Commit Graph

33 Commits

Author SHA1 Message Date
Zachary Harrold
5241e09671
Upgrade to Rust Edition 2024 (#17967)
# Objective

- Fixes #17960

## Solution

- Followed the [edition upgrade
guide](https://doc.rust-lang.org/edition-guide/editions/transitioning-an-existing-project-to-a-new-edition.html)

## Testing

- CI

---

## Summary of Changes

### Documentation Indentation

When using lists in documentation, proper indentation is now linted for.
This means subsequent lines within the same list item must start at the
same indentation level as the item.

```rust
/* Valid */
/// - Item 1
///   Run-on sentence.
/// - Item 2
struct Foo;

/* Invalid */
/// - Item 1
///     Run-on sentence.
/// - Item 2
struct Foo;
```

### Implicit `!` to `()` Conversion

`!` (the never return type, returned by `panic!`, etc.) no longer
implicitly converts to `()`. This is particularly painful for systems
with `todo!` or `panic!` statements, as they will no longer be functions
returning `()` (or `Result<()>`), making them invalid systems for
functions like `add_systems`. The ideal fix would be to accept functions
returning `!` (or rather, _not_ returning), but this is blocked on the
[stabilisation of the `!` type
itself](https://doc.rust-lang.org/std/primitive.never.html), which is
not done.

The "simple" fix would be to add an explicit `-> ()` to system
signatures (e.g., `|| { todo!() }` becomes `|| -> () { todo!() }`).
However, this is _also_ banned, as there is an existing lint which (IMO,
incorrectly) marks this as an unnecessary annotation.

So, the "fix" (read: workaround) is to put these kinds of `|| -> ! { ...
}` closuers into variables and give the variable an explicit type (e.g.,
`fn()`).

```rust
// Valid
let system: fn() = || todo!("Not implemented yet!");
app.add_systems(..., system);

// Invalid
app.add_systems(..., || todo!("Not implemented yet!"));
```

### Temporary Variable Lifetimes

The order in which temporary variables are dropped has changed. The
simple fix here is _usually_ to just assign temporaries to a named
variable before use.

### `gen` is a keyword

We can no longer use the name `gen` as it is reserved for a future
generator syntax. This involved replacing uses of the name `gen` with
`r#gen` (the raw-identifier syntax).

### Formatting has changed

Use statements have had the order of imports changed, causing a
substantial +/-3,000 diff when applied. For now, I have opted-out of
this change by amending `rustfmt.toml`

```toml
style_edition = "2021"
```

This preserves the original formatting for now, reducing the size of
this PR. It would be a simple followup to update this to 2024 and run
`cargo fmt`.

### New `use<>` Opt-Out Syntax

Lifetimes are now implicitly included in RPIT types. There was a handful
of instances where it needed to be added to satisfy the borrow checker,
but there may be more cases where it _should_ be added to avoid
breakages in user code.

### `MyUnitStruct { .. }` is an invalid pattern

Previously, you could match against unit structs (and unit enum
variants) with a `{ .. }` destructuring. This is no longer valid.

### Pretty much every use of `ref` and `mut` are gone

Pattern binding has changed to the point where these terms are largely
unused now. They still serve a purpose, but it is far more niche now.

### `iter::repeat(...).take(...)` is bad

New lint recommends using the more explicit `iter::repeat_n(..., ...)`
instead.

## Migration Guide

The lifetimes of functions using return-position impl-trait (RPIT) are
likely _more_ conservative than they had been previously. If you
encounter lifetime issues with such a function, please create an issue
to investigate the addition of `+ use<...>`.

## Notes

- Check the individual commits for a clearer breakdown for what
_actually_ changed.

