# Objective
Adds a new `Monitor` component representing a winit `MonitorHandle` that
can be used to spawn new windows and check for system monitor
information.
Closes#12955.
## Solution
For every winit event, check available monitors and spawn them into the
world as components.
## Testing
TODO:
- [x] Test plugging in and unplugging monitor during app runtime
- [x] Test spawning a window on a second monitor by entity id
- [ ] Since this touches winit, test all platforms
---
## Changelog
- Adds a new `Monitor` component that can be queried for information
about available system monitors.
## Migration Guide
- `WindowMode` variants now take a `MonitorSelection`, which can be set
to `MonitorSelection::Primary` to mirror the old behavior.
---------
Co-authored-by: Pascal Hertleif <pascal@technocreatives.com>
Co-authored-by: Alice Cecile <alice.i.cecile@gmail.com>
Co-authored-by: Pascal Hertleif <killercup@gmail.com>
# Objective
Spamming the window close button on window may trigger a panic.
```
thread 'main' panicked at <Bevy repo>\crates\bevy_ecs\src\system\commands\mod.rs:1320:13:
error[B0003]: Could not insert a bundle (of type `bevy_window:🪟:ClosingWindow`) for entity 0v1#4294967296 because it doesn't exist in this World. See: https://bevyengine.org/learn/errors/b0003
note: run with `RUST_BACKTRACE=1` environment variable to display a backtrace
Encountered a panic when applying buffers for system `bevy_window::system::close_when_requested`!
2024-08-01T15:00:29.742612Z WARN bevy_ecs::world::command_queue: CommandQueue has un-applied commands being dropped. Did you forget to call SystemState::apply?
Encountered a panic in system `bevy_app::main_schedule::Main::run_main`!
error: process didn't exit successfully: `target\debug\bevy.exe` (exit code: 101)
```
## Solution
Don't panic when trying to insert the `ClosingWindow` component into a
entity.
## Testing
Found and tested on windows. I haven't checked if this bug happens on
linux or macos.
For testing I ran this code:
```rust
use std::{thread, time::Duration};
use bevy::prelude::*;
fn lag() {
thread::sleep(Duration::from_millis(300));
}
fn main() -> AppExit {
App::new()
.add_plugins(DefaultPlugins)
.add_systems(Update, lag)
.run()
}
```
Then spammed the window close button. The panic no longer occurs.
# Objective
- Fix issue #2611
## Solution
- Add `--generate-link-to-definition` to all the `rustdoc-args` arrays
in the `Cargo.toml`s (for docs.rs)
- Add `--generate-link-to-definition` to the `RUSTDOCFLAGS` environment
variable in the docs workflow (for dev-docs.bevyengine.org)
- Document all the workspace crates in the docs workflow (needed because
otherwise only the source code of the `bevy` package will be included,
making the argument useless)
- I think this also fixes#3662, since it fixes the bug on
dev-docs.bevyengine.org, while on docs.rs it has been fixed for a while
on their side.
---
## Changelog
- The source code viewer on docs.rs now includes links to the
definitions.
# Objective
- Extracted from #14298.
- `bevy_window` has an empty `default` feature that does not enable
anything, which is equivalent to not having any default features.
## Solution
- Remove it :)
- This is technically a breaking change, but specifying `features =
["default"]` manually in `Cargo.toml` is highly discouraged, so the
impact is low.
---
## Migration Guide
`bevy_window` had an empty default feature flag that did not do
anything, so it was removed. You may have to remove any references to it
if you specified it manually.
```toml
# 0.14
[dependencies]
bevy_window = { version = "0.14", default-features = false, features = ["default"] }
# 0.15
[dependencies]
bevy_window = { version = "0.15", default-features = false }
```
# Objective
- [`flag-frenzy`](https://github.com/TheBevyFlock/flag-frenzy) found an
issue where `bevy_window` would fail to build when its `serialize`
feature is enabled.
- See
[here](https://github.com/TheBevyFlock/flag-frenzy/actions/runs/9924187577/job/27415224405)
for the specific log.
## Solution
- Turns out it was failing because the `bevy_ecs/serialize` feature was
not enabled. This error can be fixed by adding the flag as a dependency.
## Testing
```bash
cargo check -p bevy_window -F serialize
# Or if you're very cool...
flag-frenzy --manifest-path path/to/bevy/Cargo.toml --config config -p bevy_window
```
# Objective
- Bevy currently has lot of invalid intra-doc links, let's fix them!
- Also make CI test them, to avoid future regressions.
- Helps with #1983 (but doesn't fix it, as there could still be explicit
links to docs.rs that are broken)
## Solution
- Make `cargo r -p ci -- doc-check` check fail on warnings (could also
be changed to just some specific lints)
- Manually fix all the warnings (note that in some cases it was unclear
to me what the fix should have been, I'll try to highlight them in a
self-review)
Bump version after 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 Mockers <mockersf@gmail.com>
# Objective
- Fixes#13702
- When creating a new window, its scale was changed to match the one
returned by winit, but its size was not which resulted in an incorrect
size until the event with the correct size was received, at least 1
frame later
## Solution
- Apply the window scale to its size when creating it
# Objective
- With the recent winit update, touchpad specific events can also be
triggered on mobile
## Solution
- Rename them to gestures and add support for the new ones
## Testing
- Tested on the mobile example on iOS
https://github.com/bevyengine/bevy/assets/8672791/da4ed23f-ff0a-41b2-9dcd-726e8546bef2
## Migration Guide
- `TouchpadMagnify` has been renamed to `PinchGesture`
- `TouchpadRotate` has been renamed to `RotationGesture `
---------
Co-authored-by: mike <ramirezmike2@gmail.com>
# Objective
- Upgrade winit to v0.30
- Fixes https://github.com/bevyengine/bevy/issues/13331
## Solution
This is a rewrite/adaptation of the new trait system described and
implemented in `winit` v0.30.
## Migration Guide
The custom UserEvent is now renamed as WakeUp, used to wake up the loop
if anything happens outside the app (a new
[custom_user_event](https://github.com/bevyengine/bevy/pull/13366/files#diff-2de8c0a8d3028d0059a3d80ae31b2bbc1cde2595ce2d317ea378fe3e0cf6ef2d)
shows this behavior.
