Commit Graph

972 Commits

Author SHA1 Message Date
Antony
65e289f5bc
Unify picking backends (#17348)
# Objective

Currently, our picking backends are inconsistent:

- Mesh picking and sprite picking both have configurable opt in/out
behavior. UI picking does not.
- Sprite picking uses `SpritePickingCamera` and `Pickable` for control,
but mesh picking uses `RayCastPickable`.
- `MeshPickingPlugin` is not a part of `DefaultPlugins`.
`SpritePickingPlugin` and `UiPickingPlugin` are.

## Solution

- Add configurable opt in/out behavior to UI picking (defaults to opt
out).
- Replace `RayCastPickable` with `MeshPickingCamera` and `Pickable`.
- Remove `SpritePickingPlugin` and `UiPickingPlugin` from
`DefaultPlugins`.

## Testing

Ran some examples.

## Migration Guide

`UiPickingPlugin` and `SpritePickingPlugin` are no longer included in
`DefaultPlugins`. They must be explicitly added.

`RayCastPickable` has been replaced in favor of the `MeshPickingCamera`
and `Pickable` components. You should add them to cameras and entities,
respectively, if you have `MeshPickingSettings::require_markers` set to
`true`.

---------

Co-authored-by: Alice Cecile <alice.i.cecile@gmail.com>
2025-03-18 19:24:43 +00:00
ickshonpe
df1aa39ae4
Use UiRect::all to build the UiRect constants (#18372)
# Objective

Use the const `all` fn to create the UiRect consts instead of setting
the fields individually.
2025-03-17 21:51:11 +00:00
François Mockers
d4906ddad1
Revert "Transform Propagation Optimization: Static Subtree Marking (#18094)" (#18363)
# Objective

- Fixes #18255
- Transform propagation is broken in some cases

## Solution

- Revert #18093

Co-authored-by: Alice Cecile <alice.i.cecile@gmail.com>
2025-03-17 20:01:29 +00:00
Gino Valente
9b32e09551
bevy_reflect: Add clone registrations project-wide (#18307)
# Objective

Now that #13432 has been merged, it's important we update our reflected
types to properly opt into this feature. If we do not, then this could
cause issues for users downstream who want to make use of
reflection-based cloning.

## Solution

This PR is broken into 4 commits:

1. Add `#[reflect(Clone)]` on all types marked `#[reflect(opaque)]` that
are also `Clone`. This is mandatory as these types would otherwise cause
the cloning operation to fail for any type that contains it at any
depth.
2. Update the reflection example to suggest adding `#[reflect(Clone)]`
on opaque types.
3. Add `#[reflect(clone)]` attributes on all fields marked
`#[reflect(ignore)]` that are also `Clone`. This prevents the ignored
field from causing the cloning operation to fail.
   
Note that some of the types that contain these fields are also `Clone`,
and thus can be marked `#[reflect(Clone)]`. This makes the
`#[reflect(clone)]` attribute redundant. However, I think it's safer to
keep it marked in the case that the `Clone` impl/derive is ever removed.
I'm open to removing them, though, if people disagree.
4. Finally, I added `#[reflect(Clone)]` on all types that are also
`Clone`. While not strictly necessary, it enables us to reduce the
generated output since we can just call `Clone::clone` directly instead
of calling `PartialReflect::reflect_clone` on each variant/field. It
also means we benefit from any optimizations or customizations made in
the `Clone` impl, including directly dereferencing `Copy` values and
increasing reference counters.

Along with that change I also took the liberty of adding any missing
registrations that I saw could be applied to the type as well, such as
`Default`, `PartialEq`, and `Hash`. There were hundreds of these to
edit, though, so it's possible I missed quite a few.

That last commit is **_massive_**. There were nearly 700 types to
update. So it's recommended to review the first three before moving onto
that last one.

Additionally, I can break the last commit off into its own PR or into
smaller PRs, but I figured this would be the easiest way of doing it
(and in a timely manner since I unfortunately don't have as much time as
I used to for code contributions).

## Testing

You can test locally with a `cargo check`:

```
cargo check --workspace --all-features
```
2025-03-17 18:32:35 +00:00
ickshonpe
e61b5a1d67
UiRect::AUTO (#18359)
# Objective

Add a `UiRect::AUTO` const which is a `UiRect` with all its edge values
set to `Val::Auto`.

IIRC `UiRect`'s default for its fields a few versions ago was
`Val::Auto` because positions were represented using a `UiRect` and they
required `Val::Auto` as a default. Then when position was split up and
the `UiRect` default was changed, we forgot add a `UiRect::AUTO` const.
2025-03-17 18:24:21 +00:00
ickshonpe
26ea38e4a6
Remove the entity index from the UI phase's sort key (#18273)
# Objective

The sort key for the transparent UI phase is a (float32, u32) pair
consisting of the stack index and the render entity's index.
I guess the render entity index was intended to break ties but it's not
needed as the sort is stable. It also assumes the indices of the render
entities are generated sequentially, which isn't guaranteed.

Fixes the issues with the text wrap example seen in #18266

## Solution

Change the sort key to just use the stack index alone.
2025-03-12 17:11:02 +00:00
newclarityex
ecccd57417
Generic system config (#17962)
# Objective
Prevents duplicate implementation between IntoSystemConfigs and
IntoSystemSetConfigs using a generic, adds a NodeType trait for more
config flexibility (opening the door to implement
https://github.com/bevyengine/bevy/issues/14195?).

## Solution
Followed writeup by @ItsDoot:
https://hackmd.io/@doot/rJeefFHc1x

Removes IntoSystemConfigs and IntoSystemSetConfigs, instead using
IntoNodeConfigs with generics.

## Testing
Pending

---

## Showcase
N/A

## Migration Guide
SystemSetConfigs -> NodeConfigs<InternedSystemSet>
SystemConfigs -> NodeConfigs<ScheduleSystem>
IntoSystemSetConfigs -> IntoNodeConfigs<InternedSystemSet, M>
IntoSystemConfigs -> IntoNodeConfigs<ScheduleSystem, M>

---------

Co-authored-by: Christian Hughes <9044780+ItsDoot@users.noreply.github.com>
Co-authored-by: Alice Cecile <alice.i.cecile@gmail.com>
2025-03-12 00:12:30 +00:00
ickshonpe
a6144e3e5c
extract_text_shadows camera query fix (#17930)
# Objective

`extract_text_shadows` was still using `UiTargetCamera` and
`DefaultUiCamera` for UI camera resolution, which no longer always
selects the right camera.

To see this modify the last lines of the `multiple_windows` example
from:
```rust
    commands.spawn((
        Text::new("First window"),
        node.clone(),
        // Since we are using multiple cameras, we need to specify which camera UI should be rendered to
        UiTargetCamera(first_window_camera),
    ));

    commands.spawn((
        Text::new("Second window"),
        node,
        UiTargetCamera(second_window_camera),
    ));
```
to:
```rust
    commands
        .spawn((
            node.clone(),
            // Since we are using multiple cameras, we need to specify which camera UI should be rendered to
            UiTargetCamera(first_window_camera),
        ))
        .with_child((Text::new("First window"), TextShadow::default()));

    commands
        .spawn((node, UiTargetCamera(second_window_camera)))
        .with_child((Text::new("Second window"), TextShadow::default()));
```

which results in the shadow that is meant to be displayed for the
"Second Window" label instead being written over the first:

<img width="800" alt="first_window_label"
src="https://github.com/user-attachments/assets/2eebccba-5749-4064-bb1c-e4f25ff0baf7">

## Solution
Remove the `UiTargetCamera` query and the `default_camera` parameter
from `extract_text_shadows` and use `UiCameraMap` with
`ComputedNodeTarget` instead.

## Testing
The `multiple_windows` example for this PR has been updated to add text
shadow to the window labels. You should see that it displays the "Second
Window" label's shadow correctly now.
2025-03-10 21:22:14 +00:00
ickshonpe
8980be997e
UiTargetCamera doc comment correction (#18216)
# Objective

As pointed out in #18177 this line in the doc comment for
`UiTargetCamera`:

```
/// Optional if there is only one camera in the world. Required otherwise.
```

Is incorrect, `UiTargetCamera` component is only needed when you want to
display UI nodes using a camera other than the default camera.

## Solution

Change it to:
```
/// Root node's without an explicit [`UiTargetCamera`] will be rendered to the default UI camera,
/// which is either a single camera with the [`IsDefaultUiCamera`] marker component or the highest
/// order camera targeting the primary window.
```
2025-03-09 22:48:52 +00:00
Aevyrie
f22d93c90f
Transform Propagation Optimization: Static Subtree Marking (#18093)
# Objective

- Optimize static scene performance by marking unchanged subtrees.

## Solution

- Mark hierarchy subtrees with dirty bits to avoid transform propagation
where not needed
- This causes a performance regression when spawning many entities, or
when the scene is entirely dynamic.
- This results in massive speedups for largely static scenes.
- In the future we could allow the user to change this behavior, or add
some threshold based on how dynamic the scene is?

## Testing

- Caldera Hotel scene
2025-03-09 19:29:01 +00:00
Zachary Harrold
cc69fdd0c6
Add no_std support to bevy (#17955)
# Objective

- Fixes #15460 (will open new issues for further `no_std` efforts)
- Supersedes #17715

## Solution

- Threaded in new features as required
- Made certain crates optional but default enabled
- Removed `compile-check-no-std` from internal `ci` tool since GitHub CI
can now simply check `bevy` itself now
- Added CI task to check `bevy` on `thumbv6m-none-eabi` to ensure
`portable-atomic` support is still valid [^1]

[^1]: This may be controversial, since it could be interpreted as
implying Bevy will maintain support for `thumbv6m-none-eabi` going
forward. In reality, just like `x86_64-unknown-none`, this is a
[canary](https://en.wiktionary.org/wiki/canary_in_a_coal_mine) target to
make it clear when `portable-atomic` no longer works as intended (fixing
atomic support on atomically challenged platforms). If a PR comes
through and makes supporting this class of platforms impossible, then
this CI task can be removed. I however wager this won't be a problem.

## Testing

- CI

---

## Release Notes

Bevy now has support for `no_std` directly from the `bevy` crate.

Users can disable default features and enable a new `default_no_std`
feature instead, allowing `bevy` to be used in `no_std` applications and
libraries.

```toml
# Bevy for `no_std` platforms
bevy = { version = "0.16", default-features = false, features = ["default_no_std"] }
```

`default_no_std` enables certain required features, such as `libm` and
`critical-section`, and as many optional crates as possible (currently
just `bevy_state`). For atomically-challenged platforms such as the
Raspberry Pi Pico, `portable-atomic` will be used automatically.

For library authors, we recommend depending on `bevy` with
`default-features = false` to allow `std` and `no_std` users to both
depend on your crate. Here are some recommended features a library crate
may want to expose:

```toml
[features]
# Most users will be on a platform which has `std` and can use the more-powerful `async_executor`.
default = ["std", "async_executor"]

# Features for typical platforms.
std = ["bevy/std"]
async_executor = ["bevy/async_executor"]

# Features for `no_std` platforms.
libm = ["bevy/libm"]
critical-section = ["bevy/critical-section"]

[dependencies]
# We disable default features to ensure we don't accidentally enable `std` on `no_std` targets, for example. 
bevy = { version = "0.16", default-features = false }
```

While this is verbose, it gives the maximum control to end-users to
decide how they wish to use Bevy on their platform.

We encourage library authors to experiment with `no_std` support. For
libraries relying exclusively on `bevy` and no other dependencies, it
may be as simple as adding `#![no_std]` to your `lib.rs` and exposing
features as above! Bevy can also provide many `std` types, such as
`HashMap`, `Mutex`, and `Instant` on all platforms. See
`bevy::platform_support` for details on what's available out of the box!

## Migration Guide

- If you were previously relying on `bevy` with default features
disabled, you may need to enable the `std` and `async_executor`
features.
- `bevy_reflect` has had its `bevy` feature removed. If you were relying
on this feature, simply enable `smallvec` and `smol_str` instead.

