Commit Graph

2245 Commits

Author SHA1 Message Date
Emerson Coskey
7ab00ca185
Split Camera.hdr out into a new component (#18873)
# Objective

- Simplify `Camera` initialization
- allow effects to require HDR

## Solution

- Split out `Camera.hdr` into a marker `Hdr` component

## Testing

- ran `bloom_3d` example

---

## Showcase

```rs
// before
commands.spawn((
  Camera3d
  Camera {
    hdr: true
    ..Default::default()
  }
))

// after
commands.spawn((Camera3d, Hdr));

// other rendering components can require that the camera enables hdr!
// currently implemented for Bloom, AutoExposure, and Atmosphere.
#[require(Hdr)]
pub struct Bloom;
```
2025-05-26 19:24:45 +00:00
Fallible Things
cedf8d357a
Explanation for the '2d shapes' example (#19211)
[Explanation](https://bevyengine.org/learn/contribute/helping-out/explaining-examples/)
for the 2d shapes example, taken from the original HackMD document and
edited a bit.

This example is a strange one, it's eye-catching mostly because it's the
first example (at time of writing) in the examples page. That being
said, the example does a decent amount of teaching utility to it: we can
explain the bevy math-shape to mesh pipeline, which illuminates a way of
transforming one form of data (abstract, mathematical shape
descriptions) into another (meshes) which may be novel or inspirational
to some users.

---------

Co-authored-by: theotherphil <phil.j.ellison@gmail.com>
2025-05-26 19:21:01 +00:00
Lomírus
d1f6470cc2
Fix mismatched FogFalloff (#19174)
# Objective

When user presses <kbd>3</kbd>, the falloff mode should be changed to
`ExponentialSquared` as described in the instructions, but it's not in
fact.

Online Example: https://bevyengine.org/examples-webgpu/3d-rendering/fog/

## Solution

Change it to `ExponentialSquared`

## Testing

- Did you test these changes? If so, how?

Yes, by `cargo run --example fog`

- Are there any parts that need more testing?

No.

- How can other people (reviewers) test your changes? Is there anything
specific they need to know?

```
cargo run --example fog
```

- If relevant, what platforms did you test these changes on, and are
there any important ones you can't test?

N/A
2025-05-26 17:52:27 +00:00
Weihnachtsbaum
841105a993
Add AudioSinkPlayback::position (#19173)
# Objective

- Allow users to get the playback position of playing audio.

## Solution

- Add a `position` method to `AudioSinkPlayback`
- Implement it for `AudioSink` and `SpatialAudioSink`

## Testing

- Updated `audio_control` example to show playback position
2025-05-26 17:50:40 +00:00
SpecificProtagonist
1c8d2ee3e1
viewport_node example: Remove main world image initialization (#19098)
# Objective

The new viewport example allocates a texture in main memory, even though
it's only needed on the GPU. Also fix an unnecessary warning when a
viewport's texture doesn't exist CPU-side.

## Testing

Run the `viewport_node` example.
2025-05-26 17:20:29 +00:00
robtfm
b641aa0ecf
separate border colors (#18682)
# Objective

allow specifying the left/top/right/bottom border colors separately for
ui elements

fixes #14773

## Solution

- change `BorderColor` to 
```rs
pub struct BorderColor {
    pub left: Color,
    pub top: Color,
    pub right: Color,
    pub bottom: Color,
}
```
- generate one ui node per distinct border color, set flags for the
active borders
- render only the active borders

i chose to do this rather than adding multiple colors to the
ExtractedUiNode in order to minimize the impact for the common case
where all border colors are the same.

## Testing

modified the `borders` example to use separate colors:


![image](https://github.com/user-attachments/assets/5d9a4492-429a-4ee1-9656-215511886164)

the behaviour is a bit weird but it mirrors html/css border behaviour.

---

## Migration:

To keep the existing behaviour, just change `BorderColor(color)` into
`BorderColor::all(color)`.

---------

Co-authored-by: ickshonpe <david.curthoys@googlemail.com>
2025-05-26 16:57:13 +00:00
ickshonpe
3edacb5e46
Enable accessibility features for the button example (#18749)
# Objective

Accessibility features don't work with the UI `button` example because
`InputFocus` must be set for the accessibility systems to recognise the
button.

Fixes #18760

## Solution

* Set the button entity as the `InputFocus` when it is hovered or
pressed.
* Call `set_changed` on the `Button` component when the button's state
changes to hovered or pressed (the accessibility system's only update
the button's state when the `Button` component is marked as changed).

## Testing

Install NVDA, it should say "hover" when the button is hovered and
"pressed" when the button is pressed.

The bounds of the accessibility node are reported incorrectly. I thought
we fixed this, I'll take another look at it. It's not a problem with
this PR.
2025-05-26 15:19:55 +00:00
oracle58
d7cab93495
Add debug build option to build-wasm-example (#19312)
## Objective

- Add a `--debug` flag to `build-wasm-example` to support debug builds
for WebGL2/WebGPU targets.
- Fixes #18464

## Solution
- Added `--debug` flag to build Wasm examples in debug mode.
- Default remains release mode if `--debug` is not specified.
- Updated documentation to describe the new flag and usage.

## Testing
- Verified debug and release builds for WebGL2 and WebGPU respectively.
- Confirmed wasm artifacts are placed in the correct target dir for each
build profile:
  - Debug: `target/wasm32-unknown-unknown/debug/examples/`
  - Release: `target/wasm32-unknown-unknown/release/examples/`
- Confirmed wasm-bindgen output is written to:
`examples/wasm/target/debug` , `examples/wasm/target/release`
- Haven't actually tested running the example

| Backend | Profile | Artifacts written | Build success    |
|---------|---------|-------------------|------------------|
| webgl2 | debug | ✓ | ✓ |
| webgl2 | release | ✓ | ✓ |
| webpgu | debug | ✓ | ✓ |
| webpgu | release | ✓ | ✓ |

### Examples

**Debug**
```
$ cargo run -p build-wasm-example -- --api webgl2 --debug load_gltf
```
```
Finished `dev` profile [unoptimized + debuginfo] target(s) in 1m 02s
wasm-bindgen --out-dir examples/wasm/target/debug --out-name wasm_example --target web target/wasm32-unknown-unknown/debug/examples/load_gltf.wasm
```

**Release**
```
$ cargo run -p build-wasm-example -- --api webgl2 load_gltf`
```
```
Finished `release` profile [optimized] target(s) in 1m 08s
wasm-bindgen --out-dir examples/wasm/target/release --out-name wasm_example --target web target/wasm32-unknown-unknown/release/examples/load_gltf.wasm
```

---------

Co-authored-by: Rob Parrett <robparrett@gmail.com>
2025-05-24 01:43:57 +00:00
DaoLendaye
cf3f26f10b
Add GltfMeshName component and Deref implementations (#19331)
Stores mesh names from glTF files in GltfMeshName component rather than
Name component, making both GltfMeshName and GltfMaterialName behave
like strings via Deref.

# Objective

Fixed the side effects of #19287
Fixes Examples that modify gltf materials are broken #19322

## Solution

Add GltfMeshName component and Deref implementations

Stores mesh names from glTF files in GltfMeshName component rather than
Name component, making both GltfMeshName and GltfMaterialName behave
like strings via Deref.


## Testing

cargo run --example depth_of_field
cargo run --example lightmaps
cargo run --example mixed_lighting
They are consistent with the situation before the error occurred.

---------

Co-authored-by: Alice Cecile <alice.i.cecile@gmail.com>
Co-authored-by: Rob Parrett <robparrett@gmail.com>
2025-05-23 20:56:48 +00:00
Lucas Franca
d3012df755
Expose LogDiagnosticsState (#19323)
# Objective

Closes #19175 
Make `LogDiagnosticsState` public to be able to edit its filters

## Solution

Make `LogDiagnosticsState` public and add methods to allow editing the
duration and filter

## Testing

`cargo run -p ci`

## Showcase

Updated `log_diagnostics` example

![image](https://github.com/user-attachments/assets/25bc00f3-40e2-4b4a-b90b-137cc1f307a5)
2025-05-23 20:56:36 +00:00
ickshonpe
2b59ab8e2d
Fix Anchor component inconsistancies (#18393)
## Objective

Fix the misleading 2d anchor API where `Anchor` is a component and
required by `Text2d` but is stored on a field for sprites.

