# 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.
# Objective
- Contributes to #11478
- Contributes to #16877
## Solution
- Removed everything except `Instant` from `bevy_utils::time`
## Testing
- CI
---
## Migration Guide
If you relied on any of the following from `bevy_utils::time`:
- `Duration`
- `TryFromFloatSecsError`
Import these directly from `core::time` regardless of platform target
(WASM, mobile, etc.)
If you relied on any of the following from `bevy_utils::time`:
- `SystemTime`
- `SystemTimeError`
Instead import these directly from either `std::time` or `web_time` as
appropriate for your target platform.
## Notes
`Duration` and `TryFromFloatSecsError` are both re-exports from
`core::time` regardless of whether they are used from `web_time` or
`std::time`, so there is no value gained from re-exporting them from
`bevy_utils::time` as well. As for `SystemTime` and `SystemTimeError`,
no Bevy internal crates or examples rely on these types. Since Bevy
doesn't have a `Time<Wall>` resource for interacting with wall-time (and
likely shouldn't need one), I think removing these from `bevy_utils`
entirely and waiting for a use-case to justify inclusion is a reasonable
path forward.
# Objective
Fixes#3450
## Solution
Scale the input to account for the range
## Testing
Updated unit tests
## Migration Guide
`GamepadButtonChangedEvent.value` is now linearly rescaled to be from
`0.0..=1.0` (instead of `low..=high`) and
`GamepadAxisChangedEvent.value` is now linearly rescaled to be from
`-1.0..=0.0`/`0.0..=1.0` (accounting for the deadzone).
# Background
In `no_std` compatible crates, there is often an `std` feature which
will allow access to the standard library. Currently, with the `std`
feature _enabled_, the
[`std::prelude`](https://doc.rust-lang.org/std/prelude/index.html) is
implicitly imported in all modules. With the feature _disabled_, instead
the [`core::prelude`](https://doc.rust-lang.org/core/prelude/index.html)
is implicitly imported. This creates a subtle and pervasive issue where
`alloc` items _may_ be implicitly included (if `std` is enabled), or
must be explicitly included (if `std` is not enabled).
# Objective
- Make the implicit imports for `no_std` crates consistent regardless of
what features are/not enabled.
## Solution
- Replace the `cfg_attr` "double negative" `no_std` attribute with
conditional compilation to _include_ `std` as an external crate.
```rust
// Before
#![cfg_attr(not(feature = "std"), no_std)]
// After
#![no_std]
#[cfg(feature = "std")]
extern crate std;
```
- Fix imports that are currently broken but are only now visible with
the above fix.
## Testing
- CI
## Notes
I had previously used the "double negative" version of `no_std` based on
general consensus that it was "cleaner" within the Rust embedded
community. However, this implicit prelude issue likely was considered
when forming this consensus. I believe the reason why is the items most
affected by this issue are provided by the `alloc` crate, which is
rarely used within embedded but extensively used within Bevy.
# Objective
- Contributes to #15460
## Solution
- Added the following features:
- `std` (default)
- `smol_str` (default)
- `portable-atomic`
- `critical-section`
- `libm`
- Fixed an existing issue where `bevy_reflect` wasn't properly feature
gated.
## Testing
- CI
## Notes
- There were some minor issues with `bevy_math` and `bevy_ecs` noticed
in this PR which I have also resolved here. I can split these out if
desired, but I've left them here for now as they're very small changes
and I don't consider this PR itself to be very controversial.
- `libm`, `portable-atomic`, and `critical-section` are shortcuts to
enable the relevant features in dependencies, making the usage of this
crate on atomically challenged platforms possible and simpler.
- `smol_str` is gated as it doesn't support atomically challenged
platforms (e.g., Raspberry Pi Pico). I have an issue and a
[PR](https://github.com/rust-analyzer/smol_str/pull/91) to discuss this
upstream.
# 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>
# Objective
- Contributes to #16892
## Solution
- Moved `Name` and `NameOrEntity` into `bevy_ecs::name`, and added them
to the prelude.
## Testing
- CI
## Migration Guide
If you were importing `Name` or `NameOrEntity` from `bevy_core`, instead
import from `bevy_ecs::name`.
---------
Co-authored-by: Christian Hughes <9044780+ItsDoot@users.noreply.github.com>
# 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>
# Objective
- Remove `derive_more`'s error derivation and replace it with
`thiserror`
## Solution
- Added `derive_more`'s `error` feature to `deny.toml` to prevent it
sneaking back in.