The internal `UpdateState` has been removed and replaced internally by
the AppLifecycle. When changed, the AppLifecycle is sent as an event.
The `UpdateMode` now accepts only two values: `Continuous` and
`Reactive`, but the latter exposes 3 new properties to enable reactive
to device, user or window events. The previous `UpdateMode::Reactive` is
now equivalent to `UpdateMode::reactive()`, while
`UpdateMode::ReactiveLowPower` to `UpdateMode::reactive_low_power()`.
The `ApplicationLifecycle` has been renamed as `AppLifecycle`, and now
contains the possible values of the application state inside the event
loop:
* `Idle`: the loop has not started yet
* `Running` (previously called `Started`): the loop is running
* `WillSuspend`: the loop is going to be suspended
* `Suspended`: the loop is suspended
* `WillResume`: the loop is going to be resumed
Note: the `Resumed` state has been removed since the resumed app is just
running.
Finally, now that `winit` enables this, it extends the `WinitPlugin` to
support custom events.
## Test platforms
- [x] Windows
- [x] MacOs
- [x] Linux (x11)
- [x] Linux (Wayland)
- [x] Android
- [x] iOS
- [x] WASM/WebGPU
- [x] WASM/WebGL2
## Outstanding issues / regressions
- [ ] iOS: build failed in CI
- blocking, but may just be flakiness
- [x] Cross-platform: when the window is maximised, changes in the scale
factor don't apply, to make them apply one has to make the window
smaller again. (Re-maximising keeps the updated scale factor)
- non-blocking, but good to fix
- [ ] Android: it's pretty easy to quickly open and close the app and
then the music keeps playing when suspended.
- non-blocking but worrying
- [ ] Web: the application will hang when switching tabs
- Not new, duplicate of https://github.com/bevyengine/bevy/issues/13486
- [ ] Cross-platform?: Screenshot failure, `ERROR present_frames:
wgpu_core::present: No work has been submitted for this frame before`
taking the first screenshot, but after pressing space
- non-blocking, but good to fix
---------
Co-authored-by: François <francois.mockers@vleue.com>
# Objective
Fixes two issues related to #13208.
First, we ensure render resources for a window are always dropped first
to ensure that the `winit::Window` always drops on the main thread when
it is removed from `WinitWindows`. Previously, changes in #12978 caused
the window to drop in the render world, causing issues.
We accomplish this by delaying despawning the window by a frame by
inserting a marker component `ClosingWindow` that indicates the window
has been requested to close and is in the process of closing. The render
world now responds to the equivalent `WindowClosing` event rather than
`WindowCloseed` which now fires after the render resources are
guarunteed to be cleaned up.
Secondly, fixing the above caused (revealed?) that additional events
were being delivered to the the event loop handler after exit had
already been requested: in my testing `RedrawRequested` and
`LoopExiting`. This caused errors to be reported try to send an exit
event on the close channel. There are two options here:
- Guard the handler so no additional events are delivered once the app
is exiting. I ~considered this but worried it might be confusing or bug
prone if in the future someone wants to handle `LoopExiting` or some
other event to clean-up while exiting.~ We are now taking this approach.
- Only send an exit signal if we are not already exiting. ~It doesn't
appear to cause any problems to handle the extra events so this seems
safer.~
Fixing this also appears to have fixed#13231.
Fixes#10260.
## Testing
Tested on mac only.
---
## Changelog
### Added
- A `WindowClosing` event has been added that indicates the window will
be despawned on the next frame.
### Changed
- Windows now close a frame after their exit has been requested.
## Migration Guide
- Ensure custom exit logic does not rely on the app exiting the same
frame as a window is closed.
# Objective
- `README.md` is a common file that usually gives an overview of the
folder it is in.
- When on <https://crates.io>, `README.md` is rendered as the main
description.
- Many crates in this repository are lacking `README.md` files, which
makes it more difficult to understand their purpose.
<img width="1552" alt="image"
src="https://github.com/bevyengine/bevy/assets/59022059/78ebf91d-b0c4-4b18-9874-365d6310640f">
- There are also a few inconsistencies with `README.md` files that this
PR and its follow-ups intend to fix.
## Solution
- Create a `README.md` file for all crates that do not have one.
- This file only contains the title of the crate (underscores removed,
proper capitalization, acronyms expanded) and the <https://shields.io>
badges.
- Remove the `readme` field in `Cargo.toml` for `bevy` and
`bevy_reflect`.
- This field is redundant because [Cargo automatically detects
`README.md`
files](https://doc.rust-lang.org/cargo/reference/manifest.html#the-readme-field).
The field is only there if you name it something else, like `INFO.md`.
- Fix capitalization of `bevy_utils`'s `README.md`.
- It was originally `Readme.md`, which is inconsistent with the rest of
the project.
- I created two commits renaming it to `README.md`, because Git appears
to be case-insensitive.
- Expand acronyms in title of `bevy_ptr` and `bevy_utils`.
- In the commit where I created all the new `README.md` files, I
preferred using expanded acronyms in the titles. (E.g. "Bevy Developer
Tools" instead of "Bevy Dev Tools".)
- This commit changes the title of existing `README.md` files to follow
the same scheme.
- I do not feel strongly about this change, please comment if you
disagree and I can revert it.
- Add <https://shields.io> badges to `bevy_time` and `bevy_transform`,
which are the only crates currently lacking them.
---
## Changelog
- Added `README.md` files to all crates missing it.
# Objective
A `RawWindowHandle` is only valid as long as the window it was retrieved
from is alive. Extend the lifetime of the window, so that the
`RawWindowHandle` doesn't outlive it, and bevy doesn't crash when
closing a window a pipelined renderer is drawing to.
- Fix#11236
- Fix#11150
- Fix#11734
- Alternative to / Closes#12524
## Solution
Introduce a `WindowWrapper` that takes ownership of the window. Require
it to be used when constructing a `RawHandleWrapper`. This forces
windowing backends to store their window in this wrapper.
The `WindowWrapper` is implemented by storing the window in an `Arc<dyn
Any + Send + Sync>`.
We use dynamic dispatch here because we later want the
`RawHandleWrapper` to be able dynamically hold a reference to any
windowing backend's window.
But alas, the `WindowWrapper` itself is still practically invisible to
windowing backends, because it implements `Deref` to the underlying
window, by storing its type in a `PhantomData`.
