create-pull-request/patch
23 Commits
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45a3f3d138
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Color interpolation in OKLab, OKLCH spaces for UI gradients (#19330)
# Objective Add support for interpolation in OKLab and OKLCH color spaces for UI gradients. ## Solution * New `InterpolationColorSpace` enum with `OkLab`, `OkLch`, `OkLchLong`, `Srgb` and `LinearRgb` variants. * Added a color space specialization to the gradients pipeline. * Added support for interpolation in OkLCH and OkLAB color spaces to the gradients shader. OKLCH interpolation supports both short and long hue paths. This is mostly based on the conversion functions from `bevy_color` except that interpolation in polar space uses radians. * Added `color_space` fields to each gradient type. ## Testing The `gradients` example has been updated to demonstrate the different color interpolation methods. Press space to cycle through the different options. --- ## Showcase  |
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9fdddf7089
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Core Checkbox (#19665)
# Objective This is part of the "core widgets" effort: https://github.com/bevyengine/bevy/issues/19236. ## Solution This adds the "core checkbox" widget type. ## Testing Tested using examples core_widgets and core_widgets_observers. Note to reviewers: I reorganized the code in the examples, so the diffs are large because of code moves. |
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2119838e27
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Add support for ButtonInput<Key> (#19684)
# Objective While `KeyCode` is very often the correct way to interact with keyboard input there are a bunch of cases where it isn't, notably most of the symbols (e.g. plus, minus, different parentheses). Currently the only way to get these is to read from `EventReader<KeyboardInput>`, but then you'd have to redo the `ButtonInput` logic for pressed/released to e.g. make zoom functionality that depends on plus/minus keys. This has led to confusion previously, like https://github.com/bevyengine/bevy/issues/3278 ## Solution Add a `ButtonInput<Key>` resource. ## Testing Modified the `keyboard_input` example to test it. ## Open questions I'm not 100% sure this is the right way forward, since it duplicates the key processing logic and might make people use the shorter `ButtonInput<Key>` even when it's not appropriate. Another option is to add a new struct with both `Key` and `KeyCode`, and use `ButtonInput` with that instead. That would make it more explanatory, but that is a lot of churn. The third alternative is to not do this because it's too niche. I'll add more documentation and take it out of draft if we want to move forward with it. |
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6f08bb84d2
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Exposes Observer 's system's name (#19611)
# Objective Fixes #18726 Alternative to and closes #18797 ## Solution Create a method `Observer::system_name` to expose the name of the `Observer`'s system ## Showcase ```rust // Returns `my_crate::my_observer` let observer = Observer::new(my_observer); println!(observer.system_name()); // Returns `my_crate::method::{{closure}}` let observer = Observer::new(|_trigger: Trigger<...>|); println!(observer.system_name()); // Returns `custom_name` let observer = Observer::new(IntoSystem::into_system(my_observer).with_name("custom_name")); println!(observer.system_name()); ``` ## TODO - [ ] Achieve cart's approval --------- Co-authored-by: Alice Cecile <alice.i.cecile@gmail.com> |
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9b743d2a43
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Allow users to fix glTF coordinate system imports (#19633)
# Objective *Fixes #5670 as an opt-in for now* glTF uses the following coordinate system: - forward: Z - up: Y - right: -X and Bevy uses: - forward: -Z - up: Y - right: X For the longest time, Bevy has simply ignored this distinction. That caused issues when working across programs, as most software respects the glTF coordinate system when importing and exporting glTFs. Your scene might have looked correct in Blender, Maya, TrenchBroom, etc. but everything would be flipped when importing it into Bevy! ## Solution Add an option to the glTF loader to perform coordinate conversion. Note that this makes a distinction in the camera nodes, as glTF uses a different coordinate system for them. ## Follow Ups - Add global glTF loader settings, similar to the image loader, so that users can make third-party crates also load their glTFs with corrected coordinates - Decide on a migration strategy to make this the future default - Create an issue - Get feedback from Patrick Walton and Cart (not pinging them here to not spam them) - Include this pic for reference of how Blender assumes -Y as forward:  ## Testing I ran all glTF animation examples with the new setting enabled to validate that they look the same, just flipped. Also got a nice test scene from Chris that includes a camera inside the glTF. Thanks @ChristopherBiscardi! Blender (-Y forward):  Bevy (-Z forward, but the model looks the wrong way):  Bevy with `convert_coordinates` enabled (-Z forward):  Validation that the axes are correct with F3D's glTF viewer (+Z forward):  |
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b7d2cb8547
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Provide access to the original target of entity-events in observers (#19663)
# Objective Getting access to the original target of an entity-event is really helpful when working with bubbled / propagated events. `bevy_picking` special-cases this, but users have requested this for all sorts of bubbled events. The existing naming convention was also very confusing. Fixes https://github.com/bevyengine/bevy/issues/17112, but also see #18982. ## Solution 1. Rename `ObserverTrigger::target` -> `current_target`. 1. Store `original_target: Option<Entity>` in `ObserverTrigger`. 1. Wire it up so this field gets set correctly. 1. Remove the `target` field on the `Pointer` events from `bevy_picking`. Closes https://github.com/bevyengine/bevy/pull/18710, which attempted the same thing. Thanks @emfax! ## Testing I've modified an existing test to check that the entities returned during event bubbling / propagation are correct. ## Notes to reviewers It's a little weird / sad that you can no longer access this infromation via the buffered events for `Pointer`. That said, you already couldn't access any bubbled target. We should probably remove the `BufferedEvent` form of `Pointer` to reduce confusion and overhead, but I didn't want to do so here. Observer events can be trivially converted into buffered events (write an observer with an EventWriter), and I suspect that that is the better migration if you want the controllable timing or performance characteristics of buffered events for your specific use case. ## Future work It would be nice to not store this data at all (and not expose any methods) if propagation was disabled. That involves more trait shuffling, and I don't think we should do it here for reviewability. --------- Co-authored-by: Joona Aalto <jondolf.dev@gmail.com> |
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38c3423693
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Event Split: Event , EntityEvent , and BufferedEvent (#19647)
