dependabot/cargo/accesskit-0.20
25 Commits
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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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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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064e5e48b4
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Remove entity placeholder from observers (#19440)
# Objective `Entity::PLACEHOLDER` acts as a magic number that will *probably* never really exist, but it certainly could. And, `Entity` has a niche, so the only reason to use `PLACEHOLDER` is as an alternative to `MaybeUninit` that trades safety risks for logic risks. As a result, bevy has generally advised against using `PLACEHOLDER`, but we still use if for a lot internally. This pr starts removing internal uses of it, starting from observers. ## Solution Change all trigger target related types from `Entity` to `Option<Entity>` Small migration guide to come. ## Testing CI ## Future Work This turned a lot of code from ```rust trigger.target() ``` to ```rust trigger.target().unwrap() ``` The extra panic is no worse than before; it's just earlier than panicking after passing the placeholder to something else. But this is kinda annoying. I would like to add a `TriggerMode` or something to `Event` that would restrict what kinds of targets can be used for that event. Many events like `Removed` etc, are always triggered with a target. We can make those have a way to assume Some, etc. But I wanted to save that for a future pr. |
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e9a0ef49f9
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Rename bevy_platform_support to bevy_platform (#18813)
# Objective The goal of `bevy_platform_support` is to provide a set of platform agnostic APIs, alongside platform-specific functionality. This is a high traffic crate (providing things like HashMap and Instant). Especially in light of https://github.com/bevyengine/bevy/discussions/18799, it deserves a friendlier / shorter name. Given that it hasn't had a full release yet, getting this change in before Bevy 0.16 makes sense. ## Solution - Rename `bevy_platform_support` to `bevy_platform`. |
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2ad5908e58
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Make Query::single (and friends) return a Result (#18082)
# Objective As discussed in #14275, Bevy is currently too prone to panic, and makes the easy / beginner-friendly way to do a large number of operations just to panic on failure. This is seriously frustrating in library code, but also slows down development, as many of the `Query::single` panics can actually safely be an early return (these panics are often due to a small ordering issue or a change in game state. More critically, in most "finished" products, panics are unacceptable: any unexpected failures should be handled elsewhere. That's where the new With the advent of good system error handling, we can now remove this. Note: I was instrumental in a) introducing this idea in the first place and b) pushing to make the panicking variant the default. The introduction of both `let else` statements in Rust and the fancy system error handling work in 0.16 have changed my mind on the right balance here. ## Solution 1. Make `Query::single` and `Query::single_mut` (and other random related methods) return a `Result`. 2. Handle all of Bevy's internal usage of these APIs. 3. Deprecate `Query::get_single` and friends, since we've moved their functionality to the nice names. 4. Add detailed advice on how to best handle these errors. Generally I like the diff here, although `get_single().unwrap()` in tests is a bit of a downgrade. ## Testing I've done a global search for `.single` to track down any missed deprecated usages. As to whether or not all the migrations were successful, that's what CI is for :) ## Future work ~~Rename `Query::get_single` and friends to `Query::single`!~~ ~~I've opted not to do this in this PR, and smear it across two releases in order to ease the migration. Successive deprecations are much easier to manage than the semantics and types shifting under your feet.~~ Cart has convinced me to change my mind on this; see https://github.com/bevyengine/bevy/pull/18082#discussion_r1974536085. ## Migration guide `Query::single`, `Query::single_mut` and their `QueryState` equivalents now return a `Result`. Generally, you'll want to: 1. Use Bevy 0.16's system error handling to return a `Result` using the `?` operator. 2. Use a `let else Ok(data)` block to early return if it's an expected failure. 3. Use `unwrap()` or `Ok` destructuring inside of tests. The old `Query::get_single` (etc) methods which did this have been deprecated. |
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058497e0bb
