors
- [x] Fix benchmarks
- [x] Fix examples
- [x] Fix docs
- [x] Fix tests

## Changelog

### Added

- a large number of methods on `App` to work with schedules ergonomically
- the `CoreSchedule` enum
- `App::add_extract_system` via the `RenderingAppExtension` trait extension method
- the private `prepare_view_uniforms` system now has a public system set for scheduling purposes, called `ViewSet::PrepareUniforms`

### Removed

- stages, and all code that mentions stages
- states have been dramatically simplified, and no longer use a stack
- `RunCriteriaLabel`
- `AsSystemLabel` trait
- `on_hierarchy_reports_enabled` run criteria (now just uses an ad hoc resource checking run condition)
- systems in `RenderSet/Stage::Extract` no longer warn when they do not read data from the main world
- `RunCriteriaLabel`
- `transform_propagate_system_set`: this was a nonstandard pattern that didn't actually provide enough control. The systems are already `pub`: the docs have been updated to ensure that the third-party usage is clear.

### Changed

- `System::default_labels` is now `System::default_system_sets`.
- `App::add_default_labels` is now `App::add_default_sets`
- `CoreStage` and `StartupStage` enums are now `CoreSet` and `StartupSet`
- `App::add_system_set` was renamed to `App::add_systems`
- The `StartupSchedule` label is now defined as part of the `CoreSchedules` enum
-  `.label(SystemLabel)` is now referred to as `.in_set(SystemSet)`
- `SystemLabel` trait was replaced by `SystemSet`
- `SystemTypeIdLabel<T>` was replaced by `SystemSetType<T>`
- The `ReportHierarchyIssue` resource now has a public constructor (`new`), and implements `PartialEq`
- Fixed time steps now use a schedule (`CoreSchedule::FixedTimeStep`) rather than a run criteria.
- Adding rendering extraction systems now panics rather than silently failing if no subapp with the `RenderApp` label is found.
- the `calculate_bounds` system, with the `CalculateBounds` label, is now in `CoreSet::Update`, rather than in `CoreSet::PostUpdate` before commands are applied. 
- `SceneSpawnerSystem` now runs under `CoreSet::Update`, rather than `CoreStage::PreUpdate.at_end()`.
- `bevy_pbr::add_clusters` is no longer an exclusive system
- the top level `bevy_ecs::schedule` module was replaced with `bevy_ecs::scheduling`
- `tick_global_task_pools_on_main_thread` is no longer run as an exclusive system. Instead, it has been replaced by `tick_global_task_pools`, which uses a `NonSend` resource to force running on the main thread.

## Migration Guide

- Calls to `.label(MyLabel)` should be replaced with `.in_set(MySet)`
- Stages have been removed. Replace these with system sets, and then add command flushes using the `apply_system_buffers` exclusive system where needed.
- The `CoreStage`, `StartupStage, `RenderStage` and `AssetStage`  enums have been replaced with `CoreSet`, `StartupSet, `RenderSet` and `AssetSet`. The same scheduling guarantees have been preserved.
  - Systems are no longer added to `CoreSet::Update` by default. Add systems manually if this behavior is needed, although you should consider adding your game logic systems to `CoreSchedule::FixedTimestep` instead for more reliable framerate-independent behavior.
  - Similarly, startup systems are no longer part of `StartupSet::Startup` by default. In most cases, this won't matter to you.
  - For example, `add_system_to_stage(CoreStage::PostUpdate, my_system)` should be replaced with 
  - `add_system(my_system.in_set(CoreSet::PostUpdate)`
- When testing systems or otherwise running them in a headless fashion, simply construct and run a schedule using `Schedule::new()` and `World::run_schedule` rather than constructing stages
- Run criteria have been renamed to run conditions. These can now be combined with each other and with states.
- Looping run criteria and state stacks have been removed. Use an exclusive system that runs a schedule if you need this level of control over system control flow.
- For app-level control flow over which schedules get run when (such as for rollback networking), create your own schedule and insert it under the `CoreSchedule::Outer` label.
- Fixed timesteps are now evaluated in a schedule, rather than controlled via run criteria. The `run_fixed_timestep` system runs this schedule between `CoreSet::First` and `CoreSet::PreUpdate` by default.
- Command flush points introduced by `AssetStage` have been removed. If you were relying on these, add them back manually.
- Adding extract systems is now typically done directly on the main app. Make sure the `RenderingAppExtension` trait is in scope, then call `app.add_extract_system(my_system)`.
- the `calculate_bounds` system, with the `CalculateBounds` label, is now in `CoreSet::Update`, rather than in `CoreSet::PostUpdate` before commands are applied. You may need to order your movement systems to occur before this system in order to avoid system order ambiguities in culling behavior.
- the `RenderLabel` `AppLabel` was renamed to `RenderApp` for clarity
- `App::add_state` now takes 0 arguments: the starting state is set based on the `Default` impl.
- Instead of creating `SystemSet` containers for systems that run in stages, simply use `.on_enter::<State::Variant>()` or its `on_exit` or `on_update` siblings.
- `SystemLabel` derives should be replaced with `SystemSet`. You will also need to add the `Debug`, `PartialEq`, `Eq`, and `Hash` traits to satisfy the new trait bounds.
- `with_run_criteria` has been renamed to `run_if`. Run criteria have been renamed to run conditions for clarity, and should now simply return a bool.
- States have been dramatically simplified: there is no longer a "state stack". To queue a transition to the next state, call `NextState::set`

## TODO

- [x] remove dead methods on App and World
- [x] add `App::add_system_to_schedule` and `App::add_systems_to_schedule`
- [x] avoid adding the default system set at inappropriate times
- [x] remove any accidental cycles in the default plugins schedule
- [x] migrate benchmarks
- [x] expose explicit labels for the built-in command flush points
- [x] migrate engine code
- [x] remove all mentions of stages from the docs
- [x] verify docs for States
- [x] fix uses of exclusive systems that use .end / .at_start / .before_commands
- [x] migrate RenderStage and AssetStage
- [x] migrate examples
- [x] ensure that transform propagation is exported in a sufficiently public way (the systems are already pub)
- [x] ensure that on_enter schedules are run at least once before the main app
- [x] re-enable opt-in to execution order ambiguities
- [x] revert change to `update_bounds` to ensure it runs in `PostUpdate`
- [x] test all examples
  - [x] unbreak directional lights
  - [x] unbreak shadows (see 3d_scene, 3d_shape, lighting, transparaency_3d examples)
  - [x] game menu example shows loading screen and menu simultaneously
  - [x] display settings menu is a blank screen
  - [x] `without_winit` example panics
- [x] ensure all tests pass
  - [x] SubApp doc test fails
  - [x] runs_spawn_local tasks fails
  - [x] [Fix panic_when_hierachy_cycle test hanging](https://github.com/alice-i-cecile/bevy/pull/120)

## Points of Difficulty and Controversy

**Reviewers, please give feedback on these and look closely**

1.  Default sets, from the RFC, have been removed. These added a tremendous amount of implicit complexity and result in hard to debug scheduling errors. They're going to be tackled in the form of "base sets" by @cart in a followup.
2. The outer schedule controls which schedule is run when `App::update` is called.
3. I implemented `Label for `Box<dyn Label>` for our label types. This enables us to store schedule labels in concrete form, and then later run them. I ran into the same set of problems when working with one-shot systems. We've previously investigated this pattern in depth, and it does not appear to lead to extra indirection with nested boxes.
4. `SubApp::update` simply runs the default schedule once. This sucks, but this whole API is incomplete and this was the minimal changeset.
5. `time_system` and `tick_global_task_pools_on_main_thread` no longer use exclusive systems to attempt to force scheduling order
6. Implemetnation strategy for fixed timesteps
7. `AssetStage` was migrated to `AssetSet` without reintroducing command flush points. These did not appear to be used, and it's nice to remove these bottlenecks.
8. Migration of `bevy_render/lib.rs` and pipelined rendering. The logic here is unusually tricky, as we have complex scheduling requirements.

## Future Work (ideally before 0.10)

- Rename schedule_v3 module to schedule or scheduling
- Add a derive macro to states, and likely a `EnumIter` trait of some form
- Figure out what exactly to do with the "systems added should basically work by default" problem
- Improve ergonomics for working with fixed timesteps and states
- Polish FixedTime API to match Time
- Rebase and merge #7415
- Resolve all internal ambiguities (blocked on better tools, especially #7442)
- Add "base sets" to replace the removed default sets.
2023-02-06 02:04:50 +00:00
Alice Cecile
5d514fb24f Reduce internal system order ambiguities, and add an example explaining them (#7383)
# Objective

- Bevy should not have any "internal" execution order ambiguities. These clutter the output of user-facing error reporting, and can result in nasty, nondetermistic, very difficult to solve bugs.
- Verifying this currently involves repeated non-trivial manual work. 