# Objective Closes #19564. The current `Event` trait looks like this: ```rust pub trait Event: Send + Sync + 'static { type Traversal: Traversal<Self>; const AUTO_PROPAGATE: bool = false; fn register_component_id(world: &mut World) -> ComponentId { ... } fn component_id(world: &World) -> Option<ComponentId> { ... } } ``` The `Event` trait is used by both buffered events (`EventReader`/`EventWriter`) and observer events. If they are observer events, they can optionally be targeted at specific `Entity`s or `ComponentId`s, and can even be propagated to other entities. However, there has long been a desire to split the trait semantically for a variety of reasons, see #14843, #14272, and #16031 for discussion. Some reasons include: - It's very uncommon to use a single event type as both a buffered event and targeted observer event. They are used differently and tend to have distinct semantics. - A common footgun is using buffered events with observers or event readers with observer events, as there is no type-level error that prevents this kind of misuse. - #19440 made `Trigger::target` return an `Option<Entity>`. This *seriously* hurts ergonomics for the general case of entity observers, as you need to `.unwrap()` each time. If we could statically determine whether the event is expected to have an entity target, this would be unnecessary. There's really two main ways that we can categorize events: push vs. pull (i.e. "observer event" vs. "buffered event") and global vs. targeted: | | Push | Pull | | ------------ | --------------- | --------------------------- | | **Global** | Global observer | `EventReader`/`EventWriter` | | **Targeted** | Entity observer | - | There are many ways to approach this, each with their tradeoffs. Ultimately, we kind of want to split events both ways: - A type-level distinction between observer events and buffered events, to prevent people from using the wrong kind of event in APIs - A statically designated entity target for observer events to avoid accidentally using untargeted events for targeted APIs This PR achieves these goals by splitting event traits into `Event`, `EntityEvent`, and `BufferedEvent`, with `Event` being the shared trait implemented by all events. ## `Event`, `EntityEvent`, and `BufferedEvent` `Event` is now a very simple trait shared by all events. ```rust pub trait Event: Send + Sync + 'static { // Required for observer APIs fn register_component_id(world: &mut World) -> ComponentId { ... } fn component_id(world: &World) -> Option<ComponentId> { ... } } ``` You can call `trigger` for *any* event, and use a global observer for listening to the event. ```rust #[derive(Event)] struct Speak { message: String, } // ... app.add_observer(|trigger: On<Speak>| { println!("{}", trigger.message); }); // ... commands.trigger(Speak { message: "Y'all like these reworked events?".to_string(), }); ``` To allow an event to be targeted at entities and even propagated further, you can additionally implement the `EntityEvent` trait: ```rust pub trait EntityEvent: Event { type Traversal: Traversal<Self>; const AUTO_PROPAGATE: bool = false; } ``` This lets you call `trigger_targets`, and to use targeted observer APIs like `EntityCommands::observe`: ```rust #[derive(Event, EntityEvent)] #[entity_event(traversal = &'static ChildOf, auto_propagate)] struct Damage { amount: f32, } // ... let enemy = commands.spawn((Enemy, Health(100.0))).id(); // Spawn some armor as a child of the enemy entity. // When the armor takes damage, it will bubble the event up to the enemy. let armor_piece = commands .spawn((ArmorPiece, Health(25.0), ChildOf(enemy))) .observe(|trigger: On<Damage>, mut query: Query<&mut Health>| { // Note: `On::target` only exists because this is an `EntityEvent`. let mut health = query.get(trigger.target()).unwrap(); health.0 -= trigger.amount(); }); commands.trigger_targets(Damage { amount: 10.0 }, armor_piece); ``` > [!NOTE] > You *can* still also trigger an `EntityEvent` without targets using `trigger`. We probably *could* make this an either-or thing, but I'm not sure that's actually desirable. To allow an event to be used with the buffered API, you can implement `BufferedEvent`: ```rust pub trait BufferedEvent: Event {} ``` The event can then be used with `EventReader`/`EventWriter`: ```rust #[derive(Event, BufferedEvent)] struct Message(String); fn write_hello(mut writer: EventWriter<Message>) { writer.write(Message("I hope these examples are alright".to_string())); } fn read_messages(mut reader: EventReader<Message>) { // Process all buffered events of type `Message`. for Message(message) in reader.read() { println!("{message}"); } } ``` In summary: - Need a basic event you can trigger and observe? Derive `Event`! - Need the event to be targeted at an entity? Derive `EntityEvent`! - Need the event to be buffered and support the `EventReader`/`EventWriter` API? Derive `BufferedEvent`! ## Alternatives I'll now cover some of the alternative approaches I have considered and briefly explored. I made this section collapsible since it ended up being quite long :P <details> <summary>Expand this to see alternatives</summary> ### 1. Unified `Event` Trait One option is not to have *three* separate traits (`Event`, `EntityEvent`, `BufferedEvent`), and to instead just use associated constants on `Event` to determine whether an event supports targeting and buffering or not: ```rust pub trait Event: Send + Sync + 'static { type Traversal: Traversal<Self>; const AUTO_PROPAGATE: bool = false; const TARGETED: bool = false; const BUFFERED: bool = false; fn register_component_id(world: &mut World) -> ComponentId { ... } fn component_id(world: &World) -> Option<ComponentId> { ... } } ``` Methods can then use bounds like `where E: Event<TARGETED = true>` or `where E: Event<BUFFERED = true>` to limit APIs to specific kinds of events. This would keep everything under one `Event` trait, but I don't think it's necessarily a good idea. It makes APIs harder to read, and docs can't easily refer to specific types of events. You can also create weird invariants: what if you specify `TARGETED = false`, but have `Traversal` and/or `AUTO_PROPAGATE` enabled? ### 2. `Event` and `Trigger` Another option is to only split the traits between buffered events and observer events, since that is the main thing people have been asking for, and they have the largest API difference. If we did this, I think we would need to make the terms *clearly* separate. We can't really use `Event` and `BufferedEvent` as the names, since it would be strange that `BufferedEvent` doesn't implement `Event`. Something like `ObserverEvent` and `BufferedEvent` could work, but it'd be more verbose. For this approach, I would instead keep `Event` for the current `EventReader`/`EventWriter` API, and call the observer event a `Trigger`, since the "trigger" terminology is already used in the observer context within Bevy (both as a noun and a verb). This is also what a long [bikeshed on Discord](https://discord.com/channels/691052431525675048/749335865876021248/1298057661878898791) seemed to land on at the end of last year. ```rust // For `EventReader`/`EventWriter` pub trait Event: Send + Sync + 'static {} // For observers pub trait Trigger: Send + Sync + 'static { type Traversal: Traversal<Self>; const AUTO_PROPAGATE: bool = false; const TARGETED: bool = false; fn register_component_id(world: &mut World) -> ComponentId { ... } fn component_id(world: &World) -> Option<ComponentId> { ... } } ``` The problem is that "event" is just a really good term for something that "happens". Observers are rapidly becoming the more prominent API, so it'd be weird to give them the `Trigger` name and leave the good `Event` name for the less common API. So, even though a split like this seems neat on the surface, I think it ultimately wouldn't really work. We want to keep the `Event` name for observer events, and there is no good alternative for the buffered variant. (`Message` was suggested, but saying stuff like "sends a collision message" is weird.) ### 3. `GlobalEvent` + `TargetedEvent` What if instead of focusing on the buffered vs. observed split, we *only* make a distinction between global and targeted events? ```rust // A shared event trait to allow global observers to work pub trait Event: Send + Sync + 'static { fn register_component_id(world: &mut World) -> ComponentId { ... } fn component_id(world: &World) -> Option<ComponentId> { ... } } // For buffered events and non-targeted observer events pub trait GlobalEvent: Event {} // For targeted observer events pub trait TargetedEvent: Event { type Traversal: Traversal<Self>; const AUTO_PROPAGATE: bool = false; } ``` This is actually the first approach I implemented, and it has the neat characteristic that you can only use non-targeted APIs like `trigger` with a `GlobalEvent` and targeted APIs like `trigger_targets` with a `TargetedEvent`. You have full control over whether the entity should or should not have a target, as they are fully distinct at the type-level. However, there's a few problems: - There is no type-level indication of whether a `GlobalEvent` supports buffered events or just non-targeted observer events - An `Event` on its own does literally nothing, it's just a shared trait required to make global observers accept both non-targeted and targeted events - If an event is both a `GlobalEvent` and `TargetedEvent`, global observers again have ambiguity on whether an event has a target or not, undermining some of the benefits - The names are not ideal ### 4. `Event` and `EntityEvent` We can fix some of the problems of Alternative 3 by accepting that targeted events can also be used in non-targeted contexts, and simply having the `Event` and `EntityEvent` traits: ```rust // For buffered events and non-targeted observer events pub trait Event: Send + Sync + 'static { fn register_component_id(world: &mut World) -> ComponentId { ... } fn component_id(world: &World) -> Option<ComponentId> { ... } } // For targeted observer events pub trait EntityEvent: Event { type Traversal: Traversal<Self>; const AUTO_PROPAGATE: bool = false; } ``` This is essentially identical to this PR, just without a dedicated `BufferedEvent`. The remaining major "problem" is that there is still zero type-level indication of whether an `Event` event *actually* supports the buffered API. This leads us to the solution proposed in this PR, using `Event`, `EntityEvent`, and `BufferedEvent`. </details> ## Conclusion The `Event` + `EntityEvent` + `BufferedEvent` split proposed in this PR aims to solve all the common problems with Bevy's current event model while keeping the "weirdness" factor minimal. It splits in terms of both the push vs. pull *and* global vs. targeted aspects, while maintaining a shared concept for an "event". ### Why I Like This - The term "event" remains as a single concept for all the different kinds of events in Bevy. - Despite all event types being "events", they use fundamentally different APIs. Instead of assuming that you can use an event type with any pattern (when only one is typically supported), you explicitly opt in to each one with dedicated traits. - Using separate traits for each type of event helps with documentation and clearer function signatures. - I can safely make assumptions on expected usage. - If I see that an event is an `EntityEvent`, I can assume that I can use `observe` on it and get targeted events. - If I see that an event is a `BufferedEvent`, I can assume that I can use `EventReader` to read events. - If I see both `EntityEvent` and `BufferedEvent`, I can assume that both APIs are supported. In summary: This allows for a unified concept for events, while limiting the different ways to use them with opt-in traits. No more guess-work involved when using APIs. ### Problems? - Because `BufferedEvent` implements `Event` (for more consistent semantics etc.), you can still use all buffered events for non-targeted observers. I think this is fine/good. The important part is that if you see that an event implements `BufferedEvent`, you know that the `EventReader`/`EventWriter` API should be supported. Whether it *also* supports other APIs is secondary. - I currently only support `trigger_targets` for an `EntityEvent`. However, you can technically target components too, without targeting any entities. I consider that such a niche and advanced use case that it's not a huge problem to only support it for `EntityEvent`s, but we could also split `trigger_targets` into `trigger_entities` and `trigger_components` if we wanted to (or implement components as entities :P). - You can still trigger an `EntityEvent` *without* targets. I consider this correct, since `Event` implements the non-targeted behavior, and it'd be weird if implementing another trait *removed* behavior. However, it does mean that global observers for entity events can technically return `Entity::PLACEHOLDER` again (since I got rid of the `Option<Entity>` added in #19440 for ergonomics). I think that's enough of an edge case that it's not a huge problem, but it is worth keeping in mind. - ~~Deriving both `EntityEvent` and `BufferedEvent` for the same type currently duplicates the `Event` implementation, so you instead need to manually implement one of them.~~ Changed to always requiring `Event` to be derived. ## Related Work There are plans to implement multi-event support for observers, especially for UI contexts. [Cart's example](https://github.com/bevyengine/bevy/issues/14649#issuecomment-2960402508) API looked like this: ```rust // Truncated for brevity trigger: Trigger<( OnAdd<Pressed>, OnRemove<Pressed>, OnAdd<InteractionDisabled>, OnRemove<InteractionDisabled>, OnInsert<Hovered>, )>, ``` I believe this shouldn't be in conflict with this PR. If anything, this PR might *help* achieve the multi-event pattern for entity observers with fewer footguns: by statically enforcing that all of these events are `EntityEvent`s in the context of `EntityCommands::observe`, we can avoid misuse or weird cases where *some* events inside the trigger are targeted while others are not. |
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30aa36eaf4
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Core slider (#19584)
# Objective This is part of the "core widgets" effort: #19236. ## Solution This PR adds the "core slider" widget to the collection. ## Testing Tested using examples `core_widgets` and `core_widgets_observers`. --------- Co-authored-by: ickshonpe <david.curthoys@googlemail.com> |
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bab31e3777
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Initial raytraced lighting progress (bevy_solari) (#19058)