---------

Co-authored-by: Alice Cecile <alice.i.cecile@gmail.com>
2025-03-07 03:39:46 +00:00
JaySpruce
d6db78b5dd
Replace internal uses of insert_or_spawn_batch (#18035)
## Objective
`insert_or_spawn_batch` is due to be deprecated eventually (#15704), and
removing uses internally will make that easier.

## Solution

Replaced internal uses of `insert_or_spawn_batch` with
`try_insert_batch` (non-panicking variant because
`insert_or_spawn_batch` didn't panic).

All of the internal uses are in rendering code. Since retained rendering
was meant to get rid non-opaque entity IDs, I assume the code was just
using `insert_or_spawn_batch` because `insert_batch` didn't exist and
not because it actually wanted to spawn something. However, I am *not*
confident in my ability to judge rendering code.
2025-03-06 16:16:36 +00:00
Carter Anderson
06cb5c5fd9
Fix Component require() IDE integration (#18165)
# Objective

Component `require()` IDE integration is fully broken, as of #16575.

## Solution

This reverts us back to the previous "put the docs on Component trait"
impl. This _does_ reduce the accessibility of the required components in
rust docs, but the complete erasure of "required component IDE
experience" is not worth the price of slightly increased prominence of
requires in docs.

Additionally, Rust Analyzer has recently started including derive
attributes in suggestions, so we aren't losing that benefit of the
proc_macro attribute impl.
2025-03-06 02:44:47 +00:00
ickshonpe
8a87a51c54
BorderRadius comment fix (#18141)
# Objective

The doc comment for `BorderRadius::resolve_single_corner` returns a
value in physical pixels but the doc comments implies it returns a
logical value.
2025-03-04 08:06:34 +00:00
ickshonpe
912de69cfb
Val::resolve doc comment fix (#18143)
# Objective

Fix the doc comment for `Val::resolve`. It doesn't return a value in
logical pixels unless the inputs are also in logical pixels.
2025-03-03 19:49:52 +00:00
Alice Cecile
2ad5908e58
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.
2025-03-02 19:51:56 +00:00
Carter Anderson
b73811d40e
Remove ChildOf::get and Deref impl (#18080)
# Objective

There are currently three ways to access the parent stored on a ChildOf
relationship:

1. `child_of.parent` (field accessor)
2. `child_of.get()` (get function)
3. `**child_of` (Deref impl)

I will assert that we should only have one (the field accessor), and
that the existence of the other implementations causes confusion and
legibility issues. The deref approach is heinous, and `child_of.get()`
is significantly less clear than `child_of.parent`.

## Solution

Remove `impl Deref for ChildOf` and `ChildOf::get`.

The one "downside" I'm seeing is that:

```rust
entity.get::<ChildOf>().map(ChildOf::get)
```
Becomes this:

```rust
entity.get::<ChildOf>().map(|c| c.parent)
```

I strongly believe that this is worth the increased clarity and
consistency. I'm also not really a huge fan of the "pass function
pointer to map" syntax. I think most people don't think this way about
maps. They think in terms of a function that takes the item in the
Option and returns the result of some action on it.

## Migration Guide

```rust
// Before
**child_of
// After
child_of.parent

// Before
child_of.get()
// After
child_of.parent

// Before
entity.get::<ChildOf>().map(ChildOf::get)
// After
entity.get::<ChildOf>().map(|c| c.parent)
```
2025-02-27 23:11:03 +00:00
Tim Overbeek
ccb7069e7f
Change ChildOf to Childof { parent: Entity} and support deriving Relationship and RelationshipTarget with named structs (#17905)
# Objective

fixes #17896 

## Solution

Change ChildOf ( Entity ) to ChildOf { parent: Entity }

by doing this we also allow users to use named structs for relationship
derives, When you have more than 1 field in a struct with named fields
the macro will look for a field with the attribute #[relationship] and
all of the other fields should implement the Default trait. Unnamed
fields are still supported.

When u have a unnamed struct with more than one field the macro will
fail.
Do we want to support something like this ? 

```rust
 #[derive(Component)]
 #[relationship_target(relationship = ChildOf)]
 pub struct Children (#[relationship] Entity, u8);
```
I could add this, it but doesn't seem nice.
## Testing

crates/bevy_ecs - cargo test


## Showcase


```rust

use bevy_ecs::component::Component;
use bevy_ecs::entity::Entity;

 #[derive(Component)]
 #[relationship(relationship_target = Children)]
 pub struct ChildOf {
     #[relationship]
     pub parent: Entity,
     internal: u8,
 };

 #[derive(Component)]
 #[relationship_target(relationship = ChildOf)]
 pub struct Children {
     children: Vec<Entity>
 };

```

---------

Co-authored-by: Tim Overbeek <oorbecktim@Tims-MacBook-Pro.local>
Co-authored-by: Tim Overbeek <oorbecktim@c-001-001-042.client.nl.eduvpn.org>
Co-authored-by: Tim Overbeek <oorbecktim@c-001-001-059.client.nl.eduvpn.org>
Co-authored-by: Tim Overbeek <oorbecktim@c-001-001-054.client.nl.eduvpn.org>
Co-authored-by: Tim Overbeek <oorbecktim@c-001-001-027.client.nl.eduvpn.org>
2025-02-27 19:22:17 +00:00
ickshonpe
d76c782f39
Remove camera from UiBatch (#17663)
# Objective

A `TransparentUI` phase's items all target the same camera so there is
no need to store the current camera entity in `UiBatch` and ending the
current `UiBatch` on camera changes is pointless as the camera doesn't
change.

## Solution

Remove the `camera` fields from `UiBatch`, `UiShadowsBatch` and
`UiTextureSliceBatch`.
Remove the camera changed check from `prepare_uinodes`.

## Testing
The `multiple_windows` and `split_screen` examples both render UI
elements to multiple cameras and can be used to test these changes.

The UI material plugin already didn't store the camera entity per batch
and worked fine without it.
2025-02-24 20:55:30 +00:00
Zachary Harrold
5241e09671
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>
2025-02-24 03:54:47 +00:00
AlephCubed
5f86668bbb
Renamed EventWriter::send methods to write. (#17977)
Fixes #17856.

## Migration Guide
- `EventWriter::send` has been renamed to `EventWriter::write`.
- `EventWriter::send_batch` has been renamed to
`EventWriter::write_batch`.
- `EventWriter::send_default` has been renamed to
`EventWriter::write_default`.

---------

Co-authored-by: François Mockers <mockersf@gmail.com>
2025-02-23 21:18:52 +00:00
Aevyrie
dba1f7a7b6
Parallel Transform Propagation (#17840)
# Objective

- Make transform propagation faster.

## Solution

- Work sharing worker threads
- Parallel tree traversal excluding leaves
- Second cache friendly wide pass over all leaves
- 3-10x faster than main

## Testing

- Tracy
- Caldera hotel is showing 3-7x faster on my M4 Max. Timing for bevy's
existing transform system shifts wildly run to run, so I don't know that
I would advertise a particular number. But this implementation is faster
in a... statistically significant way.

![image](https://github.com/user-attachments/assets/b4a48fc6-86b8-4b9c-8c5e-5b746c1d163b)

---------

Co-authored-by: Alice Cecile <alice.i.cecile@gmail.com>
Co-authored-by: François Mockers <mockersf@gmail.com>
2025-02-23 20:43:09 +00:00
sam edelsten
7935c7e95f
Update picking docs to include position space (#17859)
# Objective

Add reference to reported position space in picking backend docs.

Fixes #17844 

## Solution

Add explanatory docs to the implementation notes of each picking
backend.

## Testing

`cargo r -p ci -- doc-check` & `cargo r -p ci -- lints`
2025-02-15 19:08:12 +00:00
ickshonpe
5ec59cf0b9
Add NodeImageMode to the UI prelude (#17848)
# Objective

Add `NodeImageMode` to `bevy_ui::prelude`.
2025-02-13 19:48:45 +00:00
ickshonpe
98dcee2853
UI text extraction refactor (#17805)
## Objective

There's no need for the `span_index` and `color` variables in
`extract_text_shadows` and `extract_text_sections` and we can remove one
of the span index comparisons since text colors are only set per
section.

## Testing

<img width="454" alt="trace"
src="https://github.com/user-attachments/assets/3109d1df-0817-46c2-9889-0459ac93a42c"
/>
2025-02-11 22:18:47 +00:00
sam edelsten
5eff6e80e1
Add relative position reporting to UI picking (#17681)
# Objective

Add position reporting to `HitData` sent from the UI picking backend.

## Solution

Add the computed normalized relative cursor position to `hit_data`
alongside the `Entity`.

The position reported in `HitData` is normalized relative to the node,
with `(0.,0.,0.)` at the top left and `(1., 1., 0.)` in the bottom
right. Coordinates are relative to the entire node, not just the visible
region.

`HitData` needs a `Vec3` so I just extended with 0.0. I considered
inserting the `depth` here but thought it would be redundant.

I also considered putting the screen space position in the `normal`
field of `HitData`, but that would require renaming of the field or a
separate data structure.

## Testing

Tested with mouse on X11 with entities that have `Node` components.

---

## Showcase

```rs
// Get click position relative to node
fn hit_position(trigger: Trigger<Pointer<Click>>) {
    let hit_pos = trigger.event.hit.position.expect("no position");
    info!("{}", hit_pos);
}
```

---------

Co-authored-by: Alice Cecile <alice.i.cecile@gmail.com>
2025-02-11 18:38:13 +00:00
ickshonpe
359cd432c0
UI clipping update function comments fix (#17785)
# Objective
Fix for the comments for the clipping rects update function which
references `Overflow` variants that no longer exist.
2025-02-10 22:35:12 +00:00
ickshonpe
300fe4db4d
Store UI render target info locally per node (#17579)
# Objective

It's difficult to understand or make changes to the UI systems because
of how each system needs to individually track changes to scale factor,
windows and camera targets in local hashmaps, particularly for new
contributors. Any major change inevitably introduces new scale factor
bugs.

Instead of per-system resolution we can resolve the camera target info
for all UI nodes in a system at the start of `PostUpdate` and then store
it per-node in components that can be queried with change detection.

Fixes #17578
Fixes #15143

## Solution

Store the UI render target's data locally per node in a component that
is updated in `PostUpdate` before any other UI systems run.

This component can be then be queried with change detection so that UI
systems no longer need to have knowledge of cameras and windows and
don't require fragile custom change detection solutions using local
hashmaps.

## Showcase
Compare `measure_text_system` from main (which has a bug the causes it
to use the wrong scale factor when a node's camera target changes):
```
pub fn measure_text_system(
    mut scale_factors_buffer: Local<EntityHashMap<f32>>,
    mut last_scale_factors: Local<EntityHashMap<f32>>,
    fonts: Res<Assets<Font>>,
    camera_query: Query<(Entity, &Camera)>,
    default_ui_camera: DefaultUiCamera,
    ui_scale: Res<UiScale>,
    mut text_query: Query<
        (
            Entity,
            Ref<TextLayout>,
            &mut ContentSize,
            &mut TextNodeFlags,
            &mut ComputedTextBlock,
            Option<&UiTargetCamera>,
        ),
        With<Node>,
    >,
    mut text_reader: TextUiReader,
    mut text_pipeline: ResMut<TextPipeline>,
    mut font_system: ResMut<CosmicFontSystem>,
) {
    scale_factors_buffer.clear();

    let default_camera_entity = default_ui_camera.get();

    for (entity, block, content_size, text_flags, computed, maybe_camera) in &mut text_query {
        let Some(camera_entity) = maybe_camera
            .map(UiTargetCamera::entity)
            .or(default_camera_entity)
        else {
            continue;
        };
        let scale_factor = match scale_factors_buffer.entry(camera_entity) {
            Entry::Occupied(entry) => *entry.get(),
            Entry::Vacant(entry) => *entry.insert(
                camera_query
                    .get(camera_entity)
                    .ok()
                    .and_then(|(_, c)| c.target_scaling_factor())
                    .unwrap_or(1.0)
                    * ui_scale.0,
            ),
        };

        if last_scale_factors.get(&camera_entity) != Some(&scale_factor)
            || computed.needs_rerender()
            || text_flags.needs_measure_fn
            || content_size.is_added()
        {
            create_text_measure(
                entity,
                &fonts,
                scale_factor.into(),
                text_reader.iter(entity),
                block,
                &mut text_pipeline,
                content_size,
                text_flags,
                computed,
                &mut font_system,
            );
        }
    }
    core::mem::swap(&mut *last_scale_factors, &mut *scale_factors_buffer);
}
```

with `measure_text_system` from this PR (which always uses the correct
scale factor):
```
pub fn measure_text_system(
    fonts: Res<Assets<Font>>,
    mut text_query: Query<
        (
            Entity,
            Ref<TextLayout>,
            &mut ContentSize,
            &mut TextNodeFlags,
            &mut ComputedTextBlock,
            Ref<ComputedNodeTarget>,
        ),
        With<Node>,
    >,
    mut text_reader: TextUiReader,
    mut text_pipeline: ResMut<TextPipeline>,
    mut font_system: ResMut<CosmicFontSystem>,
) {
    for (entity, block, content_size, text_flags, computed, computed_target) in &mut text_query {
        // Note: the ComputedTextBlock::needs_rerender bool is cleared in create_text_measure().
        if computed_target.is_changed()
            || computed.needs_rerender()
            || text_flags.needs_measure_fn
            || content_size.is_added()
        {
            create_text_measure(
                entity,
                &fonts,
                computed_target.scale_factor.into(),
                text_reader.iter(entity),
                block,
                &mut text_pipeline,
                content_size,
                text_flags,
                computed,
                &mut font_system,
            );
        }
    }
}
```

## Testing

I removed an alarming number of tests from the `layout` module but they
were mostly to do with the deleted camera synchronisation logic. The
remaining tests should all pass now.

