Commit graph

301 commits

Author SHA1 Message Date
daxpedda
dc698f0174
Use WindowBuilder::with_append() to append canvas (#11065)
# Objective

Replace the canvas appending code with a simpler version provided by
Winit v0.29.

Related: #11052.

## Solution

Use
[`WindowBuilder::with_append()`](https://docs.rs/winit/0.29.5/wasm32-unknown-unknown/winit/platform/web/trait.WindowBuilderExtWebSys.html#tymethod.with_append).
2023-12-24 17:44:50 +00:00
Thierry Berger
80f15e0dbb
Remove CanvasParentResizePlugin (#11057)
Improves #11052

# Changelog
- Remove `Window::fit_canvas_to_parent`, as its resizing on wasm now
respects its CSS configuration.

## Migration Guide
- Remove uses of `Window::fit_canvas_to_parent` in favor of CSS
properties, for example:
  ```css
  canvas {
    width: 100%;
    height: 100%;
  }
  ```
2023-12-21 20:01:22 +00:00
Thierry Berger
ced216f59a
Update winit dependency to 0.29 (#10702)
# Objective

- Update winit dependency to 0.29

## Changelog

### KeyCode changes

- Removed `ScanCode`, as it was [replaced by
KeyCode](https://github.com/rust-windowing/winit/blob/master/CHANGELOG.md#0292).
- `ReceivedCharacter.char` is now a `SmolStr`, [relevant
doc](https://docs.rs/winit/latest/winit/event/struct.KeyEvent.html#structfield.text).
- Changed most `KeyCode` values, and added more.

KeyCode has changed meaning. With this PR, it refers to physical
position on keyboard rather than the printed letter on keyboard keys.

In practice this means:
- On QWERTY keyboard layouts, nothing changes
- On any other keyboard layout, `KeyCode` no longer reflects the label
on key.
- This is "good". In bevy 0.12, when you used WASD for movement, users
with non-QWERTY keyboards couldn't play your game! This was especially
bad for non-latin keyboards. Now, WASD represents the physical keys. A
French player will press the ZQSD keys, which are near each other,
Kyrgyz players will use "Цфыв".
- This is "bad" as well. You can't know in advance what the label of the
key for input is. Your UI says "press WASD to move", even if in reality,
they should be pressing "ZQSD" or "Цфыв". You also no longer can use
`KeyCode` for text inputs. In any case, it was a pretty bad API for text
input. You should use `ReceivedCharacter` now instead.

### Other changes
- Use `web-time` rather than `instant` crate.
(https://github.com/rust-windowing/winit/pull/2836)
- winit did split `run_return` in `run_onDemand` and `pump_events`, I
did the same change in bevy_winit and used `pump_events`.
- Removed `return_from_run` from `WinitSettings` as `winit::run` now
returns on supported platforms.
- I left the example "return_after_run" as I think it's still useful.
- This winit change is done partly to allow to create a new window after
quitting all windows: https://github.com/emilk/egui/issues/1918 ; this
PR doesn't address.
- added `width` and `height` properties in the `canvas` from wasm
example
(https://github.com/bevyengine/bevy/pull/10702#discussion_r1420567168)

## Known regressions (important follow ups?)
- Provide an API for reacting when a specific key from current layout
was released.
- possible solutions: use winit::Key from winit::KeyEvent ; mapping
between KeyCode and Key ; or .
- We don't receive characters through alt+numpad (e.g. alt + 151 = "ù")
anymore ; reproduced on winit example "ime". maybe related to
https://github.com/rust-windowing/winit/issues/2945
- (windows) Window content doesn't refresh at all when resizing. By
reading https://github.com/rust-windowing/winit/issues/2900 ; I suspect
we should just fire a `window.request_redraw();` from `AboutToWait`, and
handle actual redrawing within `RedrawRequested`. I'm not sure how to
move all that code so I'd appreciate it to be a follow up.
- (windows) unreleased winit fix for using set_control_flow in
AboutToWait https://github.com/rust-windowing/winit/issues/3215 ; ⚠️ I'm
not sure what the implications are, but that feels bad 🤔

## Follow up 

I'd like to avoid bloating this PR, here are a few follow up tasks
worthy of a separate PR, or new issue to track them once this PR is
closed, as they would either complicate reviews, or at risk of being
controversial:
- remove CanvasParentResizePlugin
(https://github.com/bevyengine/bevy/pull/10702#discussion_r1417068856)
- avoid mentionning explicitly winit in docs from bevy_window ?
- NamedKey integration on bevy_input:
https://github.com/rust-windowing/winit/pull/3143 introduced a new
NamedKey variant. I implemented it only on the converters but we'd
benefit making the same changes to bevy_input.
- Add more info in KeyboardInput
https://github.com/bevyengine/bevy/pull/10702#pullrequestreview-1748336313
- https://github.com/bevyengine/bevy/pull/9905 added a workaround on a
bug allegedly fixed by winit 0.29. We should check if it's still
necessary.
- update to raw_window_handle 0.6
  - blocked by wgpu
- Rename `KeyCode` to `PhysicalKeyCode`
https://github.com/bevyengine/bevy/pull/10702#discussion_r1404595015
- remove `instant` dependency, [replaced
by](https://github.com/rust-windowing/winit/pull/2836) `web_time`), we'd
need to update to :
  - fastrand >= 2.0
- [`async-executor`](https://github.com/smol-rs/async-executor) >= 1.7
    - [`futures-lite`](https://github.com/smol-rs/futures-lite) >= 2.0
- Verify license, see
[discussion](https://github.com/bevyengine/bevy/pull/8745#discussion_r1402439800)
  - we might be missing a short notice or description of changes made
- Consider using https://github.com/rust-windowing/cursor-icon directly
rather than vendoring it in bevy.
- investigate [this
unwrap](https://github.com/bevyengine/bevy/pull/8745#discussion_r1387044986)
(`winit_window.canvas().unwrap();`)
- Use more good things about winit's update
- https://github.com/bevyengine/bevy/pull/10689#issuecomment-1823560428
## Migration Guide

This PR should have one.
2023-12-21 07:40:47 +00:00
Pablo García Ruiz
dc8fc6cb34
Reexport winit::platform::android::activity::* in bevy_winit (#11011)
# Objective

- Fixes #10630

## Solution

- Reexport winit::platform::android::activity::* in bevy_init

---------

Co-authored-by: François <mockersf@gmail.com>
2023-12-19 20:15:03 +00:00
Tygyh
720d6dab82
Change Window scale factor to f32 (adopted) (#10897)
# Objective

- Finish the work done in #8942 .

## Solution

- Rebase the changes made in #8942 and fix the issues stopping it from
being merged earlier

---------

Co-authored-by: Thomas <1234328+thmsgntz@users.noreply.github.com>
2023-12-14 14:56:40 +00:00
Federico Rinaldi
47fa620034
Refactor function update_accessibility_nodes (#10911)
# Objective

`update_accessibility_nodes` is one of the most nested functions in the
entire Bevy repository, with a maximum of 9 levels of indentations. This
PR refactors it down to 3 levels of indentations, while improving
readability on other fronts. The result is a function that is actually
understandable at a first glance.

- This is a proof of concept to demonstrate that it is possible to
gradually lower the nesting limit proposed by #10896.

PS: I read AccessKit's documentation, but I don't have experience with
it. Therefore, naming of variables and subroutines may be a bit off.

PS2: I don't know if the test suite covers the functionality of this
system, but since I've spent quite some time on it and the changes were
simple, I'm pretty confident the refactor is functionally equivalent to
the original.

## Solution

I documented each change with a commit, but as a summary I did the
following to reduce nesting:

- I moved from `if-let` blocks to `let-else` statements where
appropriate to reduce rightward shift
- I extracted the closure body to a new function `update_adapter`
- I factored out parts of `update_adapter` into new functions
`queue_node_for_update` and `add_children_nodes`

**Note for reviewers:** GitHub's diff viewer is not the greatest in
showing horizontal code shifts, therefore you may want to use a
different tool like VSCode to review some commits, especially the second
one (anyway, that commit is very straightforward, despite changing many
lines).
2023-12-10 00:52:16 +00:00
Fratiman Bogdan - Gabriel
24060213b5
Renamed Accessibility plugin to AccessKitPlugin in bevy_winit (#10914)
# Objective
- Fixes #10901 

## Solution
- `bevy::a11y::AccessibilityPlugin` remains unchanged.
- Renamed `bevy::winit::accessibility::AccessibilityPlugin` to
`bevy::winit::accessibility::AccessKitPlugin`.
2023-12-09 14:22:33 +00:00
tygyh
fd308571c4
Remove unnecessary path prefixes (#10749)
# Objective

- Shorten paths by removing unnecessary prefixes

## Solution

- Remove the prefixes from many paths which do not need them. Finding
the paths was done automatically using built-in refactoring tools in
Jetbrains RustRover.
2023-11-28 23:43:40 +00:00
extrawurst
9849221522
add new event WindowOccluded from winit (#10735)
forward for bevy user to consume

# Objective

- since winit 0.27 an event WindowOccluded will be produced:
https://docs.rs/winit/latest/winit/event/enum.WindowEvent.html#variant.Occluded
- on ios this is currently the only way to know if an app comes back
from the background which is an important time to to things (like
resetting the badge)

## Solution

- pick up the winit event and forward it to a new `EventWriter`

---

## Changelog

### Added
- new Event `WindowOccluded` added allowing to hook into
`WindowEvent::Occluded` of winit
2023-11-26 21:58:54 +00:00
François
89d652ba3a
don't run update before window creation in winit (#10741)
# Objective

- Window size, scale and position are not correct on the first execution
of the systems
- Fixes #10407,  fixes #10642

## Solution

- Don't run `update` before we get a chance to create the window in
winit
- Finish reverting #9826 after #10389
2023-11-26 01:26:44 +00:00
Ame
8c0ce5280b
Standardize toml format with taplo (#10594)
# Objective

- Standardize fmt for toml files

## Solution

- Add [taplo](https://taplo.tamasfe.dev/) to CI (check for fmt and diff
for toml files), for context taplo is used by the most popular extension
in VScode [Even Better
TOML](https://marketplace.visualstudio.com/items?itemName=tamasfe.even-better-toml
- Add contribution section to explain toml fmt with taplo.
 