---------

Co-authored-by: François Mockers <francois.mockers@vleue.com>
2025-02-24 03:54:47 +00:00
François Mockers
7400e7adfd
Cleanup publish process (#17728)
# Objective

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

## Solution

- duplicate all the licenses to all crates and remove the
`--allow-dirty` flag
- instead of a manual list of crates, get it from `cargo package
--workspace`
- remove the `--no-verify` flag to... verify more things?
2025-02-09 17:46:19 +00:00
Zachary Harrold
41e79ae826
Refactored ComponentHook Parameters into HookContext (#17503)
# Objective

- Make the function signature for `ComponentHook` less verbose

## Solution

- Refactored `Entity`, `ComponentId`, and `Option<&Location>` into a new
`HookContext` struct.

## Testing

- CI

---

## Migration Guide

Update the function signatures for your component hooks to only take 2
arguments, `world` and `context`. Note that because `HookContext` is
plain data with all members public, you can use de-structuring to
simplify migration.

```rust
// Before
fn my_hook(
    mut world: DeferredWorld,
    entity: Entity,
    component_id: ComponentId,
) { ... }

// After
fn my_hook(
    mut world: DeferredWorld,
    HookContext { entity, component_id, caller }: HookContext,
) { ... }
``` 

Likewise, if you were discarding certain parameters, you can use `..` in
the de-structuring:

```rust
// Before
fn my_hook(
    mut world: DeferredWorld,
    entity: Entity,
    _: ComponentId,
) { ... }

// After
fn my_hook(
    mut world: DeferredWorld,
    HookContext { entity, .. }: HookContext,
) { ... }
```
2025-01-23 02:45:24 +00:00
SpecificProtagonist
f32a6fb205
Track callsite for observers & hooks (#15607)
# Objective

Fixes #14708

Also fixes some commands not updating tracked location.


## Solution

`ObserverTrigger` has a new `caller` field with the
`track_change_detection` feature;
hooks take an additional caller parameter (which is `Some(…)` or `None`
depending on the feature).

## Testing

See the new tests in `src/observer/mod.rs`

---

## Showcase

Observers now know from where they were triggered (if
`track_change_detection` is enabled):
```rust
world.observe(move |trigger: Trigger<OnAdd, Foo>| {
    println!("Added Foo from {}", trigger.caller());
});
```

## Migration

- hooks now take an additional `Option<&'static Location>` argument

---------

Co-authored-by: Alice Cecile <alice.i.cecile@gmail.com>
2025-01-22 20:02:39 +00:00
Zachary Harrold
5c43890d49
no_std Support for bevy_input_focus (#17490)
# Objective

- Contributes to #15460

## Solution

- Switched `tracing` for `log` for the atomically challenged platforms
- Setup feature flags as required
- Added to `compile-check-no-std` CI task

## Testing

- CI

---

## Notes

- _Very_ easy one this time. Most of the changes here are just feature
definitions and documentation within the `Cargo.toml`
2025-01-22 19:16:04 +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
Alice Cecile
5a9bc28502
Support non-Vec data structures in relations (#17447)
# Objective

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

For example:

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

## Solution

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

## Testing

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

## Migration Guide

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

## Notes to reviewers

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

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

Let me know which you'd prefer, and if you'd like me to split that
change out into its own micro PR.
2025-01-20 21:26:08 +00:00
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
Alice Cecile
3737f86d84
Small improvements for directional navigation (#17395)
# Objective

While working on more complex directional navigation work, I noticed a
few small things.

## Solution

Rather than stick them in a bigger PR, split them out now.

- Include more useful information when responding to
`DirectionalNavigationError`.
- Use the less controversial `Click` events (rather than `Pressed`) in
the example
- Implement add_looping_edges in terms of `add_edges`. Thanks @rparrett
for the idea.

## Testing

Ran the `directional_navigation` example and things still work.
2025-01-17 01:15:39 +00:00
Alice Cecile
72f70745c5
add_edges helper for directional navigation (#17389)
# Objective

While `add_looping_edges` is a helpful method for manually defining
directional navigation maps, we don't always want to loop around!

## Solution

Add a non-looping variant.

These commits are cherrypicked from the more complex #17247.

## Testing

I've updated the `directional_navigation` example to use these changes,
and verified that it works.