The most relevant examples are `multiple_windows` and `split_screen`,
the behaviour of both should be unchanged from main.

---------

Co-authored-by: UkoeHB <37489173+UkoeHB@users.noreply.github.com>
Co-authored-by: Alice Cecile <alice.i.cecile@gmail.com>
2025-02-10 07:27:58 +00:00
Carter Anderson
ea578415e1
Improved Spawn APIs and Bundle Effects (#17521)
## Objective

A major critique of Bevy at the moment is how boilerplatey it is to
compose (and read) entity hierarchies:

```rust
commands
    .spawn(Foo)
    .with_children(|p| {
        p.spawn(Bar).with_children(|p| {
            p.spawn(Baz);
        });
        p.spawn(Bar).with_children(|p| {
            p.spawn(Baz);
        });
    });
```

There is also currently no good way to statically define and return an
entity hierarchy from a function. Instead, people often do this
"internally" with a Commands function that returns nothing, making it
impossible to spawn the hierarchy in other cases (direct World spawns,
ChildSpawner, etc).

Additionally, because this style of API results in creating the
hierarchy bits _after_ the initial spawn of a bundle, it causes ECS
archetype changes (and often expensive table moves).

Because children are initialized after the fact, we also can't count
them to pre-allocate space. This means each time a child inserts itself,
it has a high chance of overflowing the currently allocated capacity in
the `RelationshipTarget` collection, causing literal worst-case
reallocations.

We can do better!

## Solution

The Bundle trait has been extended to support an optional
`BundleEffect`. This is applied directly to World immediately _after_
the Bundle has fully inserted. Note that this is
[intentionally](https://github.com/bevyengine/bevy/discussions/16920)
_not done via a deferred Command_, which would require repeatedly
copying each remaining subtree of the hierarchy to a new command as we
walk down the tree (_not_ good performance).

This allows us to implement the new `SpawnRelated` trait for all
`RelationshipTarget` impls, which looks like this in practice:

```rust
world.spawn((
    Foo,
    Children::spawn((
        Spawn((
            Bar,
            Children::spawn(Spawn(Baz)),
        )),
        Spawn((
            Bar,
            Children::spawn(Spawn(Baz)),
        )),
    ))
))
```

`Children::spawn` returns `SpawnRelatedBundle<Children, L:
SpawnableList>`, which is a `Bundle` that inserts `Children`
(preallocated to the size of the `SpawnableList::size_hint()`).
`Spawn<B: Bundle>(pub B)` implements `SpawnableList` with a size of 1.
`SpawnableList` is also implemented for tuples of `SpawnableList` (same
general pattern as the Bundle impl).

There are currently three built-in `SpawnableList` implementations:

```rust
world.spawn((
    Foo,
    Children::spawn((
        Spawn(Name::new("Child1")),   
        SpawnIter(["Child2", "Child3"].into_iter().map(Name::new),
        SpawnWith(|parent: &mut ChildSpawner| {
            parent.spawn(Name::new("Child4"));
            parent.spawn(Name::new("Child5"));
        })
    )),
))
```

We get the benefits of "structured init", but we have nice flexibility
where it is required!

Some readers' first instinct might be to try to remove the need for the
`Spawn` wrapper. This is impossible in the Rust type system, as a tuple
of "child Bundles to be spawned" and a "tuple of Components to be added
via a single Bundle" is ambiguous in the Rust type system. There are two
ways to resolve that ambiguity:

1. By adding support for variadics to the Rust type system (removing the
need for nested bundles). This is out of scope for this PR :)
2. Using wrapper types to resolve the ambiguity (this is what I did in
this PR).

For the single-entity spawn cases, `Children::spawn_one` does also
exist, which removes the need for the wrapper:

```rust
world.spawn((
    Foo,
    Children::spawn_one(Bar),
))
```

## This works for all Relationships

This API isn't just for `Children` / `ChildOf` relationships. It works
for any relationship type, and they can be mixed and matched!

```rust
world.spawn((
    Foo,
    Observers::spawn((
        Spawn(Observer::new(|trigger: Trigger<FuseLit>| {})),
        Spawn(Observer::new(|trigger: Trigger<Exploded>| {})),
    )),
    OwnerOf::spawn(Spawn(Bar))
    Children::spawn(Spawn(Baz))
))
```

## Macros

While `Spawn` is necessary to satisfy the type system, we _can_ remove
the need to express it via macros. The example above can be expressed
more succinctly using the new `children![X]` macro, which internally
produces `Children::spawn(Spawn(X))`:

```rust
world.spawn((
    Foo,
    children![
        (
            Bar,
            children![Baz],
        ),
        (
            Bar,
            children![Baz],
        ),
    ]
))
```

There is also a `related!` macro, which is a generic version of the
`children!` macro that supports any relationship type:

```rust
world.spawn((
    Foo,
    related!(Children[
        (
            Bar,
            related!(Children[Baz]),
        ),
        (
            Bar,
            related!(Children[Baz]),
        ),
    ])
))
```

## Returning Hierarchies from Functions

Thanks to these changes, the following pattern is now possible:

```rust
fn button(text: &str, color: Color) -> impl Bundle {
    (
        Node {
            width: Val::Px(300.),
            height: Val::Px(100.),
            ..default()
        },
        BackgroundColor(color),
        children![
            Text::new(text),
        ]
    )
}

fn ui() -> impl Bundle {
    (
        Node {
            width: Val::Percent(100.0),
            height: Val::Percent(100.0),
            ..default(),
        },
        children![
            button("hello", BLUE),
            button("world", RED),
        ]
    )
}

// spawn from a system
fn system(mut commands: Commands) {
    commands.spawn(ui());
}

// spawn directly on World
world.spawn(ui());
```

## Additional Changes and Notes

* `Bundle::from_components` has been split out into
`BundleFromComponents::from_components`, enabling us to implement
`Bundle` for types that cannot be "taken" from the ECS (such as the new
`SpawnRelatedBundle`).
* The `NoBundleEffect` trait (which implements `BundleEffect`) is
implemented for empty tuples (and tuples of empty tuples), which allows
us to constrain APIs to only accept bundles that do not have effects.
This is critical because the current batch spawn APIs cannot efficiently
apply BundleEffects in their current form (as doing so in-place could
invalidate the cached raw pointers). We could consider allocating a
buffer of the effects to be applied later, but that does have
performance implications that could offset the balance and value of the
batched APIs (and would likely require some refactors to the underlying
code). I've decided to be conservative here. We can consider relaxing
that requirement on those APIs later, but that should be done in a
followup imo.
* I've ported a few examples to illustrate real-world usage. I think in
a followup we should port all examples to the `children!` form whenever
possible (and for cases that require things like SpawnIter, use the raw
APIs).
* Some may ask "why not use the `Relationship` to spawn (ex:
`ChildOf::spawn(Foo)`) instead of the `RelationshipTarget` (ex:
`Children::spawn(Spawn(Foo))`)?". That _would_ allow us to remove the
`Spawn` wrapper. I've explicitly chosen to disallow this pattern.
`Bundle::Effect` has the ability to create _significant_ weirdness.
Things in `Bundle` position look like components. For example
`world.spawn((Foo, ChildOf::spawn(Bar)))` _looks and reads_ like Foo is
a child of Bar. `ChildOf` is in Foo's "component position" but it is not
a component on Foo. This is a huge problem. Now that `Bundle::Effect`
exists, we should be _very_ principled about keeping the "weird and
unintuitive behavior" to a minimum. Things that read like components
_should be the components they appear to be".

## Remaining Work

* The macros are currently trivially implemented using macro_rules and
are currently limited to the max tuple length. They will require a
proc_macro implementation to work around the tuple length limit.

## Next Steps

* Port the remaining examples to use `children!` where possible and raw
`Spawn` / `SpawnIter` / `SpawnWith` where the flexibility of the raw API
is required.

## Migration Guide

Existing spawn patterns will continue to work as expected.

Manual Bundle implementations now require a `BundleEffect` associated
type. Exisiting bundles would have no bundle effect, so use `()`.
Additionally `Bundle::from_components` has been moved to the new
`BundleFromComponents` trait.

```rust
// Before
unsafe impl Bundle for X {
    unsafe fn from_components<T, F>(ctx: &mut T, func: &mut F) -> Self {
    }
    /* remaining bundle impl here */
}

// After
unsafe impl Bundle for X {
    type Effect = ();
    /* remaining bundle impl here */
}

unsafe impl BundleFromComponents for X {
    unsafe fn from_components<T, F>(ctx: &mut T, func: &mut F) -> Self {
    }
}
```

---------

Co-authored-by: Alice Cecile <alice.i.cecile@gmail.com>
Co-authored-by: Gino Valente <49806985+MrGVSV@users.noreply.github.com>
Co-authored-by: Emerson Coskey <emerson@coskey.dev>
2025-02-09 23:32:56 +00:00
François Mockers
7400e7adfd
Cleanup publish process (#17728)
# Objective

- publish script copy the license files to all subcrates, meaning that
all publish are dirty. this breaks git verification of crates
- the order and list of crates to publish is manually maintained,
leading to error. cargo 1.84 is more strict and the list is currently
wrong

## Solution

- duplicate all the licenses to all crates and remove the
`--allow-dirty` flag
- instead of a manual list of crates, get it from `cargo package
--workspace`
- remove the `--no-verify` flag to... verify more things?
2025-02-09 17:46:19 +00:00
ickshonpe
6ed3c3274f
Missing UI glpyhs fix (#17729)
# Objective

Fixes #17718

## Solution

Schedule `text_system` before `AssetEvents`.

I guess what was happening here is that glyphs weren't shown because
`text_system` was running before `AssetEevents` and so `prepare_uinodes`
never recieves the the asset modified event about the glyph texture
atlas image.
2025-02-07 19:41:18 +00:00
Sludge
989f547080
Weak handle migration (#17695)
# Objective

- Make use of the new `weak_handle!` macro added in
https://github.com/bevyengine/bevy/pull/17384

## Solution

- Migrate bevy from `Handle::weak_from_u128` to the new `weak_handle!`
macro that takes a random UUID
- Deprecate `Handle::weak_from_u128`, since there are no remaining use
cases that can't also be addressed by constructing the type manually

## Testing

- `cargo run -p ci -- test`

---

## Migration Guide

Replace `Handle::weak_from_u128` with `weak_handle!` and a random UUID.
2025-02-05 22:44:20 +00:00
ickshonpe
03ec6441a7
Basic UI text shadows (#17559)
# Objective

Basic `TextShadow` support. 