- Reverted to `thiserror` error derivation
## Notes
Merge conflicts were too numerous to revert the individual changes, so
this reversion was done manually. Please scrutinise carefully during
review.
# Objective
Make documentation of a component's required components more visible by
moving it to the type's docs
## Solution
Change `#[require]` from a derive macro helper to an attribute macro.
Disadvantages:
- this silences any unused code warnings on the component, as it is used
by the macro!
- need to import `require` if not using the ecs prelude (I have not
included this in the migration guilde as Rust tooling already suggests
the fix)
---
## Showcase

---------
Co-authored-by: Alice Cecile <alice.i.cecile@gmail.com>
Co-authored-by: JMS55 <47158642+JMS55@users.noreply.github.com>
# Objective
#16222 regressed the user experience of actually using gamepads:
```rust
// Before 16222
gamepad.just_pressed(GamepadButton::South)
// After 16222
gamepad.digital.just_pressed(GamepadButton::South)
// Before 16222
gamepad.get(GamepadButton::RightTrigger2)
// After 16222
gamepad.analog.get(GamepadButton::RighTrigger2)
```
Users shouldn't need to think about "digital vs analog" when checking if
a button is pressed. This abstraction was intentional and I strongly
believe it is in our users' best interest. Buttons and Axes are _both_
digital and analog, and this is largely an implementation detail. I
don't think reverting this will be controversial.
## Solution
- Revert most of #16222
- Add the `Into<T>` from #16222 to the internals
- Expose read/write `digital` and `analog` accessors on gamepad, in the
interest of enabling the mocking scenarios covered in #16222 (and
allowing the minority of users that care about the "digital" vs "analog"
distinction in this context to make that distinction)
---------
Co-authored-by: Hennadii Chernyshchyk <genaloner@gmail.com>
Co-authored-by: Rob Parrett <robparrett@gmail.com>
# Objective
Addressing a suggestion I made in Discord: store gamepad name as a
`Name` component.
Advantages:
- Will be nicely displayed in inspector / editor.
- Easier to spawn in tests, just `world.spawn(Gamepad::default())`.
## Solution
`Gamepad` component now stores only vendor and product IDs and `Name`
stores the gamepad name.
Since `GamepadInfo` is no longer necessary, I removed it and merged its
fields into the connection event.
## Testing
- Run unit tests.
---
## Migration Guide
- `GamepadInfo` no longer exists:
- Name now accesible via `Name` component.
- Other information available on `Gamepad` component directly.
- `GamepadConnection::Connected` now stores all info fields directly.
# Objective
Closes#16221.
## Solution
- Make `Gamepad` fields public and remove delegates / getters.
- Move `impl Into` to `Axis` methods (delegates for `Axis` used `impl
Into` to allow passing both `GamepadAxis` and `GamepadButton`).
- Improve docs.
## Testing
- I run tests.
Not sure if the migration guide is needed, since it's a feature from RC,
but I wrote it just in case.
---
## Migration Guide
- `Gamepad` fields are now public.
- Instead of using `Gamepad` delegates like `Gamepad::just_pressed`,
call these methods directly on the fields.
---------
Co-authored-by: Alice Cecile <alice.i.cecile@gmail.com>
# Objective
Built-in observers & events should be `Reflect` so that components that
interact with them can be serialized in scenes. This is a similar pr to
#14259.
The gamepads-as-entities change caused several regressions. This patch
fixes each of them:
1. This PR introduces two new fields on `GamepadInfo`: `vendor_id`, and
`product_id`, as well as associated methods. These fields are simply
mirrored from the `gilrs` library.
2. That PR removed the methods that allowed iterating over all pressed
and released buttons, as well as the method that allowed iterating over
the axis values. (It was still technically possible to do so by using
reflection to access the private fields of `Gamepad`.)
3. The `Gamepad` component wasn't marked reflectable. This PR fixes that
problem.
These changes allowed me to forward port `leafwing-input-manager`.
As discussed in #15521
- Partial revert of #14897, reverting the change to the methods to
consume `self`
- The `insert_if` method is kept
The migration guide of #14897 should be removed
Closes#15521
---------
Co-authored-by: Alice Cecile <alice.i.cecile@gmail.com>
# Objective
- Significantly improve the ergonomics of gamepads and allow new
features
Gamepads are a bit unergonomic to work with, they use resources but
unlike other inputs, they are not limited to a single gamepad, to get
around this it uses an identifier (Gamepad) to interact with anything
causing all sorts of issues.