Now to pass CI you need to run `taplo fmt --option indent_string=" "` or
if you use vscode have the `Even Better TOML` extension with 4 spaces
for indent

---------

Co-authored-by: Alice Cecile <alice.i.cecile@gmail.com>
2023-11-21 01:04:14 +00:00
Ame
951c9bb1a2
Add [lints] table, fix adding #![allow(clippy::type_complexity)] everywhere (#10011)
# Objective

- Fix adding `#![allow(clippy::type_complexity)]` everywhere. like #9796

## Solution

- Use the new [lints] table that will land in 1.74
(https://doc.rust-lang.org/nightly/cargo/reference/unstable.html#lints)
- inherit lint to the workspace, crates and examples.
```
[lints]
workspace = true
```

## Changelog

- Bump rust version to 1.74
- Enable lints table for the workspace
```toml
[workspace.lints.clippy]
type_complexity = "allow"
```
- Allow type complexity for all crates and examples
```toml
[lints]
workspace = true
```

---------

Co-authored-by: Martín Maita <47983254+mnmaita@users.noreply.github.com>
2023-11-18 20:58:48 +00:00
irate
bc9e159b26
Revert App::run() behavior/Remove winit specific code from bevy_app (#10389)
# Objective
The way `bevy_app` works was changed unnecessarily in #9826 whose
changes should have been specific to `bevy_winit`.
I'm somewhat disappointed that happened and we can see in
https://github.com/bevyengine/bevy/pull/10195 that it made things more
complicated.

Even worse, in #10385 it's clear that this breaks the clean abstraction
over another engine someone built with Bevy!

Fixes #10385.

## Solution

- Move the changes made to `bevy_app` in #9826 to `bevy_winit`
- Revert the changes to `ScheduleRunnerPlugin` and the `run_once` runner
in #10195 as they're no longer necessary.

While this code is breaking relative to `0.12.0`, it reverts the
behavior of `bevy_app` back to how it was in `0.11`.
Due to the nature of the breakage relative to `0.11` I hope this will be
considered for `0.12.1`.
2023-11-16 21:50:17 +00:00
Zachary Harrold
3c689b9ca8
Update Event send methods to return EventId (#10551)
# Objective

- Fixes #10532

## Solution

I've updated the various `Event` send methods to return the sent
`EventId`(s). Since these methods previously returned nothing, and this
information is cheap to copy, there should be minimal negative
consequences to providing this additional information. In the case of
`send_batch`, an iterator is returned built from `Range` and `Map`,
which only consumes 16 bytes on the stack with no heap allocations for
all batch sizes. As such, the cost of this information is negligible.

These changes are reflected for `EventWriter` and `World`. For `World`,
the return types are optional to account for the possible lack of an
`Events` resource. Again, these methods previously returned no
information, so its inclusion should only be a benefit.

## Usage

Now when sending events, the IDs of those events is available for
immediate use:

```rust
// Example of a request-response system where the requester can track handled requests.

/// A system which can make and track requests
fn requester(
    mut requests: EventWriter<Request>,
    mut handled: EventReader<Handled>,
    mut pending: Local<HashSet<EventId<Request>>>,
) {
    // Check status of previous requests
    for Handled(id) in handled.read() {
        pending.remove(&id);
    }

    if !pending.is_empty() {
        error!("Not all my requests were handled on the previous frame!");
        pending.clear();
    }

    // Send a new request and remember its ID for later
    let request_id = requests.send(Request::MyRequest { /* ... */ });

    pending.insert(request_id);
}

/// A system which handles requests
fn responder(
    mut requests: EventReader<Request>,
    mut handled: EventWriter<Handled>,
) {
    for (request, id) in requests.read_with_id() {
        if handle(request).is_ok() {
            handled.send(Handled(id));
        }
    }
}
```

In the above example, a `requester` system can send request events, and
keep track of which ones are currently pending by `EventId`. Then, a
`responder` system can act on that event, providing the ID as a
reference that the `requester` can use. Before this PR, it was not
trivial for a system sending events to keep track of events by ID. This
is unfortunate, since for a system reading events, it is trivial to
access the ID of a event.

---

## Changelog

- Updated `Events`:
  - Added `send_batch`
  - Modified `send` to return the sent `EventId`
  - Modified `send_default` to return the sent `EventId`
- Updated `EventWriter`
  - Modified `send_batch` to return all sent `EventId`s
  - Modified `send` to return the sent `EventId`
  - Modified `send_default` to return the sent `EventId`
- Updated `World`
- Modified `send_event` to return the sent `EventId` if sent, otherwise
`None`.
- Modified `send_event_default` to return the sent `EventId` if sent,
otherwise `None`.
- Modified `send_event_batch` to return all sent `EventId`s if sent,
otherwise `None`.
- Added unit test `test_send_events_ids` to ensure returned `EventId`s
match the sent `Event`s
- Updated uses of modified methods.

## Migration Guide

### `send` / `send_default` / `send_batch`

For the following methods:

- `Events::send`
- `Events::send_default`
- `Events::send_batch`
- `EventWriter::send`
- `EventWriter::send_default`
- `EventWriter::send_batch`
- `World::send_event`
- `World::send_event_default`
- `World::send_event_batch`

Ensure calls to these methods either handle the returned value, or
suppress the result with `;`.

```rust
// Now fails to compile due to mismatched return type
fn send_my_event(mut events: EventWriter<MyEvent>) {
    events.send_default()
}

// Fix
fn send_my_event(mut events: EventWriter<MyEvent>) {
    events.send_default();
}
```

This will most likely be noticed within `match` statements:

```rust
// Before
match is_pressed {
    true => events.send(PlayerAction::Fire),
//                 ^--^ No longer returns ()
    false => {}
}

// After
match is_pressed {
    true => {
        events.send(PlayerAction::Fire);
    },
    false => {}
}
```

---------

Co-authored-by: Alice Cecile <alice.i.cecile@gmail.com>
Co-authored-by: Nicola Papale <nicopap@users.noreply.github.com>
2023-11-16 17:20:43 +00:00
github-actions[bot]
bf30a25efc
Release 0.12 (#10362)
Preparing next release
This PR has been auto-generated

---------

Co-authored-by: Bevy Auto Releaser <41898282+github-actions[bot]@users.noreply.github.com>
Co-authored-by: François <mockersf@gmail.com>
2023-11-04 17:24:23 +00:00
François
a1681f43d9
Allow AccessKit to react to WindowEvents before they reach the engine (#10356)
# Objective

- Adopt #10239 to get it in time for the release
- Fix accessibility on macOS and linux

## Solution

- call `on_event` from AcccessKit adapter on winit events

---------

Co-authored-by: Nolan Darilek <nolan@thewordnerd.info>
Co-authored-by: Alice Cecile <alice.i.cecil@gmail.com>
Co-authored-by: Alice Cecile <alice.i.cecile@gmail.com>
2023-11-03 21:37:25 +00:00
Bruce Mitchener
c5087fef3c
Use clippy::doc_markdown more. (#10286)
# Objective

- Remove special cases where `clippy::doc_markdown` lint is disabled.