---
## Changelog
### Added
- Added `WindowWrapper`, which windowing backends are now required to
use to store their underlying window.
### Fixed
- Fixed a safety problem which caused crashes when closing bevy windows
when using pipelined rendering.
## Migration Guide
- Windowing backends now need to store their window in the new
`WindowWrapper`.
# Objective
- Partially resolves#12639.
## Solution
- Deprecate `ReceivedCharacter`.
- Replace `ReceivedCharacter` with `KeyboardInput` in the relevant
examples.
## Migration Guide
- `ReceivedCharacter` is now deprecated, use `KeyboardInput` instead.
- Before:
```rust
fn listen_characters(events: EventReader<ReceivedCharacter>) {
for event in events.read() {
info!("{}", event.char);
}
}
```
After:
```rust
fn listen_characters(events: EventReader<KeyboardInput>) {
for event in events.read() {
// Only check for characters when the key is pressed.
if event.state == ButtonState::Released {
continue;
}
// Note that some keys such as `Space` and `Tab` won't be detected as
before.
// Instead, check for them with `Key::Space` and `Key::Tab`.
if let Key::Character(character) = &event.logical_key {
info!("{}", character);
}
}
}
```
---------
Co-authored-by: Mike <mike.hsu@gmail.com>
# Objective
Closes#13017.
## Solution
- Make `AppExit` a enum with a `Success` and `Error` variant.
- Make `App::run()` return a `AppExit` if it ever returns.
- Make app runners return a `AppExit` to signal if they encountered a
error.
---
## Changelog
### Added
- [`App::should_exit`](https://example.org/)
- [`AppExit`](https://docs.rs/bevy/latest/bevy/app/struct.AppExit.html)
to the `bevy` and `bevy_app` preludes,
### Changed
- [`AppExit`](https://docs.rs/bevy/latest/bevy/app/struct.AppExit.html)
is now a enum with 2 variants (`Success` and `Error`).
- The app's [runner
function](https://docs.rs/bevy/latest/bevy/app/struct.App.html#method.set_runner)
now has to return a `AppExit`.
-
[`App::run()`](https://docs.rs/bevy/latest/bevy/app/struct.App.html#method.run)
now also returns the `AppExit` produced by the runner function.
## Migration Guide
- Replace all usages of
[`AppExit`](https://docs.rs/bevy/latest/bevy/app/struct.AppExit.html)
with `AppExit::Success` or `AppExit::Failure`.
- Any custom app runners now need to return a `AppExit`. We suggest you
return a `AppExit::Error` if any `AppExit` raised was a Error. You can
use the new [`App::should_exit`](https://example.org/) method.
- If not exiting from `main` any other way. You should return the
`AppExit` from `App::run()` so the app correctly returns a error code if
anything fails e.g.
```rust
fn main() -> AppExit {
App::new()
//Your setup here...
.run()
}
```
---------
Co-authored-by: Alice Cecile <alice.i.cecile@gmail.com>
# Objective
- Closes#12930.
## Solution
- Add a corresponding optional field on `Window` and `ExtractedWindow`
---
## Changelog
### Added
- `wgpu`'s `desired_maximum_frame_latency` is exposed through window
creation. This can be used to override the default maximum number of
queued frames on the GPU (currently 2).
## Migration Guide
- The `desired_maximum_frame_latency` field must be added to instances
of `Window` and `ExtractedWindow` where all fields are explicitly
specified.
# Objective
- Fixes#12976
## Solution
This one is a doozy.
- Run `cargo +beta clippy --workspace --all-targets --all-features` and
fix all issues
- This includes:
- Moving inner attributes to be outer attributes, when the item in
question has both inner and outer attributes
- Use `ptr::from_ref` in more scenarios
- Extend the valid idents list used by `clippy:doc_markdown` with more
names
- Use `Clone::clone_from` when possible
- Remove redundant `ron` import
- Add backticks to **so many** identifiers and items
- I'm sorry whoever has to review this
---
## Changelog
- Added links to more identifiers in documentation.
# Objective
- As @james7132 said [on
Discord](https://discord.com/channels/691052431525675048/692572690833473578/1224626740773523536),
the `close_on_esc` system is forcing `bevy_window` to depend on
`bevy_input`.
- `close_on_esc` is not likely to be used in production, so it arguably
does not have a place in `bevy_window`.
## Solution
- As suggested by @afonsolage, move `close_on_esc` into
`bevy_dev_tools`.
- Add an example to the documentation too.
- Remove `bevy_window`'s dependency on `bevy_input`.
- Add `bevy_reflect`'s `smol_str` feature to `bevy_window` because it
was implicitly depended upon with `bevy_input` before it was removed.
- Remove any usage of `close_on_esc` from the examples.
- `bevy_dev_tools` is not enabled by default. I personally find it
frustrating to run examples with additional features, so I opted to
remove it entirely.
- This is up for discussion if you have an alternate solution.
---
## Changelog
- Moved `bevy_window::close_on_esc` to `bevy_dev_tools::close_on_esc`.
- Removed usage of `bevy_dev_tools::close_on_esc` from all examples.
## Migration Guide
`bevy_window::close_on_esc` has been moved to
`bevy_dev_tools::close_on_esc`. You will first need to enable
`bevy_dev_tools` as a feature in your `Cargo.toml`:
```toml
[dependencies]
bevy = { version = "0.14", features = ["bevy_dev_tools"] }
```
Finally, modify any imports to use `bevy_dev_tools` instead:
```rust
// Old:
// use bevy:🪟:close_on_esc;
// New:
use bevy::dev_tools::close_on_esc;
App::new()
.add_systems(Update, close_on_esc)
// ...
.run();
```
# Objective
This is a necessary precursor to #9122 (this was split from that PR to
reduce the amount of code to review all at once).
Moving `!Send` resource ownership to `App` will make it unambiguously
`!Send`. `SubApp` must be `Send`, so it can't wrap `App`.
## Solution
Refactor `App` and `SubApp` to not have a recursive relationship. Since
`SubApp` no longer wraps `App`, once `!Send` resources are moved out of
`World` and into `App`, `SubApp` will become unambiguously `Send`.
There could be less code duplication between `App` and `SubApp`, but
that would break `App` method chaining.