## Solution

- [x] add an example to quickly check this
- ~~[ ] ensure that this example panics if there are any unresolved ambiguities~~
- ~~[ ] run the example in CI 😈~~

There's one tricky ambiguity left, between UI and animation. I don't have the tools to fix this without system set configuration, so the remaining work is going to be left to #7267 or another PR after that.

```
2023-01-27T18:38:42.989405Z  INFO bevy_ecs::schedule::ambiguity_detection: Execution order ambiguities detected, you might want to add an explicit dependency relation between some of these systems:
 * Parallel systems:
 -- "bevy_animation::animation_player" and "bevy_ui::flex::flex_node_system"
    conflicts: ["bevy_transform::components::transform::Transform"]
  ```

## Changelog

Resolved internal execution order ambiguities for:
1. Transform propagation (ignored, we need smarter filter checking).
2. Gamepad processing (fixed).
3. bevy_winit's window handling (fixed).
4. Cascaded shadow maps and perspectives (fixed).

Also fixed a desynchronized state bug that could occur when the `Window` component is removed and then added to the same entity in a single frame.
2023-01-31 01:47:00 +00:00
Asier Illarramendi
477ef70936 Fix small typo in gamepad.rs docs (#7411)
Fix typo, change: `girls` to `gilrs`.
2023-01-29 20:11:46 +00:00
Chris Ohk
3281aea5c2 Fix minor typos in code and docs (#7378)
# Objective

I found several words in code and docs are incorrect. This should be fixed.

## Solution

- Fix several minor typos

Co-authored-by: Chris Ohk <utilforever@gmail.com>
2023-01-27 12:12:53 +00:00
Elbert Ronnie
d4e3fcdfbf Fix incorrect behavior of just_pressed and just_released in Input<GamepadButton> (#7238)
# Objective

- Fixes a bug where `just_pressed` and `just_released` in `Input<GamepadButton>` might behave incorrectly due calling `clear` 3 times in a single frame through these three different systems: `gamepad_button_event_system`, `gamepad_axis_event_system` and `gamepad_connection_system` in any order

## Solution

- Call `clear` only once and before all the above three systems, i.e. in `gamepad_event_system`

## Additional Info

- Discussion in Discord: https://discord.com/channels/691052431525675048/768253008416342076/1064621963693273279
2023-01-16 21:09:24 +00:00
Nicola Papale
2f4cf76866 Fix axis settings constructor (#7233)
# Objective

Currently, the `AxisSettings::new` function is unusable due to
an implementation quirk. It only allows `AxisSettings` where
the bounds that are supposed to be positive are negative!

## Solution

- We fix the bound check
- We add a test to make sure the method is usable


Seems like the error slipped through because of the relatively
verbose code style. With all those `if/else`, very long names,
range syntax, the bound check is actually hard to spot. I first
refactored a lot of code, but I left out the refactor because the
fix should be integrated independently.

---

## Changelog

- Fix `AxisSettings::new` only accepting invalid bounds
2023-01-16 18:13:04 +00:00
Joshua Chapman
9dd8fbc570 Added Ref to allow immutable access with change detection (#7097)
# Objective

- Fixes #7066 

## Solution

- Split the ChangeDetection trait into ChangeDetection and ChangeDetectionMut
- Added Ref as equivalent to &T with change detection

---

## Changelog

- Support for Ref which allow inspecting change detection flags in an immutable way

## Migration Guide

- While bevy prelude includes both ChangeDetection and ChangeDetectionMut any code explicitly referencing ChangeDetection might need to be updated to ChangeDetectionMut or both. Specifically any reading logic requires ChangeDetection while writes requires ChangeDetectionMut.

use bevy_ecs::change_detection::DetectChanges -> use bevy_ecs::change_detection::{DetectChanges, DetectChangesMut}

- Previously Res had methods to access change detection `is_changed` and `is_added` those methods have been moved to the `DetectChanges` trait. If you are including bevy prelude you will have access to these types otherwise you will need to `use bevy_ecs::change_detection::DetectChanges` to continue using them.
2023-01-11 15:41:54 +00:00
张林伟
0d2cdb450d Fix beta clippy lints (#7154)
# Objective

- When I run `cargo run -p ci` for my pr locally using latest beta toolchain, the ci failed due to [uninlined_format_args](https://rust-lang.github.io/rust-clippy/master/index.html#uninlined_format_args) and [needless_lifetimes](https://rust-lang.github.io/rust-clippy/master/index.html#needless_lifetimes) lints

## Solution

- Fix lints according to clippy suggestions.
2023-01-11 09:51:22 +00:00
DevinLeamy
e94215c4c6 Gamepad events refactor (#6965)
# Objective 

- Remove redundant gamepad events
- Simplify consuming gamepad events.
- Refactor: Separate handling of gamepad events into multiple systems.

## Solution

- Removed `GamepadEventRaw`, and `GamepadEventType`.
- Added bespoke `GamepadConnectionEvent`, `GamepadAxisChangedEvent`, and `GamepadButtonChangedEvent`. 
- Refactored `gamepad_event_system`.
- Added `gamepad_button_event_system`, `gamepad_axis_event_system`, and `gamepad_connection_system`, which update the `Input` and `Axis` resources using their corresponding event type.

Gamepad events are now handled in their own systems and have their own types. 

This allows for querying for gamepad events without having to match on `GamepadEventType` and makes creating handlers for specific gamepad event types, like a `GamepadConnectionEvent` or `GamepadButtonChangedEvent` possible.

We remove `GamepadEventRaw` by filtering the gamepad events, using `GamepadSettings`, _at the source_, in `bevy_gilrs`. This way we can create `GamepadEvent`s directly and avoid creating `GamepadEventRaw` which do not pass the user defined filters. 

We expose ordered `GamepadEvent`s and we can respond to individual gamepad event types.

## Migration Guide

- Replace `GamepadEvent` and `GamepadEventRaw` types with their specific gamepad event type.
2023-01-09 19:24:52 +00:00
1e1001
41a5c30fb7 add Axis::devices to get all the input devices (#5400)
(github made me type out a message for the commit which looked like it was for the pr, sorry)

# Objective

- Add a way to get all of the input devices of an `Axis`, primarily useful for looping through them

## Solution

- Adds `Axis<T>::devices()` which returns a `FixedSizeIterator<Item = &T>`
- Adds a (probably unneeded) `test_axis_devices` test because tests are cool.

---

## Changelog

- Added `Axis<T>::devices()` method

## Migration Guide

Not a breaking change.
2023-01-06 18:00:22 +00:00
Rob Parrett
3dd8b42f72 Fix various typos (#7096)
I stumbled across a typo in some docs. Fixed some more while I was in there.
2023-01-06 00:43:30 +00:00
James Liu
0d67c32153 Avoid triggering change detection for inputs (#6847)
# Objective
Fix #5292.

## Solution
Avoid derefencing when clearing to ensure that change detection is not triggered when there is nothing to clear.
2022-12-11 18:22:09 +00:00
Sol Toder
f7c8eb7d86 Correct docs for ButtonSettingsError to read 0.0..=1.0 (#6570)
# Objective

The [documentation for `ButtonSettingsError`](https://docs.rs/bevy/0.9.0/bevy/input/gamepad/enum.ButtonSettingsError.html) incorrectly describes the valid range of values as `0.0..=2.0`, probably because it was copied from `AxisSettingsError`. The actual range, as seen in the functions that return it and in its own `thiserror` description, is `0.0..=1.0`.

## Solution

Update the doc comments to reflect the correct range.


Co-authored-by: Sol Toder <ajaxgb@gmail.com>
2022-11-12 22:59:49 +00:00
github-actions[bot]
920543c824 Release 0.9.0 (#6568)
Preparing next release
This PR has been auto-generated
2022-11-12 20:01:29 +00:00
Alice Cecile
334e09892b Revert "Show prelude re-exports in docs (#6448)" (#6449)
This reverts commit 53d387f340.

# Objective

Reverts #6448. This didn't have the intended effect: we're now getting bevy::prelude shown in the docs again.

Co-authored-by: Alejandro Pascual <alejandro.pascual.pozo@gmail.com>
2022-11-02 20:40:45 +00:00
Alejandro Pascual
53d387f340 Show prelude re-exports in docs (#6448)
# Objective

- Right now re-exports are completely hidden in prelude docs.
- Fixes #6433

## Solution

- We could show the re-exports without inlining their documentation.
2022-11-02 19:35:06 +00:00
targrub
b672465047 Fix doctest warnings (#6447)
# Objective

- Fixes doctest warnings from upcoming Rust release.