## Solution

- Add default values back into `clippy.toml` by adding `".."` to the
list of `doc-valid-idents`.
- Add `"VSync"` and `"WebGL2"` to the list of `doc-valid-idents`.
- Remove all instances where `clippy::doc_markdown` is allowed.
- Fix `max_mip` formatting so that there isn't a warning.
2023-10-27 22:49:02 +00:00
François
7d504b89c3
Application lifetime events (suspend audio on Android) (#10158)
# Objective

- Handle pausing audio when Android app is suspended

## Solution

- This is the start of application lifetime events. They are mostly
useful on mobile
- Next version of winit should add a few more
- When application is suspended, send an event to notify the
application, and run the schedule one last time before actually
suspending the app
- Audio is now suspended too 🎉 



https://github.com/bevyengine/bevy/assets/8672791/d74e2e09-ee29-4f40-adf2-36a0c064f94e

---------

Co-authored-by: Marco Buono <418473+coreh@users.noreply.github.com>
2023-10-23 20:47:55 +00:00
François
8fb5c99347
fix run-once runners (#10195)
# Objective

- After #9826, there are issues on "run once runners"
- example `without_winit` crashes:
```
2023-10-19T22:06:01.810019Z  INFO bevy_render::renderer: AdapterInfo { name: "llvmpipe (LLVM 15.0.7, 256 bits)", vendor: 65541, device: 0, device_type: Cpu, driver: "llvmpipe", driver_info: "Mesa 23.2.1 - kisak-mesa PPA (LLVM 15.0.7)", backend: Vulkan }
2023-10-19T22:06:02.860331Z  WARN bevy_audio::audio_output: No audio device found.
2023-10-19T22:06:03.215154Z  INFO bevy_diagnostic::system_information_diagnostics_plugin::internal: SystemInfo { os: "Linux 22.04 Ubuntu", kernel: "6.2.0-1014-azure", cpu: "Intel(R) Xeon(R) CPU E5-2673 v3 @ 2.40GHz", core_count: "2", memory: "6.8 GiB" }
thread 'main' panicked at crates/bevy_render/src/pipelined_rendering.rs:91:14:
Unable to get RenderApp. Another plugin may have removed the RenderApp before PipelinedRenderingPlugin
note: run with `RUST_BACKTRACE=1` environment variable to display a backtrace
```
- example `headless` runs the app twice with the `run_once` schedule

## Solution

- Expose a more complex state of an app than just "ready"
- Also block adding plugins to an app after it has finished or cleaned
up its plugins as that wouldn't work anyway

## Migration Guide

* `app.ready()` has been replaced by `app.plugins_state()` which will
return more details on the current state of plugins in the app
2023-10-23 12:25:02 +00:00
Arend van Beelen jr
5d110eb96e
Prevent black frames during startup (#9826)
# Objective

This PR addresses the issue where Bevy displays one or several black
frames before the scene is first rendered. This is particularly
noticeable on iOS, where the black frames disrupt the transition from
the launch screen to the game UI. I have written about my search to
solve this issue on the Bevy discord:
https://discord.com/channels/691052431525675048/1151047604520632352

While I can attest this PR works on both iOS and Linux/Wayland (and even
seems to resolve a slight flicker during startup with the latter as
well), I'm not familiar enough with Bevy to judge the full implications
of these changes. I hope a reviewer or tester can help me confirm
whether this is the right approach, or what might be a cleaner solution
to resolve this issue.

## Solution

I have moved the "startup phase" as well as the plugin finalization into
the `app.run()` function so those things finish synchronously before the
"main schedule" starts. I even move one frame forward as well, using
`app.update()`, to make sure the rendering has caught up with the state
of the finalized plugins as well.

I admit that part of this was achieved through trial-and-error, since
not doing the "startup phase" *before* `app.finish()` resulted in
panics, while not calling an extra `app.update()` didn't fully resolve
the issue.

What I *can* say, is that the iOS launch screen animation works in such
a way that the OS initiates the transition once the framework's
[`didFinishLaunching()`](https://developer.apple.com/documentation/uikit/uiapplicationdelegate/1622921-application)
returns, meaning app developers **must** finish setting up their UI
before that function returns. This is what basically led me on the path
to try to "finish stuff earlier" :)

## Changelog

### Changed

- The startup phase and the first frame are rendered synchronously when
calling `app.run()`, before the "main schedule" is started. This fixes
black frames during the iOS launch transition and possible flickering on
other platforms, but may affect initialization order in your
application.

## Migration Guide

Because of this change, the timing of the first few frames might have
changed, and I think it could be that some things one may expect to be
initialized in a system may no longer be. To be honest, I feel out of my
depth to judge the exact impact here.
2023-10-18 23:24:19 +00:00
Torstein Grindvik
8b21ee45c0
Allow Bevy to start from non-main threads on supported platforms (#10020)
# Objective

Allow Bevy apps to run without requiring to start from the main thread.
This allows other projects and applications to do things like spawning a
normal or scoped
thread and run Bevy applications there.

The current behaviour if you try this is a panic.

## Solution

Allow this by default on platforms winit supports this behaviour on
(x11, Wayland, Windows).

---

## Changelog

### Added

- Added the ability to start Bevy apps outside of the main thread on
x11, Wayland, Windows

---------

Signed-off-by: Torstein Grindvik <torstein.grindvik@nordicsemi.no>
Signed-off-by: Torstein Grindvik <torstein.grindvik@muybridge.com>
Co-authored-by: Torstein Grindvik <torstein.grindvik@muybridge.com>
Co-authored-by: James Liu <contact@jamessliu.com>
2023-10-06 13:26:06 +00:00
Mike
687e379800
Updates for rust 1.73 (#10035)
# Objective

- Updates for rust 1.73

## Solution

- new doc check for `redundant_explicit_links`
- updated to text for compile fail tests

---

## Changelog

- updates for rust 1.73
2023-10-06 00:31:10 +00:00
Nolan Darilek
73e0ac26ca
Various accessibility API updates. (#9989)
# Objective

`bevy_a11y` was impossible to integrate into some third-party projects
in part because it insisted on managing the accessibility tree on its
own.

## Solution

The changes in this PR were necessary to get `bevy_egui` working with
Bevy's AccessKit integration. They were tested on a fork of 0.11,
developed against `bevy_egui`, then ported to main and tested against
the `ui` example.

## Changelog

### Changed

* Add `bevy_a11y::ManageAccessibilityUpdates` to indicate whether the
ECS should manage accessibility tree updates.
* Add getter/setter to `bevy_a11y::AccessibilityRequested`.
* Add `bevy_a11y::AccessibilitySystem` `SystemSet` for ordering relative
to accessibility tree updates.
* Upgrade `accesskit` to v0.12.0.

### Fixed

* Correctly set initial accessibility focus to new windows on creation.

## Migration Guide

### Change direct accesses of `AccessibilityRequested` to use
`AccessibilityRequested.::get()`/`AccessibilityRequested::set()`

#### Before

```
use std::sync::atomic::Ordering;

// To access
accessibility_requested.load(Ordering::SeqCst)
// To update
accessibility_requested.store(true, Ordering::SeqCst);
```

#### After

```
// To access
accessibility_requested.get()
// To update
accessibility_requested.set(true);
```

---------

Co-authored-by: StaffEngineer <111751109+StaffEngineer@users.noreply.github.com>
2023-10-02 21:22:52 +00:00
François
eb1effa643
Android: handle suspend / resume (#9937)
# Objective

- Handle suspend / resume events on Android without exiting

## Solution

- On suspend: despawn the window, and set the control flow to wait for
events from the OS
- On resume: spawn a new window, and set the control flow to poll


In this video, you can see the Android example being suspended, stopping
receiving events, and working again after being resumed



https://github.com/bevyengine/bevy/assets/8672791/aaaf4b09-ee6a-4a0d-87ad-41f05def7945
2023-10-02 13:06:13 +00:00
Ame :]
f69e923c27
Revert "macOS Sonoma (14.0) / Xcode 15.0 — Compatibility Fixes + Docs… (#9991)
… (#9905)"

This reverts commit 20ed3e0e76.

Issue was already fixed:
https://github.com/rust-windowing/winit/pull/3118
2023-10-02 00:37:03 +00:00
Marco Buono
20ed3e0e76
macOS Sonoma (14.0) / Xcode 15.0 — Compatibility Fixes + Docs (#9905)
# Objective

Improve compatibility with macOS Sonoma and Xcode 15.0.

## Solution

- Adds the workaround by @ptxmac to ignore the invalid window sizes
provided by `winit` on macOS 14.0
- This still provides a slightly wrong content size when resizing (it
fails to account for the window title bar, so some content gets clipped
at the bottom) but it's _much better_ than crashing.
- Adds docs on how to work around the `bindgen` bug on Xcode 15.0.

## Related Issues:

- https://github.com/RustAudio/coreaudio-sys/issues/85
- https://github.com/rust-windowing/winit/issues/2876

---

## Changelog

- Added a workaround for a `winit`-related crash under macOS Sonoma
(14.0)

---------

Co-authored-by: Peter Kristensen <peter@ptx.dk>
2023-09-27 22:41:16 +00:00
Bruce Mitchener
ae95ba5278
Fix typos. (#9922)
# Objective

- Have docs with fewer typos.1

## Solution

- Fix typos as they are found.
2023-09-25 18:35:46 +00:00
François
b416d181a7
don't create windows on winit StartCause::Init event (#9684)
# Objective

- https://github.com/bevyengine/bevy/pull/7609 broke Android support

```
8721  8770 I event crates/bevy_winit/src/system.rs:55:  Creating new window "App" (0v0)
8721  8769 I RustStdoutStderr: thread '<unnamed>' panicked at 'Cannot get the native window, it's null and will always be null before Event::Resumed and after Event::Suspended. Make sure you only call this function between those events.', winit-0.28.6/src/platform_impl/android/mod.rs:1058:13
```
## Solution

- Don't create windows on `StartCause::Init` as it's too early
2023-09-23 06:28:49 +00:00
Joseph
d5d355ae1f
Fix the clippy::explicit_iter_loop lint (#9834)
# Objective

Replace instances of

```rust
for x in collection.iter{_mut}() {
```

with

```rust
for x in &{mut} collection {
```

This also changes CI to no longer suppress this lint. Note that since
this lint only shows up when using clippy in pedantic mode, it was
probably unnecessary to suppress this lint in the first place.
2023-09-19 03:35:22 +00:00
louis-le-cam
9ee9d627d7
Rename RemovedComponents::iter/iter_with_id to read/read_with_id (#9778)
# Objective

Rename RemovedComponents::iter/iter_with_id to read/read_with_id to make
it clear that it consume the data

Fixes #9755.