1. There are too many: Gamepads, GamepadSettings, GamepadInfo,
ButtonInput<T>, 2 Axis<T>.
2. ButtonInput/Axis generic methods become really inconvenient to use
e.g. any_pressed()
3. GamepadButton/Axis structs are unnecessary boilerplate:
```rust
for gamepad in gamepads.iter() {
if button_inputs.just_pressed(GamepadButton::new(gamepad, GamepadButtonType::South)) {
info!("{:?} just pressed South", gamepad);
} else if button_inputs.just_released(GamepadButton::new(gamepad, GamepadButtonType::South))
{
info!("{:?} just released South", gamepad);
}
}
```
4. Projects often need to create resources to store the selected gamepad
and have to manually check if their gamepad is still valid anyways.
- Previously attempted by #3419 and #12674
## Solution
- Implement gamepads as entities.
Using entities solves all the problems above and opens new
possibilities.
1. Reduce boilerplate and allows iteration
```rust
let is_pressed = gamepads_buttons.iter().any(|buttons| buttons.pressed(GamepadButtonType::South))
```
2. ButtonInput/Axis generic methods become ergonomic again
```rust
gamepad_buttons.any_just_pressed([GamepadButtonType::Start, GamepadButtonType::Select])
```
3. Reduces the number of public components significantly (Gamepad,
GamepadSettings, GamepadButtons, GamepadAxes)
4. Components are highly convenient. Gamepad optional features could now
be expressed naturally (`Option<Rumble> or Option<Gyro>`), allows devs
to attach their own components and filter them, so code like this
becomes possible:
```rust
fn move_player<const T: usize>(
player: Query<&Transform, With<Player<T>>>,
gamepads_buttons: Query<&GamepadButtons, With<Player<T>>>,
) {
if let Ok(gamepad_buttons) = gamepads_buttons.get_single() {
if gamepad_buttons.pressed(GamepadButtonType::South) {
// move player
}
}
}
```
---
## Follow-up
- [ ] Run conditions?
- [ ] Rumble component
# Changelog
## Added
TODO
## Changed
TODO
## Removed
TODO
## Migration Guide
TODO
---------
Co-authored-by: Carter Anderson <mcanders1@gmail.com>
# Objective
- Fixes#6370
- Closes#6581
## Solution
- Added the following lints to the workspace:
- `std_instead_of_core`
- `std_instead_of_alloc`
- `alloc_instead_of_core`
- Used `cargo +nightly fmt` with [item level use
formatting](https://rust-lang.github.io/rustfmt/?version=v1.6.0&search=#Item%5C%3A)
to split all `use` statements into single items.
- Used `cargo clippy --workspace --all-targets --all-features --fix
--allow-dirty` to _attempt_ to resolve the new linting issues, and
intervened where the lint was unable to resolve the issue automatically
(usually due to needing an `extern crate alloc;` statement in a crate
root).
- Manually removed certain uses of `std` where negative feature gating
prevented `--all-features` from finding the offending uses.
- Used `cargo +nightly fmt` with [crate level use
formatting](https://rust-lang.github.io/rustfmt/?version=v1.6.0&search=#Crate%5C%3A)
to re-merge all `use` statements matching Bevy's previous styling.
- Manually fixed cases where the `fmt` tool could not re-merge `use`
statements due to conditional compilation attributes.
## Testing
- Ran CI locally
## Migration Guide
The MSRV is now 1.81. Please update to this version or higher.
## Notes
- This is a _massive_ change to try and push through, which is why I've
outlined the semi-automatic steps I used to create this PR, in case this
fails and someone else tries again in the future.
- Making this change has no impact on user code, but does mean Bevy
contributors will be warned to use `core` and `alloc` instead of `std`
where possible.
- This lint is a critical first step towards investigating `no_std`
options for Bevy.
---------
Co-authored-by: François Mockers <francois.mockers@vleue.com>
# Objective
Allow use of `bevy_input` types without needing `bevy_reflect`.
## Solution
Make `bevy_reflect` within `bevy_input` optional. It's compiled in by
default.
Turn on reflect in dependencies as well when this feature is on.
## Testing
- Did you test these changes? If so, how?
I did a `cargo hack -p bevy_input --each-feature build`.