## Solution

New `TextShadow` component with `offset` and `color` fields. Just insert
it on a `Text` node to add a shadow.
New system `extract_text_shadows` handles rendering.

It's not "real" shadows just the text redrawn with an offset and a
different colour. Blur-radius support will need changes to the shaders
and be a lot more complicated, whereas this still looks okay and took a
couple of minutes to implement.

I added the `TextShadow` component to `bevy_ui` rather than `bevy_text`
because it only supports the UI atm.
We can add a `Text2d` version in a followup but getting the same effect
in `Text2d` is trivial even without official support.

---

## Showcase

<img width="122" alt="text_shadow"
src="https://github.com/user-attachments/assets/0333d167-c507-4262-b93b-b6d39e2cf3a4"
/>
<img width="136" alt="g"
src="https://github.com/user-attachments/assets/9b01d5d9-55c9-4af7-9360-a7b04f55944d"
/>
2025-02-05 19:29:37 +00:00
ickshonpe
6be11a8a42
Change GhostNode into a unit type (#17692)
# Objective

The feature gates for the `UiChildren` and `UiRootNodes` system params
make the unconstructable `GhostNode` `PhantomData` trick redundant.


## Solution

Remove the `GhostNode::new` method and change `GhostNode` into a unit
struct.

## Testing

```cargo run --example ghost_nodes```

still works
2025-02-05 18:44:37 +00:00
Rob Parrett
adcc80c43d
Improve TextSpan docs (#17415)
# Objective

Our
[`TextSpan`](https://docs.rs/bevy/latest/bevy/prelude/struct.TextSpan.html)
docs include a code example that does not actually "work." The code
silently does not render anything, and the `Text*Writer` helpers fail.

This seems to be by design, because we can't use `Text` or `Text2d` from
`bevy_ui` or `bevy_sprite` within docs in `bevy_text`. (Correct me if I
am wrong)

I have seen multiple users confused by these docs.

Also fixes #16794

## Solution

Remove the code example from `TextSpan`, and instead encourage users to
seek docs on `Text` or `Text2d`.

Add examples with nested `TextSpan`s in those areas.
2025-02-03 21:36:52 +00:00
ickshonpe
f62775235d
Revert #17631 (#17660)
# Objective

Revert #17631

After some more experimentation, realised it's not the right approach.
2025-02-03 19:01:15 +00:00
Erick Z
416100a253
Fixing ValArithmeticError typo and unused variant (#17597)
# Objective

- `ValArithmeticError` contains a typo, and one of it's variants is not
used

## Solution

- Rename `NonEvaluateable::NonEvaluateable ` variant to
`NonEvaluateable::NonEvaluable`.
- Remove variant `ValArithmeticError:: NonIdenticalVariants`.

## Testing

- `cargo run -p ci`

---

## Migration Guide


- `ValArithmeticError::NonEvaluateable` has been renamed to
`NonEvaluateable::NonEvaluable`
- `ValArithmeticError::NonIdenticalVariants ` has been removed
2025-02-02 15:10:14 +00:00
ickshonpe
89a1c49377
Fix Taffy viewport node leaks (#17596)
# Objective

For most UI node entities there's a 1-to-1 mapping from the entity to
its associated Taffy node. Root UI nodes are an exception though, their
corresponding Taffy node in the Taffy tree is also given a parent that
represents the viewport. These viewport Taffy nodes are not removed when
a root UI node is despawned.

Parenting of an existing root UI node with an associated viewport Taffy
node also results in the leak of the viewport node.

These tests fail if added to the `layout` module's tests on the main
branch:

```rust
    #[test]
    fn no_viewport_node_leak_on_root_despawned() {
        let (mut world, mut ui_schedule) = setup_ui_test_world();

        let ui_root_entity = world.spawn(Node::default()).id();

        // The UI schedule synchronizes Bevy UI's internal `TaffyTree` with the
        // main world's tree of `Node` entities.
        ui_schedule.run(&mut world);

        // Two taffy nodes are added to the internal `TaffyTree` for each root UI entity.
        // An implicit taffy node representing the viewport and a taffy node corresponding to the
        // root UI entity which is parented to the viewport taffy node.
        assert_eq!(
            world.resource_mut::<UiSurface>().taffy.total_node_count(),
            2
        );

        world.despawn(ui_root_entity);

        // The UI schedule removes both the taffy node corresponding to `ui_root_entity` and its
        // parent viewport node.
        ui_schedule.run(&mut world);

        // Both taffy nodes should now be removed from the internal `TaffyTree`
        assert_eq!(
            world.resource_mut::<UiSurface>().taffy.total_node_count(),
            0
        );
    }

    #[test]
    fn no_viewport_node_leak_on_parented_root() {
        let (mut world, mut ui_schedule) = setup_ui_test_world();

        let ui_root_entity_1 = world.spawn(Node::default()).id();
        let ui_root_entity_2 = world.spawn(Node::default()).id();

        ui_schedule.run(&mut world);

        // There are two UI root entities. Each root taffy node is given it's own viewport node parent,
        // so a total of four taffy nodes are added to the `TaffyTree` by the UI schedule.
        assert_eq!(
            world.resource_mut::<UiSurface>().taffy.total_node_count(),
            4
        );

        // Parent `ui_root_entity_2` onto `ui_root_entity_1` so now only `ui_root_entity_1` is a
        // UI root entity.
        world
            .entity_mut(ui_root_entity_1)
            .add_child(ui_root_entity_2);

        // Now there is only one root node so the second viewport node is removed by
        // the UI schedule.
        ui_schedule.run(&mut world);

        // There is only one viewport node now, so the `TaffyTree` contains 3 nodes in total.
        assert_eq!(
            world.resource_mut::<UiSurface>().taffy.total_node_count(),
            3
        );
    }
```

Fixes #17594

## Solution

Change the `UiSurface::entity_to_taffy` to map to `LayoutNode`s. A
`LayoutNode` has a `viewport_id: Option<taffy::NodeId>` field which is
the id of the corresponding implicit "viewport" node if the node is a
root UI node, otherwise it is `None`. When removing or parenting nodes
this field is checked and the implicit viewport node is removed if
present.

## Testing

There are two new tests in `bevy_ui::layout::tests` included with this
PR:
* `no_viewport_node_leak_on_root_despawned`
* `no_viewport_node_leak_on_parented_root`
2025-02-02 15:03:10 +00:00
ickshonpe
74acb95ed3
anti-alias outside the edges of UI nodes, not across them (#17631)
# Objective

Fixes #17561

## Solution

The anti-aliasing function used by the UI fragment shader is this:
```wgsl
fn antialias(distance: f32) -> f32 {
    return saturate(0.5 - distance);      // saturate clamps between 0 and 1
}
```
The returned value is multiplied with the alpha channel value to get the
anti-aliasing effect.

The `distance` is a signed distance value. A positive `distance` means
we are outside the shape we're drawing and a negative `distance` means
we are on the inside.

So with `distance` at `0` (on the edge of the shape):
```
antialias(0) = saturate(0.5 - 0) = saturate(0.5) = 0.5
```
but we want it to be `1` at this point, so the entire interior of the
shape is given a solid colour, and then decrease as the signed distance
increases.

So in this PR we change it to:
```wgsl
fn antialias(distance: f32) -> f32 {
    return saturate(1. - distance);
}
```
Then:
```
antialias(-0.5) = saturate(1 - (-1)) = saturate(2) = 1
antialias(1) = saturate(1 - 0) = 1
antialias(0.5) = saturate(1 - 0.5) = 0.5
antialias(1) = saturate(1 - 1) = 0
```
as desired.

## Testing

```cargo run --example button```

On main:
<img width="400" alt="bleg" src="https://github.com/user-attachments/assets/314994cb-4529-479d-b179-18e5c25f75bc" />

With this PR:
<img width="400" alt="bbwhite" src="https://github.com/user-attachments/assets/072f481d-8b67-4fae-9a5f-765090d1713f" />

Modified the `button` example to draw a white background to make the bleeding more obvious.
2025-02-02 14:44:31 +00:00
ickshonpe
ba1b0092e5
Extract UI nodes into a Vec (#17618)
# Objective

Extract UI nodes into a `Vec` instead of an `EntityHashMap`.

## Solution

Extract UI nodes into a `Vec` instead of an `EntityHashMap`.
Store an index into the `Vec` in each transparent UI item.
Compare both the index and render entity in prepare so there aren't any
collisions.

## Showcase

Yellow this PR, Red main

```
cargo run --example many_buttons --release --features trace_tracy
```

`extract_uinode_background_colors`
<img width="448" alt="extract_uinode_background_colors"
src="https://github.com/user-attachments/assets/09c0f434-ab4f-4c0f-956a-cf31e9060061"
/>

`extract_uinode_images`
<img width="587" alt="extract_uinode_images"
src="https://github.com/user-attachments/assets/43246d7f-d22c-46d0-9a07-7e13d5379f56"
/>

`prepare_uinodes`
<img width="441" alt="prepare_uinodes_vec"
src="https://github.com/user-attachments/assets/cc9a7eac-60e9-42fa-8093-bce833a1c153"
/>
2025-01-30 23:25:07 +00:00
Jean Mertz
6bda03cc08
chore: impl PartialEq for bevy_ui::Text and bevy_text::TextColor (#17606)
Adding these allows using `DetectChangesMut::set_if_neq` to only update
the values when needed. Currently you need to get the inner values first
(`String` and `Color`), to do any equality checks.

---------

Signed-off-by: Jean Mertz <git@jeanmertz.com>
2025-01-30 04:47:29 +00:00
ickshonpe
d4356062bf
UiSurface::upsert_node refactor (#8831)
# Objective

Simplify the `UiSurface::upsert_node` method by directly matching on
HashMap entry states.
2025-01-28 18:05:59 +00:00
ickshonpe
5bbcf646a7
Improved UI camera mapping (#17244)
# Objective

Two more optimisations for UI extraction:
* We only need to query for the camera's render entity when the target
camera changes. If the target camera is the same as for the previous UI
node we can use the previous render entity.
* The cheap checks for visibility and zero size should be performed
first before the camera queries.

## Solution
Add a new system param `UiCameraMap` that resolves the correct render
camera entity and only queries when necessary.

<img width="506" alt="tracee"
src="https://github.com/user-attachments/assets/f57d1e0d-f3a7-49ee-8287-4f01ffc8ba24"
/>

I don't like the `UiCameraMap` + `UiCameraMapper` implementation very
much, maybe someone else can suggest a better construction.

This is partly motivated by #16942 which adds further indirection and
these changes would ameliorate that performance regression.
2025-01-28 18:05:00 +00:00
ickshonpe
a80263a5bf
no-camera many_buttons argument, only emit UI camera warnings once (#17557)
# Objective

* Add a `no-camera` argument to the `many_buttons` stress test example.
* Only emit the UI "no camera found" warnings once.
2025-01-28 18:04:52 +00:00
Luc
51bb4f08a9
expose OverflowAxis::Hidden as Overflow functions (#17528)
# Objective
expose `OverflowAxis::Hidden` as functions of `Overflow`, just as it is
done for `OverflowAxis::Hidden` and `OverflowAxis::Scroll`.
2025-01-28 05:34:50 +00:00
ickshonpe
c0ccc87738
UI material border radius (#15171)
# Objective

I wrote a box shadow UI material naively thinking I could use the border
widths attribute to hold the border radius but it
doesn't work as the border widths are automatically set in the
extraction function. Need to send border radius to the shader seperately
for it to be viable.

## Solution

Add a `border_radius` vertex attribute to the ui material.

This PR also removes the normalization of border widths for custom UI
materials. The regular UI shader doesn't do this so it's a bit confusing
and means you can't use the logic from `ui.wgsl` in your custom UI
materials.