(It's my first pull request, if i've made any mistake, please let me
know)

## Solution

Refactor RemovedComponents::iter/iter_with_id to read/read_with_id



## Changelog

Refactor RemovedComponents::iter/iter_with_id to read/read_with_id

Deprecate RemovedComponents::iter/iter_with_id

Remove IntoIterator implementation

Update removal_detection example accordingly

---

## Migration Guide

Rename calls of RemovedComponents::iter/iter_with_id to
read/read_with_id

Replace IntoIterator iteration (&mut <RemovedComponents>) with .read()

---------

Co-authored-by: denshi_ika <mojang2824@gmail.com>
2023-09-15 12:37:20 +00:00
Félix Lescaudey de Maneville
a2b5d7a198
Fix some nightly warnings (#9672)
# Objective

Fix some nightly warnings found by running

`cargo +nightly clippy`

## Solution

Fix the following warnings:
- [x]
[elided_lifetimes_in_associated_constant](https://github.com/rust-lang/rust/issues/115010)
221986134d
- [x]
[unwrap_or_default](https://rust-lang.github.io/rust-clippy/master/index.html#/unwrap_or_default)
32e21c78f9
- [x]
[needless_pass_by_ref_mut](https://rust-lang.github.io/rust-clippy/master/index.html#/needless_pass_by_ref_mut)
c85d6d4a10

There is no breaking change, some internal `bevy_ecs` code no longer
uses a few mutable references but I don't think it should cause any
regression or be performance sensitive, but there might be some ECS
magic I'm unaware of that could break because of those changes
2023-09-02 18:35:06 +00:00
Emi
3527288342
Fixing some doc comments (#9646)
# Objective
I've been collecting some mistakes in the documentation and fixed them

---------

Co-authored-by: Emi <emanuel.boehm@gmail.com>
Co-authored-by: Nicola Papale <nicopap@users.noreply.github.com>
2023-08-31 19:05:49 +00:00
lelo
42e6dc8987
Refactor EventReader::iter to read (#9631)
# Objective

- The current `EventReader::iter` has been determined to cause confusion
among new Bevy users. It was suggested by @JoJoJet to rename the method
to better clarify its usage.
- Solves #9624 

## Solution

- Rename `EventReader::iter` to `EventReader::read`.
- Rename `EventReader::iter_with_id` to `EventReader::read_with_id`.
- Rename `ManualEventReader::iter` to `ManualEventReader::read`.
- Rename `ManualEventReader::iter_with_id` to
`ManualEventReader::read_with_id`.

---

## Changelog

- `EventReader::iter` has been renamed to `EventReader::read`.
- `EventReader::iter_with_id` has been renamed to
`EventReader::read_with_id`.
- `ManualEventReader::iter` has been renamed to
`ManualEventReader::read`.
- `ManualEventReader::iter_with_id` has been renamed to
`ManualEventReader::read_with_id`.
- Deprecated `EventReader::iter`
- Deprecated `EventReader::iter_with_id`
- Deprecated `ManualEventReader::iter`
- Deprecated `ManualEventReader::iter_with_id`

## Migration Guide

- Existing usages of `EventReader::iter` and `EventReader::iter_with_id`
will have to be changed to `EventReader::read` and
`EventReader::read_with_id` respectively.
- Existing usages of `ManualEventReader::iter` and
`ManualEventReader::iter_with_id` will have to be changed to
`ManualEventReader::read` and `ManualEventReader::read_with_id`
respectively.
2023-08-30 14:20:03 +00:00
Rob Parrett
a788e31ad5
Fix CI for Rust 1.72 (#9562)
# Objective

[Rust 1.72.0](https://blog.rust-lang.org/2023/08/24/Rust-1.72.0.html) is
now stable.

# Notes

- `let-else` formatting has arrived!
- I chose to allow `explicit_iter_loop` due to
https://github.com/rust-lang/rust-clippy/issues/11074.
  
We didn't hit any of the false positives that prevent compilation, but
fixing this did produce a lot of the "symbol soup" mentioned, e.g. `for
image in &mut *image_events {`.
  
  Happy to undo this if there's consensus the other way.

---------

Co-authored-by: François <mockersf@gmail.com>
2023-08-25 12:34:24 +00:00
IceSentry
49bbbe01d5
User controlled window visibility (#9355)
# Objective

- When spawning a window, it will be white until the GPU is ready to
draw the app. To avoid this, we can make the window invisible and then
make it visible once the gpu is ready. Unfortunately, the visible flag
is not available to users.

## Solution

- Let users change the visible flag

## Notes

This is only user controlled. It would be nice if it was done
automatically by bevy instead but I want to keep this PR simple.
2023-08-20 22:42:07 +00:00
Tristan Guichaoua
9473726628
Fix Window::set_cursor_position (#9456)
# Objective

Fixes #9455

This change has probably been forgotten in
https://github.com/bevyengine/bevy/pull/8306.

## Solution

Remove the inversion of the Y axis when propagates window change back to
winit.
2023-08-17 16:59:07 +00:00
Cameron
bbf1c23d50
Change WinitPlugin defaults to limit game update rate when window is not visible (#7611)
Fixes #5856. Fixes #8080. Fixes #9040.

# Objective

We need to limit the update rate of games whose windows are not visible
(minimized or completely occluded). Compositors typically ignore the
VSync settings of windows that aren't visible. That, combined with the
lack of rendering work, results in a scenario where an app becomes
completely CPU-bound and starts updating without limit.

There are currently three update modes.
- `Continuous` updates an app as often as possible.
- `Reactive` updates when new window or device events have appeared, a
timer expires, or a redraw is requested.
- `ReactiveLowPower` is the same as `Reactive` except it ignores device
events (e.g. general mouse movement).

The problem is that the default "game" settings are set to `Contiuous`
even when no windows are visible.

### More Context

- https://github.com/libsdl-org/SDL/issues/1871
- https://github.com/glfw/glfw/issues/680
- https://github.com/godotengine/godot/issues/19741
- https://github.com/godotengine/godot/issues/64708

## Solution

Change the default "unfocused" `UpdateMode` for games to
`ReactiveLowPower` just like desktop apps. This way, even when the
window is occluded, the app still updates at a sensible rate or if
something about the window changes. I chose 20Hz arbitrarily.
2023-08-02 23:41:23 +00:00
Cameron
c0510c87ff
Improve bevy_winit documentation (#7609)
Redo of #7590 since I messed up my branch.

# Objective

- Revise docs.
- Refactor event loop code a little bit to make it easier to follow.

## Solution

- Do the above.

---

### Migration Guide

- `UpdateMode::Reactive { max_wait: .. }` -> `UpdateMode::Reactive {
wait: .. }`
- `UpdateMode::ReactiveLowPower { max_wait: .. }` ->
`UpdateMode::ReactiveLowPower { wait: .. }`

---------

Co-authored-by: Sélène Amanita <134181069+Selene-Amanita@users.noreply.github.com>
2023-07-31 21:41:59 +00:00
Aleksa Pavlović
5e8ee108cb
Add option to toggle window control buttons (#9083)
# Objective

Implements #9082 but with an option to toggle minimize and close buttons
too.

## Solution

- Added an `enabled_buttons` member to the `Window` struct through which
users can enable or disable specific window control buttons.

---

## Changelog

- Added an `enabled_buttons` member to the `Window` struct through which
users can enable or disable specific window control buttons.
- Added a new system to the `window_settings` example which demonstrates
the toggling functionality.

---

## Migration guide

- Added an `enabled_buttons` member to the `Window` struct through which
users can enable or disable specific window control buttons.
2023-07-23 01:02:40 +00:00
Carter Anderson
7c3131a761
Bump Version after Release (#9106)
CI-capable version of #9086

---------

Co-authored-by: Bevy Auto Releaser <41898282+github-actions[bot]@users.noreply.github.com>
Co-authored-by: François <mockersf@gmail.com>
2023-07-10 21:19:27 +00:00
Carter Anderson
8ba9571eed
Release 0.11.0 (#9080)
I created this manually as Github didn't want to run CI for the
workflow-generated PR. I'm guessing we didn't hit this in previous
releases because we used bors.

Co-authored-by: Bevy Auto Releaser <41898282+github-actions[bot]@users.noreply.github.com>
2023-07-09 08:43:47 +00:00
François
a1feab939a
make accesskit_unix optional again (#9074)
# Objective

- accesskit_unix is not optional anymore

## Solution

- Enable `async-io` feature of `accesskit_winit` only when
`accesskit_unix` is enabled
2023-07-08 22:31:30 +00:00
Nolan Darilek
95ade6d6a0
Bump accesskit and accesskit_winit. (#8655)
# Objective

`accesskit` and `accesskit_winit` need to be upgraded.

## Solution

Upgrade `accesskit` and `accesskit_winit`.

