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# Objective Resolves #4154 Currently, registration must all be done manually: ```rust #[derive(Reflect)] struct Foo(Bar); #[derive(Reflect)] struct Bar(Baz); #[derive(Reflect)] struct Baz(usize); fn main() { // ... app .register_type::<Foo>() .register_type::<Bar>() .register_type::<Baz>() // .register_type::<usize>() <- This one is handled by Bevy, thankfully // ... } ``` This can grow really quickly and become very annoying to add, remove, and update as types change. It would be great if we could help reduce the number of types that a user must manually implement themselves. ## Solution As suggested in #4154, this PR adds automatic recursive registration. Essentially, when a type is registered, it may now also choose to register additional types along with it using the new `GetTypeRegistration::register_type_dependencies` trait method. The `Reflect` derive macro now automatically does this for all fields in structs, tuple structs, struct variants, and tuple variants. This is also done for tuples, arrays, `Vec<T>`, `HashMap<K, V>`, and `Option<T>`. This allows us to simplify the code above like: ```rust #[derive(Reflect)] struct Foo(Bar); #[derive(Reflect)] struct Bar(Baz); #[derive(Reflect)] struct Baz(usize); fn main() { // ... app.register_type::<Foo>() // ... } ``` This automatic registration only occurs if the type has not yet been registered. If it has been registered, we simply skip it and move to the next one. This reduces the cost of registration and prevents overwriting customized registrations. ## Considerations While this does improve ergonomics on one front, it's important to look at some of the arguments against adopting a PR like this. #### Generic Bounds ~~Since we need to be able to register the fields individually, we need those fields to implement `GetTypeRegistration`. This forces users to then add this trait as a bound on their generic arguments. This annoyance could be relieved with something like #5772.~~ This is no longer a major issue as the `Reflect` derive now adds the `GetTypeRegistration` bound by default. This should technically be okay, since we already add the `Reflect` bound. However, this can also be considered a breaking change for manual implementations that left out a `GetTypeRegistration` impl ~~or for items that contain dynamic types (e.g. `DynamicStruct`) since those also do not implement `GetTypeRegistration`~~. #### Registration Assumptions By automatically registering fields, users might inadvertently be relying on certain types to be automatically registered. If `Foo` auto-registers `Bar`, but `Foo` is later removed from the code, then anywhere that previously used or relied on `Bar`'s registration would now fail. --- ## Changelog - Added recursive type registration to structs, tuple structs, struct variants, tuple variants, tuples, arrays, `Vec<T>`, `HashMap<K, V>`, and `Option<T>` - Added a new trait in the hidden `bevy_reflect::__macro_exports` module called `RegisterForReflection` - Added `GetTypeRegistration` impl for `bevy_render::render_asset::RenderAssetUsages` ## Migration Guide All types that derive `Reflect` will now automatically add `GetTypeRegistration` as a bound on all (unignored) fields. This means that all reflected fields will need to also implement `GetTypeRegistration`. If all fields **derive** `Reflect` or are implemented in `bevy_reflect`, this should not cause any issues. However, manual implementations of `Reflect` that excluded a `GetTypeRegistration` impl for their type will need to add one. ```rust #[derive(Reflect)] struct Foo<T: FromReflect> { data: MyCustomType<T> } // OLD impl<T: FromReflect> Reflect for MyCustomType<T> {/* ... */} // NEW impl<T: FromReflect + GetTypeRegistration> Reflect for MyCustomType<T> {/* ... */} impl<T: FromReflect + GetTypeRegistration> GetTypeRegistration for MyCustomType<T> {/* ... */} ``` --------- Co-authored-by: James Liu <contact@jamessliu.com> Co-authored-by: radiish <cb.setho@gmail.com> Co-authored-by: Carter Anderson <mcanders1@gmail.com> |
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What is Bevy?
Bevy is a refreshingly simple data-driven game engine built in Rust. It is free and open-source forever!
WARNING
Bevy is still in the early stages of development. Important features are missing. Documentation is sparse. A new version of Bevy containing breaking changes to the API is released approximately once every 3 months. We provide migration guides, but we can't guarantee migrations will always be easy. Use only if you are willing to work in this environment.
