Commit Graph

44 Commits

Author SHA1 Message Date
Joona Aalto
33c6f45a35
Rename some pointer events and components (#19574)
# Objective

#19366 implemented core button widgets, which included the `Depressed`
state component.

`Depressed` was chosen instead of `Pressed` to avoid conflict with the
`Pointer<Pressed>` event, but it is problematic and awkward in many
ways:

- Using the word "depressed" for such a high-traffic type is not great
due to the obvious connection to "depressed" as in depression.
- "Depressed" is not what I would search for if I was looking for a
component like this, and I'm not aware of any other engine or UI
framework using the term.
- `Depressed` is not a very natural pair to the `Pointer<Pressed>`
event.
- It might be because I'm not a native English speaker, but I have very
rarely heard someone say "a button is depressed". Seeing it, my mind
initially goes from "depression??" to "oh, de-pressed, meaning released"
and definitely not "is pressed", even though that *is* also a valid
meaning for it.

A related problem is that the current `Pointer<Pressed>` and
`Pointer<Released>` event names use a different verb tense than all of
our other observer events such as `Pointer<Click>` or
`Pointer<DragStart>`. By fixing this and renaming `Pressed` (and
`Released`), we can then use `Pressed` instead of `Depressed` for the
state component.

Additionally, the `IsHovered` and `IsDirectlyHovered` components added
in #19366 use an inconsistent naming; the other similar components don't
use an `Is` prefix. It also makes query filters like `Has<IsHovered>`
and `With<IsHovered>` a bit more awkward.

This is partially related to Cart's [picking concept
proposal](https://gist.github.com/cart/756e48a149db2838028be600defbd24a?permalink_comment_id=5598154).

## Solution

- Rename `Pointer<Pressed>` to `Pointer<Press>`
- Rename `Pointer<Released>` to `Pointer<Release>`
- Rename `Depressed` to `Pressed`
- Rename `IsHovered` to `Hovered`
- Rename `IsDirectlyHovered` to `DirectlyHovered`
2025-06-10 21:57:28 +00:00
andriyDev
de79d3f363
Mention in the docs for pointer events that these are in screen-space. (#19518)
# Objective

- Fixes #18109.

## Solution

- All these docs now mention screen-space vs world-space.
- `start_pos` and `latest_pos` both link to `viewport_to_world` and
`viewport_to_world_2d`.
- The remaining cases are all deltas. Unfortunately `Camera` doesn't
have an appropriate method for these cases, and implementing one would
be non-trivial (e.g., the delta could have a different world-space size
based on the depth). For these cases, I just link to `Camera` and
suggest using some of its methods. Not a great solution, but at least it
gets users on the correct track.
2025-06-06 22:20:14 +00:00
universe
5117e6fd49
don't filter dragged entity out of DragEnter events (#19179)
## produce a DragEnter event when reentering the dragged entity

when making a piano, i want dragging across the keys to trigger the
notes of each key, but currently if i drag out of a key, then back to
it, this will not work since the dragged entity gets filtered out

## Solution

- make DragEnter event work whenever there's an entry. if the user wants
to ignore the dragged entity they can compare `target` and `dragged`

## Testing

- tested this with a modified version of the 2d_shapes example. i added
an observer to the entities: (and added mesh picking plugin)
```rust
.observe(|t: Trigger<Pointer<DragEnter>>| {
    info!("entered {}, started from {}", t.target(), t.dragged);
}
```
- i'm not sure if other things need more testing, or if this is wrong
completely and breaks other things i don't know of!

---

## Showcase

before:


https://github.com/user-attachments/assets/48de606a-e44d-4ca1-ae16-d8dcef640d6e

after:


https://github.com/user-attachments/assets/b1be231f-c826-47bc-be43-c637f22e7846
2025-05-26 17:56:54 +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
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
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
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
Gino Valente
9b32e09551
bevy_reflect: Add clone registrations project-wide (#18307)
# Objective

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

## Solution

This PR is broken into 4 commits:

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

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

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

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

## Testing

You can test locally with a `cargo check`:

```
cargo check --workspace --all-features
```
2025-03-17 18:32:35 +00:00
Peepo-Juice
949d7811cd
Sync up the Derive of DragEntry to match the other events (#18220)
# Objective
Add `#[derive(Clone, PartialEq, Debug, Reflect)]` to DragEntry so it
matches the other picking events.