Fixes #18367

## Solution

Remove the `anchor` field from `Sprite` and require `Anchor` instead.

## Migration Guide

The `anchor` field has been removed from `Sprite`. Instead the `Anchor`
component is now a required component on `Sprite`.
2025-05-21 15:32:04 +00:00
ickshonpe
bf20c630a8
UI Node Gradients (#18139)
# Objective

Allowing drawing of UI nodes with a gradient instead of a flat color.

## Solution

The are three gradient structs corresponding to the three types of
gradients supported: `LinearGradient`, `ConicGradient` and
`RadialGradient`. These are then wrapped in a `Gradient` enum
discriminator which has `Linear`, `Conic` and `Radial` variants.

Each gradient type consists of the geometric properties for that
gradient and a list of color stops.
Color stops consist of a color, a position or angle and an optional
hint. If no position is specified for a stop, it's evenly spaced between
the previous and following stops. Color stop positions are absolute, if
you specify a list of stops:
```vec![vec![ColorStop::new(RED, Val::Percent(90.), ColorStop::new(Color::GREEN, Val::Percent(10.))```
the colors will be reordered and the gradient will transition from green at 10% to red at 90%. 

Colors are interpolated between the stops in SRGB space. The hint is a normalized value that can be used to shift the mid-point where the colors are mixed 50-50.  between the stop with the hint and the following stop.

For sharp stops with no interpolated transition, place two stops at the same position.

`ConicGradient`s and RadialGradient`s have a center which is set using the new `Position` type. `Position` consists of a normalized (relative to the UI node) `Vec2` anchor point and a responsive x, y offset.

To draw a UI node with a gradient you insert the components `BackgroundGradient` and `BorderGradient`, which both newtype a vector of `Gradient`s. If you set a background color, the background color is drawn first and the gradient(s) are drawn on top.

The implementation is deliberately simple and self contained. The shader draws the gradient in multiple passes which is quite inefficient for gradients with a very large number of color stops. It's simple though and there won't be any compatibility issues. We could make gradients a specialization for `UiPipeline` but I used a separate pipeline plugin for now to ensure that these changes don't break anything. 

#### Not supported in this PR
* Interpolation in other color spaces besides SRGB. 
* Images and text: This would need some breaking changes like a `UiColor` enum type with `Color` and `Gradient` variants, to enable `BorderColor`, `TextColor`, `BackgroundColor` and `ImageNode::color` to take either a `Color` or a gradient.
* Repeating gradients

## Testing

Includes three examples that can be used for testing:
```
cargo run --example linear_gradients
cargo run --example stacked_gradients
cargo run --example radial_gradients
```

Most of the code except the components API is contained within the `bevy_ui/src/render/linear_gradients` module.
There are no changes to any existing systems or plugins except for the addition of the gradients rendering systems to the render world schedule and the `Val` changes from #18164 . 

## Showcase

![gradients](https://github.com/user-attachments/assets/a09c5bb2-f9dc-4bc5-9d17-21a6338519d3)
![stacked](https://github.com/user-attachments/assets/7a1ad28e-8ae0-41d5-85b2-aa62647aef03)
![rad](https://github.com/user-attachments/assets/48609cf1-52aa-453c-afba-3b4845f3ddec)

Conic gradients can be used to draw simple pie charts like in CSS:
![PIE](https://github.com/user-attachments/assets/4594b96f-52ab-4974-911a-16d065d213bc)
2025-05-20 14:45:22 +00:00
SpecificProtagonist
e7e9973c80
Per world error handler (#18810)
# Objective

[see original
comment](https://github.com/bevyengine/bevy/pull/18801#issuecomment-2796981745)
> Alternately, could we store it on the World instead of a global? I
think we have a World nearby whenever we call default_error_handler().
That would avoid the need for atomics or locks, since we could do
ordinary reads and writes to the World.

Global error handlers don't actually need to be global – per world is
enough. This allows using different handlers for different worlds and
also removes the restrictions on changing the handler only once.

## Solution

Each `World` can now store its own error handler in a resource.

For convenience, you can also set the default error handler for an
`App`, which applies it to the worlds of all `SubApp`s. The old behavior
of only being able to set the error handler once is kept for apps.

We also don't need the `configurable_error_handler` feature anymore now.

## Testing

New/adjusted tests for failing schedule systems & observers.

---

## Showcase