---------

Co-authored-by: Rob Parrett <robparrett@gmail.com>
Co-authored-by: Benjamin Brienen <benjamin.brienen@outlook.com>
2025-01-15 23:43:03 +00:00
MichiRecRoom
26bb0b40d2
Move #![warn(clippy::allow_attributes, clippy::allow_attributes_without_reason)] to the workspace Cargo.toml (#17374)
# Objective
Fixes https://github.com/bevyengine/bevy/issues/17111

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

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

---------

Co-authored-by: Benjamin Brienen <benjamin.brienen@outlook.com>
2025-01-15 01:14:58 +00:00
MichiRecRoom
dfe8e6300a
bevy_input_focus: Apply #![warn(clippy::allow_attributes, clippy::allow_attributes_without_reason)] (#17323)
# Objective
- https://github.com/bevyengine/bevy/issues/17111

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

## Testing
`cargo clippy --tests --all-features --features
bevy_math/std,bevy_input/smol_str --package bevy_input_focus` was run,
and only an unrelated warning from `bevy_ecs` was encountered.

I could not test without the `bevy_math/std` feature due to compilation
errors with `glam`. Additionally, I had to use the `bevy_input/smol_str`
feature, as it appears some of `bevy_input_focus`' tests rely on that
feature. I will investigate these issues further, and make issues/PRs as
necessary.
2025-01-14 21:34:01 +00:00
Alice Cecile
145f5f4394
Add a simple directional UI navigation example (#17224)
# Objective

Gamepad / directional navigation needs an example, for both teaching and
testing purposes.

## Solution

- Add a simple grid-based example.
- Fix an intermittent panic caused by a race condition with bevy_a11y
- Clean up small issues noticed in bevy_input_focus


![image](https://github.com/user-attachments/assets/3a924255-0cd6-44a5-9bb7-b2c400a22d7e)

## To do: this PR

- [x] figure out why "enter" isn't doing anything
- [x] change button color on interaction rather than printing
- [x] add on-screen directions
- [x] move to an asymmetric grid to catch bugs
- [x] ~~fix colors not resetting on button press~~ lol this is mostly
just a problem with hacking `Interaction` for this
- [x] swap to using observers + bubbling, rather than `Interaction`

## To do: future work

- when I increase the button size, such that there is no line break, the
text on the buttons is no longer centered :( EDIT: this is
https://github.com/bevyengine/bevy/issues/16783
- add gamepad stick navigation
- add tools to find the nearest populated quadrant to make diagonal
inputs work
- add a `add_edges` method to `DirectionalNavigationMap`
- add a `add_grid` method to `DirectionalNavigationMap`
- make the example's layout more complex and realistic
- add tools to automatically generate this list
- add button shake on failed navigation rather than printing an error
- make Pressed events easier to mock: default fields, PointerId::Focus

## Testing

`cargo run --example directional_navigation`

---------

Co-authored-by: Rob Parrett <robparrett@gmail.com>
2025-01-09 21:15:28 +00:00
MichiRecRoom
8e51b326b5
Cleanup instances of #[allow(clippy::type_complexity)] (#17248)
# Objective
I never realized `clippy::type_complexity` was an allowed lint - I've
been assuming it'd generate a warning when performing my linting PRs.

## Solution
Removes any instances of `#[allow(clippy::type_complexity)]` and
`#[expect(clippy::type_complexity)]`

## Testing
`cargo clippy` ran without errors or warnings.
2025-01-09 06:25:20 +00:00
Antony
3578f9e4d0
Reflect bevy_input_focus (#17212)
# Objective

Fixes #17099.

## Solution

Derive, register, and feature flag.

## Testing

Ran CI.
2025-01-07 18:16:46 +00:00
Alice Cecile
aa09b6601d
Add basic directional (gamepad) navigation for UI (and non-UI) (#17102)
# Objective

While directional navigation is helpful for UI in general for
accessibility reasons, it is *especially* valuable for a game engine,
where menus may be navigated primarily or exclusively through the use of
a game controller.

Thumb-stick powered cursor-based navigation can work as a fallback, but
is generally a pretty poor user experience. We can do better!