MSRV: Bevy relies heavily on improvements in the Rust language and compiler. As a result, the Minimum Supported Rust Version (MSRV) is generally close to "the latest stable release" of Rust.
Design Goals
- Capable: Offer a complete 2D and 3D feature set
- Simple: Easy for newbies to pick up, but infinitely flexible for power users
- Data Focused: Data-oriented architecture using the Entity Component System paradigm
- Modular: Use only what you need. Replace what you don't like
- Fast: App logic should run quickly, and when possible, in parallel
- Productive: Changes should compile quickly ... waiting isn't fun
About
- Features: A quick overview of Bevy's features.
- News: A development blog that covers our progress, plans and shiny new features.
Docs
- Quick Start Guide: Bevy's official Quick Start Guide. The best place to start learning Bevy.
- Bevy Rust API Docs: Bevy's Rust API docs, which are automatically generated from the doc comments in this repo.
- Official Examples: Bevy's dedicated, runnable examples, which are great for digging into specific concepts.
- Community-Made Learning Resources: More tutorials, documentation, and examples made by the Bevy community.
Community
Before contributing or participating in discussions with the community, you should familiarize yourself with our Code of Conduct.
- Discord: Bevy's official discord server.
- Reddit: Bevy's official subreddit.
- GitHub Discussions: The best place for questions about Bevy, answered right here!
- Bevy Assets: A collection of awesome Bevy projects, tools, plugins and learning materials.
Contributing
If you'd like to help build Bevy, check out the Contributor's Guide. For simple problems, feel free to open an issue or PR and tackle it yourself!
For more complex architecture decisions and experimental mad science, please open an RFC (Request For Comments) so we can brainstorm together effectively!
Getting Started
We recommend checking out the Quick Start Guide for a brief introduction.
Follow the Setup guide to ensure your development environment is set up correctly. Once set up, you can quickly try out the examples by cloning this repo and running the following commands:
# Switch to the correct version (latest release, default is main development branch)
git checkout latest
# Runs the "breakout" example
cargo run --example breakout
To draw a window with standard functionality enabled, use:
use bevy::prelude::*;
fn main(){
App::new()
.add_plugins(DefaultPlugins)
.run();
}
Fast Compiles
Bevy can be built just fine using default configuration on stable Rust. However for really fast iterative compiles, you should enable the "fast compiles" setup by following the instructions here.
Bevy Cargo Features
This list outlines the different cargo features supported by Bevy. These allow you to customize the Bevy feature set for your use-case.
Thanks
Bevy is the result of the hard work of many people. A huge thanks to all Bevy contributors, the many open source projects that have come before us, the Rust gamedev ecosystem, and the many libraries we build on.
A huge thanks to Bevy's generous sponsors. Bevy will always be free and open source, but it isn't free to make. Please consider sponsoring our work if you like what we're building.
This project is tested with BrowserStack.
License
Bevy is free, open source and permissively licensed! Except where noted (below and/or in individual files), all code in this repository is dual-licensed under either:
- MIT License (LICENSE-MIT or http://opensource.org/licenses/MIT)
- Apache License, Version 2.0 (LICENSE-APACHE or http://www.apache.org/licenses/LICENSE-2.0)
at your option. This means you can select the license you prefer! This dual-licensing approach is the de-facto standard in the Rust ecosystem and there are very good reasons to include both.
Some of the engine's code carries additional copyright notices and license terms due to their external origins.
These are generally BSD-like, but exact details vary by crate:
If the README of a crate contains a 'License' header (or similar), the additional copyright notices and license terms applicable to that crate will be listed.
The above licensing requirement still applies to contributions to those crates, and sections of those crates will carry those license terms.
The license field of each crate will also reflect this.
For example, bevy_mikktspace
has code under the Zlib license (as well as a copyright notice when choosing the MIT license).
The assets included in this repository (for our examples) typically fall under different open licenses. These will not be included in your game (unless copied in by you), and they are not distributed in the published bevy crates. See CREDITS.md for the details of the licenses of those files.
Your contributions
Unless you explicitly state otherwise, any contribution intentionally submitted for inclusion in the work by you, as defined in the Apache-2.0 license, shall be dual licensed as above, without any additional terms or conditions.