```rust
App::new()
    .set_error_handler(info)
    …
```
2025-05-19 01:35:07 +00:00
Eagster
0b4858726c
Make entity::index non max (#18704)
# Objective

There are two problems this aims to solve. 

First, `Entity::index` is currently a `u32`. That means there are
`u32::MAX + 1` possible entities. Not only is that awkward, but it also
make `Entity` allocation more difficult. I discovered this while working
on remote entity reservation, but even on main, `Entities` doesn't
handle the `u32::MAX + 1` entity very well. It can not be batch reserved
because that iterator uses exclusive ranges, which has a maximum upper
bound of `u32::MAX - 1`. In other words, having `u32::MAX` as a valid
index can be thought of as a bug right now. We either need to make that
invalid (this PR), which makes Entity allocation cleaner and makes
remote reservation easier (because the length only needs to be u32
instead of u64, which, in atomics is a big deal), or we need to take
another pass at `Entities` to make it handle the `u32::MAX` index
properly.

Second, `TableRow`, `ArchetypeRow` and `EntityIndex` (a type alias for
u32) all have `u32` as the underlying type. That means using these as
the index type in a `SparseSet` uses 64 bits for the sparse list because
it stores `Option<IndexType>`. By using `NonMaxU32` here, we cut the
memory of that list in half. To my knowledge, `EntityIndex` is the only
thing that would really benefit from this niche. `TableRow` and
`ArchetypeRow` I think are not stored in an `Option` in bulk. But if
they ever are, this would help. Additionally this ensures
`TableRow::INVALID` and `ArchetypeRow::INVALID` never conflict with an
actual row, which in a nice bonus.

As a related note, if we do components as entities where `ComponentId`
becomes `Entity`, the the `SparseSet<ComponentId>` will see a similar
memory improvement too.

## Solution

Create a new type `EntityRow` that wraps `NonMaxU32`, similar to
`TableRow` and `ArchetypeRow`.
Change `Entity::index` to this type.

## Downsides

`NonMax` is implemented as a `NonZero` with a binary inversion. That
means accessing and storing the value takes one more instruction. I
don't think that's a big deal, but it's worth mentioning.

As a consequence, `to_bits` uses `transmute` to skip the inversion which
keeps it a nop. But that also means that ordering has now flipped. In
other words, higher indices are considered less than lower indices. I
don't think that's a problem, but it's also worth mentioning.

## Alternatives

We could keep the index as a u32 type and just document that `u32::MAX`
is invalid, modifying `Entities` to ensure it never gets handed out.
(But that's not enforced by the type system.) We could still take
advantage of the niche here in `ComponentSparseSet`. We'd just need some
unsafe manual conversions, which is probably fine, but opens up the
possibility for correctness problems later.

We could change `Entities` to fully support the `u32::MAX` index. (But
that makes `Entities` more complex and potentially slightly slower.)

## Testing

- CI
- A few tests were changed because they depend on different ordering and
`to_bits` values.

## Future Work

- It might be worth removing the niche on `Entity::generation` since
there is now a different niche.
- We could move `Entity::generation` into it's own type too for clarity.
- We should change `ComponentSparseSet` to take advantage of the new
niche. (This PR doesn't change that yet.)
- Consider removing or updating `Identifier`. This is only used for
`Entity`, so it might be worth combining since `Entity` is now more
unique.

---------

Co-authored-by: atlv <email@atlasdostal.com>
Co-authored-by: Zachary Harrold <zac@harrold.com.au>
2025-05-07 18:20:30 +00:00
Chris Russell
9e2bd8ac18
Generic SystemParam impls for Option and Result (#18766)
# Objective

Provide a generic `impl SystemParam for Option<P>` that uses system
parameter validation. This immediately gives useful impls for params
like `EventReader` and `GizmosState` that are defined in terms of `Res`.
It also allows third-party system parameters to be usable with `Option`,
which was previously impossible due to orphan rules.

Note that this is a behavior change for `Option<Single>`. It currently
fails validation if there are multiple matching entities, but with this
change it will pass validation and produce `None`.

Also provide an impl for `Result<P, SystemParamValidationError>`. This
allows systems to inspect the error if necessary, either for bubbling it
up or for checking the `skipped` flag.

Fixes #12634
Fixes #14949
Related to #18516

## Solution

Add generic `SystemParam` impls for `Option` and `Result`, and remove
the impls for specific types.

Update documentation and `fallible_params` example with the new
semantics for `Option<Single>`.
2025-05-07 18:20:08 +00:00
Joona Aalto
7b1c9f192e
Adopt consistent FooSystems naming convention for system sets (#18900)
# Objective

Fixes a part of #14274.

Bevy has an incredibly inconsistent naming convention for its system
sets, both internally and across the ecosystem.

<img alt="System sets in Bevy"
src="https://github.com/user-attachments/assets/d16e2027-793f-4ba4-9cc9-e780b14a5a1b"
width="450" />

*Names of public system set types in Bevy*

Most Bevy types use a naming of `FooSystem` or just `Foo`, but there are
also a few `FooSystems` and `FooSet` types. In ecosystem crates on the
other hand, `FooSet` is perhaps the most commonly used name in general.
Conventions being so wildly inconsistent can make it harder for users to
pick names for their own types, to search for system sets on docs.rs, or
to even discern which types *are* system sets.

To reign in the inconsistency a bit and help unify the ecosystem, it
would be good to establish a common recommended naming convention for
system sets in Bevy itself, similar to how plugins are commonly suffixed
with `Plugin` (ex: `TimePlugin`). By adopting a consistent naming
convention in first-party Bevy, we can softly nudge ecosystem crates to
follow suit (for types where it makes sense to do so).

Choosing a naming convention is also relevant now, as the [`bevy_cli`
recently adopted
lints](https://github.com/TheBevyFlock/bevy_cli/pull/345) to enforce
naming for plugins and system sets, and the recommended naming used for
system sets is still a bit open.

## Which Name To Use?

Now the contentious part: what naming convention should we actually
adopt?

This was discussed on the Bevy Discord at the end of last year, starting
[here](<https://discord.com/channels/691052431525675048/692572690833473578/1310659954683936789>).
`FooSet` and `FooSystems` were the clear favorites, with `FooSet` very
narrowly winning an unofficial poll. However, it seems to me like the
consensus was broadly moving towards `FooSystems` at the end and after
the poll, with Cart
([source](https://discord.com/channels/691052431525675048/692572690833473578/1311140204974706708))
and later Alice
([source](https://discord.com/channels/691052431525675048/692572690833473578/1311092530732859533))
and also me being in favor of it.

Let's do a quick pros and cons list! Of course these are just what I
thought of, so take it with a grain of salt.

`FooSet`:

- Pro: Nice and short!
- Pro: Used by many ecosystem crates.
- Pro: The `Set` suffix comes directly from the trait name `SystemSet`.
- Pro: Pairs nicely with existing APIs like `in_set` and
`configure_sets`.
- Con: `Set` by itself doesn't actually indicate that it's related to
systems *at all*, apart from the implemented trait. A set of what?
- Con: Is `FooSet` a set of `Foo`s or a system set related to `Foo`? Ex:
`ContactSet`, `MeshSet`, `EnemySet`...

`FooSystems`:

- Pro: Very clearly indicates that the type represents a collection of
systems. The actual core concept, system(s), is in the name.
- Pro: Parallels nicely with `FooPlugins` for plugin groups.
- Pro: Low risk of conflicts with other names or misunderstandings about
what the type is.
- Pro: In most cases, reads *very* nicely and clearly. Ex:
`PhysicsSystems` and `AnimationSystems` as opposed to `PhysicsSet` and
`AnimationSet`.
- Pro: Easy to search for on docs.rs.
- Con: Usually results in longer names.
- Con: Not yet as widely used.

Really the big problem with `FooSet` is that it doesn't actually
describe what it is. It describes what *kind of thing* it is (a set of
something), but not *what it is a set of*, unless you know the type or
check its docs or implemented traits. `FooSystems` on the other hand is
much more self-descriptive in this regard, at the cost of being a bit
longer to type.

Ultimately, in some ways it comes down to preference and how you think
of system sets. Personally, I was originally in favor of `FooSet`, but
have been increasingly on the side of `FooSystems`, especially after
seeing what the new names would actually look like in Avian and now
Bevy. I prefer it because it usually reads better, is much more clearly
related to groups of systems than `FooSet`, and overall *feels* more
correct and natural to me in the long term.

For these reasons, and because Alice and Cart also seemed to share a
preference for it when it was previously being discussed, I propose that
we adopt a `FooSystems` naming convention where applicable.

## Solution

Rename Bevy's system set types to use a consistent `FooSet` naming where
applicable.

- `AccessibilitySystem` → `AccessibilitySystems`
- `GizmoRenderSystem` → `GizmoRenderSystems`
- `PickSet` → `PickingSystems`
- `RunFixedMainLoopSystem` → `RunFixedMainLoopSystems`
- `TransformSystem` → `TransformSystems`
- `RemoteSet` → `RemoteSystems`
- `RenderSet` → `RenderSystems`
- `SpriteSystem` → `SpriteSystems`
- `StateTransitionSteps` → `StateTransitionSystems`
- `RenderUiSystem` → `RenderUiSystems`
- `UiSystem` → `UiSystems`
- `Animation` → `AnimationSystems`
- `AssetEvents` → `AssetEventSystems`
- `TrackAssets` → `AssetTrackingSystems`
- `UpdateGizmoMeshes` → `GizmoMeshSystems`
- `InputSystem` → `InputSystems`
- `InputFocusSet` → `InputFocusSystems`
- `ExtractMaterialsSet` → `MaterialExtractionSystems`
- `ExtractMeshesSet` → `MeshExtractionSystems`
- `RumbleSystem` → `RumbleSystems`
- `CameraUpdateSystem` → `CameraUpdateSystems`
- `ExtractAssetsSet` → `AssetExtractionSystems`
- `Update2dText` → `Text2dUpdateSystems`
- `TimeSystem` → `TimeSystems`
- `AudioPlaySet` → `AudioPlaybackSystems`
- `SendEvents` → `EventSenderSystems`
- `EventUpdates` → `EventUpdateSystems`

A lot of the names got slightly longer, but they are also a lot more
consistent, and in my opinion the majority of them read much better. For
a few of the names I took the liberty of rewording things a bit;
definitely open to any further naming improvements.

There are still also cases where the `FooSystems` naming doesn't really
make sense, and those I left alone. This primarily includes system sets
like `Interned<dyn SystemSet>`, `EnterSchedules<S>`, `ExitSchedules<S>`,
or `TransitionSchedules<S>`, where the type has some special purpose and
semantics.

## Todo

- [x] Should I keep all the old names as deprecated type aliases? I can
do this, but to avoid wasting work I'd prefer to first reach consensus
on whether these renames are even desired.
- [x] Migration guide
- [x] Release notes
2025-05-06 15:18:03 +00:00
mgi388
7a1fcb7fe7
Rename StateScoped to DespawnOnExitState and add DespawnOnEnterState (#18818)
# Objective

- Alternative to and builds on top of #16284.
- Fixes #15849.

## Solution

- Rename component `StateScoped` to `DespawnOnExitState`.
- Rename system `clear_state_scoped_entities` to
`despawn_entities_on_exit_state`.
- Add `DespawnOnEnterState` and `despawn_entities_on_enter_state` which
is the `OnEnter` equivalent.

> [!NOTE]
> Compared to #16284, the main change is that I did the rename in such a
way as to keep the terms `OnExit` and `OnEnter` together. In my own
game, I was adding `VisibleOnEnterState` and `HiddenOnExitState` and
when naming those, I kept the `OnExit` and `OnEnter` together. When I
checked #16284 it stood out to me that the naming was a bit awkward.
Putting the `State` in the middle and breaking up `OnEnter` and `OnExit`
also breaks searching for those terms.

## Open questions

1. Should we split `enable_state_scoped_entities` into two functions,
one for the `OnEnter` and one for the `OnExit`? I personally have zero
need thus far for the `OnEnter` version, so I'd be interested in not
having this enabled unless I ask for it.
2. If yes to 1., should we follow my lead in my `Visibility` state
components (see below) and name these
`app.enable_despawn_entities_on_enter_state()` and
`app.enable_despawn_entities_on_exit_state()`, which IMO says what it
does on the tin?

## Testing

Ran all changed examples.

## Side note: `VisibleOnEnterState` and `HiddenOnExitState`

For reference to anyone else and to help with the open questions, I'm
including the code I wrote for controlling entity visibility when a
state is entered/exited.

<details>
<summary>visibility.rs</summary>