## Prior art

Within Bevy, https://github.com/nicopap/ui-navigation and
https://github.com/rparrett/bevy-alt-ui-navigation-lite exist to solve
this same problem. This isn't yet a complete replacement for that
ecosystem, but hopefully we'll be there for 0.16.

## Solution

UI navigation is complicated, and the right tradeoffs will vary based on
the project and even the individual scene.

We're starting with something simple and flexible, hooking into the
existing `InputFocus` resource, and storing a manually constructed graph
of entities to explore in a `DirectionalNavigationMap` resource. The
developer experience won't be great (so much wiring to do!), but the
tools are all there for a great user experience.

We could have chosen to represent these linkages via component-flavored
not-quite-relations. This would be useful for inspectors, and would give
us automatic cleanup when the entities were despawned, but seriously
complicates the developer experience when building and checking this
API. For now, we're doing a dumb "entity graph in a resource" thing and
`remove` helpers. Once relations are added, we can re-evaluate.

I've decided to use a `CompassOctant` as our key for the possible paths.
This should give users a reasonable amount of precise control without
being fiddly, and playing reasonably nicely with arrow-key navigation.
This design lets us store the set of entities that we're connected to as
a 8-byte array (yay Entity-niching). In theory, this is maybe nicer than
the double indirection of two hashmaps. but if this ends up being slow
we should create benchmarks.

To make this work more pleasant, I've added a few utilities to the
`CompassOctant` type: converting to and from usize, and adding a helper
to find the 180 degrees opposite direction. These have been mirrored
onto `CompassQuadrant` for consistency: they should be generally useful
for game logic.

## Future work

This is a relatively complex initiative! In the hopes of easing review
and avoiding merge conflicts, I've opted to split this work into
bite-sized chunks.

Before 0.16, I'd like to have:

- An example demonstrating gamepad and tab-based navigation in a
realistic game menu
- Helpers to convert axis-based inputs into compass quadrants / octants
- Tools to check the listed graph desiderata
- A helper to build a graph from a grid of entities
- A tool to automatically build a graph given a supplied UI layout

One day, it would be sweet if:

- We had an example demonstrating how to use focus navigation in a
non-UI scene to cycle between game objects
- Standard actions for tab-style and directional navigation with a
first-party bevy_actions integration
- We had a visual debugging tool to display these navigation graphs for
QC purposes
- There was a built-in way to go "up a level" by cancelling the current
action
- The navigation graph is built completely out of relations

## Testing

- tests for the new `CompassQuadrant` / `CompassOctant` methods
- tests for the new directional navigation module

---------

Co-authored-by: Rob Parrett <robparrett@gmail.com>
2025-01-06 18:51:44 +00:00
github-actions[bot]
573b980685
Bump Version after Release (#17176)
Bump version after release
This PR has been auto-generated

---------

Co-authored-by: Bevy Auto Releaser <41898282+github-actions[bot]@users.noreply.github.com>
Co-authored-by: François Mockers <mockersf@gmail.com>
2025-01-06 00:04:44 +00:00
Zachary Harrold
a371ee3019
Remove tracing re-export from bevy_utils (#17161)
# Objective

- Contributes to #11478

## Solution

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

## Testing

- CI

---

## Migration Guide

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

## Notes

- While this doesn't reduce the line-count in `bevy_utils`, it further
decouples the internal crates from `bevy_utils`, making its eventual
removal more feasible in the future.
- I have just imported `tracing` as we do for all dependencies. However,
a workspace dependency may be more appropriate for version management.
2025-01-05 23:06:34 +00:00
Alice Cecile
5f1e762f19
Return Result from tab navigation API (#17071)
# Objective

Tab navigation can fail in all manner of ways. The current API
recognizes this, but merely logs a warning and returns `None`.

We should supply the actual reason for failure to the caller, so they
can handle it in whatever fashion they please (including logging a
warning!).

Swapping to a Result-oriented pattern is also a bit more idiomatic and
makes the code's control flow easier to follow.