Signed-off-by: Torstein Grindvik <torstein.grindvik@muybridge.com>
Co-authored-by: Torstein Grindvik <torstein.grindvik@muybridge.com>
# Objective
Use `GamepadButtonType` with library that requires `Ord`.
## Motivation
`KeyCode` derives `Ord` that I'm using with a trie for recognizing
[input
sequences](https://github.com/shanecelis/bevy-input-sequence/tree/trie).
I would like to do the same for `GamepadButtonType` but am stymied by it
not deriving `Ord`.
## Solution
This PR add derivations PartialOrd and Ord for `GamepadButtonType`.
## Workaround
If deriving `Ord` is not possible, I'd be happy to know how I might
coerce `GamepadButtonType` into a `u32` or something else that is `Ord`,
so I can wrap `GamepadButtonType` in a newtype. I suppose serializing
with serde may work or reflect?
# Objective
- Resolves#10853
## Solution
- ~~Changed the name of `Input` struct to `PressableInput`.~~
- Changed the name of `Input` struct to `ButtonInput`.
## Migration Guide
- Breaking Change: Users need to rename `Input` to `ButtonInput` in
their projects.
# Objective
- Fixes#10532
## Solution
I've updated the various `Event` send methods to return the sent
`EventId`(s). Since these methods previously returned nothing, and this
information is cheap to copy, there should be minimal negative
consequences to providing this additional information. In the case of
`send_batch`, an iterator is returned built from `Range` and `Map`,
which only consumes 16 bytes on the stack with no heap allocations for
all batch sizes. As such, the cost of this information is negligible.
These changes are reflected for `EventWriter` and `World`. For `World`,
the return types are optional to account for the possible lack of an
`Events` resource. Again, these methods previously returned no
information, so its inclusion should only be a benefit.
## Usage
Now when sending events, the IDs of those events is available for
immediate use:
```rust
// Example of a request-response system where the requester can track handled requests.
/// A system which can make and track requests
fn requester(
mut requests: EventWriter<Request>,
mut handled: EventReader<Handled>,
mut pending: Local<HashSet<EventId<Request>>>,
) {
// Check status of previous requests
for Handled(id) in handled.read() {
pending.remove(&id);
}
if !pending.is_empty() {
error!("Not all my requests were handled on the previous frame!");
pending.clear();
}
// Send a new request and remember its ID for later
let request_id = requests.send(Request::MyRequest { /* ... */ });
pending.insert(request_id);
}
/// A system which handles requests
fn responder(
mut requests: EventReader<Request>,
mut handled: EventWriter<Handled>,
) {
for (request, id) in requests.read_with_id() {
if handle(request).is_ok() {
handled.send(Handled(id));
}
}
}
```
In the above example, a `requester` system can send request events, and
keep track of which ones are currently pending by `EventId`. Then, a
`responder` system can act on that event, providing the ID as a
reference that the `requester` can use. Before this PR, it was not
trivial for a system sending events to keep track of events by ID. This
is unfortunate, since for a system reading events, it is trivial to
access the ID of a event.
---
## Changelog
- Updated `Events`:
- Added `send_batch`
- Modified `send` to return the sent `EventId`
- Modified `send_default` to return the sent `EventId`
- Updated `EventWriter`
- Modified `send_batch` to return all sent `EventId`s
- Modified `send` to return the sent `EventId`
- Modified `send_default` to return the sent `EventId`
- Updated `World`
- Modified `send_event` to return the sent `EventId` if sent, otherwise
`None`.
- Modified `send_event_default` to return the sent `EventId` if sent,
otherwise `None`.
- Modified `send_event_batch` to return all sent `EventId`s if sent,
otherwise `None`.
- Added unit test `test_send_events_ids` to ensure returned `EventId`s
match the sent `Event`s
- Updated uses of modified methods.
## Migration Guide
### `send` / `send_default` / `send_batch`
For the following methods:
- `Events::send`
- `Events::send_default`
- `Events::send_batch`
- `EventWriter::send`
- `EventWriter::send_default`
- `EventWriter::send_batch`
- `World::send_event`
- `World::send_event_default`
- `World::send_event_batch`
Ensure calls to these methods either handle the returned value, or
suppress the result with `;`.