## Solution
Copy/paste (RIP Larry Tesler)

## Testing
Just ran cargo check. I don't believe this should break anything because
I did not remove any derives it had before.

---
2025-03-11 19:58:20 +00:00
Carter Anderson
b73811d40e
Remove ChildOf::get and Deref impl (#18080)
# Objective

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

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

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

## Solution

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

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

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

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

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

## Migration Guide

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

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

// Before
entity.get::<ChildOf>().map(ChildOf::get)
// After
entity.get::<ChildOf>().map(|c| c.parent)
```
2025-02-27 23:11:03 +00:00
AlephCubed
5f86668bbb
Renamed EventWriter::send methods to write. (#17977)
Fixes #17856.

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

---------

Co-authored-by: François Mockers <mockersf@gmail.com>
2025-02-23 21:18:52 +00:00
colepoirier
84359514bd
Add scroll functionality to bevy_picking (#17704)
# Objective

`bevy_picking` currently does not support scroll events.

## Solution

This pr adds a new event type for scroll, and updates the default input
system for mouse pointers to read and emit this event.

## Testing

- Did you test these changes? If so, how?
- Are there any parts that need more testing?
- How can other people (reviewers) test your changes? Is there anything
specific they need to know?
- If relevant, what platforms did you test these changes on, and are
there any important ones you can't test?

I haven't tested these changes, if the reviewers can advise me how to do
so I'd appreciate it!
2025-02-10 22:03:38 +00:00
theotherphil
ca6b07c348
Fix a couple of doc typos (#17673)
# Objective

Fix two minor typos in bevy_picking docs.
2025-02-05 19:29:22 +00:00
Zachary Harrold
9bc0ae33c3
Move hashbrown and foldhash out of bevy_utils (#17460)
# Objective

- Contributes to #16877

## Solution

- Moved `hashbrown`, `foldhash`, and related types out of `bevy_utils`
and into `bevy_platform_support`
- Refactored the above to match the layout of these types in `std`.
- Updated crates as required.

## Testing

- CI

---

## Migration Guide

- The following items were moved out of `bevy_utils` and into
`bevy_platform_support::hash`:
  - `FixedState`
  - `DefaultHasher`
  - `RandomState`
  - `FixedHasher`
  - `Hashed`
  - `PassHash`
  - `PassHasher`
  - `NoOpHash`
- The following items were moved out of `bevy_utils` and into
`bevy_platform_support::collections`:
  - `HashMap`
  - `HashSet`
- `bevy_utils::hashbrown` has been removed. Instead, import from
`bevy_platform_support::collections` _or_ take a dependency on
`hashbrown` directly.
- `bevy_utils::Entry` has been removed. Instead, import from
`bevy_platform_support::collections::hash_map` or
`bevy_platform_support::collections::hash_set` as appropriate.
- All of the above equally apply to `bevy::utils` and
`bevy::platform_support`.

## Notes

- I left `PreHashMap`, `PreHashMapExt`, and `TypeIdMap` in `bevy_utils`
as they might be candidates for micro-crating. They can always be moved
into `bevy_platform_support` at a later date if desired.
2025-01-23 16:46:08 +00:00
Carter Anderson
ba5e71f53d
Parent -> ChildOf (#17427)
Fixes #17412

## Objective

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

This renames `Parent` to `ChildOf`.

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

## Migration Guide

- The `Parent` component has been renamed to `ChildOf`.
2025-01-20 22:13:29 +00:00
Zachary Harrold
a64446b77e
Create bevy_platform_support Crate (#17250)
# Objective

- Contributes to #16877

## Solution

- Initial creation of `bevy_platform_support` crate.
- Moved `bevy_utils::Instant` into new `bevy_platform_support` crate.
- Moved `portable-atomic`, `portable-atomic-util`, and
`critical-section` into new `bevy_platform_support` crate.

## Testing

- CI

---

## Showcase

Instead of needing code like this to import an `Arc`:

```rust
#[cfg(feature = "portable-atomic")]
use portable_atomic_util::Arc;

#[cfg(not(feature = "portable-atomic"))]
use alloc::sync::Arc;
```

We can now use:

```rust
use bevy_platform_support::sync::Arc;
```

This applies to many other types, but the goal is overall the same:
allowing crates to use `std`-like types without the boilerplate of
conditional compilation and platform-dependencies.

## Migration Guide

- Replace imports of `bevy_utils::Instant` with
`bevy_platform_support::time::Instant`
- Replace imports of `bevy::utils::Instant` with
`bevy::platform_support::time::Instant`

## Notes

- `bevy_platform_support` hasn't been reserved on `crates.io`
- ~~`bevy_platform_support` is not re-exported from `bevy` at this time.
It may be worthwhile exporting this crate, but I am unsure of a
reasonable name to export it under (`platform_support` may be a bit
wordy for user-facing).~~
- I've included an implementation of `Instant` which is suitable for
`no_std` platforms that are not Wasm for the sake of eliminating feature
gates around its use. It may be a controversial inclusion, so I'm happy
to remove it if required.
- There are many other items (`spin`, `bevy_utils::Sync(Unsafe)Cell`,
etc.) which should be added to this crate. I have kept the initial scope
small to demonstrate utility without making this too unwieldy.

---------

Co-authored-by: TimJentzsch <TimJentzsch@users.noreply.github.com>
Co-authored-by: Chris Russell <8494645+chescock@users.noreply.github.com>
Co-authored-by: François Mockers <francois.mockers@vleue.com>
2025-01-20 20:45:30 +00:00
AlephCubed
5d0e9cfb36
Flattened PointerAction::Pressed into Press and Release. (#17424)
Fixes #17397.
Also renamed all variants into present-tense.
## Migration Guide
- `PointerAction::Pressed` has been seperated into two variants,
`PointerAction::Press` and `PointerAction::Release`.
- `PointerAction::Moved` has been renamed to `PointerAction::Move`. 
- `PointerAction::Canceled` has been renamed to `PointerAction::Cancel`.
2025-01-19 22:51:57 +00:00
Carter Anderson
21f1e3045c
Relationships (non-fragmenting, one-to-many) (#17398)
This adds support for one-to-many non-fragmenting relationships (with
planned paths for fragmenting and non-fragmenting many-to-many
relationships). "Non-fragmenting" means that entities with the same
relationship type, but different relationship targets, are not forced
into separate tables (which would cause "table fragmentation").

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

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

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

## Built on top of what we have

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

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

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

## The changes

This PR does the following:

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

## Using Relationships

The `Relationship` trait looks like this:

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

A relationship is a component that:

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

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

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

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

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

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

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

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

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

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

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

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

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

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

## Automatic recursive despawn via the new on_despawn hook

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

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

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

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

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

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

## Relationships are the source of truth

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

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