` cargo doc --workspace --all-features --no-deps --document-private-items` using `beta-x86_64-pc-windows-msvc (default)
rustc 1.66.0-beta.1 (e080cc5a6 2022-11-01)` was giving warnings on a few comments.

## Solution

- Quoted the Rust code parts.
2022-11-02 16:47:40 +00:00
TehPers
2023ce63c7 Derive Reflect + FromReflect for input types (#6232)
# Objective

Adds support for reflecting many more of the input types. This allows those types to be used via scripting, `bevy-inspector-egui`, etc. These types are registered by the `InputPlugin` so that they're automatically available to anyone who wants to use them 

Closes #6223 

## Solution

Many types now have `#[derive(Reflect, FromReflect)]` added to them in `bevy_input`. Additionally, `#[reflect(traits...)]` has been added for applicable traits to the types.

This PR does not add reflection support for types which have private fields. Notably, `Touch` and `Touches` don't implement `Reflect`/`FromReflect`.

This adds the "glam" feature to the `bevy_reflect` dependency for package `bevy_input`. Since `bevy_input` transitively depends on `glam` already, all this brings in are the reflection `impl`s.

## Migration Guide

- `Input<T>` now implements `Reflect` via `#[reflect]` instead of `#[reflect_value]`. This means it now exposes its private fields via the `Reflect` trait rather than being treated as a value type. For code that relies on the `Input<T>` struct being treated as a value type by reflection, it is still possible to wrap the `Input<T>` type with a wrapper struct and apply `#[reflect_value]` to it.
  - As a reminder, private fields exposed via reflection are not subject to any stability guarantees.
---

## Changelog

Added
- Implemented `Reflect` + `FromReflect` for many input-related types. These types are automatically registered when adding the `InputPlugin`.
2022-10-26 19:52:20 +00:00
dataphract
bcc33f6757 feat: add GamepadInfo, expose gamepad names (#6342)
# Objective

Fixes #6339.

## Solution

This PR adds a new type, `GamepadInfo`, which holds metadata associated with a particular `Gamepad`. The `Gamepads` resource now holds a `HashMap<Gamepad, GamepadInfo>`. The `GamepadInfo` is created when the gamepad backend (by default `bevy_gilrs`) emits a "gamepad connected" event.

The `gamepad_viewer` example has been updated to showcase the new functionality.

Before:

![bevy-gamepad-old](https://user-images.githubusercontent.com/86984145/197359427-2130a3c0-bd8a-4683-ae24-2a9eaa98b586.png)

After:

![bevy-gamepad-new](https://user-images.githubusercontent.com/86984145/197359429-f7963163-df26-4906-af7f-6186fe3bd338.png)


---

## Changelog

### Added

- Added `GamepadInfo`.
- Added `Gamepads::name()`, which returns the name of the specified gamepad if it exists.

### Changed

- `GamepadEventType::Connected` is now a tuple variant with a single field of type `GamepadInfo`.
- Since `GamepadInfo` is not `Copy`, `GamepadEventType` is no longer `Copy`. The same is true of `GamepadEvent` and `GamepadEventRaw`.

## Migration Guide

- Pattern matches on `GamepadEventType::Connected` will need to be updated, as the form of the variant has changed.
- Code that requires `GamepadEvent`, `GamepadEventRaw` or `GamepadEventType` to be `Copy` will need to be updated.
2022-10-24 14:33:50 +00:00
targrub
c11fbfb3e1 Add getters and setters for InputAxis and ButtonSettings (#6088)
# Objective
Fixes https://github.com/bevyengine/bevy/issues/3418

## Solution

Originally a rebase of https://github.com/bevyengine/bevy/pull/3446.  Work was originally done by mfdorst, who should receive considerable credit.  Then the error types were extensively reworked by targrub.

## Migration Guide

`AxisSettings` now has a `new()`, which may return an `AxisSettingsError`.
`AxisSettings` fields made private; now must be accessed through getters and setters.  There's a dead zone, from `.deadzone_upperbound()` to `.deadzone_lowerbound()`, and a live zone, from `.deadzone_upperbound()` to `.livezone_upperbound()` and from `.deadzone_lowerbound()` to `.livezone_lowerbound()`.
`AxisSettings` setters no longer panic.
`ButtonSettings` fields made private; now must be accessed through getters and setters.
`ButtonSettings` now has a `new()`, which may return a `ButtonSettingsError`.

Co-authored-by: targrub <62773321+targrub@users.noreply.github.com>
2022-10-17 14:38:55 +00:00
Emerson MX
7673db731e Make TouchInput and ForceTouch serializable (#6191)
Closes #6021
2022-10-10 23:59:27 +00:00
Light Ning
aebd760711 bevy_input: Fix process touch event (#4352)
# Objective

- `process_touch_event` in `bevy_input` don't update position info. `TouchPhase::Ended` and `TouchPhase::Cancelled` should use the position info from `pressed`. Otherwise, it'll not update. The position info is updated from `TouchPhase::Moved`.

## Solution

- Use updated touch info. 

---

## Changelog

> This section is optional. If this was a trivial fix, or has no externally-visible impact, feel free to skip this section.

- Fixed: bevy_input, fix process touch event, update touch info
2022-10-10 17:43:10 +00:00
Carter Anderson
dc3f801239 Exclusive Systems Now Implement System. Flexible Exclusive System Params (#6083)
# Objective

The [Stageless RFC](https://github.com/bevyengine/rfcs/pull/45) involves allowing exclusive systems to be referenced and ordered relative to parallel systems. We've agreed that unifying systems under `System` is the right move.

This is an alternative to #4166 (see rationale in the comments I left there). Note that this builds on the learnings established there (and borrows some patterns).

## Solution

This unifies parallel and exclusive systems under the shared `System` trait, removing the old `ExclusiveSystem` trait / impls. This is accomplished by adding a new `ExclusiveFunctionSystem` impl similar to `FunctionSystem`. It is backed by `ExclusiveSystemParam`, which is similar to `SystemParam`. There is a new flattened out SystemContainer api (which cuts out a lot of trait and type complexity). 

This means you can remove all cases of `exclusive_system()`:

```rust
// before
commands.add_system(some_system.exclusive_system());
// after
commands.add_system(some_system);
```

I've also implemented `ExclusiveSystemParam` for `&mut QueryState` and `&mut SystemState`, which makes this possible in exclusive systems:

```rust
fn some_exclusive_system(
    world: &mut World,
    transforms: &mut QueryState<&Transform>,
    state: &mut SystemState<(Res<Time>, Query<&Player>)>,
) {
    for transform in transforms.iter(world) {
        println!("{transform:?}");
    }
    let (time, players) = state.get(world);
    for player in players.iter() {
        println!("{player:?}");
    }
}
```

Note that "exclusive function systems" assume `&mut World` is present (and the first param). I think this is a fair assumption, given that the presence of `&mut World` is what defines the need for an exclusive system.

I added some targeted SystemParam `static` constraints, which removed the need for this:
``` rust
fn some_exclusive_system(state: &mut SystemState<(Res<'static, Time>, Query<&'static Player>)>) {}
```

## Related

- #2923
- #3001
- #3946

## Changelog

- `ExclusiveSystem` trait (and implementations) has been removed in favor of sharing the `System` trait.
- `ExclusiveFunctionSystem` and `ExclusiveSystemParam` were added, enabling flexible exclusive function systems
- `&mut SystemState` and `&mut QueryState` now implement `ExclusiveSystemParam`
- Exclusive and parallel System configuration is now done via a unified `SystemDescriptor`, `IntoSystemDescriptor`, and `SystemContainer` api.

## Migration Guide

Calling `.exclusive_system()` is no longer required (or supported) for converting exclusive system functions to exclusive systems:

```rust
// Old (0.8)
app.add_system(some_exclusive_system.exclusive_system());
// New (0.9)
app.add_system(some_exclusive_system);
```

Converting "normal" parallel systems to exclusive systems is done by calling the exclusive ordering apis:

```rust
// Old (0.8)
app.add_system(some_system.exclusive_system().at_end());
// New (0.9)
app.add_system(some_system.at_end());
```

Query state in exclusive systems can now be cached via ExclusiveSystemParams, which should be preferred for clarity and performance reasons:
```rust
// Old (0.8)
fn some_system(world: &mut World) {
  let mut transforms = world.query::<&Transform>();
  for transform in transforms.iter(world) {
  }
}
// New (0.9)
fn some_system(world: &mut World, transforms: &mut QueryState<&Transform>) {
  for transform in transforms.iter(world) {
  }
}
```
2022-09-26 23:57:07 +00:00
targrub
bc863cec4d Derived Copy trait for bevy_input events, Serialize/Deserialize for events in bevy_input and bevy_windows, PartialEq for events in both, and Eq where possible in both. (#6023)
# Objective

Add traits to events in `bevy_input` and `bevy_windows`: `Copy`, `Serialize`/`Deserialize`, `PartialEq`, and `Eq`, as requested in https://github.com/bevyengine/bevy/issues/6022, https://github.com/bevyengine/bevy/issues/6023, https://github.com/bevyengine/bevy/issues/6024.

