# Objective
- Fixes#17960
## Solution
- Followed the [edition upgrade
guide](https://doc.rust-lang.org/edition-guide/editions/transitioning-an-existing-project-to-a-new-edition.html)
## Testing
- CI
---
## Summary of Changes
### Documentation Indentation
When using lists in documentation, proper indentation is now linted for.
This means subsequent lines within the same list item must start at the
same indentation level as the item.
```rust
/* Valid */
/// - Item 1
/// Run-on sentence.
/// - Item 2
struct Foo;
/* Invalid */
/// - Item 1
/// Run-on sentence.
/// - Item 2
struct Foo;
```
### Implicit `!` to `()` Conversion
`!` (the never return type, returned by `panic!`, etc.) no longer
implicitly converts to `()`. This is particularly painful for systems
with `todo!` or `panic!` statements, as they will no longer be functions
returning `()` (or `Result<()>`), making them invalid systems for
functions like `add_systems`. The ideal fix would be to accept functions
returning `!` (or rather, _not_ returning), but this is blocked on the
[stabilisation of the `!` type
itself](https://doc.rust-lang.org/std/primitive.never.html), which is
not done.
The "simple" fix would be to add an explicit `-> ()` to system
signatures (e.g., `|| { todo!() }` becomes `|| -> () { todo!() }`).
However, this is _also_ banned, as there is an existing lint which (IMO,
incorrectly) marks this as an unnecessary annotation.
So, the "fix" (read: workaround) is to put these kinds of `|| -> ! { ...
}` closuers into variables and give the variable an explicit type (e.g.,
`fn()`).
```rust
// Valid
let system: fn() = || todo!("Not implemented yet!");
app.add_systems(..., system);
// Invalid
app.add_systems(..., || todo!("Not implemented yet!"));
```
### Temporary Variable Lifetimes
The order in which temporary variables are dropped has changed. The
simple fix here is _usually_ to just assign temporaries to a named
variable before use.
### `gen` is a keyword
We can no longer use the name `gen` as it is reserved for a future
generator syntax. This involved replacing uses of the name `gen` with
`r#gen` (the raw-identifier syntax).
### Formatting has changed
Use statements have had the order of imports changed, causing a
substantial +/-3,000 diff when applied. For now, I have opted-out of
this change by amending `rustfmt.toml`
```toml
style_edition = "2021"
```
This preserves the original formatting for now, reducing the size of
this PR. It would be a simple followup to update this to 2024 and run
`cargo fmt`.
### New `use<>` Opt-Out Syntax
Lifetimes are now implicitly included in RPIT types. There was a handful
of instances where it needed to be added to satisfy the borrow checker,
but there may be more cases where it _should_ be added to avoid
breakages in user code.
### `MyUnitStruct { .. }` is an invalid pattern
Previously, you could match against unit structs (and unit enum
variants) with a `{ .. }` destructuring. This is no longer valid.
### Pretty much every use of `ref` and `mut` are gone
Pattern binding has changed to the point where these terms are largely
unused now. They still serve a purpose, but it is far more niche now.
### `iter::repeat(...).take(...)` is bad
New lint recommends using the more explicit `iter::repeat_n(..., ...)`
instead.
## Migration Guide
The lifetimes of functions using return-position impl-trait (RPIT) are
likely _more_ conservative than they had been previously. If you
encounter lifetime issues with such a function, please create an issue
to investigate the addition of `+ use<...>`.
## Notes
- Check the individual commits for a clearer breakdown for what
_actually_ changed.
---------
Co-authored-by: François Mockers <francois.mockers@vleue.com>
# Objective
Make the examples look more uniform and more polished.
following the issue #17167
## Solution
- [x] Added a minimal UI explaining how to interact with the examples
only when needed.