## Followup Work

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

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

## Migration Guide

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

---------

Co-authored-by: Alice Cecile <alice.i.cecile@gmail.com>
2025-01-18 22:20:30 +00:00
MichiRecRoom
3742e621ef
Allow clippy::too_many_arguments to lint without warnings (#17249)
# Objective
Many instances of `clippy::too_many_arguments` linting happen to be on
systems - functions which we don't call manually, and thus there's not
much reason to worry about the argument count.

## Solution
Allow `clippy::too_many_arguments` globally, and remove all lint
attributes related to it.
2025-01-09 07:26:15 +00:00
DaoLendaye
7b56a1aa98
If there is no movement, DragStart is not triggered. (#17233)
# Objective

Fixed the issue where DragStart was triggered even when there was no
movement
https://github.com/bevyengine/bevy/issues/17230

## Solution

- When position delta is zero, don't trigger DragStart events, DragStart
is not triggered, so DragEnd is not triggered either. Everything is
fine.

## Testing

- tested with the code from the issue

---

## Migration Guide

> Fix the missing part of Drag
https://github.com/bevyengine/bevy/pull/16950
2025-01-09 07:17:56 +00:00
Zachary Harrold
a371ee3019
Remove tracing re-export from bevy_utils (#17161)
# Objective

- Contributes to #11478

## Solution

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

## Testing

- CI

---

## Migration Guide

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

## Notes

- While this doesn't reduce the line-count in `bevy_utils`, it further
decouples the internal crates from `bevy_utils`, making its eventual
removal more feasible in the future.
- I have just imported `tracing` as we do for all dependencies. However,
a workspace dependency may be more appropriate for version management.
2025-01-05 23:06:34 +00:00
Zachary Harrold
3c829d7f68
Remove everything except Instant from bevy_utils::time (#17158)
# 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.
2025-01-05 20:36:08 +00:00
Rob Parrett
651b22f31f
Update typos (#17126)
# Objective

Use the latest version of `typos` and fix the typos that it now detects

# Additional Info

By the way, `typos` has a "low priority typo suggestions issue" where we
can throw typos we find that `typos` doesn't catch.

(This link may go stale) https://github.com/crate-ci/typos/issues/1200
2025-01-03 17:44:26 +00:00
Aevyrie
f3da36c181
Update picking::events module docs (#17055)
Updates some out of date docs.
2024-12-31 00:46:15 +00:00
Alice Cecile
48fe2a6e21
Rename "focus" in bevy_picking to "hover" (#16872)
# Objective

With the introduction of bevy_input_focus, the uses of "focus" in
bevy_picking are quite confusing and make searching hard.

Users will intuitively think these concepts are related, but they
actually aren't.

## Solution

Rename / rephrase all uses of "focus" in bevy_picking to refer to
"hover", since this is ultimately related to creating the `HoverMap`.

## Migration Guide

Various terms related to "focus" in `bevy_picking` have been renamed to
refer to "hover" to avoid confusion with `bevy_input_focus`. In
particular:

- The `update_focus` system has been renamed to `generate_hovermap`
- `PickSet::Focus` and `PostFocus` have been renamed to `Hover` and
`PostHover`
- The `bevy_picking::focus` module has been renamed to
`bevy_picking::hover`
- The `is_focus_enabled` field on `PickingPlugin` has been renamed to
`is_hover_enabled`
- The `focus_should_run` run condition has been renamed to
`hover_should_run`
2024-12-24 06:22:13 +00:00
François Mockers
4acb34ee34
don't trigger drag events if there's no movement (#16950)
# Objective

- Fixes #16571

## Solution

- When position delta is zero, don't trigger `Drag` or `DragOver` events

## Testing

- tested with the code from the issue
2024-12-24 03:15:13 +00:00
Harun Ibram
ad4144ad7a
Rename Pointer<Down/Up> -> Pointer<Pressed/Released> in bevy_picking. (#16331)
# Objective
Fixes #16192 

## Solution
I renamed the Pointer<Down/Up> to <Pressed/Released> and then I resolved
all the errors.
Renamed variables like "is_down" to "is_pressed" to maintain
consistency.
Modified the docs in places where 'down/up' were used to maintain
consistency.

## Testing

I haven't tested this in any way beside the checks from rust analyzer