---

## Changelog

### Changed

* Upgrade accesskit to v0.11.
* Upgrade accesskit_winit to v0.14.
2023-07-07 22:49:53 +00:00
Arend van Beelen jr
ee82eec2b3
Expose WindowDestroyed events (#9016)
# Objective

I'm creating an iOS game and had to find a way to persist game state
when the application is terminated. This required listening to the
[`applicationWillTerminate()`
method](https://developer.apple.com/documentation/uikit/uiapplicationdelegate/1623111-applicationwillterminate),
but I cannot do so myself anymore since `winit` already set up a
delegate to listen for it, and there can be only one delegate.

So I had to move up the stack and try to respond to one of the events
from `winit` instead. It appears `winit` fires two events that could
serve my purpose: `WindowEvent::Destroyed` and `Event::LoopDestroyed`.
It seemed to me the former might be slightly more generally useful, and
I also found a past discussion that suggested it would be appropriate
for Bevy to have a `WindowDestroyed` event:
https://github.com/bevyengine/bevy/pull/5589#discussion_r942811021

## Solution

- I've added the `WindowDestroyed` event, which fires when `winit` fires
`WindowEvent::Destroyed`.

---

## Changelog

### Added

- Introduced a new `WindowDestroyed` event type. It is used to indicate
a window has been destroyed by the windowing system.
2023-07-04 21:50:53 +00:00
Edgar Geier
f18f28874a
Allow tuples and single plugins in add_plugins, deprecate add_plugin (#8097)
# Objective

- Better consistency with `add_systems`.
- Deprecating `add_plugin` in favor of a more powerful `add_plugins`.
- Allow passing `Plugin` to `add_plugins`.
- Allow passing tuples to `add_plugins`.

## Solution

- `App::add_plugins` now takes an `impl Plugins` parameter.
- `App::add_plugin` is deprecated.
- `Plugins` is a new sealed trait that is only implemented for `Plugin`,
`PluginGroup` and tuples over `Plugins`.
- All examples, benchmarks and tests are changed to use `add_plugins`,
using tuples where appropriate.

---

## Changelog

### Changed

- `App::add_plugins` now accepts all types that implement `Plugins`,
which is implemented for:
  - Types that implement `Plugin`.
  - Types that implement `PluginGroup`.
  - Tuples (up to 16 elements) over types that implement `Plugins`.
- Deprecated `App::add_plugin` in favor of `App::add_plugins`.

## Migration Guide

- Replace `app.add_plugin(plugin)` calls with `app.add_plugins(plugin)`.

---------

Co-authored-by: Carter Anderson <mcanders1@gmail.com>
2023-06-21 20:51:03 +00:00
Martin Lysell
98eb1d56c2
Fix windows not being centered properly when system interface is scaled (#8903)
# Objective

Fixes #8765 

## Solution

When windows are created during plugin setup, the scale_factor of a
WindowResolution struct will always be 1.0 (default). The correct scale
factor is set later in flow. To get correct center calculations use the
monitors scale factor directly instead.

## Results
System: Windows 10 Pro (125% scaling)
### main 

![scale_125_without_fix](https://github.com/bevyengine/bevy/assets/644930/df808013-adc9-4300-8930-08ac87cc62b8)

### This PR

![scale_125_with_fix](https://github.com/bevyengine/bevy/assets/644930/c3d73606-d9e3-4f65-b4cc-2a1c20dbb64d)
2023-06-21 14:00:35 +00:00
Niklas Eicker
96b9b6c8ad
Add missing inline documentation for android code (#8893)
# Objective

- Document android code that is currently causing clippy warnings due to
not being documented

## Solution

- Document the two previously undocumented items
2023-06-19 22:49:05 +00:00
Niklas Eicker
84de9e7f28
Add window entity to mouse and keyboard events (#8852)
# Objective

- Resolves #4649 

## Solution

- Added the window entity to `KeyboardInput`, `MouseButtonInput`, and
`MouseWheel` events.
2023-06-16 13:54:06 +00:00
Jim Eckerlein
13f50c7a53
Rename keys like LAlt to AltLeft (#8792)
# Objective

The
[`KeyCode`](https://github.com/bevyengine/bevy/blob/main/crates/bevy_input/src/keyboard.rs#L86)
enum cases `LWin` and `RWin` are too opinionated because they are also
assigned meaning by non-Windows operating systems. macOS calls the keys
completely different.

## Solution

Match [winits
approach](https://github.com/rust-windowing/winit/blob/master/src/keyboard.rs#L1635)
naming convention.

---

## Migration Guide

Migrate by replacing:
- `LAlt` → `AltLeft`
- `RAlt` → `AltRight`
- `LBracket` → `BracketLeft`
- `RBracket` → `BracketRight`
- `LControl` → `ControlLeft`
- `RControl` → `ControlRight`
- `LShift` → `ShiftLeft`
- `RShift` → `ShiftRight`
- `LWin` → `SuperLeft`
- `RWin` → `SuperRight`
2023-06-15 01:37:04 +00:00
Jim Eckerlein
008030357b
Touchpad magnify and rotate events (#8791)
# Objective

The goal of this PR is to receive touchpad magnification and rotation
events.

## Solution

Implement pendants for winit's `TouchpadMagnify` and `TouchpadRotate`
events.

Adjust the `mouse_input_events.rs` example to debug magnify and rotate
events.

Since winit only reports these events on macOS, the Bevy events for
touchpad magnification and rotation are currently only fired on macOS.
2023-06-08 20:31:43 +00:00
CatThingy
89cbc78d3d
Require #[derive(Event)] on all Events (#7086)
# Objective

Be consistent with `Resource`s and `Components` and have `Event` types
be more self-documenting.
Although not susceptible to accidentally using a function instead of a
value due to `Event`s only being initialized by their type, much of the
same reasoning for removing the blanket impl on `Resource` also applies
here.

* Not immediately obvious if a type is intended to be an event
* Prevent invisible conflicts if the same third-party or primitive types
are used as events
* Allows for further extensions (e.g. opt-in warning for missed events)

## Solution

Remove the blanket impl for the `Event` trait. Add a derive macro for
it.

---

## Changelog

- `Event` is no longer implemented for all applicable types. Add the
`#[derive(Event)]` macro for events.

## Migration Guide

* Add the `#[derive(Event)]` macro for events. Third-party types used as
events should be wrapped in a newtype.
2023-06-06 14:44:32 +00:00
张林伟
b72b15465d
Support to set window theme and expose system window theme changed event (#8593)
# Objective

- Fixes https://github.com/bevyengine/bevy/issues/8586.

## Solution

- Add `preferred_theme` field to `Window` and set it when window
creation
- Add `window_theme` field to `InternalWindowState` to store current
window theme
- Expose winit `WindowThemeChanged` event

---------

Co-authored-by: hate <15314665+hate@users.noreply.github.com>
Co-authored-by: Nicola Papale <nicopap@users.noreply.github.com>
Co-authored-by: Alice Cecile <alice.i.cecile@gmail.com>
Co-authored-by: François <mockersf@gmail.com>
2023-06-05 21:04:22 +00:00
François
fb148f7d65
remove some use of once_cell that can be replace with new std (#8739)
# Objective

- Some methods are stabilised with Rust 1.70
https://blog.rust-lang.org/2023/06/01/Rust-1.70.0.html#oncecell-and-oncelock

## Solution

- Remove `once_cell` when possible and use std instead
2023-06-01 21:55:18 +00:00
VitalyR
5b0f21c773
Add winit's wayland-csd-adwaita feature to Bevy's wayland feature (#8722)
# Objective

- Fix Wayland window client side decorations issue on Gnome Wayland,
fixes #3301.

## Solution

- One simple one line solution: Add winit's `wayland-csd-adwaita`
feature to Bevy's `wayland` feature.

Copied from
https://github.com/bevyengine/bevy/issues/3301#issuecomment-1569611257:
### Investigation
1. Gnome forced Wayland apps to implement CSD, whether on their own or
using some libraries like Gnome's official solution
[libdecor](https://gitlab.freedesktop.org/libdecor/libdecor). Many Linux
apps do this with libdecor, like blender, kitty... I think it's not
comfortable for Bevy to fix this problem this way.
2. Winit has support for CSD on
wayland(8bb004a1d9/Cargo.toml (L42)),
but Bevy disabled Winit's default features, thus no winit's
`wayland-csd-adwaita` feature. And Bevy's `wayland` feature doesn't
include winit's `wayland-csd-adwaita` feature so users can't get window
decorations on Wayland even with Bevy's `wayland` feature enabled.
3. Many rust UI toolkit, like iced, doesn't disable winit's
`wayland-csd-adwaita` feature.
### Conclusion and one Possible solution

Bevy disabled `winit`'s default features in order to decrease package
size. But I think it's acceptable to add `winit`'s `wayland-csd-adwaita`
feature to Bevy's `wayland` feature gate to fix this issue easily for
this only add on crate: sctk-adwaita.
2023-05-31 16:48:03 +00:00
Nolan Darilek
897daa0ad6
Move bevy_ui accessibility systems to PostUpdate. (#8653)
# Objective

`bevy_ui` accessibility updates are probably more correctly done in
`PostUpdate`.

## Solution

Move `bevy_ui` accessibility updates to `PostUpdate`.