# Bevy Solari <img src="https://github.com/user-attachments/assets/94061fc8-01cf-4208-b72a-8eecad610d76" width="100" /> ## Preface - See release notes. - Please talk to me in #rendering-dev on discord or open a github discussion if you have questions about the long term plan, and keep discussion in this PR limited to the contents of the PR :) ## Connections - Works towards #639, #16408. - Spawned https://github.com/bevyengine/bevy/issues/18993. - Need to fix RT stuff in naga_oil first https://github.com/bevyengine/naga_oil/pull/116. ## This PR After nearly two years, I've revived the raytraced lighting effort I first started in https://github.com/bevyengine/bevy/pull/10000. Unlike that PR, which has realtime techniques, I've limited this PR to: * `RaytracingScenePlugin` - BLAS and TLAS building, geometry and texture binding, sampling functions. * `PathtracingPlugin` - A non-realtime path tracer intended to serve as a testbed and reference. ## What's implemented?  * BLAS building on mesh load * Emissive lights * Directional lights with soft shadows * Diffuse (lambert, not Bevy's diffuse BRDF) and emissive materials * A reference path tracer with: * Antialiasing * Direct light sampling (next event estimation) with 0/1 MIS weights * Importance-sampled BRDF bounces * Russian roulette ## What's _not_ implemented? * Anything realtime, including a real-time denoiser * Integration with Bevy's rasterized gbuffer * Specular materials * Non-opaque geometry * Any sort of CPU or GPU optimizations * BLAS compaction, proper bindless, and further RT APIs are things that we need wgpu to add * PointLights, SpotLights, or skyboxes / environment lighting * Support for materials other than StandardMaterial (and only a subset of properties are supported) * Skinned/morphed or otherwise animating/deformed meshes * Mipmaps * Adaptive self-intersection ray bias * A good way for developers to detect whether the user's GPU supports RT or not, and fallback to baked lighting. * Documentation and actual finalized APIs (literally everything is subject to change) ## End-user Usage * Have a GPU that supports RT with inline ray queries * Add `SolariPlugin` to your app * Ensure any `Mesh` asset you want to use for raytracing has `enable_raytracing: true` (defaults to true), and that it uses the standard uncompressed position/normal/uv_0/tangent vertex attribute set, triangle list topology, and 32-bit indices. * If you don't want to build a BLAS and use the mesh for RT, set enable_raytracing to false. * Add the `RaytracingMesh3d` component to your entity (separate from `Mesh3d` or `MeshletMesh3d`). ## Testing - Did you test these changes? If so, how? - Ran the solari example. - Are there any parts that need more testing? - Other test scenes probably. Normal mapping would be good to test. - How can other people (reviewers) test your changes? Is there anything specific they need to know? - See the solari.rs example for how to setup raytracing. - If relevant, what platforms did you test these changes on, and are there any important ones you can't test? - Windows 11, NVIDIA RTX 3080. --------- Co-authored-by: atlv <email@atlasdostal.com> Co-authored-by: IceSentry <IceSentry@users.noreply.github.com> Co-authored-by: Carter Anderson <mcanders1@gmail.com> |
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e5dc177b4b
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Rename Trigger to On (#19596)
# Objective Currently, the observer API looks like this: ```rust app.add_observer(|trigger: Trigger<Explode>| { info!("Entity {} exploded!", trigger.target()); }); ``` Future plans for observers also include "multi-event observers" with a trigger that looks like this (see [Cart's example](https://github.com/bevyengine/bevy/issues/14649#issuecomment-2960402508)): ```rust trigger: Trigger<( OnAdd<Pressed>, OnRemove<Pressed>, OnAdd<InteractionDisabled>, OnRemove<InteractionDisabled>, OnInsert<Hovered>, )>, ``` In scenarios like this, there is a lot of repetition of `On`. These are expected to be very high-traffic APIs especially in UI contexts, so ergonomics and readability are critical. By renaming `Trigger` to `On`, we can make these APIs read more cleanly and get rid of the repetition: ```rust app.add_observer(|trigger: On<Explode>| { info!("Entity {} exploded!", trigger.target()); }); ``` ```rust trigger: On<( Add<Pressed>, Remove<Pressed>, Add<InteractionDisabled>, Remove<InteractionDisabled>, Insert<Hovered>, )>, ``` Names like `On<Add<Pressed>>` emphasize the actual event listener nature more than `Trigger<OnAdd<Pressed>>`, and look cleaner. This *also* frees up the `Trigger` name if we want to use it for the observer event type, splitting them out from buffered events (bikeshedding this is out of scope for this PR though). For prior art: [`bevy_eventlistener`](https://github.com/aevyrie/bevy_eventlistener) used [`On`](https://docs.rs/bevy_eventlistener/latest/bevy_eventlistener/event_listener/struct.On.html) for its event listener type. Though in our case, the observer is the event listener, and `On` is just a type containing information about the triggered event. ## Solution Steal from `bevy_event_listener` by @aevyrie and use `On`. - Rename `Trigger` to `On` - Rename `OnAdd` to `Add` - Rename `OnInsert` to `Insert` - Rename `OnReplace` to `Replace` - Rename `OnRemove` to `Remove` - Rename `OnDespawn` to `Despawn` ## Discussion ### Naming Conflicts?? Using a name like `Add` might initially feel like a very bad idea, since it risks conflict with `core::ops::Add`. However, I don't expect this to be a big problem in practice. - You rarely need to actually implement the `Add` trait, especially in modules that would use the Bevy ECS. - In the rare cases where you *do* get a conflict, it is very easy to fix by just disambiguating, for example using `ops::Add`. - The `Add` event is a struct while the `Add` trait is a trait (duh), so the compiler error should be very obvious. For the record, renaming `OnAdd` to `Add`, I got exactly *zero* errors or conflicts within Bevy itself. But this is of course not entirely representative of actual projects *using* Bevy. You might then wonder, why not use `Added`? This would conflict with the `Added` query filter, so it wouldn't work. Additionally, the current naming convention for observer events does not use past tense. ### Documentation This does make documentation slightly more awkward when referring to `On` or its methods. Previous docs often referred to `Trigger::target` or "sends a `Trigger`" (which is... a bit strange anyway), which would now be `On::target` and "sends an observer `Event`". You can see the diff in this PR to see some of the effects. I think it should be fine though, we may just need to reword more documentation to read better. |
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33c6f45a35
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Rename some pointer events and components (#19574)