## Changelog
- `SubApp` no longer wraps `App`.
- `App` fields are no longer publicly accessible.
- `App` can no longer be converted into a `SubApp`.
- Various methods now return references to a `SubApp` instead of an
`App`.
## Migration Guide
- To construct a sub-app, use `SubApp::new()`. `App` can no longer
convert into `SubApp`.
- If you implemented a trait for `App`, you may want to implement it for
`SubApp` as well.
- If you're accessing `app.world` directly, you now have to use
`app.world()` and `app.world_mut()`.
- `App::sub_app` now returns `&SubApp`.
- `App::sub_app_mut` now returns `&mut SubApp`.
- `App::get_sub_app` now returns `Option<&SubApp>.`
- `App::get_sub_app_mut` now returns `Option<&mut SubApp>.`
# Objective
Resolves#3824. `unsafe` code should be the exception, not the norm in
Rust. It's obviously needed for various use cases as it's interfacing
with platforms and essentially running the borrow checker at runtime in
the ECS, but the touted benefits of Bevy is that we are able to heavily
leverage Rust's safety, and we should be holding ourselves accountable
to that by minimizing our unsafe footprint.
## Solution
Deny `unsafe_code` workspace wide. Add explicit exceptions for the
following crates, and forbid it in almost all of the others.
* bevy_ecs - Obvious given how much unsafe is needed to achieve
performant results
* bevy_ptr - Works with raw pointers, even more low level than bevy_ecs.
* bevy_render - due to needing to integrate with wgpu
* bevy_window - due to needing to integrate with raw_window_handle
* bevy_utils - Several unsafe utilities used by bevy_ecs. Ideally moved
into bevy_ecs instead of made publicly usable.
* bevy_reflect - Required for the unsafe type casting it's doing.
* bevy_transform - for the parallel transform propagation
* bevy_gizmos - For the SystemParam impls it has.
* bevy_assets - To support reflection. Might not be required, not 100%
sure yet.
* bevy_mikktspace - due to being a conversion from a C library. Pending
safe rewrite.
* bevy_dynamic_plugin - Inherently unsafe due to the dynamic loading
nature.
Several uses of unsafe were rewritten, as they did not need to be using
them:
* bevy_text - a case of `Option::unchecked` could be rewritten as a
normal for loop and match instead of an iterator.
* bevy_color - the Pod/Zeroable implementations were replaceable with
bytemuck's derive macros.
# Objective
Currently the built docs only shows the logo and favicon for the top
level `bevy` crate. This makes views like
https://docs.rs/bevy_ecs/latest/bevy_ecs/ look potentially unrelated to
the project at first glance.
## Solution
Reproduce the docs attributes for every crate that Bevy publishes.
Ideally this would be done with some workspace level Cargo.toml control,
but AFAICT, such support does not exist.
# Objective
Resolves#12431.
## Solution
Added a `skip_taskbar` field to the `Window` struct (defaults to
`false`). Used in `create_windows` if the target OS is Windows.
# Objective
Fix missing `TextBundle` (and many others) which are present in the main
crate as default features but optional in the sub-crate. See:
- https://docs.rs/bevy/0.13.0/bevy/ui/node_bundles/index.html
- https://docs.rs/bevy_ui/0.13.0/bevy_ui/node_bundles/index.html
~~There are probably other instances in other crates that I could track
down, but maybe "all-features = true" should be used by default in all
sub-crates? Not sure.~~ (There were many.) I only noticed this because
rust-analyzer's "open docs" features takes me to the sub-crate, not the
main one.
## Solution
Add "all-features = true" to docs.rs metadata for crates that use
features.
## Changelog
### Changed
- Unified features documented on docs.rs between main crate and
sub-crates
# Objective
Fix#12304. Remove unnecessary type registrations thanks to #4154.
## Solution
Conservatively remove type registrations. Keeping the top level
components, resources, and events, but dropping everything else that is
a type of a member of those types.
Follow up to #11057
Implemented suggestions from reviewers from: a simpler
fit_canvas_to_parent leads to an explicit CSS setting to the canvas.
From my understanding, it has do be set after wgpu creation due to wgpu
overriding the canvas width/height:
4400a58470/examples/src/utils.rs (L68-L74)
# Changelog
- Re-enable a `fit_canvas_to_parent`, it's removal from
https://github.com/bevyengine/bevy/pull/11057 was problematic. Still,
its inner working is more simple than before: bevy doesn't handle its
resizing, winit does.
## Migration Guide
- Cancels the migration from
https://github.com/bevyengine/bevy/pull/11057
This is an implementation within `bevy_window::window` that fixes
#12229.
# Objective
Fixes#12229, allow users to retrieve the window's size and physical
size as Vectors without having to manually construct them using
`height()` and `width()` or `physical_height()` and `physical_width()`
## Solution
As suggested in #12229, created two public functions within `window`:
`size() -> Vec` and `physical_size() -> UVec` that return the needed
Vectors ready-to-go.
### Discussion
My first FOSS PRQ ever, so bear with me a bit. I'm new to this.
- I replaced instances of ```Vec2::new(window.width(),
window.height());``` or `UVec2::new(window.physical_width(),
window.physical_height());` within bevy examples be replaced with their
`size()`/`physical_size()` counterparts?
- Discussion within #12229 still holds: should these also be added to
WindowResolution?
Fixes#12016.
Bump version after 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>
# Objective
- Fixes#11695
## Solution
- Added `delta: Option<Vec2>` to `bevy_window::CursorMoved`. `delta` is
an `Option` because the `CursorMoved` event does get fired when the
cursor was outside the window area in the last frame. In that case there
is no cursor position from the last frame to compare with the current
cursor position.
---
## Changelog
- Added `delta: Option<Vec2>` to `bevy_window::CursorMoved`.
## Migration Guide
- You need to add `delta` to any manually created `CursorMoved` struct.
---------
Co-authored-by: Kanabenki <lucien.menassol@gmail.com>
Co-authored-by: James Liu <contact@jamessliu.com>
# Objective
- Fixes #4188, make users could set application ID for bevy apps.
## Solution
- Add `name` field to `bevy:🪟:Window`. Specifying this field adds
different properties to the window: application ID on `Wayland`,
`WM_CLASS` on `X11`, or window class name on Windows. It has no effect
on other platforms.