## Solution

- Refactor the `tab_navigation` module to return a `Result` rather than
an `Option` from its key APIs.
- Move the logging to the provided prebuilt observer. This leaves the
default behavior largely unchanged, but allows for better user control.
- Make the case where no tab group was found for the currently focused
entity an error branch, but provide enough information that we can still
recover from it.

## Testing

The `tab_navigation` example continues to function as intended.
2025-01-01 04:05:48 +00:00
Alice Cecile
d502796a41
Make the input focus docs less keyboard-centric (#17069)
# Objective

Following #16876, `bevy_input_focus` works with more than just keyboard
inputs! The docs should reflect that.

## Solution

Fix a few missed mentions in the documentation.

Also add a brief reference to navigation frameworks within the module
docs to help give more breadcrumbs.
2024-12-31 18:37:48 +00:00
Vic
b78efd339d
Simplify sort/max_by calls (#17048)
# Objective

Some sort calls and `Ord` impls are unnecessarily complex.

## Solution

Rewrite the "match on cmp, if equal do another cmp" as either a
comparison on tuples, or `Ordering::then_with`, depending on whether the
compare keys need construction.

`sort_by` -> `sort_by_key` when symmetrical. Do the same for
`min_by`/`max_by`.

Note that `total_cmp` can only work with `sort_by`, and not on tuples.

When sorting collected query results that contain
`Entity`/`MainEntity`/`RenderEntity` in their `QueryData`, with that
`Entity` in the sort key:
stable -> unstable sort (all queried entities are unique)

If key construction is not simple, switch to `sort_by_cached_key` when
possible.

Sorts that are only performed to discover the maximal element are
replaced by `max_by_key`.

Dedicated comparison functions and structs are removed where simple.

Derive `PartialOrd`/`Ord` when useful.

Misc. closure style inconsistencies.

## Testing
- Existing tests.
2024-12-30 22:59:36 +00:00
Benjamin Brienen
8c34f00deb
Fix msrvs (#17012)
# Objective

The rust-versions are out of date.
Fixes #17008

## Solution

Update the values

Cherry-picked from #17006 in case it is controversial

## Testing

Validated locally and in #17006

---------

Co-authored-by: Alice Cecile <alice.i.cecile@gmail.com>
2024-12-29 20:00:19 +00:00
Alice Cecile
df7aa445e9
Remove SetInputFocus helper trait (#16888)
# Objective

The `SetInputFocus` trait is not very useful: we're just setting a
resource's value.

This is a very common and simple pattern, so we should expose it
directly to users rather than creating confusing indirection.

## Solution

Remove the `SetInputFocus` trait and migrate existing uses to just
modify the `InputFocus` resource. The helper methods on that type make
this nicer than before :)

P.S. This is non-breaking as bevy_input_focus has not yet shipped.

## Testing

Code compiles! CI will check the existing unit tests.
2024-12-19 00:40:10 +00:00
Alice Cecile
ff5b63426a
Beef up the InputFocusVisible docs (#16889)
# Objective

The docs for InputFocusVisible could do a better job explaining how the
resource is intended to be used.

## Solution

Add more detail and do an editing pass. Link to the `IsFocused` trait
for breadcrumbs too.
2024-12-18 23:22:16 +00:00
Alice Cecile
d8796ae8b6
Polish and improve docs for bevy_input_focus (#16887)
# Objective

`bevy_input_focus` needs some love before we ship it to users. There's a
few missing helper methods, the docs could be improved, and `AutoFocus`
should be more generally available.

## Solution

The changes here are broken down by commit, and should generally be
uncontroversial. The ones to focus on during review are:

- Make navigate take a & InputFocus argument: this makes the intended
pattern clearer to users
- Remove TabGroup requirement from `AutoFocus`: I want auto-focusing
even with gamepad-style focus navigation!
- Handle case where tab group is None more gracefully: I think we can
try harder to provide something usable, and shouldn't just fail to
navigate

## Testing

The `tab_navigation` example continues to work.
2024-12-18 20:29:26 +00:00
Alice Cecile
b9123e74b6
Generalize bubbling focus input events to other kinds of input (#16876)
# Objective

The new `bevy_input_focus` crates has a tool to bubble input events up
the entity hierarchy, ending with the window, based on the currently
focused entity. Right now though, this only works for keyboard events!