```rust
use bevy_app::prelude::*;
use bevy_ecs::prelude::*;
use bevy_reflect::prelude::*;
use bevy_render::prelude::*;
use bevy_state::{prelude::*, state::StateTransitionSteps};
use tracing::*;

pub trait AppExtStates {
    fn enable_visible_entities_on_enter_state<S: States>(&mut self) -> &mut Self;

    fn enable_hidden_entities_on_exit_state<S: States>(&mut self) -> &mut Self;
}

impl AppExtStates for App {
    fn enable_visible_entities_on_enter_state<S: States>(&mut self) -> &mut Self {
        self.main_mut()
            .enable_visible_entities_on_enter_state::<S>();
        self
    }

    fn enable_hidden_entities_on_exit_state<S: States>(&mut self) -> &mut Self {
        self.main_mut().enable_hidden_entities_on_exit_state::<S>();
        self
    }
}

impl AppExtStates for SubApp {
    fn enable_visible_entities_on_enter_state<S: States>(&mut self) -> &mut Self {
        if !self
            .world()
            .contains_resource::<Events<StateTransitionEvent<S>>>()
        {
            let name = core::any::type_name::<S>();
            warn!("Visible entities on enter state are enabled for state `{}`, but the state isn't installed in the app!", name);
        }
        // We work with [`StateTransition`] in set
        // [`StateTransitionSteps::ExitSchedules`] as opposed to [`OnExit`],
        // because [`OnExit`] only runs for one specific variant of the state.
        self.add_systems(
            StateTransition,
            update_to_visible_on_enter_state::<S>.in_set(StateTransitionSteps::ExitSchedules),
        )
    }

    fn enable_hidden_entities_on_exit_state<S: States>(&mut self) -> &mut Self {
        if !self
            .world()
            .contains_resource::<Events<StateTransitionEvent<S>>>()
        {
            let name = core::any::type_name::<S>();
            warn!("Hidden entities on exit state are enabled for state `{}`, but the state isn't installed in the app!", name);
        }
        // We work with [`StateTransition`] in set
        // [`StateTransitionSteps::ExitSchedules`] as opposed to [`OnExit`],
        // because [`OnExit`] only runs for one specific variant of the state.
        self.add_systems(
            StateTransition,
            update_to_hidden_on_exit_state::<S>.in_set(StateTransitionSteps::ExitSchedules),
        )
    }
}

#[derive(Clone, Component, Debug, Reflect)]
#[reflect(Component, Debug)]
pub struct VisibleOnEnterState<S: States>(pub S);

#[derive(Clone, Component, Debug, Reflect)]
#[reflect(Component, Debug)]
pub struct HiddenOnExitState<S: States>(pub S);

/// Makes entities marked with [`VisibleOnEnterState<S>`] visible when the state
/// `S` is entered.
pub fn update_to_visible_on_enter_state<S: States>(
    mut transitions: EventReader<StateTransitionEvent<S>>,
    mut query: Query<(&VisibleOnEnterState<S>, &mut Visibility)>,
) {
    // We use the latest event, because state machine internals generate at most
    // 1 transition event (per type) each frame. No event means no change
    // happened and we skip iterating all entities.
    let Some(transition) = transitions.read().last() else {
        return;
    };
    if transition.entered == transition.exited {
        return;
    }
    let Some(entered) = &transition.entered else {
        return;
    };
    for (binding, mut visibility) in query.iter_mut() {
        if binding.0 == *entered {
            visibility.set_if_neq(Visibility::Visible);
        }
    }
}

/// Makes entities marked with [`HiddenOnExitState<S>`] invisible when the state
/// `S` is exited.
pub fn update_to_hidden_on_exit_state<S: States>(
    mut transitions: EventReader<StateTransitionEvent<S>>,
    mut query: Query<(&HiddenOnExitState<S>, &mut Visibility)>,
) {
    // We use the latest event, because state machine internals generate at most
    // 1 transition event (per type) each frame. No event means no change
    // happened and we skip iterating all entities.
    let Some(transition) = transitions.read().last() else {
        return;
    };
    if transition.entered == transition.exited {
        return;
    }
    let Some(exited) = &transition.exited else {
        return;
    };
    for (binding, mut visibility) in query.iter_mut() {
        if binding.0 == *exited {
            visibility.set_if_neq(Visibility::Hidden);
        }
    }
}
```

</details>

---------

Co-authored-by: Benjamin Brienen <Benjamin.Brienen@outlook.com>
Co-authored-by: Ben Frankel <ben.frankel7@gmail.com>
2025-05-06 00:37:04 +00:00
Jean Mertz
3b24f520b9
feat(log): support customizing default log formatting (#17722)
The LogPlugin now allows overriding the default
`tracing_subscriber::fmt::Layer` through a new `fmt_layer` option. This
enables customization of the default log output format without having to
replace the entire logging system.

For example, to disable timestamps in the log output:

```rust
fn fmt_layer(_app: &mut App) -> Option<bevy::log::BoxedFmtLayer> {
    Some(Box::new(
        bevy::log::tracing_subscriber::fmt::Layer::default()
            .without_time()
            .with_writer(std::io::stderr),
    ))
}

fn main() {
    App::new()
        .add_plugins(DefaultPlugins.set(bevy::log::LogPlugin {
            fmt_layer,
            ..default()
        }))
        .run();
}
```

This is different from the existing `custom_layer` option, because that
option _adds_ additional layers to the subscriber, but can't modify the
default formatter layer (at least, not to my knowledge).

I almost always disable timestamps in my Bevy logs, and usually also
tweak other default log formatting (such as `with_span_events`), which
made it so that I always had to disable the default logger. This allows
me to use everything the Bevy logger supports (including tracy support),
while still formatting the default logs the way I like them.

---------

Signed-off-by: Jean Mertz <git@jeanmertz.com>
2025-05-05 23:01:06 +00:00
Antony
bf42cb3532
Add a viewport UI widget (#17253)
# Objective

Add a viewport widget.

## Solution

- Add a new `ViewportNode` component to turn a UI node into a viewport.
- Add `viewport_picking` to pass pointer inputs from other pointers to
the viewport's pointer.
- Notably, this is somewhat functionally different from the viewport
widget in [the editor
prototype](https://github.com/bevyengine/bevy_editor_prototypes/pull/110/files#L124),
which just moves the pointer's location onto the render target. Viewport
widgets have their own pointers.
  - Care is taken to handle dragging in and out of viewports.
- Add `update_viewport_render_target_size` to update the viewport node's
render target's size if the node size changes.
- Feature gate picking-related viewport items behind
`bevy_ui_picking_backend`.

## Testing

I've been using an example I made to test the widget (and added it as
`viewport_node`):

<details><summary>Code</summary>

```rust
//! A simple scene to demonstrate spawning a viewport widget. The example will demonstrate how to
//! pick entities visible in the widget's view.

use bevy::picking::pointer::PointerInteraction;
use bevy::prelude::*;

use bevy::ui::widget::ViewportNode;
use bevy::{
    image::{TextureFormatPixelInfo, Volume},
    window::PrimaryWindow,
};
use bevy_render::{
    camera::RenderTarget,
    render_resource::{
        Extent3d, TextureDescriptor, TextureDimension, TextureFormat, TextureUsages,
    },
};

fn main() {
    App::new()
        .add_plugins((DefaultPlugins, MeshPickingPlugin))
        .add_systems(Startup, test)
        .add_systems(Update, draw_mesh_intersections)
        .run();
}