---
## Changelog
### Added
- Add `name` to `bevy:🪟:Window`.
## Migration Guide
- Set the `bevy_window::Window`'s `name` field when needed:
```rust
App::new()
.add_plugins(DefaultPlugins.set(WindowPlugin {
primary_window: Some(Window {
title: "I am a window!".into(),
name: Some("SpaceGameCompany.SpaceShooter".into()),
..default()
}),
..default()
}))
.run();
```
---------
Co-authored-by: François <mockersf@gmail.com>
# Objective
Currently the `missing_docs` lint is allowed-by-default and enabled at
crate level when their documentations is complete (see #3492).
This PR proposes to inverse this logic by making `missing_docs`
warn-by-default and mark crates with imcomplete docs allowed.
## Solution
Makes `missing_docs` warn at workspace level and allowed at crate level
when the docs is imcomplete.
# Objective
Get #11257 changes merged.
I rewrote them one by one checking each to ensure correctness. In
particular, the window rescale logic changes to accomodate mut app
access are double checked. Not all changes have been included as some of
bevy_winit has since changed, and i am not confident including them.
Namely, the `run_app_update_if_should` change.
### Notes to reviewers
Review commits individually, use the "Hide whitespaces" diff display
mode.
## Changelog
* `bevy:🪟:WindowMoved`'s `entity` field has been renamed to
`window`
## Migration Guide
`bevy:🪟:WindowMoved`'s `entity` field has been renamed to
`window`. This is to be more consistent with other windowing events.
Consider changing usage:
```diff
-window_moved.entity
+window_moved.window
```
---------
Co-authored-by: François <mockersf@gmail.com>
# Objective
My motivation are to resolve some of the issues I describe in this
[PR](https://github.com/bevyengine/bevy/issues/11415):
- not being able to easily mapping entities because the current
EntityMapper requires `&mut World` access
- not being able to create my own `EntityMapper` because some components
(`Parent` or `Children`) do not provide any public way of modifying the
inner entities
This PR makes the `MapEntities` trait accept a generic type that
implements `Mapper` to perform the mapping.
This means we don't need to use `EntityMapper` to perform our mapping,
we can use any type that implements `Mapper`. Basically this change is
very similar to what `serde` does. Instead of specifying directly how to
map entities for a given type, we have 2 distinct steps:
- the user implements `MapEntities` to define how the type will be
traversed and which `Entity`s will be mapped
- the `Mapper` defines how the mapping is actually done
This is similar to the distinction between `Serialize` (`MapEntities`)
and `Serializer` (`Mapper`).
This allows networking library to map entities without having to use the
existing `EntityMapper` (which requires `&mut World` access and the use
of `world_scope()`)
## Migration Guide
- The existing `EntityMapper` (notably used to replicate `Scenes` across
different `World`s) has been renamed to `SceneEntityMapper`
- The `MapEntities` trait now works with a generic `EntityMapper`
instead of the specific struct `EntityMapper`.
Calls to `fn map_entities(&mut self, entity_mapper: &mut EntityMapper)`
need to be updated to
`fn map_entities<M: EntityMapper>(&mut self, entity_mapper: &mut M)`
- The new trait `EntityMapper` has been added to the prelude
---------
Co-authored-by: Charles Bournhonesque <cbournhonesque@snapchat.com>
Co-authored-by: Alice Cecile <alice.i.cecile@gmail.com>
Co-authored-by: UkoeHB <37489173+UkoeHB@users.noreply.github.com>
# Objective
Keep core dependencies up to date.
## Solution
Update the dependencies.
wgpu 0.19 only supports raw-window-handle (rwh) 0.6, so bumping that was
included in this.
The rwh 0.6 version bump is just the simplest way of doing it. There
might be a way we can take advantage of wgpu's new safe surface creation
api, but I'm not familiar enough with bevy's window management to
untangle it and my attempt ended up being a mess of lifetimes and rustc
complaining about missing trait impls (that were implemented). Thanks to
@MiniaczQ for the (much simpler) rwh 0.6 version bump code.
Unblocks https://github.com/bevyengine/bevy/pull/9172 and
https://github.com/bevyengine/bevy/pull/10812
~~This might be blocked on cpal and oboe updating their ndk versions to
0.8, as they both currently target ndk 0.7 which uses rwh 0.5.2~~ Tested
on android, and everything seems to work correctly (audio properly stops
when minimized, and plays when re-focusing the app).
---
## Changelog
- `wgpu` has been updated to 0.19! The long awaited arcanization has
been merged (for more info, see
https://gfx-rs.github.io/2023/11/24/arcanization.html), and Vulkan
should now be working again on Intel GPUs.
- Targeting WebGPU now requires that you add the new `webgpu` feature
(setting the `RUSTFLAGS` environment variable to
`--cfg=web_sys_unstable_apis` is still required). This feature currently
overrides the `webgl2` feature if you have both enabled (the `webgl2`
feature is enabled by default), so it is not recommended to add it as a
default feature to libraries without putting it behind a flag that
allows library users to opt out of it! In the future we plan on
supporting wasm binaries that can target both webgl2 and webgpu now that
wgpu added support for doing so (see
https://github.com/bevyengine/bevy/issues/11505).
- `raw-window-handle` has been updated to version 0.6.
## Migration Guide
- `bevy_render::instance_index::get_instance_index()` has been removed
as the webgl2 workaround is no longer required as it was fixed upstream
in wgpu. The `BASE_INSTANCE_WORKAROUND` shaderdef has also been removed.
- WebGPU now requires the new `webgpu` feature to be enabled. The
`webgpu` feature currently overrides the `webgl2` feature so you no
longer need to disable all default features and re-add them all when
targeting `webgpu`, but binaries built with both the `webgpu` and
`webgl2` features will only target the webgpu backend, and will only
work on browsers that support WebGPU.