Both `bevy_ui` buttons and `bevy_egui` should hook into this system
(primarily for contextual hotkeys), and we would like to drive
`leafwing_input_manager` via these events, to help resolve longstanding
pain around "absorbing" / "consuming" inputs based on focus. In order to
make that work properly though, we need gamepad support!

## Solution

The logic backing this has been changed to be generic for any cloneable
event types, and the machinery to make use of this externally has been
made `pub`.

Within the engine itself, I've added support for gamepad button and
scroll events, but nothing else. Mouse button / touch bubbling is
handled via bevy_picking, and mouse / gamepad motion doesn't really make
sense to bubble.

## Testing

The `tab_navigation` example continues to work, and CI is green.

## Future Work

I would like to add more complex UI examples to stress test this, but
not here please.

We should take advantage of the bubbled mouse scrolling when defining
scrolled widgets.
2024-12-18 01:04:50 +00:00
Alice Cecile
e55f0e74ea
Document input focus helper methods (#16875)
# Objective

I am suspicious of the command / world helpers for input focus, since
they just provide a trivial helper for setting a resource value.

## Solution

Document that there's nothing magic about them. These can live another
day, but I would also remove them completely if y'all convince me it's
the right choice.
2024-12-18 00:16:39 +00:00
Alice Cecile
fa6cabd432
Replace bevy_a11y::Focus with InputFocus (#16863)
# Objective

Bevy now has first-class input focus handling! We should use this for
accessibility purpose via accesskit too.

## Solution

- Removed bevy_a11y::Focus.
- Replaced all usages of Focus with InputFocus
- Changed the dependency tree so bevy_a11y relies on bevy_input_focus
- Moved initialization of the focus (starts with the primary window)
from bevy_window to bevy_input_focus to avoid circular dependencies (and
it's cleaner)

## Testing

TODO

## Migration Guide

`bevy_a11y::Focus` has been replaced with `bevy_input_focus::Focus`.
2024-12-18 00:16:19 +00:00
Winds
6ca1e756dc
Expose text field from winit in KeyboardInput (#16864)
# Objective

Allow handling of dead keys on some keyboard layouts.

In some cases, dead keys were impossible to get using the
`KeyboardInput` event. This information is already present in the
underlying winit `KeyEvent`, but it wasn't exposed.

## Solution

Expose the `text` field from winit's `KeyEvent` in `KeyboardInput`.

This logic is inspired egui's implementation here:
adfc0bebfc/crates/egui-winit/src/lib.rs (L790-L807)

## Testing

This is a new field, so it shouldn't break any existing functionality. I
tested that this change works by running the modified `text_input`
example on different keyboard layouts.

## Example

Using a Portuguese/ABNT2 keyboard layout on windows and pressing
<kbd>\~</kbd> followed by
<kbd>a</kbd>/<kbd>Space</kbd>/<kbd>d</kbd>/<kbd>\~</kbd> now generates
the following events:
```
KeyboardInput { key_code: Quote, logical_key: Dead(Some('~')), state: Pressed, text: None, repeat: false, window: 0v1#4294967296 }
KeyboardInput { key_code: KeyA, logical_key: Character("ã"), state: Pressed, text: Some("ã"), repeat: false, window: 0v1#4294967296 }

KeyboardInput { key_code: Quote, logical_key: Dead(Some('~')), state: Pressed, text: None, repeat: false, window: 0v1#4294967296 }
KeyboardInput { key_code: Space, logical_key: Space, state: Pressed, text: Some("~"), repeat: false, window: 0v1#4294967296 }

KeyboardInput { key_code: Quote, logical_key: Dead(Some('~')), state: Pressed, text: None, repeat: false, window: 0v1#4294967296 }
KeyboardInput { key_code: KeyD, logical_key: Character("d"), state: Pressed, text: Some("~d"), repeat: false, window: 0v1#4294967296 }

KeyboardInput { key_code: Quote, logical_key: Dead(Some('~')), state: Pressed, text: None, repeat: false, window: 0v1#4294967296 }
KeyboardInput { key_code: Quote, logical_key: Dead(Some('~')), state: Pressed, text: Some("~~"), repeat: false, window: 0v1#4294967296 }
```

The logic for getting an input is pretty simple: check if `text` is
`Some`. If it is, this is actual input text, otherwise it isn't.