---------

Co-authored-by: ickshonpe <david.curthoys@googlemail.com>
2023-05-23 23:50:48 +00:00
François
71842c5ac9
Webgpu support (#8336)
# Objective

- Support WebGPU
- alternative to #5027 that doesn't need any async / await
- fixes #8315 
- Surprise fix #7318

## Solution

### For async renderer initialisation 

- Update the plugin lifecycle:
  - app builds the plugin
    - calls `plugin.build`
    - registers the plugin
  - app starts the event loop
- event loop waits for `ready` of all registered plugins in the same
order
    - returns `true` by default
- then call all `finish` then all `cleanup` in the same order as
registered
  - then execute the schedule

In the case of the renderer, to avoid anything async:
- building the renderer plugin creates a detached task that will send
back the initialised renderer through a mutex in a resource
- `ready` will wait for the renderer to be present in the resource
- `finish` will take that renderer and place it in the expected
resources by other plugins
- other plugins (that expect the renderer to be available) `finish` are
called and they are able to set up their pipelines
- `cleanup` is called, only custom one is still for pipeline rendering

### For WebGPU support

- update the `build-wasm-example` script to support passing `--api
webgpu` that will build the example with WebGPU support
- feature for webgl2 was always enabled when building for wasm. it's now
in the default feature list and enabled on all platforms, so check for
this feature must also check that the target_arch is `wasm32`

---

## Migration Guide

- `Plugin::setup` has been renamed `Plugin::cleanup`
- `Plugin::finish` has been added, and plugins adding pipelines should
do it in this function instead of `Plugin::build`
```rust
// Before
impl Plugin for MyPlugin {
    fn build(&self, app: &mut App) {
        app.insert_resource::<MyResource>
            .add_systems(Update, my_system);

        let render_app = match app.get_sub_app_mut(RenderApp) {
            Ok(render_app) => render_app,
            Err(_) => return,
        };

        render_app
            .init_resource::<RenderResourceNeedingDevice>()
            .init_resource::<OtherRenderResource>();
    }
}

// After
impl Plugin for MyPlugin {
    fn build(&self, app: &mut App) {
        app.insert_resource::<MyResource>
            .add_systems(Update, my_system);
    
        let render_app = match app.get_sub_app_mut(RenderApp) {
            Ok(render_app) => render_app,
            Err(_) => return,
        };
    
        render_app
            .init_resource::<OtherRenderResource>();
    }

    fn finish(&self, app: &mut App) {
        let render_app = match app.get_sub_app_mut(RenderApp) {
            Ok(render_app) => render_app,
            Err(_) => return,
        };
    
        render_app
            .init_resource::<RenderResourceNeedingDevice>();
    }
}
```
2023-05-04 22:07:57 +00:00
Wybe Westra
abf12f3b3b
Fixed several missing links in docs. (#8117)
Links in the api docs are nice. I noticed that there were several places
where structs / functions and other things were referenced in the docs,
but weren't linked. I added the links where possible / logical.

---------

Co-authored-by: Alice Cecile <alice.i.cecile@gmail.com>
Co-authored-by: François <mockersf@gmail.com>
2023-04-23 17:28:36 +00:00
JoJoJet
3ead10a3e0
Suppress the clippy::type_complexity lint (#8313)
# Objective

The clippy lint `type_complexity` is known not to play well with bevy.
It frequently triggers when writing complex queries, and taking the
lint's advice of using a type alias almost always just obfuscates the
code with no benefit. Because of this, this lint is currently ignored in
CI, but unfortunately it still shows up when viewing bevy code in an
IDE.

As someone who's made a fair amount of pull requests to this repo, I
will say that this issue has been a consistent thorn in my side. Since
bevy code is filled with spurious, ignorable warnings, it can be very
difficult to spot the *real* warnings that must be fixed -- most of the
time I just ignore all warnings, only to later find out that one of them
was real after I'm done when CI runs.

## Solution

Suppress this lint in all bevy crates. This was previously attempted in
#7050, but the review process ended up making it more complicated than
it needs to be and landed on a subpar solution.

The discussion in https://github.com/rust-lang/rust-clippy/pull/10571
explores some better long-term solutions to this problem. Since there is
no timeline on when these solutions may land, we should resolve this
issue in the meantime by locally suppressing these lints.

### Unresolved issues

Currently, these lints are not suppressed in our examples, since that
would require suppressing the lint in every single source file. They are
still ignored in CI.
2023-04-06 21:27:36 +00:00
ira
585baf0a66
Consistent screen-space coordinates (#8306)
# Objective

Make the coordinate systems of screen-space items (cursor position, UI,
viewports, etc.) consistent.

## Solution

Remove the weird double inversion of the cursor position's Y origin.
Once in bevy_winit to the bottom and then again in bevy_ui back to the
top.
This leaves the origin at the top left like it is in every other popular
app framework.

Update the `world_to_viewport`, `viewport_to_world`, and
`viewport_to_world_2d` methods to flip the Y origin (as they should
since the viewport coordinates were always relative to the top left).

## Migration Guide

`Window::cursor_position` now returns the position of the cursor
relative to the top left instead of the bottom left.
This now matches other screen-space coordinates like
`RelativeCursorPosition`, UI, and viewports.

The `world_to_viewport`, `viewport_to_world`, and `viewport_to_world_2d`
methods on `Camera` now return/take the viewport position relative to
the top left instead of the bottom left.

If you were using `world_to_viewport` to position a UI node the returned
`y` value should now be passed into the `top` field on `Style` instead
of the `bottom` field.
Note that this might shift the position of the UI node as it is now
anchored at the top.

If you were passing `Window::cursor_position` to `viewport_to_world` or
`viewport_to_world_2d` no change is necessary.
2023-04-05 22:32:36 +00:00
Mikkel Rasmussen
1575481429
Changed spelling linebreak_behaviour to linebreak_behavior (#8285)
# Objective

In the
[`Text`](3442a13d2c/crates/bevy_text/src/text.rs (L18))
struct the field is named: `linebreak_behaviour`, the British spelling
of _behavior_.
**Update**, also found: 
- `FileDragAndDrop::HoveredFileCancelled` 
- `TouchPhase::Cancelled`
- `Touches.just_cancelled`

The majority of all spelling is in the US but when you have a lot of
contributors across the world, sometimes
spelling differences can pop up in APIs such as in this case. 

For consistency, I think it would be worth a while to ensure that the
API is persistent.

Some examples:
`from_reflect.rs` has `DefaultBehavior`
TextStyle has `color` and uses the `Color` struct.
In `bevy_input/src/Touch.rs` `TouchPhase::Cancelled` and _canceled_ are
used interchangeably in the documentation

I've found that there is also the same type of discrepancies in the
documentation, though this is a low priority but is worth checking.
**Update**: I've now checked the documentation (See #8291)

## Solution

I've only renamed the inconsistencies that have breaking changes and
documentation pertaining to them. The rest of the documentation will be
changed via #8291.

Do note that the winit API is written with UK spelling, thus this may be
a cause for confusion:
`winit::event::TouchPhase::Cancelled => TouchPhase::Canceled`
`winit::event::WindowEvent::HoveredFileCancelled` -> Related to
`FileDragAndDrop::HoveredFileCanceled`

But I'm hoping to maybe outline other spelling inconsistencies in the
API, and maybe an addition to the contribution guide.

---

## Changelog

- `Text` field `linebreak_behaviour` has been renamed to
`linebreak_behavior`.
- Event `FileDragAndDrop::HoveredFileCancelled` has been renamed to
`HoveredFileCanceled`
- Function `Touches.just_cancelled` has been renamed to
`Touches.just_canceled`
- Event `TouchPhase::Cancelled` has been renamed to
`TouchPhase::Canceled`

## Migration Guide

Update where `linebreak_behaviour` is used to `linebreak_behavior`
Updated the event `FileDragAndDrop::HoveredFileCancelled` where used to
`HoveredFileCanceled`
Update `Touches.just_cancelled` where used as `Touches.just_canceled`
The event `TouchPhase::Cancelled` is now called `TouchPhase::Canceled`
2023-04-05 21:25:53 +00:00
Trevor Lovell
464d35aef5
docs: update docs and comments that still refer to stages (#8156)
# Objective
Documentation should no longer be using pre-stageless terminology to
avoid confusion.

## Solution
- update all docs referring to stages to instead refer to sets/schedules
where appropriate
- also mention `apply_system_buffers` for anything system-buffer-related
that previously referred to buffers being applied "at the end of a
stage"
2023-03-27 21:50:21 +00:00
Carl B. Smiley
353f2e0b37
Add documentation comments to bevy_winit (#8115)
# Objective

- [x] Add documentation comments to `bevy_winit`
- [x] Add `#![warn(missing_docs)]` to `bevy_winit`.