and the examples in the examples/ directory.

---

## Migration Guide

### `bevy_picking/src/pointer.rs`:
#### `enum PressDirection`:

- `PressDirection::Down` changes to `PressDirection::Pressed`.
- `PressDirection::Up` changes to `PressDirection::Released`.

	These changes are also relevant when working with `enum PointerAction`

### `bevy_picking/src/events.rs`:
Clicking and pressing Events in events.rs categories change from [Down],
[Up], [Click] to [Pressed], [Released], [Click].

- `struct Down` changes to `struct Pressed` - fires when a pointer
button is pressed over the 'target' entity.
- `struct Up` changes to `struct Released` - fires when a pointer button
is released over the 'target' entity.
- `struct Click` now fires when a pointer sends a Pressed event followed
by a Released event on the same 'target'.
- `struct DragStart` now fires when the 'target' entity receives a
pointer Pressed event followed by a pointer Move event.
- `struct DragEnd` now fires when the 'target' entity is being dragged
and receives a pointer Released event.
- `PickingEventWriters<'w>::down_events: EventWriter<'w, Pointer<Down>>`
changes to `PickingEventWriters<'w>::pressed_events: EventWriter<'w,
Pointer<Pressed>>`.
- `PickingEventWriters<'w>::up_events changes to
PickingEventWriters<'w>::released_events`.

---------

Co-authored-by: Harun Ibram <harun.ibram@outlook.com>
Co-authored-by: Alice Cecile <alice.i.cecile@gmail.com>
2024-12-10 02:20:48 +00:00
homersimpsons
0707c0717b
✏️ Fix typos across bevy (#16702)
# Objective

Fixes typos in bevy project, following suggestion in
https://github.com/bevyengine/bevy-website/pull/1912#pullrequestreview-2483499337

## Solution

I used https://github.com/crate-ci/typos to find them.

I included only the ones that feel undebatable too me, but I am not in
game engine so maybe some terms are expected.

I left out the following typos:
- `reparametrize` => `reparameterize`: There are a lot of occurences, I
believe this was expected
- `semicircles` => `hemicircles`: 2 occurences, may mean something
specific in geometry
- `invertation` => `inversion`: may mean something specific
- `unparented` => `parentless`: may mean something specific
- `metalness` => `metallicity`: may mean something specific

## Testing

- Did you test these changes? If so, how? I did not test the changes,
most changes are related to raw text. I expect the others to be tested
by the CI.
- Are there any parts that need more testing? I do not think
- How can other people (reviewers) test your changes? Is there anything
specific they need to know? To me there is nothing to test
- If relevant, what platforms did you test these changes on, and are
there any important ones you can't test?

---

## Migration Guide

> This section is optional. If there are no breaking changes, you can
delete this section.

(kept in case I include the `reparameterize` change here)

- If this PR is a breaking change (relative to the last release of
Bevy), describe how a user might need to migrate their code to support
these changes
- Simply adding new functionality is not a breaking change.
- Fixing behavior that was definitely a bug, rather than a questionable
design choice is not a breaking change.

## Questions

- [x] Should I include the above typos? No
(https://github.com/bevyengine/bevy/pull/16702#issuecomment-2525271152)
- [ ] Should I add `typos` to the CI? (I will check how to configure it
properly)

This project looks awesome, I really enjoy reading the progress made,
thanks to everyone involved.
2024-12-08 01:18:39 +00:00
Miles Silberling-Cook
09b0b5df91
Window picking (#16103)
# Objective

On the web, it's common to attach observers to windows. As @viridia has
discovered, this can be quite a nice paradigm in bevy as well when
applied to observers. The changes here are intended to make this
possible.
+ Adds a new default picking back-end as part to the core picking plugin
(which can be disabled) that causes pointers on windows to treat the
window entity as the final hit, behind everything else. This means
clicking empty space now dispatches normal picking events to the window,
and is especially nice for drag-and-drop functionality.
+ Adds a new traversal type, specific to picking events, that causes
them to bubble up to the window entity after they reach the root of the