#[derive(Component, Reflect, Debug)]
#[reflect(Component)]
struct Shape;

fn test(
    mut commands: Commands,
    window: Query<&Window, With<PrimaryWindow>>,
    mut images: ResMut<Assets<Image>>,
    mut meshes: ResMut<Assets<Mesh>>,
    mut materials: ResMut<Assets<StandardMaterial>>,
) {
    // Spawn a UI camera
    commands.spawn(Camera3d::default());

    // Set up an texture for the 3D camera to render to
    let window = window.get_single().unwrap();
    let window_size = window.physical_size();
    let size = Extent3d {
        width: window_size.x,
        height: window_size.y,
        ..default()
    };
    let format = TextureFormat::Bgra8UnormSrgb;
    let image = Image {
        data: Some(vec![0; size.volume() * format.pixel_size()]),
        texture_descriptor: TextureDescriptor {
            label: None,
            size,
            dimension: TextureDimension::D2,
            format,
            mip_level_count: 1,
            sample_count: 1,
            usage: TextureUsages::TEXTURE_BINDING
                | TextureUsages::COPY_DST
                | TextureUsages::RENDER_ATTACHMENT,
            view_formats: &[],
        },
        ..default()
    };
    let image_handle = images.add(image);

    // Spawn the 3D camera
    let camera = commands
        .spawn((
            Camera3d::default(),
            Camera {
                // Render this camera before our UI camera
                order: -1,
                target: RenderTarget::Image(image_handle.clone().into()),
                ..default()
            },
        ))
        .id();

    // Spawn something for the 3D camera to look at
    commands
        .spawn((
            Mesh3d(meshes.add(Cuboid::new(5.0, 5.0, 5.0))),
            MeshMaterial3d(materials.add(Color::WHITE)),
            Transform::from_xyz(0.0, 0.0, -10.0),
            Shape,
        ))
        // We can observe pointer events on our objects as normal, the
        // `bevy::ui::widgets::viewport_picking` system will take care of ensuring our viewport
        // clicks pass through
        .observe(on_drag_cuboid);

    // Spawn our viewport widget
    commands
        .spawn((
            Node {
                position_type: PositionType::Absolute,
                top: Val::Px(50.0),
                left: Val::Px(50.0),
                width: Val::Px(200.0),
                height: Val::Px(200.0),
                border: UiRect::all(Val::Px(5.0)),
                ..default()
            },
            BorderColor(Color::WHITE),
            ViewportNode::new(camera),
        ))
        .observe(on_drag_viewport);
}

fn on_drag_viewport(drag: Trigger<Pointer<Drag>>, mut node_query: Query<&mut Node>) {
    if matches!(drag.button, PointerButton::Secondary) {
        let mut node = node_query.get_mut(drag.target()).unwrap();

        if let (Val::Px(top), Val::Px(left)) = (node.top, node.left) {
            node.left = Val::Px(left + drag.delta.x);
            node.top = Val::Px(top + drag.delta.y);
        };
    }
}

fn on_drag_cuboid(drag: Trigger<Pointer<Drag>>, mut transform_query: Query<&mut Transform>) {
    if matches!(drag.button, PointerButton::Primary) {
        let mut transform = transform_query.get_mut(drag.target()).unwrap();
        transform.rotate_y(drag.delta.x * 0.02);
        transform.rotate_x(drag.delta.y * 0.02);
    }
}

fn draw_mesh_intersections(
    pointers: Query<&PointerInteraction>,
    untargetable: Query<Entity, Without<Shape>>,
    mut gizmos: Gizmos,
) {
    for (point, normal) in pointers
        .iter()
        .flat_map(|interaction| interaction.iter())
        .filter_map(|(entity, hit)| {
            if !untargetable.contains(*entity) {
                hit.position.zip(hit.normal)
            } else {
                None
            }
        })
    {
        gizmos.arrow(point, point + normal.normalize() * 0.5, Color::WHITE);
    }
}
```

</details>

## Showcase


https://github.com/user-attachments/assets/39f44eac-2c2a-4fd9-a606-04171f806dc1

## Open Questions

- <del>Not sure whether the entire widget should be feature gated behind
`bevy_ui_picking_backend` or not? I chose a partial approach since maybe
someone will want to use the widget without any picking being
involved.</del>
- <del>Is `PickSet::Last` the expected set for `viewport_picking`?
Perhaps `PickSet::Input` is more suited.</del>
- <del>Can `dragged_last_frame` be removed in favor of a better dragging
check? Another option that comes to mind is reading `Drag` and `DragEnd`
events, but this seems messier.</del>

---------

Co-authored-by: ickshonpe <david.curthoys@googlemail.com>
Co-authored-by: François Mockers <mockersf@gmail.com>
2025-05-05 22:57:37 +00:00
Greeble
235257ff62
Fix occlusion culling not respecting device limits (#18974)
The occlusion culling plugin checks for a GPU feature by looking at
`RenderAdapter`. This is wrong - it should be checking `RenderDevice`.
See these notes for background:
https://github.com/bevyengine/bevy/discussions/18973

I don't have any evidence that this was causing any bugs, so right now
it's just a precaution.

## Testing

```
cargo run --example occlusion_culling
```

Tested on Win10/Nvidia across Vulkan, WebGL/Chrome, WebGPU/Chrome.
2025-05-05 18:04:43 +00:00
akimakinai
0f6d532a15
Sprite picking docs fix (#19016)
# Objective

- Docs in sprite picking plugin / example contain outdated information.

References:
- Sprite picking now always require `Picking` - #17842
- Transparency pass-through added - #16388

## Solution

- Fix the docs.
2025-05-05 17:45:14 +00:00
Marius Cobzarenco
20b2b5e6b1
Fix tonemapping example when using a local image (#19061)
# Objective

- The tonemapping example allows using a local image to try out
different color grading. However, using a local file stopped working
when we added the `UnapprovedPathMode` setting to the assets plugin.

## Solution

- Set `unapproved_path_mode: UnapprovedPathMode::Allow` in the example

## Testing

- I tried out the example with local images, previously it would fail
saying it's an untrusted path.
2025-05-05 17:39:32 +00:00
Chris Biscardi
56405890f2
refactor ui/borders example to use new children! macro (#18962)
# Objective

Refactor
[`examples/ui/borders.rs`](7f0490655c/examples/ui/borders.rs)
to use the new spawning/hierarchy APIs in 0.16.

## Solution

This refactor reduces the number of `.spawn` calls from about 16 to 2,
using one spawn for each major feature:

* camera2d
* ui layout

The `Children::spawn` relationship API is used to take advantage of
`SpawnIter` for the borders examples in each block.

Each block of examples now returns a Bundle into its respective
variable, which is then used in combination with the new `label` widget
which makes use of the new `impl Bundle` return capability. This allows
the ui layout to use a single `.spawn` with the `children!` macro.

The blocks of examples are still in separate variables because it felt
like a useful way to organize it still, even without needing to spawn at
those locations.

Functionality of the demo hasn't changed, this is just an API/code
update.

## Showcase

![screenshot-2025-04-27-at-18 05
19@2x](https://github.com/user-attachments/assets/5f10b28b-b0f1-4a55-af9f-2e7b05b7b4bf)

<details>
<summary>Before screenshot</summary>

![screenshot-2025-04-27-at-18 17
12@2x](https://github.com/user-attachments/assets/ae159d96-ba4d-4429-b934-7779470c480a)

</details>

---------

Co-authored-by: François Mockers <mockersf@gmail.com>
2025-05-04 08:35:03 +00:00
ickshonpe
5e2ecf4178
Text background colors (#18892)
# Objective

Add background colors for text.

Fixes #18889

## Solution

New component `TextBackgroundColor`, add it to any UI `Text` or
`TextSpan` entity to add a background color to its text.
New field on `TextLayoutInfo` `section_rects` holds the list of bounding
rects for each text section.

The bounding rects are generated in `TextPipeline::queue_text` during
text layout, `extract_text_background_colors` extracts the colored
background rects for rendering.

Didn't include `Text2d` support because of z-order issues.

The section rects can also be used to implement interactions targeting
individual text sections.

## Testing
Includes a basic example that can be used for testing:
```
cargo run --example text_background_colors
```
---

## Showcase


![tbcm](https://github.com/user-attachments/assets/e584e197-1a8c-4248-82ab-2461d904a85b)

Using a proportional font with kerning the results aren't so tidy (since
the bounds of adjacent glyphs can overlap) but it still works fine:


![tbc](https://github.com/user-attachments/assets/788bb052-4216-4019-a594-7c1b41164dd5)

---------

Co-authored-by: Olle Lukowski <lukowskiolle@gmail.com>
Co-authored-by: Gilles Henaux <ghx_github_priv@fastmail.com>
2025-05-04 08:18:46 +00:00
Peter S.
cd67bac544
Expose deferred screen edges setting for ios devices (#18729)
# Objective

- This just exposes the preferred [screen edges deferring system
gestures](https://developer.apple.com/documentation/uikit/uiviewcontroller/preferredscreenedgesdeferringsystemgestures)
setting from
[winit](https://docs.rs/winit/latest/winit/platform/ios/trait.WindowExtIOS.html#tymethod.set_preferred_screen_edges_deferring_system_gestures),
making it accessible in bevy apps.

This setting is useful for ios apps that make use of the screen edges,
letting the app have control of the first edge gesture before relegating
to the os.


## Testing

- Tested on simulator and on an iPhone Xs

---

---------

Co-authored-by: Alice Cecile <alice.i.cecile@gmail.com>
Co-authored-by: Greeble <166992735+greeble-dev@users.noreply.github.com>
Co-authored-by: François Mockers <mockersf@gmail.com>
2025-04-30 21:24:53 +00:00
Rob Parrett
b40845d296
Fix a few subcrate import paths in examples (#19002)
# Objective

Tripped over the `directional_navigation` one recently while playing
around with that example.

Examples should import items from `bevy` rather than the sub-crates
directly.

## Solution

Use paths re-exported by `bevy`.

## Testing