Relates to #3492

---------

Co-authored-by: François <mockersf@gmail.com>
2023-03-21 19:59:30 +00:00
Carter Anderson
aefe1f0739
Schedule-First: the new and improved add_systems (#8079)
Co-authored-by: Mike <mike.hsu@gmail.com>
2023-03-18 01:45:34 +00:00
François
71b1b35757
do not set hit test unconditionally on window creation (#7996) 2023-03-13 15:31:13 +00:00
JoJoJet
fd1af7c8b8
Replace multiple calls to add_system with add_systems (#8001) 2023-03-10 18:15:22 +00:00
张林伟
84711e38b1
Set cursor hittest during window creation (#7966) 2023-03-09 05:39:49 +00:00
github-actions[bot]
6898351348
chore: Release (#7920)
Co-authored-by: Bevy Auto Releaser <41898282+github-actions[bot]@users.noreply.github.com>
2023-03-06 05:13:36 +00:00
github-actions[bot]
b44af49200 Release 0.10.0 (#7919)
Preparing next release
This PR has been auto-generated
2023-03-06 03:53:02 +00:00
github-actions[bot]
8eb67932f1 Bump Version after Release (#7918)
Bump version after release
This PR has been auto-generated
2023-03-06 02:10:30 +00:00
Nolan Darilek
8d1f6ff7fa Integrate AccessKit (#6874)
# Objective

UIs created for Bevy cannot currently be made accessible. This PR aims to address that.

## Solution

Integrate AccessKit as a dependency, adding accessibility support to existing bevy_ui widgets.

## Changelog

### Added

* Integrate with and expose [AccessKit](https://accesskit.dev) for platform accessibility.
* Add `Label` for marking text specifically as a label for UI controls.
2023-03-01 22:45:04 +00:00
François
fae61ad249 create window as soon as possible (#7668)
# Objective

- Fixes #7612 
- Since #7493, windows started as unfocused

## Solution

- Creating the window at the end of the event loop after the resume event instead of at the beginning of the loop of the next event fixes the focus
2023-02-14 15:08:04 +00:00
ira
f69f1329e0 Fix Window feedback loop between the OS and Bevy (#7517)
# Objective

Fix #7377
Fix #7513

## Solution

Record the changes made to the Bevy `Window` from `winit` as 'canon' to avoid Bevy sending those changes back to `winit` again, causing a feedback loop.

## Changelog

* Removed `ModifiesWindows` system label.
  Neither `despawn_window` nor `changed_window` actually modify the `Window` component so all the `.after(ModifiesWindows)` shouldn't be necessary.
* Moved `changed_window` and `despawn_window` systems to `CoreStage::Last` to avoid systems making changes to the `Window` between `changed_window` and the end of the frame as they would be ignored.

## Migration Guide
The `ModifiesWindows` system label was removed.


Co-authored-by: devil-ira <justthecooldude@gmail.com>
2023-02-07 14:18:13 +00:00
François
7e0a9bfade IOS, Android... same thing (#7493)
# Objective

- Merge the examples on iOS and Android
- Make sure they both work from the same code

## Solution

- don't create window when not in an active state (from #6830)
- exit on suspend on Android (from #6830)
- automatically enable dependency feature of bevy_audio on android so that it works out of the box
- don't inverse y position of touch events
- reuse the same example for both Android and iOS

Fixes #4616
Fixes #4103
Fixes #3648
Fixes #3458
Fixes #3249
Fixes #86
2023-02-06 18:08:49 +00:00
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
Aceeri
67826b21d4 Replace RemovedComponents<T> backing with Events<Entity> (#5680)
# Objective
Removal events are unwieldy and require some knowledge of when to put systems that need to catch events for them, it is very easy to end up missing one and end up with memory leak-ish issues where you don't clean up after yourself.

## Solution
Consolidate removals with the benefits of `Events<...>` (such as double buffering and per system ticks for reading the events) and reduce the special casing of it, ideally I was hoping to move the removals to a `Resource` in the world, but that seems a bit more rough to implement/maintain because of double mutable borrowing issues.

This doesn't go the full length of change detection esque removal detection a la https://github.com/bevyengine/rfcs/pull/44.
Just tries to make the current workflow a bit more user friendly so detecting removals isn't such a scheduling nightmare.

---

## Changelog
- RemovedComponents<T> is now backed by an `Events<Entity>` for the benefits of double buffering.

## Migration Guide
- Add a `mut` for `removed: RemovedComponents<T>` since we are now modifying an event reader internally.
- Iterating over removed components now requires `&mut removed_components` or `removed_components.iter()` instead of `&removed_components`.
2023-02-04 20:53:37 +00:00
François
3900b48c88 update winit to 0.28 (#7480)
# Objective

- Update winit to 0.28

## Solution

- Small API change 
- A security advisory has been added for a unmaintained crate used by a dependency of winit build script for wayland

I didn't do anything for Android support in this PR though it should be fixable, it should be done in a separate one, maybe https://github.com/bevyengine/bevy/pull/6830 

---

## Changelog

- `window.always_on_top` has been removed, you can now use `window.window_level`

## Migration Guide

before:
```rust
    app.new()
        .add_plugins(DefaultPlugins.set(WindowPlugin {
            primary_window: Some(Window {
                always_on_top: true,
                ..default()
            }),
            ..default()
        }));
```

after:
```rust
    app.new()
        .add_plugins(DefaultPlugins.set(WindowPlugin {
            primary_window: Some(Window {
                window_level: bevy:🪟:WindowLevel::AlwaysOnTop,
                ..default()
            }),
            ..default()
        }));
```
2023-02-03 16:41:39 +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
François
3999365bc1 add Input Method Editor support (#7325)
# Objective

- Fix #7315
- Add IME support

## Solution

- Add two new fields to `Window`, to control if IME is enabled and the candidate box position

This allows the use of dead keys which are needed in French, or the full IME experience to type using Pinyin

I also added a basic general text input example that can handle IME input.

https://user-images.githubusercontent.com/8672791/213941353-5ed73a73-5dd1-4e66-a7d6-a69b49694c52.mp4
2023-01-29 20:27:29 +00:00
Johan Klokkhammer Helsing
7ebc68bb84 Allow not preventing default event behaviors on wasm (#7304)
# Objective

On wasm, bevy applications currently prevent any of the normal browser hotkeys from working normally (Ctrl+R, F12, F5, Ctrl+F5, tab, etc.).

Some of those events you may want to override, perhaps you can hold the tab key for showing in-game stats?

However, if you want to make a well-behaved game, you probably don't want to needlessly prevent that behavior unless you have a good reason.

Secondary motivation: Also, consider the workaround presented here to get audio working: https://developer.chrome.com/blog/web-audio-autoplay/#moving-forward ; It won't work (for keydown events) if we stop event propagation.

## Solution

- Winit has a field that allows it to not stop event propagation, expose it on the window settings to allow the user to choose the desired behavior. Default to `true` for backwards compatibility.

---

## Changelog

- Added `Window::prevent_default_event_handling` . This allows bevy apps to not override default browser behavior on hotkeys like F5, F12, Ctrl+R etc.
2023-01-22 23:35:32 +00:00
François
a94830f0c9 break feedback loop when moving cursor (#7298)
# Objective

- Fixes #7294

## Solution

- Do not trigger change detection when setting the cursor position from winit

When moving the cursor continuously, Winit sends events:
- CursorMoved(0)
- CursorMoved(1)
- => start of Bevy schedule execution
- CursorMoved(2)
- CursorMoved(3)
- <= End of Bevy schedule execution

if Bevy schedule runs after the event 1, events 2 and 3 would happen during the execution but would be read only on the next system run. During the execution, the system would detect a change on cursor position, and send back an order to winit to move it back to 1, so event 2 and 3 would be ignored. By bypassing change detection when setting the cursor from winit event, it doesn't trigger sending back that change to winit out of order.
2023-01-21 00:01:28 +00:00
François
0804136dcd expose cursor position with scale (#7297)
# Objective

- Fixes #7288
- Do not expose access directly to cursor position as it is the physical position, ignoring scale

## Solution

- Make cursor position private
- Expose getter/setter on the window to have access to the scale
2023-01-20 14:25:24 +00:00
Aceeri
ddfafab971 Windows as Entities (#5589)
# Objective

Fix https://github.com/bevyengine/bevy/issues/4530

- Make it easier to open/close/modify windows by setting them up as `Entity`s with a `Window` component.
- Make multiple windows very simple to set up. (just add a `Window` component to an entity and it should open)

## Solution

- Move all properties of window descriptor to ~components~ a component.
- Replace `WindowId` with `Entity`.
- ~Use change detection for components to update backend rather than events/commands. (The `CursorMoved`/`WindowResized`/... events are kept for user convenience.~
  Check each field individually to see what we need to update, events are still kept for user convenience.

---

## Changelog

- `WindowDescriptor` renamed to `Window`.
    - Width/height consolidated into a `WindowResolution` component.
    - Requesting maximization/minimization is done on the [`Window::state`] field.
- `WindowId` is now `Entity`.

## Migration Guide

- Replace `WindowDescriptor` with `Window`.
    - Change `width` and `height` fields in a `WindowResolution`, either by doing
      ```rust
      WindowResolution::new(width, height) // Explicitly
      // or using From<_> for tuples for convenience
      (1920., 1080.).into()
      ```
- Replace any `WindowCommand` code to just modify the `Window`'s fields directly  and creating/closing windows is now by spawning/despawning an entity with a `Window` component like so:
  ```rust
  let window = commands.spawn(Window { ... }).id(); // open window
  commands.entity(window).despawn(); // close window
  ```

## Unresolved
- ~How do we tell when a window is minimized by a user?~
  ~Currently using the `Resize(0, 0)` as an indicator of minimization.~
  No longer attempting to tell given how finnicky this was across platforms, now the user can only request that a window be maximized/minimized.
  