## Solution

Added the traits to events in `bevy_input` and `bevy_windows`.  Added dependency of `serde` in `Cargo.toml` of `bevy_input`.


## Migration Guide

If one has been `.clone()`'ing `bevy_input` events, Clippy will now complain about that.  Just remove `.clone()` to solve.

## Other Notes

Some events in `bevy_input` had `f32` fields, so `Eq` trait was not derived for them.
Some events in `bevy_windows` had `String` fields, so `Copy` trait was not derived for them.

Co-authored-by: targrub <62773321+targrub@users.noreply.github.com>
2022-09-20 18:24:00 +00:00
Jakob Hellermann
7d9e864d9c implement Reflect for Input<T>, some misc improvements to reflect value derive (#5676)
# Objective

- I'm currently working on being able to call methods on reflect types (https://github.com/jakobhellermann/bevy_reflect_fns)
- for that, I'd like to add methods to the `Input<KeyCode>` resource (which I'm doing by registering type data)
- implementing `Reflect` is currently a requirement for having type data in the `TypeRegistry`

## Solution

- derive `Reflect` for `KeyCode` and `Input`
- uses `#[reflect_value]` for `Input`, since it's fields aren't supposed to be observable
- using reflect_value would need `Clone` bounds on `T`, but since all the methods (`.pressed` etc) already require `T: Copy`, I unified everything to requiring `Copy`
- add `Send + Sync + 'static` bounds, also required by reflect derive

## Unrelated improvements 
I can extract into a separate PR if needed.

- the `Reflect` derive would previously ignore `#[reflect_value]` and only accept `#[reflect_value()]` which was a bit confusing
- the generated code used `val.clone()` on a reference, which is fine if `val` impls `Clone`, but otherwise also compiles with a worse error message. Change to `std::clone::Clone::clone(val)` instead which gives a neat `T does not implement Clone` error
2022-09-07 15:59:50 +00:00
Alice Cecile
7a29c707bf Gamepad type is Copy; do not require / return references to it in Gamepads API (#5296)
# Objective

- The `Gamepad` type is a tiny value-containing type that implements `Copy`.
- By convention, references to `Copy` types should be avoided, as they can introduce overhead and muddle the semantics of what's going on.
- This allows us to reduce boilerplate reference manipulation and lifetimes in user facing code.

## Solution

- Make assorted methods on `Gamepads` take / return a raw `Gamepad`, rather than `&Gamepad`.

## Migration Guide

- `Gamepads::iter` now returns an iterator of `Gamepad`. rather than an iterator of `&Gamepad`.
- `Gamepads::contains` now accepts a `Gamepad`, rather than a `&Gamepad`.
2022-09-03 20:08:54 +00:00
Fishy
79e7c93060 Support for additional gamepad buttons and axis (#5853)
# Objective

Extend the scope of Gamepad to accommodate devices that have more inputs than a typical controller.

## Solution

Add additional enum variants to both _GamepadButtonType_ and _GamepadAxisType_ that supports up to 255 more non-standard buttons/axis respectively. 

## Personal motivation

I have been writing an alternative to the GILRS crate, and with this simple change to the source code, It will be a trivial thing to direct new devices through the bevy systems, even when they do not always behave exactly like your typical controller.
2022-09-02 02:16:18 +00:00
Jakob Hellermann
3817afc1f4 register missing reflect types (#5747)
# Objective

- While generating https://github.com/jakobhellermann/bevy_reflect_ts_type_export/blob/main/generated/types.ts, I noticed that some types that implement `Reflect` did not register themselves
- `Viewport` isn't reflect but can be (there's a TODO)


## Solution

- register all reflected types
- derive `Reflect` for `Viewport`


## Changelog
- more types are not registered in the type registry
- remove `Serialize`, `Deserialize` impls from `Viewport`


I also decided to remove the `Serialize, Deserialize` from the `Viewport`, since they were (AFAIK) only used for reflection, which now is done without serde. So this is technically a breaking change for people who relied on that impl directly.
Personally I don't think that every bevy type should implement `Serialize, Deserialize`, as that would lead to a ton of code generation that mostly isn't necessary because we can do the same with `Reflect`, but if this is deemed controversial I can remove it from this PR.

## Migration Guide
- `KeyCode` now implements `Reflect` not as `reflect_value`, but with proper struct reflection. The `Serialize` and `Deserialize` impls were removed, now that they are no longer required for scene serialization.
2022-08-23 17:41:39 +00:00
ira
992681b59b Make Resource trait opt-in, requiring #[derive(Resource)] V2 (#5577)
*This PR description is an edited copy of #5007, written by @alice-i-cecile.*
# Objective
Follow-up to https://github.com/bevyengine/bevy/pull/2254. The `Resource` trait currently has a blanket implementation for all types that meet its bounds.

While ergonomic, this results in several drawbacks:

* it is possible to make confusing, silent mistakes such as inserting a function pointer (Foo) rather than a value (Foo::Bar) as a resource
* it is challenging to discover if a type is intended to be used as a resource
* we cannot later add customization options (see the [RFC](https://github.com/bevyengine/rfcs/blob/main/rfcs/27-derive-component.md) for the equivalent choice for Component).
* dependencies can use the same Rust type as a resource in invisibly conflicting ways
* raw Rust types used as resources cannot preserve privacy appropriately, as anyone able to access that type can read and write to internal values
* we cannot capture a definitive list of possible resources to display to users in an editor
## Notes to reviewers
 * Review this commit-by-commit; there's effectively no back-tracking and there's a lot of churn in some of these commits.
   *ira: My commits are not as well organized :')*
 * I've relaxed the bound on Local to Send + Sync + 'static: I don't think these concerns apply there, so this can keep things simple. Storing e.g. a u32 in a Local is fine, because there's a variable name attached explaining what it does.
 * I think this is a bad place for the Resource trait to live, but I've left it in place to make reviewing easier. IMO that's best tackled with https://github.com/bevyengine/bevy/issues/4981.

## Changelog
`Resource` is no longer automatically implemented for all matching types. Instead, use the new `#[derive(Resource)]` macro.

## Migration Guide
Add `#[derive(Resource)]` to all types you are using as a resource.

If you are using a third party type as a resource, wrap it in a tuple struct to bypass orphan rules. Consider deriving `Deref` and `DerefMut` to improve ergonomics.

`ClearColor` no longer implements `Component`. Using `ClearColor` as a component in 0.8 did nothing.
Use the `ClearColorConfig` in the `Camera3d` and `Camera2d` components instead.


Co-authored-by: Alice <alice.i.cecile@gmail.com>
Co-authored-by: Alice Cecile <alice.i.cecile@gmail.com>
Co-authored-by: devil-ira <justthecooldude@gmail.com>
Co-authored-by: Carter Anderson <mcanders1@gmail.com>
2022-08-08 21:36:35 +00:00
Bleb1k
115211161b Added keyboard scan input event (#5495)
# Objective

- I wanted to have controls independent from keyboard layout and found that bevy doesn't have a proper implementation for that

## Solution

- I created a `ScanCode` enum with two hundreds scan codes and updated `keyboard_input_system` to include and update `ResMut<Input<ScanCode>>`
- closes both https://github.com/bevyengine/bevy/issues/2052 and https://github.com/bevyengine/bevy/issues/862

Co-authored-by: Bleb1k <91003089+Bleb1k@users.noreply.github.com>
2022-08-05 04:19:53 +00:00
KDecay
54750deddd Document gamepad.rs (#5548)
# Objective

- Fixes #5544
- Part of the splitting process of #3692.

## Solution

- Document everything in the `gamepad.rs` file.
- Add a doc example for mocking gamepad input.

---

## Changelog

- Added and updated the documentation inside of the `gamepad.rs` file.
2022-08-05 02:28:07 +00:00
github-actions[bot]
444150025d Bump Version after Release (#5576)
Bump version after release
This PR has been auto-generated
2022-08-05 02:03:05 +00:00
github-actions[bot]
856588ed7c Release 0.8.0 (#5490)
Preparing next release
This PR has been auto-generated
2022-07-30 14:07:30 +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
2f9a886c55 Implement Debug for Gamepads (#5291)
Generally a good idea.