```rust
// Now fails to compile due to mismatched return type
fn send_my_event(mut events: EventWriter<MyEvent>) {
events.send_default()
}
// Fix
fn send_my_event(mut events: EventWriter<MyEvent>) {
events.send_default();
}
```
This will most likely be noticed within `match` statements:
```rust
// Before
match is_pressed {
true => events.send(PlayerAction::Fire),
// ^--^ No longer returns ()
false => {}
}
// After
match is_pressed {
true => {
events.send(PlayerAction::Fire);
},
false => {}
}
```
---------
Co-authored-by: Alice Cecile <alice.i.cecile@gmail.com>
Co-authored-by: Nicola Papale <nicopap@users.noreply.github.com>
In gamepad.rs, `ButtonSettings` `is_pressed` and `is_released` are both
private, but their implementations use publicly available values.
Keeping them private forces consumers to unnecessarily re-implement this
logic, so just make them public.
# Objective
While using joysticks for player aiming, I noticed that there was as
`0.05` value snap on the axis. After searching through Bevy's code, I
saw it was the default livezone being at `0.95`. This causes any value
higher to snap to `1.0`. I think `1.0` and `-1.0` would be a better
default, as it gives all values to the joystick arc.
This default livezone stumped me for a bit as I thought either something
was broken or I was doing something wrong.
## Solution
Change the livezone defaults to ` livezone_upperbound: 1.0` and
`livezone_lowerbound: -1.0`.
---
## Migration Guide
If the default 0.05 was relied on, the default or gamepad `AxisSettings`
on the resource `GamepadSettings` will have to be changed.
# Objective
- The current `EventReader::iter` has been determined to cause confusion
among new Bevy users. It was suggested by @JoJoJet to rename the method
to better clarify its usage.
- Solves #9624
## Solution
- Rename `EventReader::iter` to `EventReader::read`.
- Rename `EventReader::iter_with_id` to `EventReader::read_with_id`.
- Rename `ManualEventReader::iter` to `ManualEventReader::read`.
- Rename `ManualEventReader::iter_with_id` to
`ManualEventReader::read_with_id`.
---
## Changelog
- `EventReader::iter` has been renamed to `EventReader::read`.
- `EventReader::iter_with_id` has been renamed to
`EventReader::read_with_id`.
- `ManualEventReader::iter` has been renamed to
`ManualEventReader::read`.
- `ManualEventReader::iter_with_id` has been renamed to
`ManualEventReader::read_with_id`.
- Deprecated `EventReader::iter`
- Deprecated `EventReader::iter_with_id`
- Deprecated `ManualEventReader::iter`
- Deprecated `ManualEventReader::iter_with_id`
## Migration Guide
- Existing usages of `EventReader::iter` and `EventReader::iter_with_id`
will have to be changed to `EventReader::read` and
`EventReader::read_with_id` respectively.
- Existing usages of `ManualEventReader::iter` and
`ManualEventReader::iter_with_id` will have to be changed to
`ManualEventReader::read` and `ManualEventReader::read_with_id`
respectively.
# Objective
Add `GamepadButtonInput` event
Resolves#8988
## Solution
- Add `GamepadButtonInput` type
- Emit `GamepadButtonInput` events whenever `Input<GamepadButton>` is
written to
- Update example
---------
Co-authored-by: François <mockersf@gmail.com>
# Objective
- Currently, (AFAIC, accidentally) after registering an event for a
Gilrs button event, we ignore all subsequent events for the same button
in the same frame, because we don't update our filter. This is rare, but
I noticed it while adding gamepad support to a terminal app rendering at
15fps.
- Related to #4664, but does not quite fix it.
## Solution
- Move the edit to the `Axis<GamepadButton>` resource to when we read
the events from Gilrs.
# Objective
**This implementation is based on
https://github.com/bevyengine/rfcs/pull/59.**
---
Resolves#4597
Full details and motivation can be found in the RFC, but here's a brief
summary.
`FromReflect` is a very powerful and important trait within the
reflection API. It allows Dynamic types (e.g., `DynamicList`, etc.) to
be formed into Real ones (e.g., `Vec<i32>`, etc.).
This mainly comes into play concerning deserialization, where the
reflection deserializers both return a `Box<dyn Reflect>` that almost
always contain one of these Dynamic representations of a Real type. To
convert this to our Real type, we need to use `FromReflect`.
It also sneaks up in other ways. For example, it's a required bound for
`T` in `Vec<T>` so that `Vec<T>` as a whole can be made `FromReflect`.
It's also required by all fields of an enum as it's used as part of the
`Reflect::apply` implementation.
So in other words, much like `GetTypeRegistration` and `Typed`, it is
very much a core reflection trait.