hierarchy.

## Solution

The window picking back-end is extremely simple, but the bubbling
changes are much more complex, since they require doing a different
traversal depending on the picking event.

To achieve this, `Traversal` has been made generic over an associated
sized data type `D`. Observer bounds have been changed such that
`Event::Traversal<D>` is required for `Trigger<D>`. A blanket
implementation has been added for `()` and `Parent` that preserves the
existing functionality. A new `PointerTraversal` traversal has been
implemented, with a blanket implementation for `Traversal<Pointer<E>>`.

It is still possible to use `Parent` as the traversal for any event,
because of the blanket implementation. It is now possible for users to
add other custom traversals, which read event data during traversal.

## Testing

I tested these changes locally on some picking UI prototypes I have been
playing with. I also tested them on the picking examples.

---------

Co-authored-by: Martín Maita <47983254+mnmaita@users.noreply.github.com>
2024-12-05 21:14:39 +00:00
Miles Silberling-Cook
56ac38120b
Picking out order (#16231)
Tweaks picking docs slightly for formatting and to add additional
context about the ordering of `Over` and `Out` events. Also shifts `Out`
to trigger before `Over` in the global event ordering.

Because of how focus is tracked, we must send all `Over` and `Out`
events at the same time, in a block. Originally I had `Over` precede
`Out` in the global event order, because this seemed natural. However,
the effect of this, when a pointer moves between entities, is to have
the new entity receive `Over` before the old entity received `Out`,
which several users found confusing.

The new ordering (out before over globally, over before out locally per
entity) should make it much easier to write hover state cleanup code.
2024-11-15 15:39:02 +00:00
Miles Silberling-Cook
50dde9b0a7
Expose picking pointer state as a resource (#16229)
In `bevy_mod_picking` events are driven by several interlocking state
machines, which read and write events, and share state in a few common
resources. When I merged theses state machines into one to make event
ordering work properly, I combined this state and hid it in a `Local`.

This PR exposes the state in a resource again. Also adds a simple little
API for it. Useful for adding debug UI.
2024-11-04 22:06:14 +00:00
Miles Silberling-Cook
131ec38650
Fix pointer constructor order (#16169)
Fixes a small divergence between `bevy_mod_picking` and the up-streamed
`bevy_picking`: Both have a `Pointer<E>` constructor with the same
types, but in a different order.

This is part of work being done on `bevy_mod_picking` to simplify the
migration to `bevy_picking`.
2024-10-30 17:08:20 +00:00
Miles Silberling-Cook
7451900e71
Emit picking event streams (#16105)
# Objective

In `bevy_mod_picking` events are accessible through event listeners or
`EventReader`s. When I replaced event listeners with observers, I
removed the `EventReader` for simplicity. This adds it back.

## Solution

All picking events are now properly registered, and can be accessed
through `EventReader<Pointer<E>>`. `Pointer` now tracks the entity the
event targeted initially, and this can also be helpful in observers
(which don't currently do this).

## Testing

The picking examples run fine. This shouldn't really change anything.

---------

Co-authored-by: Aevyrie <aevyrie@gmail.com>
2024-10-27 19:05:31 +00:00
Rob Parrett
da5d2fccf5
Fix some duplicate words in docs/comments (#15980)
# Objective

Stumbled upon one of these, and set off in search of more, armed with my
trusty `\b(\w+)\s+\1\b`.

## Solution

Remove ~one~ one of them.
2024-10-20 01:03:27 +00:00
Christian Hughes
219b5930f1
Rename App/World::observe to add_observer, EntityWorldMut::observe_entity to observe. (#15754)
# Objective

- Closes #15752

Calling the functions `App::observe` and `World::observe` doesn't make
sense because you're not "observing" the `App` or `World`, you're adding
an observer that listens for an event that occurs *within* the `World`.
We should rename them to better fit this.

## Solution

Renames:
- `App::observe` -> `App::add_observer`
- `World::observe` -> `World::add_observer`
- `Commands::observe` -> `Commands::add_observer`
- `EntityWorldMut::observe_entity` -> `EntityWorldMut::observe`