# Objective #19366 implemented core button widgets, which included the `Depressed` state component. `Depressed` was chosen instead of `Pressed` to avoid conflict with the `Pointer<Pressed>` event, but it is problematic and awkward in many ways: - Using the word "depressed" for such a high-traffic type is not great due to the obvious connection to "depressed" as in depression. - "Depressed" is not what I would search for if I was looking for a component like this, and I'm not aware of any other engine or UI framework using the term. - `Depressed` is not a very natural pair to the `Pointer<Pressed>` event. - It might be because I'm not a native English speaker, but I have very rarely heard someone say "a button is depressed". Seeing it, my mind initially goes from "depression??" to "oh, de-pressed, meaning released" and definitely not "is pressed", even though that *is* also a valid meaning for it. A related problem is that the current `Pointer<Pressed>` and `Pointer<Released>` event names use a different verb tense than all of our other observer events such as `Pointer<Click>` or `Pointer<DragStart>`. By fixing this and renaming `Pressed` (and `Released`), we can then use `Pressed` instead of `Depressed` for the state component. Additionally, the `IsHovered` and `IsDirectlyHovered` components added in #19366 use an inconsistent naming; the other similar components don't use an `Is` prefix. It also makes query filters like `Has<IsHovered>` and `With<IsHovered>` a bit more awkward. This is partially related to Cart's [picking concept proposal](https://gist.github.com/cart/756e48a149db2838028be600defbd24a?permalink_comment_id=5598154). ## Solution - Rename `Pointer<Pressed>` to `Pointer<Press>` - Rename `Pointer<Released>` to `Pointer<Release>` - Rename `Depressed` to `Pressed` - Rename `IsHovered` to `Hovered` - Rename `IsDirectlyHovered` to `DirectlyHovered` |
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57ddae1e93
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Core button widget (#19366)
# Objective Part of #19236 ## Solution Adds a new `bevy_core_widgets` crate containing headless widget implementations. This PR adds a single `CoreButton` widget, more widgets to be added later once this is approved. ## Testing There's an example, ui/core_widgets. --------- Co-authored-by: Alice Cecile <alice.i.cecile@gmail.com> |
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4836c7868c
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Specialized UI transform (#16615)
# Objective Add specialized UI transform `Component`s and fix some related problems: * Animating UI elements by modifying the `Transform` component of UI nodes doesn't work very well because `ui_layout_system` overwrites the translations each frame. The `overflow_debug` example uses a horrible hack where it copies the transform into the position that'll likely cause a panic if any users naively copy it. * Picking ignores rotation and scaling and assumes UI nodes are always axis aligned. * The clipping geometry stored in `CalculatedClip` is wrong for rotated and scaled elements. * Transform propagation is unnecessary for the UI, the transforms can be updated during layout updates. * The UI internals use both object-centered and top-left-corner-based coordinates systems for UI nodes. Depending on the context you have to add or subtract the half-size sometimes before transforming between coordinate spaces. We should just use one system consistantly so that the transform can always be directly applied. * `Transform` doesn't support responsive coordinates. ## Solution * Unrequire `Transform` from `Node`. * New components `UiTransform`, `UiGlobalTransform`: - `Node` requires `UiTransform`, `UiTransform` requires `UiGlobalTransform` - `UiTransform` is a 2d-only equivalent of `Transform` with a translation in `Val`s. - `UiGlobalTransform` newtypes `Affine2` and is updated in `ui_layout_system`. * New helper functions on `ComputedNode` for mapping between viewport and local node space. * The cursor position is transformed to local node space during picking so that it respects rotations and scalings. * To check if the cursor hovers a node recursively walk up the tree to the root checking if any of the ancestor nodes clip the point at the cursor. If the point is clipped the interaction is ignored. * Use object-centered coordinates for UI nodes. * `RelativeCursorPosition`'s coordinates are now object-centered with (0,0) at the the center of the node and the corners at (±0.5, ±0.5). * Replaced the `normalized_visible_node_rect: Rect` field of `RelativeCursorPosition` with `cursor_over: bool`, which is set to true when the cursor is over an unclipped point on the node. The visible area of the node is not necessarily a rectangle, so the previous implementation didn't work. This should fix all the logical bugs with non-axis aligned interactions and clipping. Rendering still needs changes but they are far outside the scope of this PR. Tried and abandoned two other approaches: * New `transform` field on `Node`, require `GlobalTransform` on `Node`, and unrequire `Transform` on `Node`. Unrequiring `Transform` opts out of transform propagation so there is then no conflict with updating the `GlobalTransform` in `ui_layout_system`. This was a nice change in its simplicity but potentially confusing for users I think, all the `GlobalTransform` docs mention `Transform` and having special rules for how it's updated just for the UI is unpleasently surprising. * New `transform` field on `Node`. Unrequire `Transform` on `Node`. New `transform: Affine2` field on `ComputedNode`. This was okay but I think most users want a separate specialized UI transform components. The fat `ComputedNode` doesn't work well with change detection. Fixes #18929, #18930 ## Testing There is an example you can look at: ``` cargo run --example ui_transform ``` Sometimes in the example if you press the rotate button couple of times the first glyph from the top label disappears , I'm not sure what's causing it yet but I don't think it's related to this PR. ## Migration Guide New specialized 2D UI transform components `UiTransform` and `UiGlobalTransform`. `UiTransform` is a 2d-only equivalent of `Transform` with a translation in `Val`s. `UiGlobalTransform` newtypes `Affine2` and is updated in `ui_layout_system`. `Node` now requires `UiTransform` instead of `Transform`. `UiTransform` requires `UiGlobalTransform`. In previous versions of Bevy `ui_layout_system` would overwrite UI node's `Transform::translation` each frame. `UiTransform`s aren't overwritten and there is no longer any need for systems that cache and rewrite the transform for translated UI elements. `RelativeCursorPosition`'s coordinates are now object-centered with (0,0) at the the center of the node and the corners at (±0.5, ±0.5). Its `normalized_visible_node_rect` field has been removed and replaced with a new `cursor_over: bool` field which is set to true when the cursor is hovering an unclipped area of the UI node. --------- Co-authored-by: Alice Cecile <alice.i.cecile@gmail.com> |
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7a7bff8c17
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Hot patching systems with subsecond (#19309)
# Objective - Enable hot patching systems with subsecond - Fixes #19296 ## Solution - First commit is the naive thin layer - Second commit only check the jump table when the code is hot patched instead of on every system execution - Depends on https://github.com/DioxusLabs/dioxus/pull/4153 for a nicer API, but could be done without - Everything in second commit is feature gated, it has no impact when the feature is not enabled ## Testing - Check dependencies without the feature enabled: nothing dioxus in tree - Run the new example: text and color can be changed --------- Co-authored-by: Jan Hohenheim <jan@hohenheim.ch> Co-authored-by: JMS55 <47158642+JMS55@users.noreply.github.com> |
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922ee480d2