The problem is that it is not currently treated like a core trait and is
not automatically derived alongside `Reflect`. This makes using it a bit
cumbersome and easy to forget.
## Solution
Automatically derive `FromReflect` when deriving `Reflect`.
Users can then choose to opt-out if needed using the
`#[reflect(from_reflect = false)]` attribute.
```rust
#[derive(Reflect)]
struct Foo;
#[derive(Reflect)]
#[reflect(from_reflect = false)]
struct Bar;
fn test<T: FromReflect>(value: T) {}
test(Foo); // <-- OK
test(Bar); // <-- Panic! Bar does not implement trait `FromReflect`
```
#### `ReflectFromReflect`
This PR also automatically adds the `ReflectFromReflect` (introduced in
#6245) registration to the derived `GetTypeRegistration` impl— if the
type hasn't opted out of `FromReflect` of course.
<details>
<summary><h4>Improved Deserialization</h4></summary>
> **Warning**
> This section includes changes that have since been descoped from this
PR. They will likely be implemented again in a followup PR. I am mainly
leaving these details in for archival purposes, as well as for reference
when implementing this logic again.
And since we can do all the above, we might as well improve
deserialization. We can now choose to deserialize into a Dynamic type or
automatically convert it using `FromReflect` under the hood.
`[Un]TypedReflectDeserializer::new` will now perform the conversion and
return the `Box`'d Real type.
`[Un]TypedReflectDeserializer::new_dynamic` will work like what we have
now and simply return the `Box`'d Dynamic type.
```rust
// Returns the Real type
let reflect_deserializer = UntypedReflectDeserializer::new(®istry);
let mut deserializer = ron:🇩🇪:Deserializer::from_str(input)?;
let output: SomeStruct = reflect_deserializer.deserialize(&mut deserializer)?.take()?;
// Returns the Dynamic type
let reflect_deserializer = UntypedReflectDeserializer::new_dynamic(®istry);
let mut deserializer = ron:🇩🇪:Deserializer::from_str(input)?;
let output: DynamicStruct = reflect_deserializer.deserialize(&mut deserializer)?.take()?;
```
</details>
---
## Changelog
* `FromReflect` is now automatically derived within the `Reflect` derive
macro
* This includes auto-registering `ReflectFromReflect` in the derived
`GetTypeRegistration` impl
* ~~Renamed `TypedReflectDeserializer::new` and
`UntypedReflectDeserializer::new` to
`TypedReflectDeserializer::new_dynamic` and
`UntypedReflectDeserializer::new_dynamic`, respectively~~ **Descoped**
* ~~Changed `TypedReflectDeserializer::new` and
`UntypedReflectDeserializer::new` to automatically convert the
deserialized output using `FromReflect`~~ **Descoped**
## Migration Guide
* `FromReflect` is now automatically derived within the `Reflect` derive
macro. Items with both derives will need to remove the `FromReflect`
one.
```rust
// OLD
#[derive(Reflect, FromReflect)]
struct Foo;
// NEW
#[derive(Reflect)]
struct Foo;
```
If using a manual implementation of `FromReflect` and the `Reflect`
derive, users will need to opt-out of the automatic implementation.
```rust
// OLD
#[derive(Reflect)]
struct Foo;
impl FromReflect for Foo {/* ... */}
// NEW
#[derive(Reflect)]
#[reflect(from_reflect = false)]
struct Foo;
impl FromReflect for Foo {/* ... */}
```
<details>
<summary><h4>Removed Migrations</h4></summary>
> **Warning**
> This section includes changes that have since been descoped from this
PR. They will likely be implemented again in a followup PR. I am mainly
leaving these details in for archival purposes, as well as for reference
when implementing this logic again.
* The reflect deserializers now perform a `FromReflect` conversion
internally. The expected output of `TypedReflectDeserializer::new` and
`UntypedReflectDeserializer::new` is no longer a Dynamic (e.g.,
`DynamicList`), but its Real counterpart (e.g., `Vec<i32>`).