## Testing / Showcase

Made a change to the `ui_material` example to display border radius:

```cargo run --example ui_material```

<img width="569" alt="corners" src="https://github.com/user-attachments/assets/36412736-a9ee-4042-aadd-68b9cafb17cb" />
2025-01-28 04:54:48 +00:00
Predko Silvestr
deb135c25c
Proportional scaling for the sprite's texture. (#17258)
# Objective

Bevy sprite image mode lacks proportional scaling for the underlying
texture. In many cases, it's required. For example, if it is desired to
support a wide variety of screens with a single texture, it's okay to
cut off some portion of the original texture.

## Solution

I added scaling of the texture during the preparation step. To fill the
sprite with the original texture, I scaled UV coordinates accordingly to
the sprite size aspect ratio and texture size aspect ratio. To fit
texture in a sprite the original `quad` is scaled and then the
additional translation is applied to place the scaled quad properly.


## Testing

For testing purposes could be used `2d/sprite_scale.rs`. Also, I am
thinking that it would be nice to have some tests for a
`crates/bevy_sprite/src/render/mod.rs:sprite_scale`.

---

## Showcase

<img width="1392" alt="image"
src="https://github.com/user-attachments/assets/c2c37b96-2493-4717-825f-7810d921b4bc"
/>
2025-01-24 18:24:02 +00:00
ickshonpe
e459dd94ec
Replace checks for empty uinodes (#17520)
# Objective

The `is_empty` checks that are meant to stop zero-sized uinodes from
being extracted are missing from `extract_uinode_background_colors`,
`extract_uinode_images` and `extract_ui_material_nodes`.

## Solution

Put them back.
2025-01-24 05:38:20 +00:00
Zachary Harrold
9bc0ae33c3
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.
2025-01-23 16:46:08 +00:00
ickshonpe
dd2d84b342
Remove ViewVisibility from UI nodes (#17405)
# Objective

The UI can only target a single view and doesn't support `RenderLayers`,
so there doesn't seem to be any need for UI nodes to require
`ViewVisibility` and `VisibilityClass`.

Fixes #17400

## Solution

Remove the `ViewVisibility` and `VisibilityClass` component requires
from `Node` and change the visibility queries to only query for
`InheritedVisibility`.

## Testing

```cargo run --example many_buttons --release --features "trace_tracy"```

Yellow is this PR, red is main.

`bevy_render::view::visibility::reset_view_visibility`
<img width="531" alt="reset-view" src="https://github.com/user-attachments/assets/a44b215d-96bf-43ec-8669-31530ff98eae" />

`bevy_render::view::visibility::check_visibility`
<img width="445" alt="view_visibility" src="https://github.com/user-attachments/assets/fa111757-da91-434d-88e4-80bdfa29374f" />
2025-01-23 05:26:10 +00:00
ickshonpe
434bbe6027
flex_basis doc comment fix (#17502)
# Objective

The doc comment for `Node::flex_basis` which refers to a`size` field
that was replaced by individual `width` and `height` fields sometime
ago.

## Solution

Refer to the individual fields instead.
2025-01-23 02:48:01 +00:00
Alice Cecile
44ad3bf62b
Move Resource trait to its own file (#17469)
# Objective

`bevy_ecs`'s `system` module is something of a grab bag, and *very*
large. This is particularly true for the `system_param` module, which is
more than 2k lines long!

While it could be defensible to put `Res` and `ResMut` there (lol no
they're in change_detection.rs, obviously), it doesn't make any sense to
put the `Resource` trait there. This is confusing to navigate (and
painful to work on and review).

## Solution

- Create a root level `bevy_ecs/resource.rs` module to mirror
`bevy_ecs/component.rs`
- move the `Resource` trait to that module
- move the `Resource` derive macro to that module as well (Rust really
likes when you pun on the names of the derive macro and trait and put
them in the same path)
- fix all of the imports

## Notes to reviewers

- We could probably move more stuff into here, but I wanted to keep this
PR as small as possible given the absurd level of import changes.
- This PR is ground work for my upcoming attempts to store resource data
on components (resources-as-entities). Splitting this code out will make
the work and review a bit easier, and is the sort of overdue refactor
that's good to do as part of more meaningful work.

## Testing

cargo build works!

## Migration Guide

`bevy_ecs::system::Resource` has been moved to
`bevy_ecs::resource::Resource`.
2025-01-21 19:47:08 +00:00
Carter Anderson
ba5e71f53d
Parent -> ChildOf (#17427)
Fixes #17412

## Objective

`Parent` uses the "has a X" naming convention. There is increasing
sentiment that we should use the "is a X" naming convention for
relationships (following #17398). This leaves `Children` as-is because
there is prevailing sentiment that `Children` is clearer than `ParentOf`
in many cases (especially when treating it like a collection).

This renames `Parent` to `ChildOf`.

This is just the implementation PR. To discuss the path forward, do so
in #17412.

## Migration Guide

- The `Parent` component has been renamed to `ChildOf`.
2025-01-20 22:13:29 +00:00
Hexroll by Pen, Dice & Paper
15facbb964
Fixing ui antialiasing clamp call parameters order (#14970) (#17456)
# Objective

Fixes #14970

## Solution

It seems the clamp call in `ui.wgsl` had the parameters order incorrect.

## Testing

Tested using examples/ui in native and my current project in wasm - both
in linux.
Could use some help with testing in other platforms.

---
2025-01-20 21:31:20 +00:00
Alice Cecile
5a9bc28502
Support non-Vec data structures in relations (#17447)
# Objective

The existing `RelationshipSourceCollection` uses `Vec` as the only
possible backing for our relationships. While a reasonable choice,
benchmarking use cases might reveal that a different data type is better
or faster.

For example:

- Not all relationships require a stable ordering between the
relationship sources (i.e. children). In cases where we a) have many
such relations and b) don't care about the ordering between them, a hash
set is likely a better datastructure than a `Vec`.
- The number of children-like entities may be small on average, and a
`smallvec` may be faster

## Solution

- Implement `RelationshipSourceCollection` for `EntityHashSet`, our
custom entity-optimized `HashSet`.
-~~Implement `DoubleEndedIterator` for `EntityHashSet` to make things
compile.~~
   -  This implementation was cursed and very surprising.
- Instead, by moving the iterator type on `RelationshipSourceCollection`
from an erased RPTIT to an explicit associated type we can add a trait
bound on the offending methods!
- Implement `RelationshipSourceCollection` for `SmallVec`

## Testing

I've added a pair of new tests to make sure this pattern compiles
successfully in practice!

## Migration Guide

`EntityHashSet` and `EntityHashMap` are no longer re-exported in
`bevy_ecs::entity` directly. If you were not using `bevy_ecs` / `bevy`'s
`prelude`, you can access them through their now-public modules,
`hash_set` and `hash_map` instead.

## Notes to reviewers

The `EntityHashSet::Iter` type needs to be public for this impl to be
allowed. I initially renamed it to something that wasn't ambiguous and
re-exported it, but as @Victoronz pointed out, that was somewhat
unidiomatic.

In
1a8564898f,
I instead made the `entity_hash_set` public (and its `entity_hash_set`)
sister public, and removed the re-export. I prefer this design (give me
module docs please), but it leads to a lot of churn in this PR.

Let me know which you'd prefer, and if you'd like me to split that
change out into its own micro PR.
2025-01-20 21:26:08 +00:00
ickshonpe
adc33b5108
Rename TargetCamera to UiTargetCamera (#17403)
# Objective

It's not immediately obvious that `TargetCamera` only works with UI node
entities. It's natural to assume from looking at something like the
`multiple_windows` example that it will work with everything.

## Solution

Rename `TargetCamera` to `UiTargetCamera`.

## Migration Guide

`TargetCamera` has been renamed to `UiTargetCamera`.
2025-01-19 19:56:57 +00:00
Carter Anderson
21f1e3045c
Relationships (non-fragmenting, one-to-many) (#17398)
This adds support for one-to-many non-fragmenting relationships (with
planned paths for fragmenting and non-fragmenting many-to-many
relationships). "Non-fragmenting" means that entities with the same
relationship type, but different relationship targets, are not forced
into separate tables (which would cause "table fragmentation").

Functionally, this fills a similar niche as the current Parent/Children
system. The biggest differences are:

1. Relationships have simpler internals and significantly improved
performance and UX. Commands and specialized APIs are no longer
necessary to keep everything in sync. Just spawn entities with the
relationship components you want and everything "just works".
2. Relationships are generalized. Bevy can provide additional built in
relationships, and users can define their own.

**REQUEST TO REVIEWERS**: _please don't leave top level comments and
instead comment on specific lines of code. That way we can take
advantage of threaded discussions. Also dont leave comments simply
pointing out CI failures as I can read those just fine._

## Built on top of what we have

Relationships are implemented on top of the Bevy ECS features we already
have: components, immutability, and hooks. This makes them immediately
compatible with all of our existing (and future) APIs for querying,
spawning, removing, scenes, reflection, etc. The fewer specialized APIs
we need to build, maintain, and teach, the better.

## Why focus on one-to-many non-fragmenting first?

1. This allows us to improve Parent/Children relationships immediately,
in a way that is reasonably uncontroversial. Switching our hierarchy to
fragmenting relationships would have significant performance
implications. ~~Flecs is heavily considering a switch to non-fragmenting
relations after careful considerations of the performance tradeoffs.~~
_(Correction from @SanderMertens: Flecs is implementing non-fragmenting
storage specialized for asset hierarchies, where asset hierarchies are
many instances of small trees that have a well defined structure)_
2. Adding generalized one-to-many relationships is currently a priority
for the [Next Generation Scene / UI
effort](https://github.com/bevyengine/bevy/discussions/14437).
Specifically, we're interested in building reactions and observers on
top.

## The changes

This PR does the following:

1. Adds a generic one-to-many Relationship system
3. Ports the existing Parent/Children system to Relationships, which now
lives in `bevy_ecs::hierarchy`. The old `bevy_hierarchy` crate has been
removed.
4. Adds on_despawn component hooks
5. Relationships can opt-in to "despawn descendants" behavior, meaning
that the entire relationship hierarchy is despawned when
`entity.despawn()` is called. The built in Parent/Children hierarchies
enable this behavior, and `entity.despawn_recursive()` has been removed.
6. `world.spawn` now applies commands after spawning. This ensures that
relationship bookkeeping happens immediately and removes the need to
manually flush. This is in line with the equivalent behaviors recently
added to the other APIs (ex: insert).
7. Removes the ValidParentCheckPlugin (system-driven / poll based) in
favor of a `validate_parent_has_component` hook.

## Using Relationships

The `Relationship` trait looks like this:

```rust
pub trait Relationship: Component + Sized {
    type RelationshipSources: RelationshipSources<Relationship = Self>;
    fn get(&self) -> Entity;
    fn from(entity: Entity) -> Self;
}
```

A relationship is a component that:

1. Is a simple wrapper over a "target" Entity.
2. Has a corresponding `RelationshipSources` component, which is a
simple wrapper over a collection of entities. Every "target entity"
targeted by a "source entity" with a `Relationship` has a
`RelationshipSources` component, which contains every "source entity"
that targets it.

For example, the `Parent` component (as it currently exists in Bevy) is
the `Relationship` component and the entity containing the Parent is the
"source entity". The entity _inside_ the `Parent(Entity)` component is
the "target entity". And that target entity has a `Children` component
(which implements `RelationshipSources`).

In practice, the Parent/Children relationship looks like this:

```rust
#[derive(Relationship)]
#[relationship(relationship_sources = Children)]
pub struct Parent(pub Entity);

#[derive(RelationshipSources)]
#[relationship_sources(relationship = Parent)]
pub struct Children(Vec<Entity>);
```

The Relationship and RelationshipSources derives automatically implement
Component with the relevant configuration (namely, the hooks necessary
to keep everything in sync).

The most direct way to add relationships is to spawn entities with
relationship components:

```rust
let a = world.spawn_empty().id();
let b = world.spawn(Parent(a)).id();

assert_eq!(world.entity(a).get::<Children>().unwrap(), &[b]);
```

There are also convenience APIs for spawning more than one entity with
the same relationship:

```rust
world.spawn_empty().with_related::<Children>(|s| {
    s.spawn_empty();
    s.spawn_empty();
})
```

The existing `with_children` API is now a simpler wrapper over
`with_related`. This makes this change largely non-breaking for existing
spawn patterns.

```rust
world.spawn_empty().with_children(|s| {
    s.spawn_empty();
    s.spawn_empty();
})
```

There are also other relationship APIs, such as `add_related` and
`despawn_related`.