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Change Commands::get_entity to return Result and remove panic from Commands::entity (#18043)
## Objective Alternative to #18001. - Now that systems can handle the `?` operator, `get_entity` returning `Result` would be more useful than `Option`. - With `get_entity` being more flexible, combined with entity commands now checking the entity's existence automatically, the panic in `entity` isn't really necessary. ## Solution - Changed `Commands::get_entity` to return `Result<EntityCommands, EntityDoesNotExistError>`. - Removed panic from `Commands::entity`. |
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5241e09671
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Upgrade to Rust Edition 2024 (#17967)
# 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> |
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dfac3b9bfd
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Fix window close in example cause panic (#17533)
# Objective Fixes #17532 ## Solution - check window valide |
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9bc0ae33c3
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Move hashbrown and foldhash out of bevy_utils (#17460)
# Objective - Contributes to #16877 ## Solution - Moved `hashbrown`, `foldhash`, and related types out of `bevy_utils` and into `bevy_platform_support` - Refactored the above to match the layout of these types in `std`. - Updated crates as required. ## Testing - CI --- ## Migration Guide - The following items were moved out of `bevy_utils` and into `bevy_platform_support::hash`: - `FixedState` - `DefaultHasher` - `RandomState` - `FixedHasher` - `Hashed` - `PassHash` - `PassHasher` - `NoOpHash` - The following items were moved out of `bevy_utils` and into `bevy_platform_support::collections`: - `HashMap` - `HashSet` - `bevy_utils::hashbrown` has been removed. Instead, import from `bevy_platform_support::collections` _or_ take a dependency on `hashbrown` directly. - `bevy_utils::Entry` has been removed. Instead, import from `bevy_platform_support::collections::hash_map` or `bevy_platform_support::collections::hash_set` as appropriate. - All of the above equally apply to `bevy::utils` and `bevy::platform_support`. ## Notes - I left `PreHashMap`, `PreHashMapExt`, and `TypeIdMap` in `bevy_utils` as they might be candidates for micro-crating. They can always be moved into `bevy_platform_support` at a later date if desired. |
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ec611976ef
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Fix a missing .entity() -> .target() conversion in observers example (#17363)
See title :) |
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64efd08e13
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Prefer Display over Debug (#16112)
# Objective Fixes #16104 ## Solution I removed all instances of `:?` and put them back one by one where it caused an error. I removed some bevy_utils helper functions that were only used in 2 places and don't add value. See: #11478 ## Testing CI should catch the mistakes ## Migration Guide `bevy::utils::{dbg,info,warn,error}` were removed. Use `bevy::utils::tracing::{debug,info,warn,error}` instead. --------- Co-authored-by: SpecificProtagonist <vincentjunge@posteo.net> |
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61b98ec80f
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Rename trigger.entity() to trigger.target() (#16716)
# Objective - A `Trigger` has multiple associated `Entity`s - the entity observing the event, and the entity that was targeted by the event. - The field `entity: Entity` encodes no semantic information about what the entity is used for, you can already tell that it's an `Entity` by the type signature! ## Solution - Rename `trigger.entity()` to `trigger.target()` --- ## Changelog - `Trigger`s are associated with multiple entities. `Trigger::entity()` has been renamed to `Trigger::target()` to reflect the semantics of the entity being returned. ## Migration Guide - Rename `Trigger::entity()` to `Trigger::target()`. - Rename `ObserverTrigger::entity` to `ObserverTrigger::target` |
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015f2c69ca
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Merge Style properties into Node. Use ComputedNode for computed properties. (#15975)