- Places where you conditionally compiled things for webgl2 need to be
updated because of this change, eg:
- `#[cfg(any(not(feature = "webgl"), not(target_arch = "wasm32")))]`
becomes `#[cfg(any(not(feature = "webgl") ,not(target_arch = "wasm32"),
feature = "webgpu"))]`
- `#[cfg(all(feature = "webgl", target_arch = "wasm32"))]` becomes
`#[cfg(all(feature = "webgl", target_arch = "wasm32", not(feature =
"webgpu")))]`
- `if cfg!(all(feature = "webgl", target_arch = "wasm32"))` becomes `if
cfg!(all(feature = "webgl", target_arch = "wasm32", not(feature =
"webgpu")))`
- `create_texture_with_data` now also takes a `TextureDataOrder`. You
can probably just set this to `TextureDataOrder::default()`
- `TextureFormat`'s `block_size` has been renamed to `block_copy_size`
- See the `wgpu` changelog for anything I might've missed:
https://github.com/gfx-rs/wgpu/blob/trunk/CHANGELOG.md
---------
Co-authored-by: François <mockersf@gmail.com>
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%;
}
```
# 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.
# 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>
# Objective
- Resolves#10853
## Solution
- ~~Changed the name of `Input` struct to `PressableInput`.~~
- Changed the name of `Input` struct to `ButtonInput`.
## Migration Guide
- Breaking Change: Users need to rename `Input` to `ButtonInput` in
their projects.
# Objective
- Resolves#10784
## Solution
- As @ickshonpe mentioned in #10784, this is intended behavior but could
benefit from mentioning it in docs.
- I'm also thinking about adding a helper function to disable os scaling
such as `disable_os_scaling()`, but not sure if it's needed.
---
## Changelog
> Add a comment about scaling behavior that happens, and point user to
how he can avoid that behavior.
# 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.
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
# Objective
Enables warning on `clippy::undocumented_unsafe_blocks` across the
workspace rather than only in `bevy_ecs`, `bevy_transform` and
`bevy_utils`. This adds a little awkwardness in a few areas of code that
have trivial safety or explain safety for multiple unsafe blocks with
one comment however automatically prevents these comments from being
missed.
## Solution
This adds `undocumented_unsafe_blocks = "warn"` to the workspace
`Cargo.toml` and fixes / adds a few missed safety comments. I also added
`#[allow(clippy::undocumented_unsafe_blocks)]` where the safety is
explained somewhere above.
There are a couple of safety comments I added I'm not 100% sure about in
`bevy_animation` and `bevy_render/src/view` and I'm not sure about the
use of `#[allow(clippy::undocumented_unsafe_blocks)]` compared to adding
comments like `// SAFETY: See above`.
# 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>
# 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>
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>
# Objective
Fixes a small typo in `bevy_window/src/window.rs`
## Solution
Change `Should be used instead 'scale_factor' when set.` to `Should be
used instead of 'scale_factor' when set.`
# Objective
- When finding the `CursorIcon` doc, it should be easier to find out
where to use it.
- When saying it is partially copied from the browser, be more clear
about the provenance and link to the spec document.
## Solution
- Link to the example code.
- Link to the CSS3 UI spec document.
# 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>
# 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>
# Objective
Complete the documentation for `bevy_window`.
## Solution
The `warn(missing_doc)` attribute was only applying to the `cursor`
module as it was declared as an inner attribute. I switched it to an
outer attribute and documented the remaining items.
# Objective
The recently introduced check that the cursor position returned by
`Window::cursor_position()` is within the bounds of the window
(3cf94e7c9d)
has the following issue:
If *w* is the window width, points within the window satisfy the
condition 0 ≤ *x* < *w*, but the code assumes the condition 0 ≤ *x* ≤
*w*. In other words, if *x* = *w*, the point is not within the window
bounds. Likewise for the height. This program demonstrates the issue:
```rust
use bevy::{prelude::*, window::WindowResolution};
fn main() {
let mut window = Window {
resolution: WindowResolution::new(100.0, 100.0),
..default()
};
window.set_cursor_position(Some(Vec2::new(100.0, 0.0)));
println!("{:?}", window.cursor_position());
}
```
It prints `Some(Vec2(100.0, 0.0))` instead of the expected `None`.
## Solution
- Exclude the upper bound, i.e., the window width for the *x* position
and the window height for the *y* position.
# Objective
`Window::physical_cursor_position` checks to see if the cursor's
position is inside the window but it constructs the bounding rect for
the window using its logical size and then checks to see if it contains
the cursor's physical position. When the physical size is smaller than
the logical size, this leaves a dead zone where the cursor is over the
window but its position is unreported.
fixes: #9656
## Solution
Use the physical size of the window.
# 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.
# Objective
Fixes#8840
Make the cursor position more consistent, right now the cursor position
is *sometimes* outside of the window and returns the position and
*sometimes* `None`.
Even in the cases where someone might be using that position that is
outside of the window, it'll probably require some manual
transformations for it to actually be useful.
## Solution
Check the windows width and height for out of bounds positions.
---
## Changelog
- Cursor position is now always `None` when outside of the window.
---------
Co-authored-by: ickshonpe <david.curthoys@googlemail.com>
# 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.
- attempt to clarify with better docstrings the default behaviour of
WindowPlugin and the component type it accepts.
# Objective
- I'm new to Rust and Bevy, I got a bit confused about how to customise
some window parameters (title, height, width etc) and while the docs do
show the struct code for that field `Option<Window>` I was a bit of a
doofus and skipped that to read the docstring entry for `primary_window`
and then the `Window` component directly which aren't linked together.
This is a minor improvement which I think will help in-case others, like
me, have a doofus moment.
---------
Co-authored-by: Sélène Amanita <134181069+Selene-Amanita@users.noreply.github.com>
# Objective
Fixes#9298 - Default window title leaks "bevy" context
## Solution
I just replaced the literal string "Bevy App" with "App" in Window's
Default trait implementation.
# 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.
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>
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>
# 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.
# Objective
**This implementation is based on
https://github.com/bevyengine/rfcs/pull/59.**
---
Resolves#4597
Full details and motivation can be found in the RFC, but here's a brief
summary.
`FromReflect` is a very powerful and important trait within the
reflection API. It allows Dynamic types (e.g., `DynamicList`, etc.) to
be formed into Real ones (e.g., `Vec<i32>`, etc.).
This mainly comes into play concerning deserialization, where the
reflection deserializers both return a `Box<dyn Reflect>` that almost
always contain one of these Dynamic representations of a Real type. To
convert this to our Real type, we need to use `FromReflect`.
It also sneaks up in other ways. For example, it's a required bound for
`T` in `Vec<T>` so that `Vec<T>` as a whole can be made `FromReflect`.