## Automatic recursive despawn via the new on_despawn hook

`RelationshipSources` can opt-in to "despawn descendants" behavior,
which will despawn all related entities in the relationship hierarchy:

```rust
#[derive(RelationshipSources)]
#[relationship_sources(relationship = Parent, despawn_descendants)]
pub struct Children(Vec<Entity>);
```

This means that `entity.despawn_recursive()` is no longer required.
Instead, just use `entity.despawn()` and the relevant related entities
will also be despawned.

To despawn an entity _without_ despawning its parent/child descendants,
you should remove the `Children` component first, which will also remove
the related `Parent` components:

```rust
entity
    .remove::<Children>()
    .despawn()
```

This builds on the on_despawn hook introduced in this PR, which is fired
when an entity is despawned (before other hooks).

## Relationships are the source of truth

`Relationship` is the _single_ source of truth component.
`RelationshipSources` is merely a reflection of what all the
`Relationship` components say. By embracing this, we are able to
significantly improve the performance of the system as a whole. We can
rely on component lifecycles to protect us against duplicates, rather
than needing to scan at runtime to ensure entities don't already exist
(which results in quadratic runtime). A single source of truth gives us
constant-time inserts. This does mean that we cannot directly spawn
populated `Children` components (or directly add or remove entities from
those components). I personally think this is a worthwhile tradeoff,
both because it makes the performance much better _and_ because it means
theres exactly one way to do things (which is a philosophy we try to
employ for Bevy APIs).

As an aside: treating both sides of the relationship as "equivalent
source of truth relations" does enable building simple and flexible
many-to-many relationships. But this introduces an _inherent_ need to
scan (or hash) to protect against duplicates.
[`evergreen_relations`](https://github.com/EvergreenNest/evergreen_relations)
has a very nice implementation of the "symmetrical many-to-many"
approach. Unfortunately I think the performance issues inherent to that
approach make it a poor choice for Bevy's default relationship system.

## Followup Work

* Discuss renaming `Parent` to `ChildOf`. I refrained from doing that in
this PR to keep the diff reasonable, but I'm personally biased toward
this change (and using that naming pattern generally for relationships).
* [Improved spawning
ergonomics](https://github.com/bevyengine/bevy/discussions/16920)
* Consider adding relationship observers/triggers for "relationship
targets" whenever a source is added or removed. This would replace the
current "hierarchy events" system, which is unused upstream but may have
existing users downstream. I think triggers are the better fit for this
than a buffered event queue, and would prefer not to add that back.
* Fragmenting relations: My current idea hinges on the introduction of
"value components" (aka: components whose type _and_ value determines
their ComponentId, via something like Hashing / PartialEq). By labeling
a Relationship component such as `ChildOf(Entity)` as a "value
component", `ChildOf(e1)` and `ChildOf(e2)` would be considered
"different components". This makes the transition between fragmenting
and non-fragmenting a single flag, and everything else continues to work
as expected.
* Many-to-many support
* Non-fragmenting: We can expand Relationship to be a list of entities
instead of a single entity. I have largely already written the code for
this.
* Fragmenting: With the "value component" impl mentioned above, we get
many-to-many support "for free", as it would allow inserting multiple
copies of a Relationship component with different target entities.

Fixes #3742 (If this PR is merged, I think we should open more targeted
followup issues for the work above, with a fresh tracking issue free of
the large amount of less-directed historical context)
Fixes #17301
Fixes #12235 
Fixes #15299
Fixes #15308 

## Migration Guide

* Replace `ChildBuilder` with `ChildSpawnerCommands`.
* Replace calls to `.set_parent(parent_id)` with
`.insert(Parent(parent_id))`.
* Replace calls to `.replace_children()` with `.remove::<Children>()`
followed by `.add_children()`. Note that you'll need to manually despawn
any children that are not carried over.
* Replace calls to `.despawn_recursive()` with `.despawn()`.
* Replace calls to `.despawn_descendants()` with
`.despawn_related::<Children>()`.
* If you have any calls to `.despawn()` which depend on the children
being preserved, you'll need to remove the `Children` component first.

---------

Co-authored-by: Alice Cecile <alice.i.cecile@gmail.com>
2025-01-18 22:20:30 +00:00
ickshonpe
daf665cc74
Clip outlines using the local clipping rect. (#17385)
# Objective

UI node Outlines are clipped using their parent's clipping rect instead
of their own.

## Solution

Clip outlines using the UI node's own clipping rect.
2025-01-15 18:19:35 +00:00
MichiRecRoom
26bb0b40d2
Move #![warn(clippy::allow_attributes, clippy::allow_attributes_without_reason)] to the workspace Cargo.toml (#17374)
# Objective
Fixes https://github.com/bevyengine/bevy/issues/17111

## Solution
Move `#![warn(clippy::allow_attributes,
clippy::allow_attributes_without_reason)]` to the workspace `Cargo.toml`

## Testing
Lots of CI testing, and local testing too.

---------

Co-authored-by: Benjamin Brienen <benjamin.brienen@outlook.com>
2025-01-15 01:14:58 +00:00
Patrick Walton
35101f3ed5
Use multi_draw_indirect_count where available, in preparation for two-phase occlusion culling. (#17211)
This commit allows Bevy to use `multi_draw_indirect_count` for drawing
meshes. The `multi_draw_indirect_count` feature works just like
`multi_draw_indirect`, but it takes the number of indirect parameters
from a GPU buffer rather than specifying it on the CPU.

Currently, the CPU constructs the list of indirect draw parameters with
the instance count for each batch set to zero, uploads the resulting
buffer to the GPU, and dispatches a compute shader that bumps the
instance count for each mesh that survives culling. Unfortunately, this
is inefficient when we support `multi_draw_indirect_count`. Draw
commands corresponding to meshes for which all instances were culled
will remain present in the list when calling
`multi_draw_indirect_count`, causing overhead. Proper use of
`multi_draw_indirect_count` requires eliminating these empty draw
commands.

To address this inefficiency, this PR makes Bevy fully construct the
indirect draw commands on the GPU instead of on the CPU. Instead of
writing instance counts to the draw command buffer, the mesh
preprocessing shader now writes them to a separate *indirect metadata
buffer*. A second compute dispatch known as the *build indirect
parameters* shader runs after mesh preprocessing and converts the
indirect draw metadata into actual indirect draw commands for the GPU.
The build indirect parameters shader operates on a batch at a time,
rather than an instance at a time, and as such each thread writes only 0
or 1 indirect draw parameters, simplifying the current logic in
`mesh_preprocessing`, which currently has to have special cases for the
first mesh in each batch. The build indirect parameters shader emits
draw commands in a tightly packed manner, enabling maximally efficient
use of `multi_draw_indirect_count`.

Along the way, this patch switches mesh preprocessing to dispatch one
compute invocation per render phase per view, instead of dispatching one
compute invocation per view. This is preparation for two-phase occlusion
culling, in which we will have two mesh preprocessing stages. In that
scenario, the first mesh preprocessing stage must only process opaque
and alpha tested objects, so the work items must be separated into those
that are opaque or alpha tested and those that aren't. Thus this PR
splits out the work items into a separate buffer for each phase. As this
patch rewrites so much of the mesh preprocessing infrastructure, it was
simpler to just fold the change into this patch instead of deferring it
to the forthcoming occlusion culling PR.

Finally, this patch changes mesh preprocessing so that it runs
separately for indexed and non-indexed meshes. This is because draw
commands for indexed and non-indexed meshes have different sizes and
layouts. *The existing code is actually broken for non-indexed meshes*,
as it attempts to overlay the indirect parameters for non-indexed meshes
on top of those for indexed meshes. Consequently, right now the
parameters will be read incorrectly when multiple non-indexed meshes are
multi-drawn together. *This is a bug fix* and, as with the change to
dispatch phases separately noted above, was easiest to include in this
patch as opposed to separately.

## Migration Guide

* Systems that add custom phase items now need to populate the indirect
drawing-related buffers. See the `specialized_mesh_pipeline` example for
an example of how this is done.
2025-01-14 21:19:20 +00:00
Patrick Walton
141b7673ab
Key render phases off the main world view entity, not the render world view entity. (#16942)
We won't be able to retain render phases from frame to frame if the keys
are unstable. It's not as simple as simply keying off the main world
entity, however, because some main world entities extract to multiple
render world entities. For example, directional lights extract to
multiple shadow cascades, and point lights extract to one view per
cubemap face. Therefore, we key off a new type, `RetainedViewEntity`,
which contains the main entity plus a *subview ID*.

This is part of the preparation for retained bins.

---------

Co-authored-by: ickshonpe <david.curthoys@googlemail.com>
2025-01-12 20:24:17 +00:00
Antony
02bb151889
Rename PickingBehavior to Pickable (#17266)
# Objective

PR #17225 allowed for sprite picking to be opt-in. After some
discussion, it was agreed that `PickingBehavior` should be used to
opt-in to sprite picking behavior for entities. This leads to
`PickingBehavior` having two purposes: mark an entity for use in a
backend, and describe how it should be picked. Discussion led to the
name `Pickable`making more sense (also: this is what the component was
named before upstreaming).

A follow-up pass will be made after this PR to unify backends.

## Solution

Replace all instances of `PickingBehavior` and `picking_behavior` with
`Pickable` and `pickable`, respectively.

## Testing

CI

## Migration Guide

Change all instances of `PickingBehavior` to `Pickable`.
2025-01-12 05:36:52 +00:00
ickshonpe
8ac1f8ccdc
Rename UI camera_entity fields (#17243)
# Objective

The `camera_entity` field on the extracted uinode structs holds the
render world entity that has the extracted camera components
corresponding to the target camera world entity. It should be renamed so
that it's clear it isn't the target camera world entity itself.

## Solution

Rename the `camera_entity` field on each of the extracted UI item
structs to `extracted_camera_entity`.
2025-01-12 05:32:08 +00:00
MichiRecRoom
447108b2a4
Downgrade clippy::allow_attributes and clippy::allow_attributes_without_reason to warn (#17320)
# Objective
I realized that setting these to `deny` may have been a little
aggressive - especially since we upgrade warnings to denies in CI.

## Solution
Downgrades these lints to `warn`, so that compiles can work locally. CI
will still treat these as denies.
2025-01-12 05:28:26 +00:00
MichiRecRoom
3742e621ef
Allow clippy::too_many_arguments to lint without warnings (#17249)
# Objective
Many instances of `clippy::too_many_arguments` linting happen to be on
systems - functions which we don't call manually, and thus there's not
much reason to worry about the argument count.

## Solution
Allow `clippy::too_many_arguments` globally, and remove all lint
attributes related to it.
2025-01-09 07:26:15 +00:00
ickshonpe
532bb15489
extract_shadows responsive coords fix (#17236)
# Objective

`extract_shadows` uses the render world entity corresponding to the
extracted camera when it queries the main world for the camera to get
the viewport size for the responsive viewport coords resolution and
fails. This means that viewport coords get resolved based on a viewport
size of zero.

## Solution

Use the main world camera entity.
2025-01-09 06:29:09 +00:00
MichiRecRoom
71cd5f813e
Fix up the reason given for a couple of too_many_arguments lints (#17251)
# Objective
In my crusade to give every lint attribute a reason, it appears I got
too complacent and copy-pasted this expect onto non-system functions.

## Solution
Fix up the reason on those non-system functions

## Testing
N/A
2025-01-09 02:39:10 +00:00
MichiRecRoom
8b4c25ad5f
bevy_ui: Apply #![deny(clippy::allow_attributes, clippy::allow_attributes_without_reason)] (#17229)
# Objective
- https://github.com/bevyengine/bevy/issues/17111

## Solution
Set the `clippy::allow_attributes` and
`clippy::allow_attributes_without_reason` lints to `deny`, and bring
`bevy_ui` in line with the new restrictions.

## Testing
`cargo clippy --tests` and `cargo test --package bevy_ui` were run, and
no errors were encountered.
2025-01-08 19:30:19 +00:00
ickshonpe
e896c364dc
Rename DefaultCameraView (#17235)
# Objective

The name `DefaultCameraView` is confusing and misleading:
* It isn't the default UI camera, which is either the camera with the
`IsDefaultUiCamera` marker component or, if no such camera is found, the
camera with the highest order which has the primary window as its render
target.
* It doesn't make sense to call it a "default", every active 2d and 3d
camera is given its own `DefaultCameraView`.
* The name doesn't make it clear that it's UI specific component.