# Objective Continue improving the user experience of our UI Node API in the direction specified by [Bevy's Next Generation Scene / UI System](https://github.com/bevyengine/bevy/discussions/14437) ## Solution As specified in the document above, merge `Style` fields into `Node`, and move "computed Node fields" into `ComputedNode` (I chose this name over something like `ComputedNodeLayout` because it currently contains more than just layout info. If we want to break this up / rename these concepts, lets do that in a separate PR). `Style` has been removed. This accomplishes a number of goals: ## Ergonomics wins Specifying both `Node` and `Style` is now no longer required for non-default styles Before: ```rust commands.spawn(( Node::default(), Style { width: Val::Px(100.), ..default() }, )); ``` After: ```rust commands.spawn(Node { width: Val::Px(100.), ..default() }); ``` ## Conceptual clarity `Style` was never a comprehensive "style sheet". It only defined "core" style properties that all `Nodes` shared. Any "styled property" that couldn't fit that mold had to be in a separate component. A "real" style system would style properties _across_ components (`Node`, `Button`, etc). We have plans to build a true style system (see the doc linked above). By moving the `Style` fields to `Node`, we fully embrace `Node` as the driving concept and remove the "style system" confusion. ## Next Steps * Consider identifying and splitting out "style properties that aren't core to Node". This should not happen for Bevy 0.15. --- ## Migration Guide Move any fields set on `Style` into `Node` and replace all `Style` component usage with `Node`. Before: ```rust commands.spawn(( Node::default(), Style { width: Val::Px(100.), ..default() }, )); ``` After: ```rust commands.spawn(Node { width: Val::Px(100.), ..default() }); ``` For any usage of the "computed node properties" that used to live on `Node`, use `ComputedNode` instead: Before: ```rust fn system(nodes: Query<&Node>) { for node in &nodes { let computed_size = node.size(); } } ``` After: ```rust fn system(computed_nodes: Query<&ComputedNode>) { for computed_node in &computed_nodes { let computed_size = computed_node.size(); } } ``` |
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d96a9d15f6
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Migrate from Query::single and friends to Single (#15872)
# Objective - closes #15866 ## Solution - Simply migrate where possible. ## Testing - Expect that CI will do most of the work. Examples is another way of testing this, as most of the work is in that area. --- ## Notes For now, this PR doesn't migrate `QueryState::single` and friends as for now, this look like another issue. So for example, QueryBuilders that used single or `World::query` that used single wasn't migrated. If there is a easy way to migrate those, please let me know. Most of the uses of `Query::single` were removed, the only other uses that I found was related to tests of said methods, so will probably be removed when we remove `Query::single`. |
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6f7d0e5725
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split up TextStyle (#15857)
# Objective Currently text is recomputed unnecessarily on any changes to its color, which is extremely expensive. ## Solution Split up `TextStyle` into two separate components `TextFont` and `TextColor`. ## Testing I added this system to `many_buttons`: ```rust fn set_text_colors_changed(mut colors: Query<&mut TextColor>) { for mut text_color in colors.iter_mut() { text_color.set_changed(); } } ``` reports ~4fps on main, ~50fps with this PR. ## Migration Guide `TextStyle` has been renamed to `TextFont` and its `color` field has been moved to a separate component named `TextColor` which newtypes `Color`. |
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c2c19e5ae4
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Text rework (#15591)
**Ready for review. Examples migration progress: 100%.** # Objective - Implement https://github.com/bevyengine/bevy/discussions/15014 ## Solution This implements [cart's proposal](https://github.com/bevyengine/bevy/discussions/15014#discussioncomment-10574459) faithfully except for one change. I separated `TextSpan` from `TextSpan2d` because `TextSpan` needs to require the `GhostNode` component, which is a `bevy_ui` component only usable by UI. Extra changes: - Added `EntityCommands::commands_mut` that returns a mutable reference. This is a blocker for extension methods that return something other than `self`. Note that `sickle_ui`'s `UiBuilder::commands` returns a mutable reference for this reason. ## Testing - [x] Text examples all work. --- ## Showcase TODO: showcase-worthy ## Migration Guide TODO: very breaking ### Accessing text spans by index Text sections are now text sections on different entities in a hierarchy, Use the new `TextReader` and `TextWriter` system parameters to access spans by index. Before: ```rust fn refresh_text(mut query: Query<&mut Text, With<TimeText>>, time: Res<Time>) { let text = query.single_mut(); text.sections[1].value = format_time(time.elapsed()); } ``` After: ```rust fn refresh_text( query: Query<Entity, With<TimeText>>, mut writer: UiTextWriter, time: Res<Time> ) { let entity = query.single(); *writer.text(entity, 1) = format_time(time.elapsed()); } ``` ### Iterating text spans Text spans are now entities in a hierarchy, so the new `UiTextReader` and `UiTextWriter` system parameters provide ways to iterate that hierarchy. The `UiTextReader::iter` method will give you a normal iterator over spans, and `UiTextWriter::for_each` lets you visit each of the spans. --------- Co-authored-by: ickshonpe <david.curthoys@googlemail.com> Co-authored-by: Carter Anderson <mcanders1@gmail.com> |
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219b5930f1
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Rename App/World::observe to add_observer , EntityWorldMut::observe_entity to observe . (#15754)
# Objective - Closes #15752 Calling the functions `App::observe` and `World::observe` doesn't make sense because you're not "observing" the `App` or `World`, you're adding an observer that listens for an event that occurs *within* the `World`. We should rename them to better fit this. ## Solution Renames: - `App::observe` -> `App::add_observer` - `World::observe` -> `World::add_observer` - `Commands::observe` -> `Commands::add_observer` - `EntityWorldMut::observe_entity` -> `EntityWorldMut::observe` (Note this isn't a breaking change as the original rename was introduced earlier this cycle.) ## Testing Reusing current tests. |
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21b78b5990
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Implement From translation and rotation for isometries (#15733)
# Objective Several of our APIs (namely gizmos and bounding) use isometries on current Bevy main. This is nicer than separate properties in a lot of cases, but users have still expressed usability concerns. One problem is that in a lot of cases, you only care about e.g. translation, so you end up with this: ```rust gizmos.cross_2d( Isometry2d::from_translation(Vec2::new(-160.0, 120.0)), 12.0, FUCHSIA, ); ``` The isometry adds quite a lot of length and verbosity, and isn't really that relevant since only the translation is important here. It would be nice if you could use the translation directly, and only supply an isometry if both translation and rotation are needed. This would make the following possible: ```rust gizmos.cross_2d(Vec2::new(-160.0, 120.0), 12.0, FUCHSIA); ``` removing a lot of verbosity. ## Solution Implement `From<Vec2>` and `From<Rot2>` for `Isometry2d`, and `From<Vec3>`, `From<Vec3A>`, and `From<Quat>` for `Isometry3d`. These are lossless conversions that fit the semantics of `From`. This makes the proposed API possible! The methods must now simply take an `impl Into<IsometryNd>`, and this works: ```rust gizmos.cross_2d(Vec2::new(-160.0, 120.0), 12.0, FUCHSIA); ``` |
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25bfa80e60
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Migrate cameras to required components (#15641)
# Objective Yet another PR for migrating stuff to required components. This time, cameras! ## Solution As per the [selected proposal](https://hackmd.io/tsYID4CGRiWxzsgawzxG_g#Combined-Proposal-1-Selected), deprecate `Camera2dBundle` and `Camera3dBundle` in favor of `Camera2d` and `Camera3d`. Adding a `Camera` without `Camera2d` or `Camera3d` now logs a warning, as suggested by Cart [on Discord](https://discord.com/channels/691052431525675048/1264881140007702558/1291506402832945273). I would personally like cameras to work a bit differently and be split into a few more components, to avoid some footguns and confusing semantics, but that is more controversial, and shouldn't block this core migration. ## Testing I ran a few 2D and 3D examples, and tried cameras with and without render graphs. --- ## Migration Guide `Camera2dBundle` and `Camera3dBundle` have been deprecated in favor of `Camera2d` and `Camera3d`. Inserting them will now also insert the other components required by them automatically. |
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461305b3d7
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Revert "Have EntityCommands methods consume self for easier chaining" (#15523)