 ## Future work
 - Move `exit_on_close` functionality out from windowing and into app(?)
 - https://github.com/bevyengine/bevy/issues/5621
 - https://github.com/bevyengine/bevy/issues/7099
 - https://github.com/bevyengine/bevy/issues/7098


Co-authored-by: Carter Anderson <mcanders1@gmail.com>
2023-01-19 00:38:28 +00:00
Stephen Martindale
f0c504947c Docs: App::run() might never return; effect of WinitSettings::return_from_run. (#7228)
# Objective

See:

- https://github.com/bevyengine/bevy/issues/7067#issuecomment-1381982285
  - (This does not fully close that issue in my opinion.)
- https://discord.com/channels/691052431525675048/1063454009769340989

## Solution

This merge request adds documentation:

1. Alert users to the fact that `App::run()` might never return and code placed after it might never be executed.
2. Makes `winit::WinitSettings::return_from_run` discoverable.
3. Better explains why `winit::WinitSettings::return_from_run` is discouraged and better links to up-stream docs. on that topic.
4. Adds notes to the `app/return_after_run.rs` example which otherwise promotes a feature that carries caveats.

Furthermore, w.r.t `winit::WinitSettings::return_from_run`:

- Broken links to `winit` docs are fixed.
- Links now point to BOTH `EventLoop::run()` and `EventLoopExtRunReturn::run_return()` which are the salient up-stream pages and make more sense, taken together.
- Collateral damage: "Supported platforms" heading; disambiguation of "run" → `App::run()`; links.
   
## Future Work

I deliberately structured the "`run()` might not return" section under `App::run()` to allow for alternative patterns (e.g. `AppExit` event, `WindowClosed` event) to be listed or mentioned, beneath it, in the future.
2023-01-18 23:02:38 +00:00
VitalyR
9ff111e24c fix cursor grab issue (#7010)
# Objective

- Set the cursor grab mode after the window is built, fix #7007, clean some conversion code.

## Solution

- Set the cursor grab mode after the window is built.
2023-01-04 23:00:12 +00:00
ira
00fa0d8cf2 Apply WindowDescriptor settings in all modes (#6934)
# Objective
Some settings were only applied in windowed mode.
Fix the issue in #6933 

# Solution
Always apply the settings.


Co-authored-by: devil-ira <justthecooldude@gmail.com>
2022-12-16 20:14:11 +00:00
IceSentry
17b7025a78 Fix set_cursor_grab_mode to try an alternative mode before giving an error (#6599)
# Objective

- Closes https://github.com/bevyengine/bevy/issues/6590
- The grab mode is platform dependent, this is problematic for bevy users since we can't easily use the recommended way to detect if the feature works like the winit docs recommend https://docs.rs/winit/0.27.5/winit/window/struct.Window.html#method.set_cursor_grab

## Solution

Try to use the grab mode that was requested, if it fails use the other one. Only then log an error if it fails after this step.
2022-11-26 13:10:11 +00:00
Jer
b3e45b75d6 Expose set_cursor_hittest() from winit (#6664)
# Objective

- Bevy should be usable to create 'overlay' type apps, where the input is not captured by Bevy, but passed down/into a target app, or to allow passive displays/widgets etc.
 
## Solution

- the `winit:🪟:Window` already has a `set_cursor_hittest()` which basically does this for mouse input events, so I've exposed it (trying to copy the style laid out in the existing wrappings, and added a simple demo.

---

## Changelog

- Added `hittest` to `WindowAttributes`
- Added the `hittest`'s setters/getters
- Modified the `WindowBuilder`
- Modifed the `WindowDescriptor`'s `Default` impl.
- Added an example `cargo run --example fallthrough`
2022-11-21 12:59:10 +00:00
Patrick Towles
cb8fe5b7fd Removed Mobile Touch event y-axis flip (#6597)
# Objective

Fix android touch events being flipped.  Only removed test for android, don't have ios device to test with.  Tested with emulator and physical device.

## Solution

Remove check, no longer needed with coordinate change in 0.9
2022-11-18 22:16:54 +00:00
Mike
8ebd4d909c add span to winit event handler (#6612)
# Objective

- Add a span for the winit event handler. I've found this useful in my PR for pipelined rendering and I've seen it come up in a few other contexts now.

![image](https://user-images.githubusercontent.com/2180432/201588888-5dc02063-2c41-471b-8937-a71aeaf174b4.png)
2022-11-14 23:08:31 +00:00
laundmo
635320f172 Expose winit always_on_top (#6527)
# Objective

I needed a window which is always on top, to create a overlay app.

## Solution

expose the `always_on_top` property of winit in bevy's `WindowDescriptor` as a boolean flag

---

## Changelog

### Added
- add `WindowDescriptor.always_on_top` which configures a window to stay on top.
2022-11-14 22:34:29 +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
ira
99c815fd00 Move the cursor's origin back to the bottom-left (#6533)
This reverts commit 8429b6d6ca as discussed in #6522.

I tested that the game_menu example works as it should.

Co-authored-by: devil-ira <justthecooldude@gmail.com>
2022-11-10 20:10:51 +00:00
ira
d688ba5f29 Add send_event and friends to WorldCell (#6515)
# Objective

Copy `send_event` and friends from `World` to `WorldCell`.

Clean up `bevy_winit` using `WorldCell::send_event`.

## Changelog

Added `send_event`, `send_event_default`, and `send_event_batch` to `WorldCell`.

Co-authored-by: devil-ira <justthecooldude@gmail.com>
2022-11-07 21:25:31 +00:00
Carter Anderson
e5905379de Use new let-else syntax where possible (#6463)
# Objective

Let-else syntax is now stable!

## Solution

Use it where possible!
2022-11-04 21:32:09 +00:00
François
ca82fa883b do not set cursor grab on window creation if not asked for (#6381)
# Objective

- Bevy main crashs on Safari mobile
- On Safari mobile, calling winit_window.set_cursor_grab(true) fails as the API is not implemented (as there is no cursor on Safari mobile, the api doesn't make sense there). I don't know about other mobile browsers

## Solution

- Do not call the api to release cursor grab on window creation, as the cursor is not grabbed anyway at this point
- This is #3617 which was lost in #6218
2022-10-31 16:12:18 +00:00
Jakob Hellermann
e71c4d2802 fix nightly clippy warnings (#6395)
# Objective

- fix new clippy lints before they get stable and break CI

## Solution

- run `clippy --fix` to auto-fix machine-applicable lints
- silence `clippy::should_implement_trait` for `fn HandleId::default<T: Asset>`

## Changes
- always prefer `format!("{inline}")` over `format!("{}", not_inline)`
- prefer `Box::default` (or `Box::<T>::default` if necessary) over `Box::new(T::default())`
2022-10-28 21:03:01 +00:00
VitalyR
c313e21d65 Update wgpu to 0.14.0, naga to 0.10.0, winit to 0.27.4, raw-window-handle to 0.5.0, ndk to 0.7 (#6218)
# Objective

- Update `wgpu` to 0.14.0, `naga` to `0.10.0`, `winit` to 0.27.4, `raw-window-handle` to 0.5.0, `ndk` to 0.7.

## Solution

---

## Changelog

### Changed

- Changed `RawWindowHandleWrapper` to `RawHandleWrapper` which wraps both `RawWindowHandle` and `RawDisplayHandle`, which satisfies the `impl HasRawWindowHandle and HasRawDisplayHandle` that `wgpu` 0.14.0 requires.

- Changed `bevy_window::WindowDescriptor`'s `cursor_locked` to `cursor_grab_mode`, change its type from `bool` to `bevy_window::CursorGrabMode`.

## Migration Guide

- Adjust usage of `bevy_window::WindowDescriptor`'s `cursor_locked` to `cursor_grab_mode`, and adjust its type from `bool` to `bevy_window::CursorGrabMode`.
2022-10-19 17:40:23 +00:00
targrub
964b047466 Make raw_window_handle field in Window and ExtractedWindow an Option. (#6114)
# Objective

- Trying to make it possible to do write tests that don't require a raw window handle.
- Fixes https://github.com/bevyengine/bevy/issues/6106.

## Solution

- Make the interface and type changes.  Avoid accessing `None`.
---

## Changelog

- Converted `raw_window_handle` field in both `Window` and `ExtractedWindow` to `Option<RawWindowHandleWrapper>`.
- Revised accessor function `Window::raw_window_handle()` to return `Option<RawWindowHandleWrapper>`.
- Skip conditions in loops that would require a raw window handle (to create a `Surface`, for example).

## Migration Guide

`Window::raw_window_handle()` now returns `Option<RawWindowHandleWrapper>`.


Co-authored-by: targrub <62773321+targrub@users.noreply.github.com>
2022-10-17 14:19:24 +00:00
Michel van der Hulst
6ce7ce208e Change UI coordinate system to have origin at top left corner (#6000)
# Objective
Fixes #5572

## Solution

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

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

... probably a lot more.

---

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

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

</details>

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

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


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


</details>

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

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

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

</details>

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

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


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

</details>

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

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

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

</details>

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

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