## Solution

Rename `DefaultCameraView` to `UiCameraView`, add a doc comment for it
and rename a few other fields and variables.

## Migration Guide

`DefaultCameraView` has been renamed to `UiCameraView`
2025-01-08 18:44:11 +00:00
mgi388
e24ae6cf40
Move TextureAtlas and friends into bevy_image (#17219)
# Objective

- Allow other crates to use `TextureAtlas` and friends without needing
to depend on `bevy_sprite`.
- Specifically, this allows adding `TextureAtlas` support to custom
cursors in https://github.com/bevyengine/bevy/pull/17121 by allowing
`bevy_winit` to depend on `bevy_image` instead of `bevy_sprite` which is
a [non-starter].

[non-starter]:
https://github.com/bevyengine/bevy/pull/17121#discussion_r1904955083

## Solution

- Move `TextureAtlas`, `TextureAtlasBuilder`, `TextureAtlasSources`,
`TextureAtlasLayout` and `DynamicTextureAtlasBuilder` into `bevy_image`.
- Add a new plugin to `bevy_image` named `TextureAtlasPlugin` which
allows us to register `TextureAtlas` and `TextureAtlasLayout` which was
previously done in `SpritePlugin`. Since `SpritePlugin` did the
registration previously, we just need to make it add
`TextureAtlasPlugin`.

## Testing

- CI builds it.
- I also ran multiple examples which hopefully covered any issues:

```
$ cargo run --example sprite
$ cargo run --example text
$ cargo run --example ui_texture_atlas
$ cargo run --example sprite_animation
$ cargo run --example sprite_sheet
$ cargo run --example sprite_picking
```

---

## Migration Guide

The following types have been moved from `bevy_sprite` to `bevy_image`:
`TextureAtlas`, `TextureAtlasBuilder`, `TextureAtlasSources`,
`TextureAtlasLayout` and `DynamicTextureAtlasBuilder`.

If you are using the `bevy` crate, and were importing these types
directly (e.g. before `use bevy::sprite::TextureAtlas`), be sure to
update your import paths (e.g. after `use bevy::image::TextureAtlas`)

If you are using the `bevy` prelude to import these types (e.g. `use
bevy::prelude::*`), you don't need to change anything.

If you are using the `bevy_sprite` subcrate, be sure to add `bevy_image`
as a dependency if you do not already have it, and be sure to update
your import paths.
2025-01-07 18:43:11 +00:00
ickshonpe
17e3b850bd
Simplified UI tree navigation without ghost_nodes (#17143)
# Objective

There is a large performance regression in the UI systems in 0.15
because the `UiChildren` and `UiRootRootNodes` system params (even with
`ghost_nodes` disabled) are really inefficient compared to regular
queries and can trigger a heap allocation with large numbers of
children.

## Solution

Replace the `UiChildren` and `UiRootRootNodes` system params with
simplified versions when the `ghost_nodes` feature is disabled.

## Testing

yellow this PR, red main

cargo run --example many_buttons --features "trace_tracy" --release

`ui_stack_system`
<img width="494" alt="stack"
src="https://github.com/user-attachments/assets/4a09485f-0ded-4e54-bd47-ffbce869051a"
/>

`ui_layout_system`
<img width="467" alt="unghosted"
src="https://github.com/user-attachments/assets/9d906b20-66b6-4257-9eef-578de1827628"
/>

`update_clipping_system`
<img width="454" alt="clipping"
src="https://github.com/user-attachments/assets/320b50e8-1a1d-423a-95a0-42799ae72fc5"
/>
2025-01-06 19:22:00 +00:00
ickshonpe
d220eccbb1
More DefaultUiCamera fixes (#17120)
# Objective

Found more excessive `DefaultUiCamera` queries outside of extraction.
The default UI camera lookup only needs to be done once. Do it first,
not per node.

---------

Co-authored-by: MichiRecRoom <1008889+LikeLakers2@users.noreply.github.com>
2025-01-06 19:11:04 +00:00
ickshonpe
b4b47d695b
default UI camera extraction fix (#17100)
# Objective

In UI extraction the default UI camera is queried for every UI node. It
only needs to be retrieved once.

## Solution

Query for the default UI camera once before iterating the UI nodes.

```
cargo run --example many_buttons --release --features "trace_tracy"
```
<img width="631" alt="default-camera-extract"
src="https://github.com/user-attachments/assets/db712bce-6a0b-49a7-8e20-654baf588390"
/>

`extract_uinode_background_colors` yellow is this PR, red is main.
2025-01-06 18:49:18 +00:00
github-actions[bot]
573b980685
Bump Version after Release (#17176)
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>
2025-01-06 00:04:44 +00:00
Zachary Harrold
a371ee3019
Remove tracing re-export from bevy_utils (#17161)
# Objective

- Contributes to #11478

## Solution

- Made `bevy_utils::tracing` `doc(hidden)`
- Re-exported `tracing` from `bevy_log` for end-users
- Added `tracing` directly to crates that need it.

## Testing

- CI

---

## Migration Guide

If you were importing `tracing` via `bevy::utils::tracing`, instead use
`bevy::log::tracing`. Note that many items within `tracing` are also
directly re-exported from `bevy::log` as well, so you may only need
`bevy::log` for the most common items (e.g., `warn!`, `trace!`, etc.).
This also applies to the `log_once!` family of macros.

## Notes

- While this doesn't reduce the line-count in `bevy_utils`, it further
decouples the internal crates from `bevy_utils`, making its eventual
removal more feasible in the future.
- I have just imported `tracing` as we do for all dependencies. However,
a workspace dependency may be more appropriate for version management.
2025-01-05 23:06:34 +00:00
ickshonpe
49aae89049
unmut extracted view queries (#17142)
# Objective

Noticed a lot of the extracted view queries are unnecessarily mutable.
Fixed them.
2025-01-05 20:34:11 +00:00
Benjamin Brienen
7112d5594e
Remove all deprecated code (#16338)
# Objective

Release cycle things

## Solution

Delete items deprecated in 0.15 and migrate bevy itself.

## Testing

CI
2025-01-05 20:33:39 +00:00
AlephCubed
cf6c65522f
Derived Default for all public unit components. (#17139)
Derived `Default` for all public unit structs that already derive from
`Component`. This allows them to be used more easily as required
components.
To avoid clutter in tests/examples, only public components were
affected, but this could easily be expanded to affect all unit
components.

Fixes #17052.
2025-01-05 02:45:09 +00:00
ickshonpe
1a18c9f87b
UI Debug Overlay show_hidden and show_clipped options (#17097)
# Objective

The UI debug overlay draws an outline for every UI node even if it is
invisible or clipped.
Disable debug outlines for hidden and clipped nodes by default and add
options to renable them if needed.

## Solution

* Add `show_hidden` and `show_clipped` fields to `UiDebugOptions`:
```rust
    /// Show outlines for non-visible UI nodes
    pub show_hidden: bool,
    /// Show outlines for clipped sections of UI nodes
    pub show_clipped: bool,
```

* Only extract debug outlines for hidden and clipped UI nodes if the
respective field in `UiDebugOptions` is set to `true`.

## Testing

Also added some extra features to the `testbed_ui` example that
demonstrate the new options:

cargo run --example testbed_ui --features "bevy_ui_debug"

<img width="641" alt="show-hidden-and-clipped"
src="https://github.com/user-attachments/assets/16a68600-170c-469e-a3c7-f7dae411dc40"
/>
2025-01-02 18:43:14 +00:00
Aevyrie
bed9ddf3ce
Refactor and simplify custom projections (#17063)
# Objective

- Fixes https://github.com/bevyengine/bevy/issues/16556
- Closes https://github.com/bevyengine/bevy/issues/11807

## Solution

- Simplify custom projections by using a single source of truth -
`Projection`, removing all existing generic systems and types.
- Existing perspective and orthographic structs are no longer components
- I could dissolve these to simplify further, but keeping them around
was the fast way to implement this.
- Instead of generics, introduce a third variant, with a trait object.
- Do an object safety dance with an intermediate trait to allow cloning
boxed camera projections. This is a normal rust polymorphism papercut.
You can do this with a crate but a manual impl is short and sweet.

## Testing

- Added a custom projection example

---

## Showcase

- Custom projections and projection handling has been simplified.
- Projection systems are no longer generic, with the potential for many
different projection components on the same camera.
- Instead `Projection` is now the single source of truth for camera
projections, and is the only projection component.
- Custom projections are still supported, and can be constructed with
`Projection::custom()`.

## Migration Guide

- `PerspectiveProjection` and `OrthographicProjection` are no longer
components. Use `Projection` instead.
- Custom projections should no longer be inserted as a component.
Instead, simply set the custom projection as a value of `Projection`
with `Projection::custom()`.
2025-01-01 20:44:24 +00:00
ickshonpe
0141bd01b3
Remove the atlas_scaling field from ExtractedUiItem::Gylphs. (#17047)
# Objective

Remove the `atlas_scaling` field from `ExtractedUiItem::Gylphs`. 

It's only ever set to `Vec2::ONE`. I don't remember why/if this field
was ever needed, maybe it was useful before the scale factor clean up.

## Migration Guide

The `atlas_scaling` field from `ExtractedUiItem::Gylphs` has been
removed. This shouldn't affect any existing code as it wasn't used for
anything.
2025-01-01 04:06:53 +00:00
ickshonpe
7a5a734452
Replace map + unwrap_or(false) with is_some_and (#17067)
# Objective

The `my_option.map(|inner| inner.is_whatever).unwrap_or(false)` pattern
is fragile and ugly.

Replace it with `is_some_and` everywhere.
2024-12-31 20:28:02 +00:00
ickshonpe
c73daea341
Replace map + unwrap_or(true) with is_none_or (#17070)
# Objective

Reduce all varieties of `my_maybe.map(|x| x.is_true).unwrap_or(true)`
using `is_none_or`.
2024-12-31 20:17:03 +00:00
Benjamin Brienen
64efd08e13
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>
2024-12-27 00:40:06 +00:00
Trangar
bacc693fec
Implement FromStr for Val (#16926)
# Objective

This PR implements `FromStr` for `Val`, so developers can parse values
like `10px` and `50%`

## Testing

Added tests for this. I think they cover pretty much everything, and
it's a fairly simple unit test.

## Limitations

Currently the following float values are not parsed:
- `inf`, `-inf`, `+infinity`, `NaN`
- `2.5E10`, `2.5e10`, `2.5E-10`

For my use case this is perfectly fine but other developers might want
to support these values
2024-12-24 02:51:13 +00:00
Vic
5b899dcc3a
impl EntityBorrow for more types (#16917)
# Objective

Some types like `RenderEntity` and `MainEntity` are just wrappers around
`Entity`, so they should be able to implement
`EntityBorrow`/`TrustedEntityBorrow`. This allows using them with
`EntitySet` functionality.
The `EntityRef` family are more than direct wrappers around `Entity`,
but can still benefit from being unique in a collection.

## Solution

Implement `EntityBorrow` and `TrustedEntityBorrow` for simple `Entity`
newtypes and `EntityRef` types.
These impls are an explicit decision to have the `EntityRef` types
compare like just `Entity`.
`EntityWorldMut` is omitted from this impl, because it explicitly
contains a `&mut World` as well, and we do not ever use more than one at
a time.

Add `EntityBorrow` to the `bevy_ecs` prelude.

## Migration Guide

`NormalizedWindowRef::entity` has been replaced with an
`EntityBorrow::entity` impl.
2024-12-24 02:47:03 +00:00
ickshonpe
bfc2a88f94
Toggleable UI layout rounding (#16841)
# Objective

Allow users to enable or disable layout rounding for specific UI nodes
and their descendants.

Fixes #16731

## Solution

New component `LayoutConfig` that can be added to any UiNode entity.
Setting the `use_rounding` field of `LayoutConfig` determines if the
Node and its descendants should be given rounded or unrounded
coordinates.