As discussed in #15521 - Partial revert of #14897, reverting the change to the methods to consume `self` - The `insert_if` method is kept The migration guide of #14897 should be removed Closes #15521 --------- Co-authored-by: Alice Cecile <alice.i.cecile@gmail.com> |
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c620eb7833
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Return Result s from Camera 's world/viewport conversion methods (#14989)
# Objective - Fixes https://github.com/bevyengine/bevy/issues/14593. ## Solution - Add `ViewportConversionError` and return it from viewport conversion methods on Camera. ## Testing - I successfully compiled and ran all changed examples. ## Migration Guide The following methods on `Camera` now return a `Result` instead of an `Option` so that they can provide more information about failures: - `world_to_viewport` - `world_to_viewport_with_depth` - `viewport_to_world` - `viewport_to_world_2d` Call `.ok()` on the `Result` to turn it back into an `Option`, or handle the `Result` directly. --------- Co-authored-by: Lixou <82600264+DasLixou@users.noreply.github.com> Co-authored-by: Alice Cecile <alice.i.cecile@gmail.com> Co-authored-by: Zachary Harrold <zac@harrold.com.au> |
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8895113784
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Use Isometry in bevy_gizmos wherever we can (#14676)
# Objective - Solves the last bullet in and closes #14319 - Make better use of the `Isometry` types - Prevent issues like #14655 - Probably simplify and clean up a lot of code through the use of Gizmos as well (i.e. the 3D gizmos for cylinders circles & lines don't connect well, probably due to wrong rotations) ## Solution - go through the `bevy_gizmos` crate and give all methods a slight workover ## Testing - For all the changed examples I run `git switch main && cargo rr --example <X> && git switch <BRANCH> && cargo rr --example <X>` and compare the visual results - Check if all doc tests are still compiling - Check the docs in general and update them !!! --- ## Migration Guide The gizmos methods function signature changes as follows: - 2D - if it took `position` & `rotation_angle` before -> `Isometry2d::new(position, Rot2::radians(rotation_angle))` - if it just took `position` before -> `Isometry2d::from_translation(position)` - 3D - if it took `position` & `rotation` before -> `Isometry3d::new(position, rotation)` - if it just took `position` before -> `Isometry3d::from_translation(position)` |
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484721be80
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Have EntityCommands methods consume self for easier chaining (#14897)
# Objective Fixes #14883 ## Solution Pretty simple update to `EntityCommands` methods to consume `self` and return it rather than taking `&mut self`. The things probably worth noting: * I added `#[allow(clippy::should_implement_trait)]` to the `add` method because it causes a linting conflict with `std::ops::Add`. * `despawn` and `log_components` now return `Self`. I'm not sure if that's exactly the desired behavior so I'm happy to adjust if that seems wrong. ## Testing Tested with `cargo run -p ci`. I think that should be sufficient to call things good. ## Migration Guide The most likely migration needed is changing code from this: ``` let mut entity = commands.get_or_spawn(entity); if depth_prepass { entity.insert(DepthPrepass); } if normal_prepass { entity.insert(NormalPrepass); } if motion_vector_prepass { entity.insert(MotionVectorPrepass); } if deferred_prepass { entity.insert(DeferredPrepass); } ``` to this: ``` let mut entity = commands.get_or_spawn(entity); if depth_prepass { entity = entity.insert(DepthPrepass); } if normal_prepass { entity = entity.insert(NormalPrepass); } if motion_vector_prepass { entity = entity.insert(MotionVectorPrepass); } if deferred_prepass { entity.insert(DeferredPrepass); } ``` as can be seen in several of the example code updates here. There will probably also be instances where mutable `EntityCommands` vars no longer need to be mutable. |
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8b38299bd4
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observers example doesn't follow standards (#13884)
# Objective - Observers example is using an unseeded random, prints text to console and doesn't display text as other examples ## Solution - use seeded random - log instead of printing - use common settings for UI text |
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eb3c81374a
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Generalised ECS reactivity with Observers (#10839)