(Note this isn't a breaking change as the original rename was introduced
earlier this cycle.)

## Testing

Reusing current tests.
2024-10-09 15:39:29 +00:00
Kristoffer Søholm
336c23c1aa
Rename observe to observe_entity on EntityWorldMut (#15616)
# Objective

The current observers have some unfortunate footguns where you can end
up confused about what is actually being observed. For apps you can
chain observe like `app.observe(..).observe(..)` which works like you
would expect, but if you try the same with world the first `observe()`
will return the `EntityWorldMut` for the created observer, and the
second `observe()` will only observe on the observer entity. It took
several hours for multiple people on discord to figure this out, which
is not a great experience.

## Solution

Rename `observe` on entities to `observe_entity`. It's slightly more
verbose when you know you have an entity, but it feels right to me that
observers for specific things have more specific naming, and it prevents
this issue completely.

Another possible solution would be to unify `observe` on `App` and
`World` to have the same kind of return type, but I'm not sure exactly
what that would look like.

## Testing

Simple name change, so only concern is docs really.

---


## Migration Guide

The `observe()` method on entities has been renamed to
`observe_entity()` to prevent confusion about what is being observed in
some cases.
2024-10-03 17:05:26 +00:00
Zachary Harrold
d70595b667
Add core and alloc over std Lints (#15281)
# 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>
2024-09-27 00:59:59 +00:00
Benjamin Brienen
27bea6abf7
Bubbling observers traversal should use query data (#15385)
# Objective

Fixes #14331

## Solution

- Make `Traversal` a subtrait of `ReadOnlyQueryData`
- Update implementations and usages

## Testing

- Updated unit tests

## Migration Guide

Update implementations of `Traversal`.

---------

Co-authored-by: Christian Hughes <9044780+ItsDoot@users.noreply.github.com>
2024-09-23 18:08:36 +00:00
Miles Silberling-Cook
d7ea5b6aa9
Various picking bugfixes (#15293)
# Objective

- Intended to resolve https://github.com/bevyengine/bevy/issues/15290.
- Fix four duplicate `DragEnd` firing when drag finished.
- Fix redundant `DragStart` firing when dragging across pick-able
entities.
- Fix `Click` coming after `Drop` and obliterating finished drag
interactions.

Big thanks to B. Reinhart for testing picking in their codebase and
identifying these issues early.

## Solution

- Fix press & drag state being cleared after the first entity is read
from the hover map on pointer release, rather than after all entities
are read. This caused only the first hovered entity to receive `Up` and
`Click` events.
- Fixes `Down` being determined using the `previous_hover_map` rather
than `hover_map`, a regression compared to `bevy_mod_picking`. I think
this is what was messing up drag events.
- Fixes and issue where `PointerEnd` would fire multiple times and
`PointerStart` would fire when dragging onto a new entity.
- Re-orders events to make them easier to handle. `Out` now fired before
`DragLeave` and `Click/Up` now fire before `DragDrop`.
- Generally refactors the picking event code to be more clean and sane. 

## Testing

These changes are currently sporadically tested.
2024-09-20 00:55:41 +00:00
Blazepaws
0c92908baf
Reflect derived traits on all components and resources: bevy_picking (#15225)
Solves https://github.com/bevyengine/bevy/issues/15187 for bevy_picking
2024-09-15 16:17:39 +00:00
Miles Silberling-Cook
82128d778a
Picking event ordering (#14862)
# Objective

Correctly order picking events. Resolves
https://github.com/bevyengine/bevy/issues/5984.

## Solution

Event ordering [very long standing
problem](https://github.com/aevyrie/bevy_mod_picking/issues/294) with
mod picking, stemming from two related issues. The first problem was
that `Pointer<T>` events of different types couldn't be ordered, but we
have already gotten around that in the upstream by switching to
observers. Since observers run in the order they are triggered, this
isn't an issue.

The second problem was that the underlying event streams that picking
uses to create it's pointer interaction events *also* lacked ordering,
and the systems that generated the points couldn't interleave events.
This PR fixes that by unifying the event streams and integrating the