```rust
let reflect_deserializer =
UntypedReflectDeserializer::new_dynamic(®istry);
let mut deserializer = ron:🇩🇪:Deserializer::from_str(input)?;
// OLD
let output: DynamicStruct = reflect_deserializer.deserialize(&mut
deserializer)?.take()?;
// NEW
let output: SomeStruct = reflect_deserializer.deserialize(&mut
deserializer)?.take()?;
```
Alternatively, if this behavior isn't desired, use the
`TypedReflectDeserializer::new_dynamic` and
`UntypedReflectDeserializer::new_dynamic` methods instead:
```rust
// OLD
let reflect_deserializer = UntypedReflectDeserializer::new(®istry);
// NEW
let reflect_deserializer =
UntypedReflectDeserializer::new_dynamic(®istry);
```
</details>
---------
Co-authored-by: Carter Anderson <mcanders1@gmail.com>
# Objective
Discovered that PointLight did not implement FromReflect. Adding
FromReflect where Reflect is used. I overreached and applied this rule
everywhere there was a Reflect without a FromReflect, except from where
the compiler wouldn't allow me.
Based from question: https://github.com/bevyengine/bevy/discussions/8774
## Solution
- Adding FromReflect where Reflect was already derived
## Notes
First PR I do in this ecosystem, so not sure if this is the usual
approach, that is, to touch many files at once.
---------
Co-authored-by: Alice Cecile <alice.i.cecile@gmail.com>
# Objective
Be consistent with `Resource`s and `Components` and have `Event` types
be more self-documenting.
Although not susceptible to accidentally using a function instead of a
value due to `Event`s only being initialized by their type, much of the
same reasoning for removing the blanket impl on `Resource` also applies
here.
* Not immediately obvious if a type is intended to be an event
* Prevent invisible conflicts if the same third-party or primitive types
are used as events
* Allows for further extensions (e.g. opt-in warning for missed events)
## Solution
Remove the blanket impl for the `Event` trait. Add a derive macro for
it.
---
## Changelog
- `Event` is no longer implemented for all applicable types. Add the
`#[derive(Event)]` macro for events.
## Migration Guide
* Add the `#[derive(Event)]` macro for events. Third-party types used as
events should be wrapped in a newtype.
# Objective
there were typos in AxisSettings livezone/deadzone get/set function doc
comments.
## Solution
I changed the comments to be (hopefully) correct this time. I could be
wrong though.
# Objective
there was a typo in AxisSettings. It said "Values that are higher than
`livezone_upperbound` will be rounded up to -1.0." which I'm pretty
confident should be "1.0".
## Solution
I removed the '-'
# Objective
Provide the ability to trigger controller rumbling (force-feedback) with
a cross-platform API.
## Solution
This adds the `GamepadRumbleRequest` event to `bevy_input` and adds a
system in `bevy_gilrs` to read them and rumble controllers accordingly.
It's a relatively primitive API with a `duration` in seconds and
`GamepadRumbleIntensity` with values for the weak and strong gamepad
motors. It's is an almost 1-to-1 mapping to platform APIs. Some
platforms refer to these motors as left and right, and low frequency and
high frequency, but by convention, they're usually the same.
I used #3868 as a starting point, updated to main, removed the low-level
gilrs effect API, and moved the requests to `bevy_input` and exposed the
strong and weak intensities.
I intend this to hopefully be a non-controversial cross-platform
starting point we can build upon to eventually support more fine-grained
control (closer to the gilrs effect API)
---
## Changelog
### Added
- Gamepads can now be rumbled by sending the `GamepadRumbleRequest`
event.
---------
Co-authored-by: Nicola Papale <nico@nicopap.ch>
Co-authored-by: Alice Cecile <alice.i.cecile@gmail.com>
Co-authored-by: Nicola Papale <nicopap@users.noreply.github.com>
Co-authored-by: Bruce Reif (Buswolley) <bruce.reif@dynata.com>
Links in the api docs are nice. I noticed that there were several places
where structs / functions and other things were referenced in the docs,
but weren't linked. I added the links where possible / logical.
---------
Co-authored-by: Alice Cecile <alice.i.cecile@gmail.com>
Co-authored-by: François <mockersf@gmail.com>
# Objective
- Fixes a bug where `just_pressed` and `just_released` in `Input<GamepadButton>` might behave incorrectly due calling `clear` 3 times in a single frame through these three different systems: `gamepad_button_event_system`, `gamepad_axis_event_system` and `gamepad_connection_system` in any order
## Solution
- Call `clear` only once and before all the above three systems, i.e. in `gamepad_event_system`
## Additional Info
- Discussion in Discord: https://discord.com/channels/691052431525675048/768253008416342076/1064621963693273279
# Objective
Currently, the `AxisSettings::new` function is unusable due to
an implementation quirk. It only allows `AxisSettings` where
the bounds that are supposed to be positive are negative!