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Rename Position to UiPosition in bevy_ui (#19422)
# Objective - Fixes #19418 ## Solution - Rename Position to UiPosition in bevy_ui ## Testing - `cargo build` - `cargo run --example gradients` - `cargo run --example stacked_gradients` |
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13e89a1678
|
Fix EntityMeta.spawned_or_despawned unsoundness (#19350)
# Objective #19047 added an `MaybeUninit` field to `EntityMeta`, but did not guarantee that it will be initialized before access: ```rust let mut world = World::new(); let id = world.entities().reserve_entity(); world.flush(); world.entity(id); ``` <details> <summary>Miri Error</summary> ``` error: Undefined Behavior: using uninitialized data, but this operation requires initialized memory --> /home/vj/workspace/rust/bevy/crates/bevy_ecs/src/entity/mod.rs:1121:26 | 1121 | unsafe { meta.spawned_or_despawned.assume_init() } | ^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^ using uninitialized data, but this operation requires initialized memory | = help: this indicates a bug in the program: it performed an invalid operation, and caused Undefined Behavior = help: see https://doc.rust-lang.org/nightly/reference/behavior-considered-undefined.html for further information = note: BACKTRACE: = note: inside closure at /home/vj/workspace/rust/bevy/crates/bevy_ecs/src/entity/mod.rs:1121:26: 1121:65 = note: inside `std::option::Option::<&bevy_ecs::entity::EntityMeta>::map::<bevy_ecs::entity::SpawnedOrDespawned, {closure@bevy_ecs::entity::Entities::entity_get_spawned_or_despawned::{closure#1}}>` at /home/vj/.rustup/toolchains/nightly-x86_64-unknown-linux-gnu/lib/rustlib/src/rust/library/core/src/option.rs:1144:29: 1144:33 = note: inside `bevy_ecs::entity::Entities::entity_get_spawned_or_despawned` at /home/vj/workspace/rust/bevy/crates/bevy_ecs/src/entity/mod.rs:1112:9: 1122:15 = note: inside closure at /home/vj/workspace/rust/bevy/crates/bevy_ecs/src/entity/mod.rs:1094:13: 1094:57 = note: inside `bevy_ecs::change_detection::MaybeLocation::<std::option::Option<&std::panic::Location<'_>>>::new_with_flattened::<{closure@bevy_ecs::entity::Entities::entity_get_spawned_or_despawned_by::{closure#0}}>` at /home/vj/workspace/rust/bevy/crates/bevy_ecs/src/change_detection.rs:1371:20: 1371:24 = note: inside `bevy_ecs::entity::Entities::entity_get_spawned_or_despawned_by` at /home/vj/workspace/rust/bevy/crates/bevy_ecs/src/entity/mod.rs:1093:9: 1096:11 = note: inside `bevy_ecs::entity::Entities::entity_does_not_exist_error_details` at /home/vj/workspace/rust/bevy/crates/bevy_ecs/src/entity/mod.rs:1163:23: 1163:70 = note: inside `bevy_ecs::entity::EntityDoesNotExistError::new` at /home/vj/workspace/rust/bevy/crates/bevy_ecs/src/entity/mod.rs:1182:22: 1182:74 = note: inside `bevy_ecs::world::unsafe_world_cell::UnsafeWorldCell::<'_>::get_entity` at /home/vj/workspace/rust/bevy/crates/bevy_ecs/src/world/unsafe_world_cell.rs:368:20: 368:73 = note: inside `<bevy_ecs::entity::Entity as bevy_ecs::world::WorldEntityFetch>::fetch_ref` at /home/vj/workspace/rust/bevy/crates/bevy_ecs/src/world/entity_fetch.rs:207:21: 207:42 = note: inside `bevy_ecs::world::World::get_entity::<bevy_ecs::entity::Entity>` at /home/vj/workspace/rust/bevy/crates/bevy_ecs/src/world/mod.rs:911:18: 911:42 note: inside `main` --> src/main.rs:12:15 | 12 | world.entity(id); | ``` </details> ## Solution - remove the existing `MaybeUninit` in `EntityMeta.spawned_or_despawned` - initialize during flush. This is not needed for soundness, but not doing this means we can't return a sensible location/tick for flushed entities. ## Testing Test via the snippet above (also added equivalent test). --------- Co-authored-by: urben1680 <55257931+urben1680@users.noreply.github.com> |
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d3012df755
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Expose LogDiagnosticsState (#19323)
# Objective Closes #19175 Make `LogDiagnosticsState` public to be able to edit its filters ## Solution Make `LogDiagnosticsState` public and add methods to allow editing the duration and filter ## Testing `cargo run -p ci` ## Showcase Updated `log_diagnostics` example  |
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bf20c630a8
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UI Node Gradients (#18139)
# Objective Allowing drawing of UI nodes with a gradient instead of a flat color. ## Solution The are three gradient structs corresponding to the three types of gradients supported: `LinearGradient`, `ConicGradient` and `RadialGradient`. These are then wrapped in a `Gradient` enum discriminator which has `Linear`, `Conic` and `Radial` variants. Each gradient type consists of the geometric properties for that gradient and a list of color stops. Color stops consist of a color, a position or angle and an optional hint. If no position is specified for a stop, it's evenly spaced between the previous and following stops. Color stop positions are absolute, if you specify a list of stops: ```vec   Conic gradients can be used to draw simple pie charts like in CSS:  |
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732b2e0c79
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Track spawn Tick of entities, offer methods, query data SpawnDetails and query filter Spawned (#19047)
# Objective In my own project I was encountering the issue to find out which entities were spawned after applying commands. I began maintaining a vector of all entities with generational information before and after applying the command and diffing it. This was awfully complicated though and has no constant complexity but grows with the number of entities. ## Solution Looking at `EntyMeta` it seemed obvious to me that struct can track the tick just as it does with `MaybeLocation`, updated from the same call. After that it became almost a given to also introduce query data `SpawnDetails` which offers methods to get the spawn tick and location, and query filter `Spawned` that filters entities out that were not spawned since the last run. ## Testing I expanded a few tests and added new ones, though maybe I forgot a group of tests that should be extended too. I basically searched `bevy_ecs` for mentions of `Changed` and `Added` to see where the tests and docs are. Benchmarks of spawn/despawn can be found [here](https://github.com/bevyengine/bevy/pull/19047#issuecomment-2852181374). --- ## Showcase From the added docs, systems with equal complexity since the filter is not archetypal: ```rs fn system1(q: Query<Entity, Spawned>) { for entity in &q { /* entity spawned */ } } fn system2(query: Query<(Entity, SpawnDetails)>) { for (entity, spawned) in &query { if spawned.is_spawned() { /* entity spawned */ } } } ``` `SpawnedDetails` has a few more methods: ```rs fn print_spawn_details(query: Query<(Entity, SpawnDetails)>) { for (entity, spawn_details) in &query { if spawn_details.is_spawned() { print!("new "); } println!( "entity {:?} spawned at {:?} by {:?}", entity, spawn_details.spawned_at(), spawn_details.spawned_by() ); } } ``` ## Changes No public api was changed, I only added to it. That is why I added no migration guide. - query data `SpawnDetails` - query filter `Spawned` - method `Entities::entity_get_spawned_or_despawned_at` - method `EntityRef::spawned_at` - method `EntityMut::spawned_at` - method `EntityWorldMut::spawned_at` - method `UnsafeEntityCell::spawned_at` - method `FilteredEntityRef::spawned_at` - method `FilteredEntityMut::spawned_at` - method `EntityRefExcept::spawned_at` - method `EntityMutExcept::spawned_at` --------- Co-authored-by: Eagster <79881080+ElliottjPierce@users.noreply.github.com> Co-authored-by: Alice Cecile <alice.i.cecile@gmail.com> |
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7b1c9f192e