## Testing

Not tested this extensively but it seems to work and it's not very
complicated.
This really basic test app returns fractional coords:

```rust
use bevy::prelude::*;

fn main() {
    App::new()
        .add_plugins(DefaultPlugins)
        .add_systems(Startup, setup)
        .add_systems(Update, report)
        .run();
}

fn setup(mut commands: Commands) {
    commands.spawn(Camera2d);
    commands.spawn((
        Node {
            left: Val::Px(0.1),
            width: Val::Px(100.1),
            height: Val::Px(100.1),
            ..Default::default()
        },
        LayoutConfig { use_rounding: false },
    ));
}

fn report(node: Query<(Ref<ComputedNode>, &GlobalTransform)>) {
    for (c, g) in node.iter() {
        if c.is_changed() {
            println!("{:#?}", c);
            println!("position = {:?}", g.to_scale_rotation_translation().2);
        }
    }
}
```

---------

Co-authored-by: Alice Cecile <alice.i.cecile@gmail.com>
Co-authored-by: UkoeHB <37489173+UkoeHB@users.noreply.github.com>
2024-12-24 02:41:46 +00:00
noxmore
73d68d60bb
Change GpuImage::size from UVec2 to Extent3d (#16815)
# Objective

When preparing `GpuImage`s, we currently discard the
`depth_or_array_layers` of the `Image`'s size by converting it into a
`UVec2`.

Fixes #16715.

## Solution

Change `GpuImage::size` to `Extent3d`, and just pass that through when
creating `GpuImage`s.
Also copy the `aspect_ratio`, and `size` (now `size_2d` for
disambiguation from the field) functions from `Image` to `GpuImage` for
ease of use with 2D textures.
I originally copied all size-related functions (like `width`, and
`height`), but i think they are unnecessary considering how visible the
`size` field on `GpuImage` is compared to `Image`.

## Testing

Tested via `cargo r -p ci` for everything except docs, when generating
docs it keeps spitting out a ton of
```
error[E0554]: `#![feature]` may not be used on the stable release channel
 --> crates/bevy_dylib/src/lib.rs:1:21
  |
1 | #![cfg_attr(docsrs, feature(doc_auto_cfg))]
  | 
```
Not sure why this is happening, but it also happens without my changes,
so it's almost certainly some strange issue specific to my machine.

## Migration Guide

- `GpuImage::size` is now an `Extent3d`. To easily get 2D size, use
`size_2d()`.
2024-12-17 19:08:09 +00:00
Patrick Walton
40df1ea4b6
Remove the type parameter from check_visibility, and only invoke it once. (#16812)
Currently, `check_visibility` is parameterized over a query filter that
specifies the type of potentially-visible object. This has the
unfortunate side effect that we need a separate system,
`mark_view_visibility_as_changed_if_necessary`, to trigger view
visibility change detection. That system is quite slow because it must
iterate sequentially over all entities in the scene.

This PR moves the query filter from `check_visibility` to a new
component, `VisibilityClass`. `VisibilityClass` stores a list of type
IDs, each corresponding to one of the query filters we used to use.
Because `check_visibility` is no longer specialized to the query filter
at the type level, Bevy now only needs to invoke it once, leading to
better performance as `check_visibility` can do change detection on the
fly rather than delegating it to a separate system.

This commit also has ergonomic improvements, as there's no need for
applications that want to add their own custom renderable components to
add specializations of the `check_visibility` system to the schedule.
Instead, they only need to ensure that the `ViewVisibility` component is
properly kept up to date. The recommended way to do this, and the way
that's demonstrated in the `custom_phase_item` and
`specialized_mesh_pipeline` examples, is to make `ViewVisibility` a
required component and to add the type ID to it in a component add hook.
This patch does this for `Mesh3d`, `Mesh2d`, `Sprite`, `Light`, and
`Node`, which means that most app code doesn't need to change at all.

Note that, although this patch has a large impact on the performance of
visibility determination, it doesn't actually improve the end-to-end
frame time of `many_cubes`. That's because the render world was already
effectively hiding the latency from
`mark_view_visibility_as_changed_if_necessary`. This patch is, however,
necessary for *further* improvements to `many_cubes` performance.

`many_cubes` trace before:
![Screenshot 2024-12-13
015318](https://github.com/user-attachments/assets/d0b1881b-fb75-4a39-b05d-1a16eabfa2c5)

`many_cubes` trace after:
![Screenshot 2024-12-13
145735](https://github.com/user-attachments/assets/0a364289-e942-41bb-9cc2-b05d07e3722d)

## Migration Guide

* `check_visibility` no longer takes a `QueryFilter`, and there's no
need to add it manually to your app schedule anymore for custom
rendering items. Instead, entities with custom renderable components
should add the appropriate type IDs to `VisibilityClass`. See
`custom_phase_item` for an example.
2024-12-17 04:43:45 +00:00
UkoeHB
83aea0d2ee
Improve ComputedNode accessibility (#16738)
# Objective

- Enable modifying node size after layout.
- Gain access to a node's content_size. `UiSurface` is a private type so
content size can't be looked up.

## Solution

- Make `ComputedNode` fields public.
- Add `content_size` to `ComputedNode`.

---------

Co-authored-by: Alice Cecile <alice.i.cecile@gmail.com>
2024-12-16 23:56:32 +00:00
ickshonpe
26bd1609ec
ScrollPosition scale factor fix (#16617)
# Objective

Scroll position uses physical coordinates. This means scrolling may go
faster or slower depending on the scroll factor. Also the scrolled
position will change when the scale factor changes.

## Solution

In `ui_layout_system` convert `max_possible_offset` to logical
coordinates before clamping the scroll position. Then convert the
clamped scroll position to physical coordinates before propagating it to
the node's children.

## Testing

Look at the `scroll` example. On main if you change your display's scale
factor the items displayed by the scrolling lists will change because
`ScrollPosition`'s displacement values don't respect scale factor. With
this PR the displacement will be scaled too, and the won't move.
2024-12-16 23:31:21 +00:00
Rich Churcher
f2719f5470
Rust 1.83, allow -> expect (missing_docs) (#16561)
# Objective

We were waiting for 1.83 to address most of these, due to a bug with
`missing_docs` and `expect`. Relates to, but does not entirely complete,
#15059.

## Solution

- Upgrade to 1.83
- Switch `allow(missing_docs)` to `expect(missing_docs)`
- Remove a few now-unused `allow`s along the way, or convert to `expect`
2024-12-16 23:27:57 +00:00
Andreas Monitzer
56688b387c
Fix registering all reflection types that are components as reflection components (#16800)
# Objective

Fixes #16659

## Solution

- I just added all the `#[reflect(Component)]` attributes where
necessary.

## Testing

I wrote a small program that scans the bevy code for all structs and
enums that derive `Component` and `Reflect`, but don't have the
attribute `#[reflect(Component)]`.

I don't know if this testing program should be part of the testing suite
of bevy. It takes a bit of time to scan the whole codebase. In any case,
I've published it [here](https://github.com/anlumo/bevy-reflect-check).

---------

Co-authored-by: Alice Cecile <alice.i.cecile@gmail.com>
2024-12-16 19:16:43 +00:00
Kees van Beilen
8d8622d352
Made UIRect initialisation functions const (#16823)
# Objective
Destructuring in const code blocks isn't allowed, thus using UIRect in
const code can be a hassle as it initialisation function aren't const.
This Pr makes them const.

## Solution

Removed all destructuring in the UIRect implementation

## Testing

- I've ran a few ui examples to check if i didn't make a mistake,

---
2024-12-15 19:17:43 +00:00
ickshonpe
30bd641af4
box-shadow clipping fix (#16790)
# Objective

Instead of clipping the non-visable sections of box-shadows, the shadow
is scaled to fit into the remaining area after clipping because the
normalized coordinates that are meant to border the unclipped subsection
of the shadow are always set to `[Vec2::ZERO, Vec2::X, Vec2::ONE,
Vec2::Y]`,

## Solution

Calculate the coordinates for the corners of the visible area.

## Testing

Test app:

```rust
use bevy::color::palettes::css::RED;
use bevy::color::palettes::css::WHITE;
use bevy::prelude::*;

fn main() {
    App::new()
        .add_plugins(DefaultPlugins)
        .add_systems(Startup, setup)
        .run();
}

fn setup(mut commands: Commands) {
    commands.spawn(Camera2d);
    commands
        .spawn(Node {
            ..Default::default()
        })
        .with_children(|commands| {
            commands
                .spawn((
                    Node {
                        width: Val::Px(100.),
                        height: Val::Px(100.),
                        margin: UiRect {
                            left: Val::Px(100.),
                            top: Val::Px(300.),
                            ..Default::default()
                        },
                        overflow: Overflow::clip(),
                        ..Default::default()
                    },
                    BackgroundColor(WHITE.into()),
                ))
                .with_children(|commands| {
                    commands.spawn((
                        Node {
                            position_type: PositionType::Absolute,
                            left: Val::Px(50.),
                            top: Val::Px(50.),
                            width: Val::Px(100.),
                            height: Val::Px(100.),
                            ..Default::default()
                        },
                        BackgroundColor(RED.into()),
                        BoxShadow::from(ShadowStyle {
                            x_offset: Val::ZERO,
                            y_offset: Val::ZERO,
                            spread_radius: Val::Px(50.),
                            blur_radius: Val::Px(6.),
                            ..Default::default()
                        }),
                    ));
                });
        });
}
```

Main:
<img width="103" alt="bad_shadow"
src="https://github.com/user-attachments/assets/6f7ade0e-959f-4d18-92e8-903630eb8cd3"
/>

This PR:
<img width="98" alt="clipped_shadow"
src="https://github.com/user-attachments/assets/7f576c94-908c-4fe6-abaa-f18fefe05207"
/>
2024-12-13 21:35:39 +00:00
ickshonpe
116c2b02fe
Remove the coordinate rounding from extract_text_sections. The coor… (#16616)
# Objective

Remove the coordinate rounding from `extract_text_sections`. The
coordinates are already rounded during the layout update.
2024-12-12 19:50:11 +00:00
Nico Burns
aa519593ff
Upgrade Taffy to 0.7 (#16780)
# Objective

- Includes https://github.com/DioxusLabs/taffy/pull/749
- Which should fix https://github.com/bevyengine/bevy/issues/16639

## Solution

- Bump taffy version from `0.6` to `0.7`

## Testing

- I have run a couple of examples, but no extensive testing.

Signed-off-by: Nico Burns <nico@nicoburns.com>
2024-12-12 18:12:32 +00:00
romamik
ae16a648d7
UI slice bug (#16772)
# Objective

Fixes #16771 

## Solution

Fixed typo in code.

## Testing

- Did you test these changes? If so, how?
I tested on my own example, that I included in the issue. It was
behaving as I expected.

Here is the screenshot after fix, the screenshot before the fix can be
found in the issue.

![image](https://github.com/user-attachments/assets/f558363f-718d-4244-980c-d224feb2ba0b)
2024-12-12 05:10:33 +00:00
ickshonpe
f4800c24ba
BorderRect maintenance (#16727)
# Objective

The doc comments and function namings for `BorderRect` feel imprecise to
me. Particularly the `square` function which is used to define a uniform
`BorderRect` with equal widths on each edge. But this is potentially
confusing since this "square" border could be around an oblong shape.

Using "padding" to refer to the border extents seems undesirable too
since "padding" is typically used to refer to the area between border
and content, not the border itself.

## Solution
* Rename `square` to `all` (this matches the name of the similar method
on `UiRect`).
* Rename `rectangle` to `axes` (this matches the name of the similar
method on `UiRect`).
* Update doc comments. 

## Migration Guide
The `square` and `rectangle` functions belonging to `BorderRect` have
been renamed to `all` and `axes`.

---------

Co-authored-by: Alice Cecile <alice.i.cecile@gmail.com>
2024-12-12 04:33:44 +00:00
jf908
62c842c94c
Register type BoxShadow (#16750)
# Objective

- Register `BoxShadow` type for reflection

## Testing

- Tested that box shadow example compiles and runs

## Additional

- It would be nice to have this in 0.15.1
2024-12-11 01:03:33 +00:00