- [x] Used the same notation for interactions ex : "Up Arrow: Move
Forward \nLeft / Right Arrow: Turn"
- [x] Set the color to
[GRAY](https://github.com/bevyengine/bevy/pull/17237#discussion_r1907560092)
when it's not visible enough
- [x] Changed some colors to be easy on the eyes
- [x] removed the //camera comment
- [x] Unified the use of capital letters in the examples.
- [x] Simplified the mesh2d_arc offset calculations.
...
---------
Co-authored-by: Alice Cecile <alice.i.cecile@gmail.com>
Co-authored-by: Rob Parrett <robparrett@gmail.com>
# Objective
- Improve reproducibility of examples
## Solution
- Use seeded rng when needed
- Use fixed z-ordering when needed
## Testing
```sh
steps=5;
echo "cpu_draw\nparallel_query\nanimated_fox\ntransparency_2d" > test
cargo run -p example-showcase -- run --stop-frame 250 --screenshot-frame 100 --fixed-frame-time 0.05 --example-list test --in-ci;
mv screenshots base;
for prefix in `seq 0 $steps`;
do
echo step $prefix;
cargo run -p example-showcase -- run --stop-frame 250 --screenshot-frame 100 --fixed-frame-time 0.05 --example-list test;
mv screenshots $prefix-screenshots;
done;
mv base screenshots
for prefix in `seq 0 $steps`;
do
echo check $prefix
for file in screenshots/*/*;
do
echo $file;
diff $file $prefix-$file;
done;
done;
```
# Objective
Continue migration of bevy APIs to required components, following
guidance of https://hackmd.io/@bevy/required_components/
## Solution
- Make `Sprite` require `Transform` and `Visibility` and
`SyncToRenderWorld`
- move image and texture atlas handles into `Sprite`
- deprecate `SpriteBundle`
- remove engine uses of `SpriteBundle`
## Testing
ran cargo tests on bevy_sprite and tested several sprite examples.
---
## Migration Guide
Replace all uses of `SpriteBundle` with `Sprite`. There are several new
convenience constructors: `Sprite::from_image`,
`Sprite::from_atlas_image`, `Sprite::from_color`.
WARNING: use of `Handle<Image>` and `TextureAtlas` as components on
sprite entities will NO LONGER WORK. Use the fields on `Sprite` instead.
I would have removed the `Component` impls from `TextureAtlas` and
`Handle<Image>` except it is still used within ui. We should fix this
moving forward with the migration.
# Objective
If you want to draw / generate images from the CPU, such as:
- to create procedurally-generated assets
- for games whose artstyle is best implemented by poking pixels directly
from the CPU, instead of using shaders
It is currently very unergonomic to do in Bevy, because you have to deal
with the raw bytes inside `image.data`, take care of the pixel format,
etc.
## Solution
This PR adds some helper methods to `Image` for pixel manipulation.
These methods allow you to use Bevy's user-friendly `Color` struct to
read and write the colors of pixels, at arbitrary coordinates (specified
as `UVec3` to support any texture dimension). They handle
encoding/decoding to the `Image`s `TextureFormat`, incl. any sRGB
conversion.
While we are at it, also add methods to help with direct access to the
raw bytes. It is now easy to compute the offset where the bytes of a
specific pixel coordinate are found, or to just get a Rust slice to
access them.
Caveat: `Color` roundtrips are obviously going to be lossy for non-float
`TextureFormat`s. Using `set_color_at` followed by `get_color_at` will
return a different value, due to the data conversions involved (such as
`f32` -> `u8` -> `f32` for the common `Rgba8UnormSrgb` texture format).
Be careful when comparing colors (such as checking for a color you wrote
before)!
Also adding a new example: `cpu_draw` (under `2d`), to showcase these
new APIs.
---
## Changelog
### Added
- `Image` APIs for easy access to the colors of specific pixels.
---------
Co-authored-by: Pascal Hertleif <killercup@gmail.com>
Co-authored-by: François <mockersf@gmail.com>
Co-authored-by: ltdk <usr@ltdk.xyz>