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Adopt consistent FooSystems naming convention for system sets (#18900)
# Objective Fixes a part of #14274. Bevy has an incredibly inconsistent naming convention for its system sets, both internally and across the ecosystem. <img alt="System sets in Bevy" src="https://github.com/user-attachments/assets/d16e2027-793f-4ba4-9cc9-e780b14a5a1b" width="450" /> *Names of public system set types in Bevy* Most Bevy types use a naming of `FooSystem` or just `Foo`, but there are also a few `FooSystems` and `FooSet` types. In ecosystem crates on the other hand, `FooSet` is perhaps the most commonly used name in general. Conventions being so wildly inconsistent can make it harder for users to pick names for their own types, to search for system sets on docs.rs, or to even discern which types *are* system sets. To reign in the inconsistency a bit and help unify the ecosystem, it would be good to establish a common recommended naming convention for system sets in Bevy itself, similar to how plugins are commonly suffixed with `Plugin` (ex: `TimePlugin`). By adopting a consistent naming convention in first-party Bevy, we can softly nudge ecosystem crates to follow suit (for types where it makes sense to do so). Choosing a naming convention is also relevant now, as the [`bevy_cli` recently adopted lints](https://github.com/TheBevyFlock/bevy_cli/pull/345) to enforce naming for plugins and system sets, and the recommended naming used for system sets is still a bit open. ## Which Name To Use? Now the contentious part: what naming convention should we actually adopt? This was discussed on the Bevy Discord at the end of last year, starting [here](<https://discord.com/channels/691052431525675048/692572690833473578/1310659954683936789>). `FooSet` and `FooSystems` were the clear favorites, with `FooSet` very narrowly winning an unofficial poll. However, it seems to me like the consensus was broadly moving towards `FooSystems` at the end and after the poll, with Cart ([source](https://discord.com/channels/691052431525675048/692572690833473578/1311140204974706708)) and later Alice ([source](https://discord.com/channels/691052431525675048/692572690833473578/1311092530732859533)) and also me being in favor of it. Let's do a quick pros and cons list! Of course these are just what I thought of, so take it with a grain of salt. `FooSet`: - Pro: Nice and short! - Pro: Used by many ecosystem crates. - Pro: The `Set` suffix comes directly from the trait name `SystemSet`. - Pro: Pairs nicely with existing APIs like `in_set` and `configure_sets`. - Con: `Set` by itself doesn't actually indicate that it's related to systems *at all*, apart from the implemented trait. A set of what? - Con: Is `FooSet` a set of `Foo`s or a system set related to `Foo`? Ex: `ContactSet`, `MeshSet`, `EnemySet`... `FooSystems`: - Pro: Very clearly indicates that the type represents a collection of systems. The actual core concept, system(s), is in the name. - Pro: Parallels nicely with `FooPlugins` for plugin groups. - Pro: Low risk of conflicts with other names or misunderstandings about what the type is. - Pro: In most cases, reads *very* nicely and clearly. Ex: `PhysicsSystems` and `AnimationSystems` as opposed to `PhysicsSet` and `AnimationSet`. - Pro: Easy to search for on docs.rs. - Con: Usually results in longer names. - Con: Not yet as widely used. Really the big problem with `FooSet` is that it doesn't actually describe what it is. It describes what *kind of thing* it is (a set of something), but not *what it is a set of*, unless you know the type or check its docs or implemented traits. `FooSystems` on the other hand is much more self-descriptive in this regard, at the cost of being a bit longer to type. Ultimately, in some ways it comes down to preference and how you think of system sets. Personally, I was originally in favor of `FooSet`, but have been increasingly on the side of `FooSystems`, especially after seeing what the new names would actually look like in Avian and now Bevy. I prefer it because it usually reads better, is much more clearly related to groups of systems than `FooSet`, and overall *feels* more correct and natural to me in the long term. For these reasons, and because Alice and Cart also seemed to share a preference for it when it was previously being discussed, I propose that we adopt a `FooSystems` naming convention where applicable. ## Solution Rename Bevy's system set types to use a consistent `FooSet` naming where applicable. - `AccessibilitySystem` → `AccessibilitySystems` - `GizmoRenderSystem` → `GizmoRenderSystems` - `PickSet` → `PickingSystems` - `RunFixedMainLoopSystem` → `RunFixedMainLoopSystems` - `TransformSystem` → `TransformSystems` - `RemoteSet` → `RemoteSystems` - `RenderSet` → `RenderSystems` - `SpriteSystem` → `SpriteSystems` - `StateTransitionSteps` → `StateTransitionSystems` - `RenderUiSystem` → `RenderUiSystems` - `UiSystem` → `UiSystems` - `Animation` → `AnimationSystems` - `AssetEvents` → `AssetEventSystems` - `TrackAssets` → `AssetTrackingSystems` - `UpdateGizmoMeshes` → `GizmoMeshSystems` - `InputSystem` → `InputSystems` - `InputFocusSet` → `InputFocusSystems` - `ExtractMaterialsSet` → `MaterialExtractionSystems` - `ExtractMeshesSet` → `MeshExtractionSystems` - `RumbleSystem` → `RumbleSystems` - `CameraUpdateSystem` → `CameraUpdateSystems` - `ExtractAssetsSet` → `AssetExtractionSystems` - `Update2dText` → `Text2dUpdateSystems` - `TimeSystem` → `TimeSystems` - `AudioPlaySet` → `AudioPlaybackSystems` - `SendEvents` → `EventSenderSystems` - `EventUpdates` → `EventUpdateSystems` A lot of the names got slightly longer, but they are also a lot more consistent, and in my opinion the majority of them read much better. For a few of the names I took the liberty of rewording things a bit; definitely open to any further naming improvements. There are still also cases where the `FooSystems` naming doesn't really make sense, and those I left alone. This primarily includes system sets like `Interned<dyn SystemSet>`, `EnterSchedules<S>`, `ExitSchedules<S>`, or `TransitionSchedules<S>`, where the type has some special purpose and semantics. ## Todo - [x] Should I keep all the old names as deprecated type aliases? I can do this, but to avoid wasting work I'd prefer to first reach consensus on whether these renames are even desired. - [x] Migration guide - [x] Release notes |
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bf42cb3532
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Add a viewport UI widget (#17253)