various interaction systems.

The concrete changes are as follows:
+ `bevy_winit::WinitEvent` has been moved to `bevy_window::WindowEvent`.
This provides a unified (and more importantly, *ordered*) input stream
for both `bevy_window` and `bevy_input` events.
+ Replaces `InputMove` and `InputPress` with `PointerInput`, a new
unified input event which drives picking and interaction. This event is
built to have drop-in forward compatibility with [winit's upcoming
pointer abstraction](https://github.com/rust-windowing/winit/pull/3876).
I have added code to emulate it using the current winit input
abstractions, but this entire thing will be much more robust when it
lands.
+ Rolls `pointer_events` `send_click_and_drag_events` and
`send_drag_over_events` into a single system, which operates directly on
`PointerEvent` and triggers observers as output.

The PR also improves docs and takes the opportunity to
refactor/streamline the pointer event dispatch logic.

## Status & Testing

This PR is now feature complete and documented. While it is
theoretically possible to add unit tests for the ordering, building the
picking mocking for that will take a little while.

Feedback on the chosen ordering of events is within-scope.

## Migration Guide

For users switching from `bevy_mod_picking` to `bevy_picking`:
+ Instead of adding an `On<T>` component, use `.observe(|trigger:
Trigger<T>|)`. You may now apply multiple handlers to the same entity
using this command.
+ Pointer interaction events now have semi-deterministic ordering which
(more or less) aligns with the order of the raw input stream. Consult
the docs on `bevy_picking::event::pointer_events` for current
information. You may need to adjust your event handling logic
accordingly.
+ `PointerCancel` has been replaced with `Pointer<Cancled>`, which now
has the semantics of an OS touch pointer cancel event.
+ `InputMove` and `InputPress` have been merged into `PointerInput`. The
use remains exactly the same.
+ Picking interaction events are now only accessible through observers,
and no `EventReader`. This functionality may be re-implemented later.

For users of `bevy_winit`:
+ The event `bevy_winit::WinitEvent` has moved to
`bevy_window::WindowEvent`. If this was the only thing you depended on
`bevy_winit` for, you should switch your dependency to `bevy_window`.
+ `bevy_window` now depends on `bevy_input`. The dependencies of
`bevy_input` are a subset of the existing dependencies for `bevy_window`
so this should be non-breaking.
2024-09-04 19:41:06 +00:00
kivi
95ef8f6975
rename Drop to bevy::picking::events::DragDrop to unclash std::ops:Drop (#14926)
# Objective

- Fixes #14902
- > #14686 Introduced a name clash when using use bevy::prelude::*;


## Solution

- renamed `bevy::picking::events::Drop`
`bevy::picking::events::DragDrop`

 
## Testing

- Not being used in tests or examples, so I just compiled.

---

</details>

## Migration Guide

- Rename `Drop` to `DragDrop`
- `bevy::picking::events::Drop` is now `bevy::picking::events::DragDrop`
2024-08-26 18:38:56 +00:00
TotalKrill
6adf31babf
hooking up observers and clicking for ui node (#14695)
Makes the newly merged picking usable for UI elements. 

currently it both triggers the events, as well as sends them as throught
commands.trigger_targets. We should probably figure out if this is
needed for them all.

# Objective

Hooks up obserers and picking for a very simple example

## Solution

upstreamed the UI picking backend from bevy_mod_picking

## Testing

tested with the new example picking/simple_picking.rs


---

---------

Co-authored-by: Lixou <82600264+DasLixou@users.noreply.github.com>
Co-authored-by: Alice Cecile <alice.i.cecile@gmail.com>
Co-authored-by: Kristoffer Søholm <k.soeholm@gmail.com>
2024-08-15 14:43:55 +00:00
TotalKrill
3e10fd8534
Mod picking upstream 2 (#14686)
Ci fixed  version of: #14541 

Upstream the remainder of bevy_picking_core and all of
bevy_picking_input.

This work is intentionally nonfunctional and has minimal changes, but
does compile. More work is necessary to replace bevy_eventlistener with
propagating observers.

This work is being coordinated as part of "bevy_mod_picking upstream"
working group. Come say hi on discord!

---------

Co-authored-by: Miles Silberling-Cook <nth.tensor@gmail.com>
Co-authored-by: Aevyrie <aevyrie@gmail.com>
2024-08-09 23:16:37 +00:00