## Solution
- We fix the bound check
- We add a test to make sure the method is usable
Seems like the error slipped through because of the relatively
verbose code style. With all those `if/else`, very long names,
range syntax, the bound check is actually hard to spot. I first
refactored a lot of code, but I left out the refactor because the
fix should be integrated independently.
---
## Changelog
- Fix `AxisSettings::new` only accepting invalid bounds
# Objective
- Fixes#7066
## Solution
- Split the ChangeDetection trait into ChangeDetection and ChangeDetectionMut
- Added Ref as equivalent to &T with change detection
---
## Changelog
- Support for Ref which allow inspecting change detection flags in an immutable way
## Migration Guide
- While bevy prelude includes both ChangeDetection and ChangeDetectionMut any code explicitly referencing ChangeDetection might need to be updated to ChangeDetectionMut or both. Specifically any reading logic requires ChangeDetection while writes requires ChangeDetectionMut.
use bevy_ecs::change_detection::DetectChanges -> use bevy_ecs::change_detection::{DetectChanges, DetectChangesMut}
- Previously Res had methods to access change detection `is_changed` and `is_added` those methods have been moved to the `DetectChanges` trait. If you are including bevy prelude you will have access to these types otherwise you will need to `use bevy_ecs::change_detection::DetectChanges` to continue using them.
# Objective
- Remove redundant gamepad events
- Simplify consuming gamepad events.
- Refactor: Separate handling of gamepad events into multiple systems.
## Solution
- Removed `GamepadEventRaw`, and `GamepadEventType`.
- Added bespoke `GamepadConnectionEvent`, `GamepadAxisChangedEvent`, and `GamepadButtonChangedEvent`.
- Refactored `gamepad_event_system`.
- Added `gamepad_button_event_system`, `gamepad_axis_event_system`, and `gamepad_connection_system`, which update the `Input` and `Axis` resources using their corresponding event type.
Gamepad events are now handled in their own systems and have their own types.
This allows for querying for gamepad events without having to match on `GamepadEventType` and makes creating handlers for specific gamepad event types, like a `GamepadConnectionEvent` or `GamepadButtonChangedEvent` possible.
We remove `GamepadEventRaw` by filtering the gamepad events, using `GamepadSettings`, _at the source_, in `bevy_gilrs`. This way we can create `GamepadEvent`s directly and avoid creating `GamepadEventRaw` which do not pass the user defined filters.
We expose ordered `GamepadEvent`s and we can respond to individual gamepad event types.
## Migration Guide
- Replace `GamepadEvent` and `GamepadEventRaw` types with their specific gamepad event type.
# Objective
The [documentation for `ButtonSettingsError`](https://docs.rs/bevy/0.9.0/bevy/input/gamepad/enum.ButtonSettingsError.html) incorrectly describes the valid range of values as `0.0..=2.0`, probably because it was copied from `AxisSettingsError`. The actual range, as seen in the functions that return it and in its own `thiserror` description, is `0.0..=1.0`.
## Solution
Update the doc comments to reflect the correct range.
Co-authored-by: Sol Toder <ajaxgb@gmail.com>
# Objective
Adds support for reflecting many more of the input types. This allows those types to be used via scripting, `bevy-inspector-egui`, etc. These types are registered by the `InputPlugin` so that they're automatically available to anyone who wants to use them
Closes#6223
## Solution
Many types now have `#[derive(Reflect, FromReflect)]` added to them in `bevy_input`. Additionally, `#[reflect(traits...)]` has been added for applicable traits to the types.
This PR does not add reflection support for types which have private fields. Notably, `Touch` and `Touches` don't implement `Reflect`/`FromReflect`.
This adds the "glam" feature to the `bevy_reflect` dependency for package `bevy_input`. Since `bevy_input` transitively depends on `glam` already, all this brings in are the reflection `impl`s.
## Migration Guide
- `Input<T>` now implements `Reflect` via `#[reflect]` instead of `#[reflect_value]`. This means it now exposes its private fields via the `Reflect` trait rather than being treated as a value type. For code that relies on the `Input<T>` struct being treated as a value type by reflection, it is still possible to wrap the `Input<T>` type with a wrapper struct and apply `#[reflect_value]` to it.
- As a reminder, private fields exposed via reflection are not subject to any stability guarantees.
---
## Changelog
Added
- Implemented `Reflect` + `FromReflect` for many input-related types. These types are automatically registered when adding the `InputPlugin`.