There's a small caveat: certain keys generate control characters in the
input text, which needs to be filtered out:
```
KeyboardInput { key_code: Escape, logical_key: Escape, state: Pressed, text: Some("\u{1b}"), repeat: false, window: 0v1#4294967296 }
```

I've updated the text_input example to include egui's solution to this,
which works well.

## Migration Guide

The `KeyboardInput` event now has a new `text` field.
2024-12-17 22:42:54 +00:00
Talin
5c67cfc8b7
Tab navigation framework for bevy_input_focus. (#16795)
# Objective

This PR continues the work of `bevy_input_focus` by adding a pluggable
tab navigation framework.

As part of this work, `FocusKeyboardEvent` now propagates to the window
after exhausting all ancestors.

## Testing

Unit tests and manual tests.

---------

Co-authored-by: Alice Cecile <alice.i.cecile@gmail.com>
2024-12-16 23:54:53 +00:00
Erick Z
ced6159d93
Improve bevy_input_focus (#16749)
# Objective

I was curious to use the newly created `bevy_input_focus`, but I found
some issues with it
  - It was only implementing traits for `World`.
  - Lack of tests
  - `is_focus_within` logic was incorrect.


## Solution
 This PR includes some improvements to the `bevy_input_focus` crate: 
- Add new `IsFocusedHelper` that doesn't require access to `&World`. It
implements `IsFocused`
- Remove `IsFocused` impl for `DeferredWorld`. Since it already
implements `Deref<Target=World>` it was just duplication of code.
- impl `SetInputFocus` for `Commands`. There was no way to use
`SetFocusCommand` directly. This allows it.
- The `is_focus_within` logic has been fixed to check descendants.
Previously it was checking if any of the ancestors had focus which is
not correct according to the documentation.
  - Added a bunch of unit tests to verify the logic of the crate.

## Testing

- Did you test these changes? If so, how? Yes, running newly added unit
tests.

---
2024-12-12 19:15:08 +00:00
Talin
bc572cd270
bevy_input_focus improvements (follow-up PR) (#16665)
This adds a few minor items which were left out of the previous PR:

- Added synchronization from bevy_input_focus to bevy_a11y.
- Initialize InputFocusVisible resource.
- Make `input_focus` available from `bevy` module.

I've tested this using VoiceOver on Mac OS. It works, but it needs
considerable polish.
2024-12-06 01:16:52 +00:00
Talin
ea33fc04ab
Add "bevy_input_focus" crate. (#15611)
# Objective

Define a framework for handling keyboard focus and bubbled keyboard
events, as discussed in #15374.

## Solution

Introduces a new crate, `bevy_input_focus`. This crate provides:

* A resource for tracking which entity has keyboard focus.
* Methods for getting and setting keyboard focus.
* Event definitions for triggering bubble-able keyboard input events to
the focused entity.
* A system for dispatching keyboard input events to the focused entity.

This crate does *not* provide any integration with UI widgets, or
provide functions for
tab navigation or gamepad-based focus navigation, as those are typically
application-specific.

## Testing

Most of the code has been copied from a different project, one that has
been well tested. However, most of what's in this module consists of
type definitions, with relatively small amounts of executable code. That
being said, I expect that there will be substantial bikeshedding on the
design, and I would prefer to hold off writing tests until after things
have settled.

I think that an example would be appropriate, however I'm waiting on a
few other pending changes to Bevy before doing so. In particular, I can
see a simple example with four buttons, with focus navigation between
them, and which can be triggered by the keyboard.

@alice-i-cecile
2024-12-05 18:08:31 +00:00