I ran into this because I wanted to store `Gamepads` in a wrapper struct in https://github.com/Leafwing-Studios/leafwing-input-manager/pull/168. 

This PR allows the `Debug` derive used there to continue working. I could workaround this with a custom impl, but a PR upstream seemed like the right fix.
2022-07-13 15:10:41 +00:00
Zicklag
1fccb99d3a Improve Gamepad DPad Button Detection (#5220)
# Objective

- Enable the `axis_dpad_to_button` gilrs filter to map hats to dpad buttons on supported remotes.
- Fixes https://github.com/Leafwing-Studios/leafwing-input-manager/issues/149
- Might have fixed the confusion related to https://github.com/bevyengine/bevy/issues/3229

## Solution

- Enables the `axis_dpad_to_button` filter in `gilrs` which will use it's remote mapping information to see if there are hats mapped to dpads for that remote model. I don't really understand the logic it uses exactly, but it is usually enabled by default in gilrs and I believe it probably leads to more intuitive mapping compared to the current situation of dpad buttons being mapped to an axis.
- Removes the `GamepadAxisType::DPadX` and `GamepadAxisType::DPadY` enum variants to avoid user confusion. Those variants should never be emitted anyway, for all supported remotes.

---

## Changelog

### Changed

- Removed `GamepadAxisType::DPadX` and `GamepadAxisType::DPadY` in favor of using `GamepadButtonType::DPad[Up/Down/Left/Right]` instead.

## Migration Guide

If your game reads gamepad events or queries the axis state of `GamePadAxisType::DPadX` or `GamePadAxisType::DPadY`, then you must migrate your code to check whether or not the `GamepadButtonType::DPadUp`, `GamepadButtonType::DPadDown`, etc. buttons were pressed instead.
2022-07-11 14:11:25 +00:00
CGMossa
33f9b3940d Updated glam to 0.21. (#5142)
Removed `const_vec2`/`const_vec3`
and replaced with equivalent `.from_array`.

# Objective

Fixes #5112 

## Solution

- `encase` needs to update to `glam` as well. See teoxoy/encase#4 on progress on that. 
- `hexasphere` also needs to be updated, see OptimisticPeach/hexasphere#12.
2022-07-03 19:55:33 +00:00
Federico Rinaldi
056f12236e Update MouseMotion and CursorMoved docs (#5090)
# Objective

- Fixes #5083 

## Solution

I looked at the implementation of those events. I noticed that they both are adaptations of `winit`'s `DeviceEvent`/`WindowEvent` enum variants. Therefore I based the description of the items on the documentation provided by the upstream crate. I also added a link to `CursorMoved`, just like `MouseMotion` already has.

## Observations

- Looking at the implementation of `MouseMotion`, I noticed the `DeviceId` field of the `winit` event is discarded by `bevy_input`. This means that in the case a machine has multiple pointing devices, it is impossible to distinguish to which one the event is referring to. **EDIT:** just tested, `MouseMotion` events are emitted for movement of both mice.
2022-06-26 13:40:43 +00:00
Félix Lescaudey de Maneville
c4fc5d88f0 Fixed bevy_ui touch input (#4099)
# Objective

`bevy_ui` doesn't support correctly touch inputs because of two problems in the focus system:
- It attempts to retrieve touch input with a specific `0` id
- It doesn't retrieve touch positions and bases its focus solely on mouse position, absent from mobile devices

## Solution

I added a few methods to the `Touches` resource, allowing to check if **any** touch input was pressed, released or cancelled and to retrieve the *position* of the first pressed touch input and adapted the focus system.

I added a test button to the *iOS* example and it works correclty on emulator. I did not test on a real touch device as:
- Android is not working (https://github.com/bevyengine/bevy/issues/3249)
- I don't have an iOS device
2022-06-20 20:32:19 +00:00
Hoidigan
984ce3fa22 Add Input::reset_all (#5015)
Adds a `reset_all` method to reset `pressed`, `just_pressed`, and `just_released` on the `Input`.

Fixes #3383
2022-06-20 18:31:46 +00:00
Hoidigan
2ec5ff9652 Add a release_all function to Input. (#5011)
Adds a `release_all` function to `Input` that releases all of the currently pressed inputs and marks them as just released.
2022-06-20 17:35:56 +00:00
Corey Farwell
5dbb178d5d Implement Eq and PartialEq for MouseScrollUnit (#5048) 2022-06-19 16:53:49 +00:00
KDecay
85dd291b9d Update keyboard.rs docs in bevy_input (#4517)
# Objective

- Part of the splitting process of #3692.

## Solution

- Document `keyboard.rs` inside of `bevy_input`.

Co-authored-by: KDecay <KDecayMusic@protonmail.com>
2022-05-17 04:16:54 +00:00
Daniel McNab
b731ebad1b Allow closing windows at runtime (#3575)
# Objective

Fixes #3180, builds from https://github.com/bevyengine/bevy/pull/2898

## Solution

Support requesting a window to be closed and closing a window in `bevy_window`, and handle this in `bevy_winit`.

This is a stopgap until we move to windows as entites, which I'm sure I'll get around to eventually.

## Changelog

### Added

- `Window::close` to allow closing windows.
- `WindowClosed` to allow reacting to windows being closed.

### Changed

Replaced `bevy::system::exit_on_esc_system` with `bevy:🪟:close_on_esc`.

## Fixed

The app no longer exits when any window is closed. This difference is only observable when there are multiple windows. 

## Migration Guide

`bevy::input::system::exit_on_esc_system` has been removed. Use `bevy:🪟:close_on_esc` instead.
`CloseWindow` has been removed. Use `Window::close` instead.
The `Close` variant has been added to `WindowCommand`. Handle this by closing the relevant window.
2022-05-05 13:35:43 +00:00
KDecay
51509a9a3e Change gamepad.rs tuples to normal structs (#4519)
# Objective

- Part of the splitting process of #3692.

## Solution

- Remove / change the tuple structs inside of `gamepad.rs` of `bevy_input` to normal structs.

## Reasons

- It made the `gamepad_connection_system` cleaner.
- It made the `gamepad_input_events.rs` example cleaner (which is probably the most notable change for the user facing API).
- Tuple structs are not descriptive (`.0`, `.1`).
- Using tuple structs for more than 1 field is a bad idea (This means that the `Gamepad` type might be fine as a tuple struct, but I still prefer normal structs over tuple structs).

Feel free to discuss this change as this is more or less just a matter of taste.

## Changelog

### Changed

- The `Gamepad`, `GamepadButton`, `GamepadAxis`, `GamepadEvent` and `GamepadEventRaw` types are now normal structs instead of tuple structs and have a `new()` function.

## Migration Guide

- The `Gamepad`, `GamepadButton`, `GamepadAxis`, `GamepadEvent` and `GamepadEventRaw` types are now normal structs instead of tuple structs and have a `new()` function. To migrate change every instantiation to use the `new()` function instead and use the appropriate field names instead of `.0` and `.1`.
2022-05-02 13:20:55 +00:00
KDecay
50a14703ea Update mouse.rs docs in bevy_input (#4518)
# Objective

- Part of the splitting process of #3692.

## Solution

- Document `mouse.rs` inside of `bevy_input`.

Co-authored-by: KDecay <KDecayMusic@protonmail.com>
2022-04-26 17:32:54 +00:00
KDecay
c64f2a1866 Add more tests to input.rs (#4522)
# Objective

- Part of the splitting process of #3692.

## Solution

- Add more tests to `input.rs` inside of `bevy_input`.

## Note

- The tests would now catch a change like #4410 and fail accordingly.
2022-04-25 13:16:24 +00:00
KDecay
46ff9fef98 Update input.rs docs in bevy_input (#4521)
# Objective

- Part of the splitting process of #3692.

## Solution

- Document `input.rs` inside of `bevy_input`.
2022-04-25 13:16:21 +00:00
KDecay
00c6acc0cc Rename ElementState to ButtonState (#4314)
# Objective

- Part of the splitting process of #3692.

## Solution

- Rename `ElementState` to `ButtonState`

## Reasons

- The old name was too generic.
- If something can be pressed it is automatically button-like (thanks to @alice-i-cecile for bringing it up in #3692).
- The reason it is called `ElementState` is because that's how `winit` calls it.
- It is used to define if a keyboard or mouse **button** is pressed or not.
- Discussion in #3692.

## Changelog

### Changed

- The `ElementState` type received a rename and is now called `ButtonState`.

## Migration Guide

- The `ElementState` type received a rename and is now called `ButtonState`. To migrate you just have to change every occurrence of `ElementState` to `ButtonState`.