It's also required by all fields of an enum as it's used as part of the
`Reflect::apply` implementation.
So in other words, much like `GetTypeRegistration` and `Typed`, it is
very much a core reflection trait.
The problem is that it is not currently treated like a core trait and is
not automatically derived alongside `Reflect`. This makes using it a bit
cumbersome and easy to forget.
## Solution
Automatically derive `FromReflect` when deriving `Reflect`.
Users can then choose to opt-out if needed using the
`#[reflect(from_reflect = false)]` attribute.
```rust
#[derive(Reflect)]
struct Foo;
#[derive(Reflect)]
#[reflect(from_reflect = false)]
struct Bar;
fn test<T: FromReflect>(value: T) {}
test(Foo); // <-- OK
test(Bar); // <-- Panic! Bar does not implement trait `FromReflect`
```
#### `ReflectFromReflect`
This PR also automatically adds the `ReflectFromReflect` (introduced in
#6245) registration to the derived `GetTypeRegistration` impl— if the
type hasn't opted out of `FromReflect` of course.
<details>
<summary><h4>Improved Deserialization</h4></summary>
> **Warning**
> This section includes changes that have since been descoped from this
PR. They will likely be implemented again in a followup PR. I am mainly
leaving these details in for archival purposes, as well as for reference
when implementing this logic again.
And since we can do all the above, we might as well improve
deserialization. We can now choose to deserialize into a Dynamic type or
automatically convert it using `FromReflect` under the hood.
`[Un]TypedReflectDeserializer::new` will now perform the conversion and
return the `Box`'d Real type.
`[Un]TypedReflectDeserializer::new_dynamic` will work like what we have
now and simply return the `Box`'d Dynamic type.
```rust
// Returns the Real type
let reflect_deserializer = UntypedReflectDeserializer::new(®istry);
let mut deserializer = ron:🇩🇪:Deserializer::from_str(input)?;
let output: SomeStruct = reflect_deserializer.deserialize(&mut deserializer)?.take()?;
// Returns the Dynamic type
let reflect_deserializer = UntypedReflectDeserializer::new_dynamic(®istry);
let mut deserializer = ron:🇩🇪:Deserializer::from_str(input)?;
let output: DynamicStruct = reflect_deserializer.deserialize(&mut deserializer)?.take()?;
```
</details>
---
## Changelog
* `FromReflect` is now automatically derived within the `Reflect` derive
macro
* This includes auto-registering `ReflectFromReflect` in the derived
`GetTypeRegistration` impl
* ~~Renamed `TypedReflectDeserializer::new` and
`UntypedReflectDeserializer::new` to
`TypedReflectDeserializer::new_dynamic` and
`UntypedReflectDeserializer::new_dynamic`, respectively~~ **Descoped**
* ~~Changed `TypedReflectDeserializer::new` and
`UntypedReflectDeserializer::new` to automatically convert the
deserialized output using `FromReflect`~~ **Descoped**
## Migration Guide
* `FromReflect` is now automatically derived within the `Reflect` derive
macro. Items with both derives will need to remove the `FromReflect`
one.
```rust
// OLD
#[derive(Reflect, FromReflect)]
struct Foo;
// NEW
#[derive(Reflect)]
struct Foo;
```
If using a manual implementation of `FromReflect` and the `Reflect`
derive, users will need to opt-out of the automatic implementation.
```rust
// OLD
#[derive(Reflect)]
struct Foo;
impl FromReflect for Foo {/* ... */}
// NEW
#[derive(Reflect)]
#[reflect(from_reflect = false)]
struct Foo;
impl FromReflect for Foo {/* ... */}
```
<details>
<summary><h4>Removed Migrations</h4></summary>
> **Warning**
> This section includes changes that have since been descoped from this
PR. They will likely be implemented again in a followup PR. I am mainly
leaving these details in for archival purposes, as well as for reference
when implementing this logic again.
* The reflect deserializers now perform a `FromReflect` conversion
internally. The expected output of `TypedReflectDeserializer::new` and
`UntypedReflectDeserializer::new` is no longer a Dynamic (e.g.,
`DynamicList`), but its Real counterpart (e.g., `Vec<i32>`).
```rust
let reflect_deserializer =
UntypedReflectDeserializer::new_dynamic(®istry);
let mut deserializer = ron:🇩🇪:Deserializer::from_str(input)?;
// OLD
let output: DynamicStruct = reflect_deserializer.deserialize(&mut
deserializer)?.take()?;
// NEW
let output: SomeStruct = reflect_deserializer.deserialize(&mut
deserializer)?.take()?;
```
Alternatively, if this behavior isn't desired, use the
`TypedReflectDeserializer::new_dynamic` and
`UntypedReflectDeserializer::new_dynamic` methods instead:
```rust
// OLD
let reflect_deserializer = UntypedReflectDeserializer::new(®istry);
// NEW
let reflect_deserializer =
UntypedReflectDeserializer::new_dynamic(®istry);
```
</details>
---------
Co-authored-by: Carter Anderson <mcanders1@gmail.com>
# Objective
Improve the documentation relating to windows, and update the parts that
have not been updated since version 0.8.
Version 0.9 introduced `Window` as a component, before that
`WindowDescriptor` (which would become `Window` later) was used to store
information about how a window will be created. Since version 0.9, from
my understanding, this information will also be synchronised with the
current state of the window, and can be used to modify this state.
However, some of the documentation has not been updated to reflect that,
here is an example:
https://docs.rs/bevy/0.8.0/bevy/window/enum.WindowMode.html /
https://docs.rs/bevy/latest/bevy/window/enum.WindowMode.html (notice
that the verb "Creates" is still there).
This PR aims at improving the documentation relating to windows.
## Solution
- Change "will" for "should" when relevant, "should" implies that the
information should in both direction (from the window state to the
`Window` component and vice-versa) and can be used to get and set, will
implies it is only used to set a state.
- Remove references to "creation" or be more clear about it.
- Reference back the `Window` component for most of its sub-structs.