```
cargo run --example log_diagnostics
cargo run --example directional_navigation
cargo run --example custom_projection
```
2025-04-30 18:41:17 +00:00
Raul Rabadan Arroyo
c4408a817b
Make the example android app explicitly handle some device config change events to avoid getting the activity destroyed (#18839)
# Objective

Fixes #18316

## Solution

Add android:configChanges="orientation|screenSize" to the
AndroidManifest.xml as indicated in https://stackoverflow.com/a/3329486
to avoid the GameActivity from getting destroyed, making the app
stuck/crash.

## Testing

I checked the results in my phone and after adding the config change the
issue went away. The change is relatively trivial, so there shouldn't be
the need to make a lot more testing.
2025-04-26 21:21:50 +00:00
Patrick Walton
5e69518f10
Don't restrict the scene viewer to loading assets from approved paths. (#18828)
The purpose of the scene viewer is to load arbitrary glTF scenes, so
it's inconvenient if they have to be moved into the Bevy assets
directory first. Thus this patch switches the scene viewer to use
`UnapprovedPathMode::Allow`.

---------

Co-authored-by: François Mockers <francois.mockers@vleue.com>
2025-04-14 20:19:37 +00:00
Carter Anderson
e9a0ef49f9
Rename bevy_platform_support to bevy_platform (#18813)
# Objective

The goal of `bevy_platform_support` is to provide a set of platform
agnostic APIs, alongside platform-specific functionality. This is a high
traffic crate (providing things like HashMap and Instant). Especially in
light of https://github.com/bevyengine/bevy/discussions/18799, it
deserves a friendlier / shorter name.

Given that it hasn't had a full release yet, getting this change in
before Bevy 0.16 makes sense.

## Solution

- Rename `bevy_platform_support` to `bevy_platform`.
2025-04-11 23:13:28 +00:00
charlotte
e799625ea5
Add binned 2d/3d Wireframe render phase (#18587)
# Objective

Fixes #16896
Fixes #17737

## Solution

Adds a new render phase, including all the new cold specialization
patterns, for wireframes. There's a *lot* of regrettable duplication
here between 3d/2d.

## Testing

All the examples.

## Migration Guide
- `WireframePlugin` must now be created with
`WireframePlugin::default()`.
2025-04-09 21:34:53 +00:00
Patrick Walton
dc7c8f228f
Add bindless support back to ExtendedMaterial. (#18025)
PR #17898 disabled bindless support for `ExtendedMaterial`. This commit
adds it back. It also adds a new example, `extended_material_bindless`,
showing how to use it.
2025-04-09 15:34:44 +00:00
Freyja-moth
714b4a43d6
Change with_related to work with a Bundle and added with_relationships method (#18699)
# Objective

Fixes #18678

## Solution

Moved the current `with_related` method to `with_relationships` and
added a new `with_related` that uses a bundle.

I'm not entirely sold on the name just yet, if anyone has any ideas let
me know.

## Testing

I wasn't able to test these changes because it crashed my computer every
time I tried (fun). But there don't seem to be any tests that use the
old `with_related` method so it should be fine, hopefully

## Showcase

```rust
commands.spawn_empty()
    .with_related::<Relationship>(Name::new("Related thingy"))
    .with_relationships(|rel| {
        rel.spawn(Name::new("Second related thingy"));
    });
```

---------

Co-authored-by: Carter Anderson <mcanders1@gmail.com>
2025-04-09 02:34:49 +00:00
Greeble
a1fd3a4c69
Remove WebGL padding from MotionBlur (#18727)
## Objective

The `MotionBlur` component exposes renderer internals. Users shouldn't
have to deal with this.

```rust
MotionBlur {
    shutter_angle: 1.0,
    samples: 2,
    #[cfg(all(feature = "webgl2", target_arch = "wasm32", not(feature = "webgpu")))]
    _webgl2_padding: Default::default(),
},
```

## Solution

The renderer now uses a separate `MotionBlurUniform` struct for its
internals. `MotionBlur` no longer needs padding.

I was a bit unsure about the name `MotionBlurUniform`. Other modules use
a mix of `Uniform` and `Uniforms`.

## Testing

```
cargo run --example motion_blur
```

Tested on Win10/Nvidia across Vulkan, WebGL/Chrome, WebGPU/Chrome.
2025-04-06 20:00:59 +00:00
ZoOL
06f9e5eca5
fix typo (#18696)
# Objective

- fix some typo

---------

Co-authored-by: Alice Cecile <alice.i.cecile@gmail.com>
2025-04-03 17:18:09 +00:00
Kristoffer Søholm
86fa2ac570
Fix issues in log_diagnostics example (#18652)
# Objective

Adopts / builds on top of #18435.

The `log_diagnostics` example has bit-rotted and accumulated multiple
issues:
- It didn't explain the ordering constraint on DefaultPlugins, as noted
by the original PR
- Apparently `AssetCountDiagnosticsPlugin` no longer exists (?!). I
couldn't figure out when or why it was removed, maybe it got missed in
Assets v2?
- The comments didn't explain what kind of info you get by the various
plugins, making you do work to figure it out
- ~As far as I can tell `RenderDiagnosticsPlugin` currently doesn't
register any diagnostics in the traditional sense, but is only focused
on rendering spans? At least it doesn't print anything extra when added
for me, so having it here is misleading.~ It didn't print anything
because there was nothing to render in this example

## Solution

- Make all plugins be commented in to prevent further bit-rot
- Remove reference to the missing plugin
- Add extra comments describing the diagnostics in more detail
- Add something to render so we get render diagnostics

## Testing

Run the example, see relevant diagnostics printed out
2025-04-02 16:59:50 +00:00
Carter Anderson
d8fa57bd7b
Switch ChildOf back to tuple struct (#18672)
# Objective

In #17905 we swapped to a named field on `ChildOf` to help resolve
variable naming ambiguity of child vs parent (ex: `child_of.parent`
clearly reads as "I am accessing the parent of the child_of
relationship", whereas `child_of.0` is less clear).

Unfortunately this has the side effect of making initialization less
ideal. `ChildOf { parent }` reads just as well as `ChildOf(parent)`, but
`ChildOf { parent: root }` doesn't read nearly as well as
`ChildOf(root)`.

## Solution

Move back to `ChildOf(pub Entity)` but add a `child_of.parent()`
function and use it for all accesses. The downside here is that users
are no longer "forced" to access the parent field with `parent`
nomenclature, but I think this strikes the right balance.

Take a look at the diff. I think the results provide strong evidence for
this change. Initialization has the benefit of reading much better _and_
of taking up significantly less space, as many lines go from 3 to 1, and
we're cutting out a bunch of syntax in some cases.

Sadly I do think this should land in 0.16 as the cost of doing this
_after_ the relationships migration is high.
2025-04-02 00:10:10 +00:00
Chris Russell
b4614dadcd
Use Display instead of Debug in the default error handler (#18629)
# Objective

Improve error messages for missing resources.  

The default error handler currently prints the `Debug` representation of
the error type instead of `Display`. Most error types use
`#[derive(Debug)]`, resulting in a dump of the structure, but will have
a user-friendly message for `Display`.

Follow-up to #18593

## Solution

Change the default error handler to use `Display` instead of `Debug`.  

Change `BevyError` to include the backtrace in the `Display` format in
addition to `Debug` so that it is still included.

## Showcase

Before: 