Co-authored-by: KDecay <KDecayMusic@protonmail.com>
2022-04-24 22:57:02 +00:00
KDecay
46321930f2 Update system.rs docs in bevy_input (#4524)
# Objective

- Part of the splitting process of #3692.

## Solution

- Document `system.rs` inside of `bevy_input`.
2022-04-20 03:06:31 +00:00
KDecay
7557f4db83 Update axis.rs docs in bevy_input (#4525)
# Objective

- Part of the splitting process of #3692.

## Solution

- Document `axis.rs` inside of `bevy_input`.
2022-04-18 21:26:54 +00:00
KDecay
b3e39d0a19 Update touch.rs docs (#4523)
# Objective

- Part of the splitting process of #3692.

## Solution

- Document `touch.rs` inside of `bevy_input`.
2022-04-18 18:25:44 +00:00
Yutao Yuan
8d67832dfa Bump Bevy to 0.8.0-dev (#4505)
# Objective

We should bump our version to 0.8.0-dev after releasing 0.7.0, according to our release checklist.

## Solution

Do it.
2022-04-17 23:04:52 +00:00
Carter Anderson
83c6ffb73c release 0.7.0 (#4487) 2022-04-15 18:05:37 +00:00
François
cf831d5185 input clear should not clear pressed (#4418)
# Objective

- Revert #4410 
- `Input<T>.clear()` is the method call at the end of each frame for inputs. Clearing `pressed` in it mean that checking if a key is pressed will always return false
2022-04-04 22:10:00 +00:00
Troels Jessen
d9d2fb6409 Added pressed state to input clear so it clears everything (#4410)
# Objective

Adds `pressed` state to Input::clear(). Fixes #3383
2022-04-04 20:09:55 +00:00
KDecay
c7c08f95cb Fix gamepad connection system ordering (#4313)
# Objective

- Part of the splitting process of #3692.

## Solution

- Change the `gamepad_connection_system` to run after the `InputSystem` label.

## Reasons

I changed the `gamepad_connection_system` to run after the `InputSystem` instead of in parallel, because this system checks the `GamepadEvent`s which get send inside of the `gamepad_event_system`. This means that the `gamepad_connection_system` could respond to the events one frame later, instead of instantly resulting in one frame lag.

Old possible case:
1. `gamepad_connection_system` (reacts to the `GamepadEvent`s too early)
2. `gamepad_event_system` (sends the `GamepadEvent`s)

New fixed ordering:
1. `gamepad_event_system` (sends the `GamepadEvent`s)
2. `gamepad_connection_system` (reacts to the `GamepadEvent`s)
2022-03-29 22:39:21 +00:00
KDecay
f5e53ba6f5 Only insert or remove input if needed (#4273)
# Objective

We are currently inserting an `input` into `pressed` even if it is already pressed. This also applies to releasing an input. This is not a big deal, but since we are already checking if the `input` is pressed or not we might as well remove the cost of the value update caused by the `pressed.insert` method.

Related to #4209

## Solution

Only insert or remove input if needed.
2022-03-29 22:39:16 +00:00
Chris Foster
b0ddce36bd Check an Input's pressed set before adding to just_released. (#4209)
# Objective

- Fixes #4208

## Solution

- Adds a check before inserting into an `Input`'s `just_released` set, in the same way that one exists for adding into the `just_pressed` set.
2022-03-20 21:54:09 +00:00
Alice Cecile
7ce3ae43e3 Bump Bevy to 0.7.0-dev (#4230)
# Objective

- The [dev docs](https://dev-docs.bevyengine.org/bevy/index.html#) show version 0.6.0, which is actively misleading.

[Image of the problem](https://cdn.discordapp.com/attachments/695741366520512563/953513612943704114/Screenshot_20220316-154100_Firefox-01.jpeg)

Noticed by @ickk, fix proposed by @mockersf.

## Solution

- Bump the version across all Bevy crates to 0.7.0 dev.
- Set a reminder in the Release Checklist to remember to do this each release.
2022-03-19 03:54:15 +00:00
pubrrr
caf6611c62 remove Events from bevy_app, they now live in bevy_ecs (#4066)
# Objective

Fixes #4064.

## Solution

- remove Events from bevy_app
2022-03-01 19:33:56 +00:00
Carter Anderson
b3a1db60f2 Proper prehashing (#3963)
For some keys, it is too expensive to hash them on every lookup. Historically in Bevy, we have regrettably done the "wrong" thing in these cases (pre-computing hashes, then re-hashing them) because Rust's built in hashed collections don't give us the tools we need to do otherwise. Doing this is "wrong" because two different values can result in the same hash. Hashed collections generally get around this by falling back to equality checks on hash collisions. You can't do that if the key _is_ the hash. Additionally, re-hashing a hash increase the odds of collision!
 
#3959 needs pre-hashing to be viable, so I decided to finally properly solve the problem. The solution involves two different changes:

1. A new generalized "pre-hashing" solution in bevy_utils: `Hashed<T>` types, which store a value alongside a pre-computed hash. And `PreHashMap<K, V>` (which uses `Hashed<T>` internally) . `PreHashMap` is just an alias for a normal HashMap that uses `Hashed<T>` as the key and a new `PassHash` implementation as the Hasher. 
2. Replacing the `std::collections` re-exports in `bevy_utils` with equivalent `hashbrown` impls. Avoiding re-hashes requires the `raw_entry_mut` api, which isn't stabilized yet (and may never be ... `entry_ref` has favor now, but also isn't available yet). If std's HashMap ever provides the tools we need, we can move back to that. The latest version of `hashbrown` adds support for the `entity_ref` api, so we can move to that in preparation for an std migration, if thats the direction they seem to be going in. Note that adding hashbrown doesn't increase our dependency count because it was already in our tree.

In addition to providing these core tools, I also ported the "table identity hashing" in `bevy_ecs` to `raw_entry_mut`, which was a particularly egregious case.

The biggest outstanding case is `AssetPathId`, which stores a pre-hash. We need AssetPathId to be cheaply clone-able (and ideally Copy), but `Hashed<AssetPath>` requires ownership of the AssetPath, which makes cloning ids way more expensive. We could consider doing `Hashed<Arc<AssetPath>>`, but cloning an arc is still a non-trivial expensive that needs to be considered. I would like to handle this in a separate PR. And given that we will be re-evaluating the Bevy Assets implementation in the very near future, I'd prefer to hold off until after that conversation is concluded.
2022-02-18 03:26:01 +00:00
danieleades
d8974e7c3d small and mostly pointless refactoring (#2934)
What is says on the tin.

This has got more to do with making `clippy` slightly more *quiet* than it does with changing anything that might greatly impact readability or performance.

that said, deriving `Default` for a couple of structs is a nice easy win
2022-02-13 22:33:55 +00:00
rezural
e2cce092d7 derive clone for Input (#3569)
# Objective

- As part of exploring input event suppression in bevy_egui here: 53c1773583
- I found that the only way to suppress events properly, is to allow to clone the relevant Input<Whatever>, and update with events manually from within the system. This cloned Input then is discarded, the Events<*> structs are cleared, and bevy_input's normal update of Input proceeds, without the events that have been suppressed.

## Solution

- This enables Input to be cloned, allowing it to be manually updated with events.
2022-02-04 02:42:59 +00:00
Charles
7d712406fe Simplify sending empty events (#2935)
# Objective

When using empty events, it can feel redundant to have to specify the type of the event when sending it.

## Solution

Add a new `fire()` function that sends the default value of the event. This requires that the event derives Default.


Co-authored-by: Carter Anderson <mcanders1@gmail.com>
2022-02-04 01:24:47 +00:00
Carter Anderson
2ee38cb9e0 Release 0.6.0 (#3587) 2022-01-08 10:18:22 +00:00
Michael Dorst
8aff7262d6 Fix doc_markdown lints in bevy_input (#3475)
#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_input` crate.
2021-12-29 17:38:10 +00:00
Rostyslav Toch
e48f9d8cd4 Add documentation and tests to AxisSettings (#3303)
# Objective

Fixes: #3247 

## Solution

- Added short documentation for `AxisSettings`
- Added tests for `AxisSettings` and `ButtonSettings`


Co-authored-by: CrazyRoka <rokarostuk@gmail.com>
2021-12-18 20:00:18 +00:00
François
6a0008f3d3 Fix doc warnings (#3339)
# Objective

- There are a few warnings when building Bevy docs for dead links
- CI seems to not catch those warnings when it should

## Solution

- Enable doc CI on all Bevy workspace
- Fix warnings
- Also noticed plugin GilrsPlugin was not added anymore when feature was enabled


First commit to check that CI would actually fail with it: https://github.com/bevyengine/bevy/runs/4532652688?check_suite_focus=true

Co-authored-by: François <8672791+mockersf@users.noreply.github.com>
2021-12-18 00:09:23 +00:00
MrGVSV
add1818a05 Add documentation to KeyCode for Mac users (#3331)
# Objective

`KeyCode::*Win` and `KeyCode::*Alt` might be confusing for some Mac users.