# Objective Add a viewport widget. ## Solution - Add a new `ViewportNode` component to turn a UI node into a viewport. - Add `viewport_picking` to pass pointer inputs from other pointers to the viewport's pointer. - Notably, this is somewhat functionally different from the viewport widget in [the editor prototype](https://github.com/bevyengine/bevy_editor_prototypes/pull/110/files#L124), which just moves the pointer's location onto the render target. Viewport widgets have their own pointers. - Care is taken to handle dragging in and out of viewports. - Add `update_viewport_render_target_size` to update the viewport node's render target's size if the node size changes. - Feature gate picking-related viewport items behind `bevy_ui_picking_backend`. ## Testing I've been using an example I made to test the widget (and added it as `viewport_node`): <details><summary>Code</summary> ```rust //! A simple scene to demonstrate spawning a viewport widget. The example will demonstrate how to //! pick entities visible in the widget's view. use bevy::picking::pointer::PointerInteraction; use bevy::prelude::*; use bevy::ui::widget::ViewportNode; use bevy::{ image::{TextureFormatPixelInfo, Volume}, window::PrimaryWindow, }; use bevy_render::{ camera::RenderTarget, render_resource::{ Extent3d, TextureDescriptor, TextureDimension, TextureFormat, TextureUsages, }, }; fn main() { App::new() .add_plugins((DefaultPlugins, MeshPickingPlugin)) .add_systems(Startup, test) .add_systems(Update, draw_mesh_intersections) .run(); } #[derive(Component, Reflect, Debug)] #[reflect(Component)] struct Shape; fn test( mut commands: Commands, window: Query<&Window, With<PrimaryWindow>>, mut images: ResMut<Assets<Image>>, mut meshes: ResMut<Assets<Mesh>>, mut materials: ResMut<Assets<StandardMaterial>>, ) { // Spawn a UI camera commands.spawn(Camera3d::default()); // Set up an texture for the 3D camera to render to let window = window.get_single().unwrap(); let window_size = window.physical_size(); let size = Extent3d { width: window_size.x, height: window_size.y, ..default() }; let format = TextureFormat::Bgra8UnormSrgb; let image = Image { data: Some(vec![0; size.volume() * format.pixel_size()]), texture_descriptor: TextureDescriptor { label: None, size, dimension: TextureDimension::D2, format, mip_level_count: 1, sample_count: 1, usage: TextureUsages::TEXTURE_BINDING | TextureUsages::COPY_DST | TextureUsages::RENDER_ATTACHMENT, view_formats: &[], }, ..default() }; let image_handle = images.add(image); // Spawn the 3D camera let camera = commands .spawn(( Camera3d::default(), Camera { // Render this camera before our UI camera order: -1, target: RenderTarget::Image(image_handle.clone().into()), ..default() }, )) .id(); // Spawn something for the 3D camera to look at commands .spawn(( Mesh3d(meshes.add(Cuboid::new(5.0, 5.0, 5.0))), MeshMaterial3d(materials.add(Color::WHITE)), Transform::from_xyz(0.0, 0.0, -10.0), Shape, )) // We can observe pointer events on our objects as normal, the // `bevy::ui::widgets::viewport_picking` system will take care of ensuring our viewport // clicks pass through .observe(on_drag_cuboid); // Spawn our viewport widget commands .spawn(( Node { position_type: PositionType::Absolute, top: Val::Px(50.0), left: Val::Px(50.0), width: Val::Px(200.0), height: Val::Px(200.0), border: UiRect::all(Val::Px(5.0)), ..default() }, BorderColor(Color::WHITE), ViewportNode::new(camera), )) .observe(on_drag_viewport); } fn on_drag_viewport(drag: Trigger<Pointer<Drag>>, mut node_query: Query<&mut Node>) { if matches!(drag.button, PointerButton::Secondary) { let mut node = node_query.get_mut(drag.target()).unwrap(); if let (Val::Px(top), Val::Px(left)) = (node.top, node.left) { node.left = Val::Px(left + drag.delta.x); node.top = Val::Px(top + drag.delta.y); }; } } fn on_drag_cuboid(drag: Trigger<Pointer<Drag>>, mut transform_query: Query<&mut Transform>) { if matches!(drag.button, PointerButton::Primary) { let mut transform = transform_query.get_mut(drag.target()).unwrap(); transform.rotate_y(drag.delta.x * 0.02); transform.rotate_x(drag.delta.y * 0.02); } } fn draw_mesh_intersections( pointers: Query<&PointerInteraction>, untargetable: Query<Entity, Without<Shape>>, mut gizmos: Gizmos, ) { for (point, normal) in pointers .iter() .flat_map(|interaction| interaction.iter()) .filter_map(|(entity, hit)| { if !untargetable.contains(*entity) { hit.position.zip(hit.normal) } else { None } }) { gizmos.arrow(point, point + normal.normalize() * 0.5, Color::WHITE); } } ``` </details> ## Showcase https://github.com/user-attachments/assets/39f44eac-2c2a-4fd9-a606-04171f806dc1 ## Open Questions - <del>Not sure whether the entire widget should be feature gated behind `bevy_ui_picking_backend` or not? I chose a partial approach since maybe someone will want to use the widget without any picking being involved.</del> - <del>Is `PickSet::Last` the expected set for `viewport_picking`? Perhaps `PickSet::Input` is more suited.</del> - <del>Can `dragged_last_frame` be removed in favor of a better dragging check? Another option that comes to mind is reading `Drag` and `DragEnd` events, but this seems messier.</del> --------- Co-authored-by: ickshonpe <david.curthoys@googlemail.com> Co-authored-by: François Mockers <mockersf@gmail.com> |
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5e2ecf4178
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Text background colors (#18892)
# Objective Add background colors for text. Fixes #18889 ## Solution New component `TextBackgroundColor`, add it to any UI `Text` or `TextSpan` entity to add a background color to its text. New field on `TextLayoutInfo` `section_rects` holds the list of bounding rects for each text section. The bounding rects are generated in `TextPipeline::queue_text` during text layout, `extract_text_background_colors` extracts the colored background rects for rendering. Didn't include `Text2d` support because of z-order issues. The section rects can also be used to implement interactions targeting individual text sections. ## Testing Includes a basic example that can be used for testing: ``` cargo run --example text_background_colors ``` --- ## Showcase  Using a proportional font with kerning the results aren't so tidy (since the bounds of adjacent glyphs can overlap) but it still works fine:  --------- Co-authored-by: Olle Lukowski <lukowskiolle@gmail.com> Co-authored-by: Gilles Henaux <ghx_github_priv@fastmail.com> |
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0a2e183476
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Add basic release content tagging workflow (#18568)
# Objective This PR begins integrating the new releate-content drafting process (https://github.com/bevyengine/bevy/pull/18427) into our GitHub workflows. It's similar to what we had before: Messages are posted to PRs tagged with `M-Needs-Release-Note` or `M-Needs-Migration-Guide` asking them to add the required material and linking to the instructions. These messages do not trigger if the PR already has modified files in the `release-notes` or `migration-guides` directories (respectively). I have also re-arranged and content slightly (to remove the need for a directory with the current version number), tweaked the language, and switched the templates to use the [standard markdown frontmatter format](https://jekyllrb.com/docs/front-matter/). ## Reviewer Questions + Do we want to add a CI rule actually requiring tagged PRs to create/modify files in the correct directories, or is the message prompt enough? + Do we want to add a CI rule to lint the metadata, for example to enforce that the PR number is included in the files it modifies? |