# Objective - Provide an expressive way to register dynamic behavior in response to ECS changes that is consistent with existing bevy types and traits as to provide a smooth user experience. - Provide a mechanism for immediate changes in response to events during command application in order to facilitate improved query caching on the path to relations. ## Solution - A new fundamental ECS construct, the `Observer`; inspired by flec's observers but adapted to better fit bevy's access patterns and rust's type system. --- ## Examples There are 3 main ways to register observers. The first is a "component observer" that looks like this: ```rust world.observe(|trigger: Trigger<OnAdd, Transform>, query: Query<&Transform>| { let transform = query.get(trigger.entity()).unwrap(); }); ``` The above code will spawn a new entity representing the observer that will run it's callback whenever the `Transform` component is added to an entity. This is a system-like function that supports dependency injection for all the standard bevy types: `Query`, `Res`, `Commands` etc. It also has a `Trigger` parameter that provides information about the trigger such as the target entity, and the event being triggered. Importantly these systems run during command application which is key for their future use to keep ECS internals up to date. There are similar events for `OnInsert` and `OnRemove`, and this will be expanded with things such as `ArchetypeCreated`, `TableEmpty` etc. in follow up PRs. Another way to register an observer is an "entity observer" that looks like this: ```rust world.entity_mut(entity).observe(|trigger: Trigger<Resize>| { // ... }); ``` Entity observers run whenever an event of their type is triggered targeting that specific entity. This type of observer will de-spawn itself if the entity (or entities) it is observing is ever de-spawned so as to not leave dangling observers. Entity observers can also be spawned from deferred contexts such as other observers, systems, or hooks using commands: ```rust commands.entity(entity).observe(|trigger: Trigger<Resize>| { // ... }); ``` Observers are not limited to in built event types, they can be used with any type that implements `Event` (which has been extended to implement Component). This means events can also carry data: ```rust #[derive(Event)] struct Resize { x: u32, y: u32 } commands.entity(entity).observe(|trigger: Trigger<Resize>, query: Query<&mut Size>| { let event = trigger.event(); // ... }); // Will trigger the observer when commands are applied. commands.trigger_targets(Resize { x: 10, y: 10 }, entity); ``` You can also trigger events that target more than one entity at a time: ```rust commands.trigger_targets(Resize { x: 10, y: 10 }, [e1, e2]); ``` Additionally, Observers don't _need_ entity targets: ```rust app.observe(|trigger: Trigger<Quit>| { }) commands.trigger(Quit); ``` In these cases, `trigger.entity()` will be a placeholder. Observers are actually just normal entities with an `ObserverState` and `Observer` component! The `observe()` functions above are just shorthand for: ```rust world.spawn(Observer::new(|trigger: Trigger<Resize>| {}); ``` This will spawn the `Observer` system and use an `on_add` hook to add the `ObserverState` component. Dynamic components and trigger types are also fully supported allowing for runtime defined trigger types. ## Possible Follow-ups 1. Deprecate `RemovedComponents`, observers should fulfill all use cases while being more flexible and performant. 2. Queries as entities: Swap queries to entities and begin using observers listening to archetype creation triggers to keep their caches in sync, this allows unification of `ObserverState` and `QueryState` as well as unlocking several API improvements for `Query` and the management of `QueryState`. 3. Trigger bubbling: For some UI use cases in particular users are likely to want some form of bubbling for entity observers, this is trivial to implement naively but ideally this includes an acceleration structure to cache hierarchy traversals. 4. All kinds of other in-built trigger types. 5. Optimization; in order to not bloat the complexity of the PR I have kept the implementation straightforward, there are several areas where performance can be improved. The focus for this PR is to get the behavior implemented and not incur a performance cost for users who don't use observers. I am leaving each of these to follow up PR's in order to keep each of them reviewable as this already includes significant changes. --------- Co-authored-by: Alice Cecile <alice.i.cecile@gmail.com> Co-authored-by: MiniaczQ <xnetroidpl@gmail.com> Co-authored-by: Carter Anderson <mcanders1@gmail.com> |