## Solution

Added some small documentation to clarify the mappings for those developing on a Mac.

## Additional Context

Related issue: #3240
2021-12-15 01:23:32 +00:00
Rostyslav Toch
172f4d6d78 Documented and tested Axis<T> (#3276)
# Objective

Fixes #3247 

## Solution

- Added docs to `Axis<T>`. This one can be extended @alice-i-cecile 
- Added unit tests
- Added `min` and `max` values to the struct. @alice-i-cecile Do we need to these variables?
- Limited `set` method usage with `min` and `max` values


Co-authored-by: CrazyRoka <rokarostuk@gmail.com>
2021-12-11 23:31:46 +00:00
Rostyslav Toch
01e2141ce3 Add Gamepads resource (#3257)
# Objective

Fixes #3245 

## Solution

- Move GamepadLobby to lib
- Add connection_system to InputPlugin
- Updated gamepad_input example


Co-authored-by: CrazyRoka <rokarostuk@gmail.com>
Co-authored-by: Carter Anderson <mcanders1@gmail.com>
2021-12-08 20:28:08 +00:00
Rostyslav Toch
bf96f266d7 Added tests to ButtonAxisSettings (#3272)
# Objective

`ButtonAxisSettings` wasn't tested properly.

## Solution

I added tests and fixed issue with `filter` method


Co-authored-by: CrazyRoka <rokarostuk@gmail.com>
2021-12-08 01:12:49 +00:00
Yoh Deadfall
ffde86efa0 Update to edition 2021 on master (#3028)
Objective
During work on #3009 I've found that not all jobs use actions-rs, and therefore, an previous version of Rust is used for them. So while compilation and other stuff can pass, checking markup and Android build may fail with compilation errors.

Solution
This PR adds `action-rs` for any job running cargo, and updates the edition to 2021.
2021-10-27 00:12:14 +00:00
Daniel McNab
321d998615 Add convenience methods for checking a set of inputs (#2760)
# Objective

Make it easier to check if some set of inputs matches a key, such as if you want to allow all of space or up or w for jumping.

Currently, this requires:
```rust
if keyboard.pressed(KeyCode::Space)
            || keyboard.pressed(KeyCode::Up)
            || keyboard.pressed(KeyCode::W) {
    // ...
```

## Solution

Add an implementation of the helper methods, which very simply iterate through the items, used as:
```rust
if keyboard.any_pressed([KeyCode::Space, KeyCode::Up, KeyCode::W]) {
```
2021-09-01 21:21:41 +00:00
Carter Anderson
a89a954a17 Not me ... us (#2654)
I don't see much of a reason at this point to boost my name over anyone elses. We are all Bevy Contributors.
2021-08-15 20:08:52 +00:00
François
b724a0f586 Down with the system! (#2496)
# Objective

- Remove all the `.system()` possible.
- Check for remaining missing cases.

## Solution

- Remove all `.system()`, fix compile errors
- 32 calls to `.system()` remains, mostly internals, the few others should be removed after #2446
2021-07-27 23:42:36 +00:00
bjorn3
6d6bc2a8b4 Merge AppBuilder into App (#2531)
This is extracted out of eb8f973646476b4a4926ba644a77e2b3a5772159 and includes some additional changes to remove all references to AppBuilder and fix examples that still used App::build() instead of App::new(). In addition I didn't extract the sub app feature as it isn't ready yet.

You can use `git diff --diff-filter=M eb8f973646476b4a4926ba644a77e2b3a5772159` to find all differences in this PR. The `--diff-filtered=M` filters all files added in the original commit but not in this commit away.

Co-Authored-By: Carter Anderson <mcanders1@gmail.com>
2021-07-27 20:21:06 +00:00
Carter Anderson
e167a1d9cf Relicense Bevy under the dual MIT or Apache-2.0 license (#2509)
This relicenses Bevy under the dual MIT or Apache-2.0 license. For rationale, see #2373.

* Changes the LICENSE file to describe the dual license. Moved the MIT license to docs/LICENSE-MIT. Added the Apache-2.0 license to docs/LICENSE-APACHE. I opted for this approach over dumping both license files at the root (the more common approach) for a number of reasons:
  * Github links to the "first" license file (LICENSE-APACHE) in its license links (you can see this in the wgpu and rust-analyzer repos). People clicking these links might erroneously think that the apache license is the only option. Rust and Amethyst both use COPYRIGHT or COPYING files to solve this problem, but this creates more file noise (if you do everything at the root) and the naming feels way less intuitive. 
  * People have a reflex to look for a LICENSE file. By providing a single license file at the root, we make it easy for them to understand our licensing approach. 
  * I like keeping the root clean and noise free
  * There is precedent for putting the apache and mit license text in sub folders (amethyst) 
* Removed the `Copyright (c) 2020 Carter Anderson` copyright notice from the MIT license. I don't care about this attribution, it might make license compliance more difficult in some cases, and it didn't properly attribute other contributors. We shoudn't replace it with something like "Copyright (c) 2021 Bevy Contributors" because "Bevy Contributors" is not a legal entity. Instead, we just won't include the copyright line (which has precedent ... Rust also uses this approach).
* Updates crates to use the new "MIT OR Apache-2.0" license value
* Removes the old legion-transform license file from bevy_transform. bevy_transform has been its own, fully custom implementation for a long time and that license no longer applies.
* Added a License section to the main readme
* Updated our Bevy Plugin licensing guidelines.

As a follow-up we should update the website to properly describe the new license.

Closes #2373
2021-07-23 21:11:51 +00:00
Lucas Rocha
b1ed28e17e Hide re-exported docs (#1985)
Solves #1957 

Co-authored-by: caelumLaron <caelum.laron@gmail.com>
2021-04-27 18:29:33 +00:00
François
fcf8fafa71 fix dead intra links in doc on Input and Reflect (#2007)
fix a few dead links

* Links in `Input` missed a refactor
* `Reflect::downcast` can't use the intra doc link format, as it's not a link to a trait function, but to a function implemented on `dyn Reflect`

noticed in https://github.com/bevyengine/bevy/pull/1781#discussion_r619777879
2021-04-25 17:24:09 +00:00
Alice Cecile
e4e32598a9 Cargo fmt with unstable features (#1903)
Fresh version of #1670 off the latest main.

Mostly fixing documentation wrapping.
2021-04-21 23:19:34 +00:00
Yoh Deadfall
04a37f722a Moved events to ECS (#1823)
Fixes #1809. It makes it also possible to use `derive` for `SystemParam` inside ECS and avoid manual implementation. An alternative solution to macro changes is to use `use crate as bevy_ecs;` in `event.rs`.
2021-04-13 20:36:37 +00:00
François
4c1099a77f add documentation on Input (#1781)
related to #1700 

This PR:
* documents all methods on `Input<T>`
* adds documentation on the struct about how to use it, and how to implement it for a new input type
* renames method `update` to a easier to understand `clear`
* adds two methods to check for state and clear it after, allowing easier use in the case of #1700 

Co-authored-by: Carter Anderson <mcanders1@gmail.com>
2021-04-13 03:13:48 +00:00
Carter Anderson
97d8e4e179 Release 0.5.0 (#1835) 2021-04-06 18:48:48 +00:00
Carter Anderson
b17f8a4bce format comments (#1612)
Uses the new unstable comment formatting features added to rustfmt.toml.
2021-03-11 00:27:30 +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
Martín Maita
e9a501e6b8 Fixes potential panic when unwrapping touch event on Moved phase (#1591)
Should fix https://github.com/bevyengine/bevy/issues/1516.

I don't have any devices available to test this tbh but I feel like this was the only spot that could be causing a panic.