- Clarify what needs to be clarified
- A lot of other minor changes, including fixing the link to W3schools
in `bevy_winit`
## Warning
Please note that my knowledge about how winit and bevy_winit work is
limited and some of the informations I added in the doc may be
inaccurate. A person who knows better how it works should review some of
my claims, in particular:
- How fullscreen works:
https://github.com/bevyengine/bevy/pull/8858#discussion_r1232413155
- How WindowResolution / sizes work:
https://github.com/bevyengine/bevy/pull/8858#discussion_r1233010719
- What happens when `WindowPosition` is set to `Centered` or
`Automatic`. From my understanding of the code, it should always be set
back to `At`, but is it really the case? For example [when creating the
window](https://github.com/bevyengine/bevy/blob/main/crates/bevy_winit/src/winit_windows.rs#L74),
or when [a `WindowEvent::Moved` is
triggered](https://github.com/bevyengine/bevy/blob/main/crates/bevy_winit/src/lib.rs#L602)
or when [Centered/Automatic by the code after the window is
created](https://github.com/bevyengine/bevy/blob/main/crates/bevy_winit/src/system.rs#L243),
am I missing some cases and do the codes I linked do that in all of
them?
- Are there any field in the `Window` component that can't be used to
modify the state of the window, only at creation?
---------
Co-authored-by: Alice Cecile <alice.i.cecile@gmail.com>
Co-authored-by: Jerome Humbert <djeedai@gmail.com>
# Objective
Discovered that PointLight did not implement FromReflect. Adding
FromReflect where Reflect is used. I overreached and applied this rule
everywhere there was a Reflect without a FromReflect, except from where
the compiler wouldn't allow me.
Based from question: https://github.com/bevyengine/bevy/discussions/8774
## Solution
- Adding FromReflect where Reflect was already derived
## Notes
First PR I do in this ecosystem, so not sure if this is the usual
approach, that is, to touch many files at once.
---------
Co-authored-by: Alice Cecile <alice.i.cecile@gmail.com>
# Objective
- Some reflect components weren't properly registered.
## Solution
- We register them
- I also sorted the register lines in `Plugin::build` in `bevy_ui`
### Note
How I did I find them:
- I picked up the list of `Component`s from the `Component` trait page
in rustdoc.
- Then I tried to register all of them. Removing the registration when
it doesn't implement `Reflect` to pass compilation.
- Then I added `app.register_type_data::<T, Foo>()`, for all Reflect
components. It panics if `T` is not registered.
- I repeated the last line N times until bevy stopped panicking at
startup
---
## Changelog
- Register the following components: `PrimaryWindow` `Fxaa`
`FogSettings` `NotShadowCaster` `NotShadowReceiver` `CalculatedClip`
`RelativeCursorPosition`
# 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.
# 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>
# Objective
Fixes#8751
## Solution
The doc string for the `primary_window` field on `Window` now mentions
that the default spawned primary window is spawned with the
`PrimaryWindow` marker component.
---------
Co-authored-by: François <mockersf@gmail.com>
# Objective
- Since the `RequestRedraw` event triggers the bevy app to run `update`
in `bevy_app::app::App`, the documentation should state that all the
windows in the application and its sub-apps are going to get redrawn,
rather than a single window.
## Solution
- Change `RequestRedraw` documentation in `bevy_window` to mention every
window.
# Objective
- Handle dangling entity references inside scenes
- Handle references to entities with generation > 0 inside scenes
- Fix a latent bug in `Parent`'s `MapEntities` implementation, which
would, if the parent was outside the scene, cause the scene to be loaded
into the new world with a parent reference potentially pointing to some
random entity in that new world.
- Fixes#4793 and addresses #7235
## Solution
- DynamicScenes now identify entities with a `Entity` instead of a u32,
therefore including generation
- `World` exposes a new `reserve_generations` function that despawns an
entity and advances its generation by some extra amount.
- `MapEntities` implementations have a new `get_or_reserve` function
available that will always return an `Entity`, establishing a new
mapping to a dead entity when the entity they are called with is not in
the `EntityMap`. Subsequent calls with that same `Entity` will return
the same newly created dead entity reference, preserving equality
semantics.
- As a result, after loading a scene containing references to dead
entities (or entities otherwise outside the scene), those references
will all point to different generations on a single entity id in the new
world.
---
## Changelog
### Changed
- In serialized scenes, entities are now identified by a u64 instead of
a u32.
- In serialized scenes, components with entity references now have those
references serialize as u64s instead of structs.
### Fixed
- Scenes containing components with entity references will now
deserialize and add to a world reliably.
## Migration Guide
- `MapEntities` implementations must change from a `&EntityMap`
parameter to a `&mut EntityMapper` parameter and can no longer return a
`Result`. Finally, they should switch from calling `EntityMap::get` to
calling `EntityMapper::get_or_reserve`.
---------
Co-authored-by: Nicola Papale <nicopap@users.noreply.github.com>
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>
Fixes issue mentioned in PR #8285.
_Note: By mistake, this is currently dependent on #8285_
# Objective
Ensure consistency in the spelling of the documentation.
Exceptions:
`crates/bevy_mikktspace/src/generated.rs` - Has not been changed from
licence to license as it is part of a licensing agreement.
Maybe for further consistency,
https://github.com/bevyengine/bevy-website should also be given a look.
## Solution
### Changed the spelling of the current words (UK/CN/AU -> US) :
cancelled -> canceled (Breaking API changes in #8285)
behaviour -> behavior (Breaking API changes in #8285)
neighbour -> neighbor
grey -> gray
recognise -> recognize
centre -> center
metres -> meters
colour -> color
### ~~Update [`engine_style_guide.md`]~~ Moved to #8324
---
## Changelog
Changed UK spellings in documentation to US
## Migration Guide
Non-breaking changes*
\* If merged after #8285
# 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.
# 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`
# Objective
- Fixes https://github.com/bevyengine/bevy/issues/7990.
## Solution
- Register needed types, verified pasted code in issue works.
Do I need to register more `Option<T>` types?
# Objective
- Example `transparent_window` doesn't display a transparent window on macOS
- Fixes#6330
## Solution
- Set the `composite_alpha_mode` of the window to the correct value
- Update docs
# Objective
Fix#7544. Update docs for `Window::transparent` regarding Windows 11 platform support. Following the update to winit 0.28, this has been fixed.
## Solution
Remove the mention in the docs.
# Objective
Fix#7377Fix#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>
# 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
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.
# 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()
}));
```
# 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