```
Encountered an error in system `system_name`: SystemParamValidationError { skipped: false, message: "Resource does not exist", param: "bevy_ecs::change_detection::Res<app_name::ResourceType>" }

Encountered an error in system `other_system_name`: "String message with\nmultiple lines."
```

After

```
Encountered an error in system `system_name`: Parameter `Res<ResourceType>` failed validation: Resource does not exist

Encountered an error in system `other_system_name`: String message with
multiple lines.
```
2025-03-31 18:28:19 +00:00
Vic
f57c7a43c4
reexport entity set collections in entity module (#18413)
# Objective

Unlike for their helper typers, the import paths for
`unique_array::UniqueEntityArray`, `unique_slice::UniqueEntitySlice`,
`unique_vec::UniqueEntityVec`, `hash_set::EntityHashSet`,
`hash_map::EntityHashMap`, `index_set::EntityIndexSet`,
`index_map::EntityIndexMap` are quite redundant.

When looking at the structure of `hashbrown`, we can also see that while
both `HashSet` and `HashMap` have their own modules, the main types
themselves are re-exported to the crate level.

## Solution

Re-export the types in their shared `entity` parent module, and simplify
the imports where they're used.
2025-03-30 03:51:14 +00:00
François Mockers
3945a6de3b
Fix wesl in wasm and webgl2 (#18591)
# Objective

- feature `shader_format_wesl` doesn't compile in Wasm
- once fixed, example `shader_material_wesl` doesn't work in WebGL2

## Solution

- remove special path handling when loading shaders. this seems like a
way to escape the asset folder which we don't want to allow, and can't
compile on android or wasm, and can't work on iOS (filesystem is rooted
there)
- pad material so that it's 16 bits. I couldn't get conditional
compilation to work in wesl for type declaration, it fails to parse
- the shader renders the color `(0.0, 0.0, 0.0, 0.0)` when it's not a
polka dot. this renders as black on WebGPU/metal/..., and white on
WebGL2. change it to `(0.0, 0.0, 0.0, 1.0)` so that it's black
everywhere
2025-03-28 21:45:02 +00:00
andriyDev
a08760b19b
Revert PR #15481 to resolve a regression. (#18567)
# Objective

- Fixes #18010.

## Solution

- Revert the offending PRs! These are #15481 and #18013. We now no
longer get an error if there are duplicate subassets.
- In theory we could untangle #18013 from #15481, but that may be
tricky, and may still introduce regressions. To avoid this worry (since
we're already in RC mode), I am just reverting both.

## Testing

- This is just a revert.

---

## Migration Guide

<Remove the migration guides for #15481 and #18013>

I will make a PR to the bevy_website repo after this is merged.
2025-03-27 21:32:01 +00:00
François Mockers
7a8dfdaec2
don't include file not available on docs.rs (#18551)
# Objective

- Fixes #18539 
- Doc failed to build as an example `include_str!` an asset, but assets
are not available in the packaged crate

## Solution

- Don't `include_str!` the shader but read it at runtime
2025-03-26 06:07:39 +00:00
Chris Russell
837991a5b5
Replace ValidationOutcome with Result (#18541)
# Objective

Make it easier to short-circuit system parameter validation.  

Simplify the API surface by combining `ValidationOutcome` with
`SystemParamValidationError`.

## Solution

Replace `ValidationOutcome` with `Result<(),
SystemParamValidationError>`. Move the docs from `ValidationOutcome` to
`SystemParamValidationError`.

Add a `skipped` field to `SystemParamValidationError` to distinguish the
`Skipped` and `Invalid` variants.

Use the `?` operator to short-circuit validation in tuples of system
params.
2025-03-26 03:36:16 +00:00
ickshonpe
f74abb1b89
Add sprite flipping to testbed_2d's sprite scene (#18537)
# Objective

Add sprite flipping to `testbed_2d`'s sprite scene

## Solution

Draw the sprite flipped in each axis and both axes.

Changed the sprite to the rectangular bevy banner with text and made the
images different colors.

## Testing
```
cargo run --example testbed_2d
```


![image](https://github.com/user-attachments/assets/dcfe687b-2f40-4417-bb20-6c892b425228)

---------

Co-authored-by: François Mockers <mockersf@gmail.com>
2025-03-25 21:14:17 +00:00
Alice Cecile
6a981aaa6f
Define system param validation on a per-system parameter basis (#18504)
# Objective

When introduced, `Single` was intended to simply be silently skipped,
allowing for graceful and efficient handling of systems during invalid
game states (such as when the player is dead).

However, this also caused missing resources to *also* be silently
skipped, leading to confusing and very hard to debug failures. In
0.15.1, this behavior was reverted to a panic, making missing resources
easier to debug, but largely making `Single` (and `Populated`)
worthless, as they would panic during expected game states.

Ultimately, the consensus is that this behavior should differ on a
per-system-param basis. However, there was no sensible way to *do* that
before this PR.

## Solution

Swap `SystemParam::validate_param` from a `bool` to:

```rust
/// The outcome of system / system param validation,
/// used by system executors to determine what to do with a system.
pub enum ValidationOutcome {
    /// All system parameters were validated successfully and the system can be run.
    Valid,
    /// At least one system parameter failed validation, and an error must be handled.
    /// By default, this will result in1 a panic. See [crate::error] for more information.
    ///
    /// This is the default behavior, and is suitable for system params that should *always* be valid,
    /// either because sensible fallback behavior exists (like [`Query`] or because
    /// failures in validation should be considered a bug in the user's logic that must be immediately addressed (like [`Res`]).
    Invalid,
    /// At least one system parameter failed validation, but the system should be skipped due to [`ValidationBehavior::Skip`].
    /// This is suitable for system params that are intended to only operate in certain application states, such as [`Single`].
    Skipped,
}
```
Then, inside of each `SystemParam` implementation, return either Valid,
Invalid or Skipped.

Currently, only `Single`, `Option<Single>` and `Populated` use the
`Skipped` behavior. Other params (like resources) retain their current
failing

## Testing

Messed around with the fallible_params example. Added a pair of tests:
one for panicking when resources are missing, and another for properly
skipping `Single` and `Populated` system params.

## To do

- [x] get https://github.com/bevyengine/bevy/pull/18454 merged
- [x] fix the todo!() in the macro-powered tuple implementation (please
help 🥺)
- [x] test
- [x] write a migration guide
- [x] update the example comments

## Migration Guide

Various system and system parameter validation methods
(`SystemParam::validate_param`, `System::validate_param` and
`System::validate_param_unsafe`) now return and accept a
`ValidationOutcome` enum, rather than a `bool`. The previous `true`
values map to `ValidationOutcome::Valid`, while `false` maps to
`ValidationOutcome::Invalid`.

However, if you wrote a custom schedule executor, you should now respect
the new `ValidationOutcome::Skipped` parameter, skipping any systems
whose validation was skipped. By contrast, `ValidationOutcome::Invalid`
systems should also be skipped, but you should call the
`default_error_handler` on them first, which by default will result in a
panic.

If you are implementing a custom `SystemParam`, you should consider
whether failing system param validation is an error or an expected
state, and choose between `Invalid` and `Skipped` accordingly. In Bevy
itself, `Single` and `Populated` now once again skip the system when
their conditions are not met. This is the 0.15.0 behavior, but stands in
contrast to the 0.15.1 behavior, where they would panic.

---------

Co-authored-by: MiniaczQ <xnetroidpl@gmail.com>
Co-authored-by: Dmytro Banin <banind@cs.washington.edu>
Co-authored-by: Chris Russell <8494645+chescock@users.noreply.github.com>
2025-03-25 04:27:20 +00:00
Alice Cecile
ce7d4e41d6
Make system param validation rely on the unified ECS error handling via the GLOBAL_ERROR_HANDLER (#18454)
# Objective

There are two related problems here:

1. Users should be able to change the fallback behavior of *all*
ECS-based errors in their application by setting the
`GLOBAL_ERROR_HANDLER`. See #18351 for earlier work in this vein.
2. The existing solution (#15500) for customizing this behavior is high
on boilerplate, not global and adds a great deal of complexity.

The consensus is that the default behavior when a parameter fails
validation should be set based on the kind of system parameter in
question: `Single` / `Populated` should silently skip the system, but
`Res` should panic. Setting this behavior at the system level is a
bandaid that makes getting to that ideal behavior more painful, and can
mask real failures (if a resource is missing but you've ignored a system
to make the Single stop panicking you're going to have a bad day).

## Solution

I've removed the existing `ParamWarnPolicy`-based configuration, and
wired up the `GLOBAL_ERROR_HANDLER`/`default_error_handler` to the
various schedule executors to properly plumb through errors .

Additionally, I've done a small cleanup pass on the corresponding
example.

## Testing

I've run the `fallible_params` example, with both the default and a
custom global error handler. The former panics (as expected), and the
latter spams the error console with warnings 🥲

## Questions for reviewers

1. Currently, failed system param validation will result in endless
console spam. Do you want me to implement a solution for warn_once-style
debouncing somehow?
2. Currently, the error reporting for failed system param validation is
very limited: all we get is that a system param failed validation and
the name of the system. Do you want me to implement improved error
reporting by bubbling up errors in this PR?
3. There is broad consensus that the default behavior for failed system
param validation should be set on a per-system param basis. Would you
like me to implement that in this PR?

My gut instinct is that we absolutely want to solve 2 and 3, but it will
be much easier to do that work (and review it) if we split the PRs
apart.

## Migration Guide

`ParamWarnPolicy` and the `WithParamWarnPolicy` have been removed
completely. Failures during system param validation are now handled via
the `GLOBAL_ERROR_HANDLER`: please see the `bevy_ecs::error` module docs
for more information.

---------

Co-authored-by: MiniaczQ <xnetroidpl@gmail.com>
2025-03-24 05:58:05 +00:00
Sung-jin Brian Hong
694db96ab8
Fix compile errors on headless example (#18497)
# Objective

- Fixes compile errors on headless example when running `cargo run
--example headless --no-default-features`

```
error[E0432]: unresolved import `bevy::log`
  --> examples/app/headless.rs:13:39
   |
13 | use bevy::{app::ScheduleRunnerPlugin, log::LogPlugin, prelude::*};
   |                                       ^^^ could not find `log` in `bevy`

For more information about this error, try `rustc --explain E0432`.
error: could not compile `bevy` (example "headless") due to 1 previous error
```

## Solution

- Since commit cc69fdd bevy_log has been identified as a separate
feature, thus requiring additional parameters to build headless example.
- Changed the command to run to: `cargo run --example headless
--no-default-features --features bevy_log`

## Testing

- The new command successfully builds the example
2025-03-23 21:24:20 +00:00
krunchington
a090e2fd47
Update shader_prepass, testbed_2d, and first_person_view_model examples to use children! macro (#18270)
# Objective

Contributes to #18238 
Updates the `shader_prepass`, `testbed_2d` and `first_person_view_model`
examples to use the `children!` macro. I wanted to keep the PR small but
chose to do 3 examples since they were all limited in scope

## Solution

Updates examples to use the Improved Spawning API merged in
https://github.com/bevyengine/bevy/pull/17521

## Testing

- Did you test these changes? If so, how?
- Opened the examples before and after and verified the same behavior
was observed. I did this on Ubuntu 24.04.2 LTS using `--features
wayland`.
- Are there any parts that need more testing?
- Other OS's and features can't hurt, but this is such a small change it
shouldn't be a problem.
- How can other people (reviewers) test your changes? Is there anything
specific they need to know?
  - Run the examples yourself with and without these changes.
- If relevant, what platforms did you test these changes on, and are
there any important ones you can't test?
  - see above

---

## Showcase

n/a

## Migration Guide

n/a
2025-03-22 22:35:20 +00:00
krunchington
5a9cb7de3e
Update text2d example to use children macro (#18317)
# Objective

Contributes to #18238 
Updates the `text2d`, example to use the `children!` macro.

I'm not sure I love the SpawnIter usage here, as I feel the `move`
keyword in this case is subtle and error prone for those who lose fights
with the borrow checker frequently (like me). Feedback very much
welcome.

## Solution

Updates examples to use the Improved Spawning API merged in
https://github.com/bevyengine/bevy/pull/17521

## Testing

- Did you test these changes? If so, how?
- Opened the examples before and after and verified the same behavior
was observed. I did this on Ubuntu 24.04.2 LTS using `--features
wayland`.
- Are there any parts that need more testing?
- Other OS's and features can't hurt, but this is such a small change it
shouldn't be a problem.
- How can other people (reviewers) test your changes? Is there anything
specific they need to know?
  - Run the examples yourself with and without these changes.
- If relevant, what platforms did you test these changes on, and are
there any important ones you can't test?
  - see above

---

## Showcase

n/a

## Migration Guide

n/a
2025-03-22 22:32:40 +00:00
ickshonpe
84b09b9398
Newtype Anchor (#18439)
# Objective

The `Anchor` component doesn't need to be a enum. The variants are just
mapped to `Vec2`s so it could be changed to a newtype with associated
const values, saving the space needed for the discriminator by the enum.

Also there was no benefit I think in hiding the underlying `Vec2`
representation of `Anchor`s.

Suggested by @atlv24.

Fixes #18459
Fixes #18460

## Solution

Change `Anchor` to a struct newtyping a `Vec2`, and its variants into
associated constants.

## Migration Guide

The anchor component has been changed from an enum to a struct newtyping
a `Vec2`. The `Custom` variant has been removed, instead to construct a
custom `Anchor` use its tuple constructor:
```rust
Sprite {
     anchor: Anchor(Vec2::new(0.25, 0.4)),
     ..default()
}
```
The other enum variants have been replaced with corresponding constants:
* `Anchor::BottomLeft` to `Anchor::BOTTOM_LEFT`
* `Anchor::Center` to `Anchor::CENTER`
* `Anchor::TopRight` to `Anchor::TOP_RIGHT`
* .. and so on for the remaining variants
2025-03-21 22:27:11 +00:00
krunchington
9ae7aa4399
Update testbed_ui to use Improved Spawning API (#18329)
# Objective

Contributes to #18238 
Updates the `text2d`, example to use the `children!` macro.

~~The SpawnIter usage in this example is maybe not the best. Very open
to opinions. I even left one `with_children` that I thought was just
much better than any alternative.~~

## Solution

Updates examples to use the Improved Spawning API merged in
https://github.com/bevyengine/bevy/pull/17521

## Testing

- Did you test these changes? If so, how?
- Opened the examples before and after and verified the same behavior
was observed. I did this on Ubuntu 24.04.2 LTS using `--features
wayland`.
- Are there any parts that need more testing?
- Other OS's and features can't hurt, but this is such a small change it
shouldn't be a problem.
- How can other people (reviewers) test your changes? Is there anything
specific they need to know?
  - Run the examples yourself with and without these changes.
- If relevant, what platforms did you test these changes on, and are
there any important ones you can't test?
  - see above

---

## Showcase

n/a

## Migration Guide

n/a
2025-03-21 19:32:12 +00:00