@ptircylinder since you posted this issue, could you please try to run the example on this branch and check if you get the same behavior while using your device? Thank you!
2021-03-10 00:44:45 +00:00
TheRawMeatball
d9b8b3e618 Add EventWriter (#1575)
This adds a `EventWriter<T>` `SystemParam` that is just a thin wrapper around `ResMut<Events<T>>`. This is primarily to have API symmetry between the reader and writer, and has the added benefit of easily improving the API later with no breaking changes.
2021-03-07 20:42:04 +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
maxwellodri
ba2226a487 Added Hash and Deserialize/Serialize traits to ElementState (#1447)
This adds traits that are already implemented for KeyCodes/Mouse Button etc.
2021-02-22 03:59:37 +00:00
Alexander Sepity
c2a427f1a3
Non-string labels (#1423 continued) (#1473)
Non-string labels
2021-02-18 13:20:37 -08:00
TheRawMeatball
a880b54508
Make EventReader a SystemParam (#1244)
* Add generic support for `#[derive(SystemParam)]`
* Make EventReader a SystemParam
2021-01-18 22:23:30 -08:00
bjorn3
fbf08ac545
Faster compilation of bevy_diagnostic (#1235)
* 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
```
2021-01-12 13:21:45 -08:00
Jakob Hellermann
599f381a6a
fix repeated gamepad events (#1221)
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.
2021-01-07 12:35:40 -08:00
W. Brian Gourlie
b94f266183
Implement Copy for ElementState (#1154) 2020-12-28 15:24:31 -06:00
Carter Anderson
3b2c6ce49b
release 0.4.0 (#1093) 2020-12-19 13:28:00 -06:00
Carter Anderson
841755aaf2
Adopt a Fetch pattern for SystemParams (#1074) 2020-12-15 21:57:16 -08:00
Corey Farwell
9602b24d0f
Add support for Apple Silicon by upgrading winit. (#1043) 2020-12-13 11:27:54 -08:00
Carter Anderson
509b138e8f
Schedule v2 (#1021)
Schedule V2
2020-12-12 18:04:42 -08:00
Amber Kowalski
ef99e59469
Test more areas of the codebase (#953)
Test more areas of the codebase
2020-11-30 22:58:49 -08:00
Amber Kowalski
4c1bc02723
Change bevy_input::Touch API to match similar APIs (#952) 2020-11-30 17:14:08 -08:00
Carter Anderson
3a6f6de277
System Inputs, Outputs, Chaining, and Registration Ergo (#876)
System Inputs, Outputs, Chaining, and Registration Ergo
2020-11-16 18:18:00 -08:00
Rob
7aac4223d0
Fixed property typos, KeyCode typo. (#857)
* Fixed property typos, KeyCode typo.

* cargo fmt
2020-11-16 16:33:19 -08:00
Joshua J. Bouw
c9acef04e3
Ahash constructor extensions and HashMap / HashSet (#790)
Ahash constructor extensions and HashMap / HashSet
2020-11-10 17:06:55 -08:00
Carter Anderson
ebcdc9fb8c
Flexible ECS System Params (#798)
system params can be in any order, faster compiles, remove foreach
2020-11-08 12:34:05 -08:00
Carter Anderson
9afe196f16
release: 0.3.0 (#783) 2020-11-03 13:34:00 -08:00
David Ackerman
7efb1b1887
Fix initial Android support (#778)
* Add force touches, fix ui focus system and touch screen system

* Fix examples README. Update rodio with Android support. Add Android build CI

* Alter android metadata in root Cargo.toml
2020-11-03 11:32:48 -08:00
Nathan Stocks
2f87ff6618
Move ElementState to top-level of bevy_input. Resolves #687. (#769) 2020-11-02 18:16:13 -08:00
Utkarsh
fb2b19def5
Fix bug of connection event of gamepad at startup (#730)
* Removed f32==f32 comparision in gamepad.rs

* Trigger gamepad connection event at start up
2020-10-29 13:55:35 -07:00
Carter Anderson
267599e577
gamepad: expose raw and filtered gamepad events. (#711) 2020-10-21 15:56:07 -07:00
Utkarsh
d01ba9e4fc
Separate gamepad state code from gamepad event code and other customizations (#700)
Separated gamepad event and gamepad state code and made gamepad input more customizable
2020-10-21 10:27:00 -07:00
Carter Anderson
a602f50c2c
small input example improvements (#701) 2020-10-18 13:20:42 -07:00
Sergey Minakov
a80469bd13
Touch support implementation (#696)
Adds a basic touch input system
2020-10-18 12:24:01 -07:00
Utkarsh
dd91f8e116
Add support to get gamepad button/trigger values using Axis<GamepadButton> (#683) 2020-10-15 12:45:34 -07:00
Grayson Burton
354d71cc1f
The Great Debuggening (#632)
The Great Debuggening
2020-10-08 11:43:01 -07:00
Carter Anderson
22a2c88a47
winit: upgrade to 0.23.0 / move back upstream! (#617) 2020-10-02 12:24:30 -07:00
Jonas Matser
3a4eacbdee
Adds derive for missing debug implementations (#597) 2020-10-01 10:58:21 -07:00
Nolan Darilek
d52f9e32aa
Add #[cfg_attr(feature = "serialize", derive(serde::Serialize, serde::Deserialize))] to gamepad types. (#583)
Seems these may have been missed in the gamepad implementation, copied them from keyboard.rs.
2020-10-01 10:54:20 -07:00
Carter Anderson
74dba5f36b
release: 0.2.1 (#533) 2020-09-20 15:58:32 -07:00
Carter Anderson
ba5af4dd56
release: 0.2.0 (#520) 2020-09-19 15:29:08 -07:00
Utkarsh
19d4694d24
Added gamepad support using Gilrs (#280)
Co-authored-by: Carter Anderson <mcanders1@gmail.com>
2020-09-18 14:43:47 -07:00
Smite Rust
a9ce7f4e82
update dependencies (#470) 2020-09-10 12:54:24 -07:00
Aevyrie
6e460a6a97
Add Copy to MouseScrollUnit (#270)
add Copy to MouseScrollUnit
2020-09-06 12:56:09 -07:00
Marcel Müller
08dc1c1936
Add access to pressed/just_pressed/just_released to Input<T> (#428)
Add access to pressed/just_pressed to Input<T>
2020-09-03 17:32:17 -07:00
Robbie Davenport
4aabe983ec
Switch usage of std HashMap/HashSet default hasher, to aHash algo (#258)
switch to ahash for HashMaps and HashSets via a new bevy_utils crate
2020-08-28 17:08:51 -07:00
Carter Anderson
b925e22949 0.1.3 upgrade 2020-08-22 10:16:52 -07:00
TehPers
7a79dcc46c
Add serialize/deserialize to some input types (#281) 2020-08-21 18:13:50 -07:00
Claire C
45312a945a
Basic mouse scroll-wheel event (#222)
add simple mouse wheel event + example
2020-08-20 17:04:01 -07:00
Victor "multun" Collod
c38420f1e9 enforce clippy for all target and features 2020-08-16 07:20:06 -07:00
Victor "multun" Collod
d138647818 enforce cargo fmt --check 2020-08-16 05:02:06 -07:00
Carter Anderson
34752a27bd add "0.1" version to all bevy crate references 2020-08-09 17:39:28 -07:00
Carter Anderson
9aee5323e1 add crate metadata 2020-08-09 17:24:27 -07:00
Carter Anderson
3d09459813 add more doc comments and clean up some public exports 2020-08-09 16:13:04 -07:00
Carter Anderson
f963cd41dc app: rename AppPlugin to Plugin 2020-08-07 20:22:17 -07:00
Thomas Herzog
b4c185eb0c cargo fmt 2020-07-26 21:10:18 +02:00
Carter Anderson
2a6e75a27e pbr: simplify imports 2020-07-16 19:27:19 -07:00
Carter Anderson
f742ce3ef2 app: simplify app imports 2020-07-16 18:47:51 -07:00
Carter Anderson
1110f9b877 create bevy_math crate and move math types there 2020-07-16 17:11:52 -07:00
Carter Anderson
c81ab99dac cargo fmt 2020-07-10 01:37:06 -07:00
Carter Anderson
950e50bbb1 Bevy ECS migration 2020-07-10 01:06:21 -07:00
Carter Anderson
e855995145 cargo fmt 2020-06-15 12:47:35 -07:00
Carter Anderson
5b6f24d6a2 input: make new Input resource generic and add Input<MouseButton> 2020-06-04 23:34:21 -07:00
Carter Anderson
b3a57c21a7 input: simpler input interface via an Input resource 2020-06-04 22:48:53 -07:00
Carter Anderson
ab31bf9d9e impl Default for EventReader 2020-06-03 23:53:00 -07:00
Carter Anderson
4979a06e90 input: fix input example and add cursor move events 2020-06-03 23:22:32 -07:00
Carter Anderson
6381611e89 Resource -> Res, Ref->Com 2020-05-13 17:57:08 -07:00
Carter Anderson
b11a7f177b system_fn: port exit_on_esc 2020-04-30 16:29:52 -07:00
Carter Anderson
2447672c63 adapt examples to use system functions and state pattern 2020-04-30 13:52:11 -07:00