Commit Graph

309 Commits

Author SHA1 Message Date
François Mockers
bcb5520742
bevy_window: fix compilation without default features (#19870)
# Objective

- bevy_window fails to compile without default features

```
error: cannot find derive macro `Reflect` in this scope
    --> crates/bevy_window/src/window.rs:1474:60
     |
1474 | #[derive(Default, Debug, Clone, Copy, PartialEq, Eq, Hash, Reflect)]
     |                                                            ^^^^^^^

warning: unused import: `format`
 --> crates/bevy_window/src/window.rs:1:30
  |
1 | use alloc::{borrow::ToOwned, format, string::String};
  |                              ^^^^^^
  |
  = note: `#[warn(unused_imports)]` on by default

warning: `bevy_window` (lib) generated 1 warning
error: could not compile `bevy_window` (lib) due to 1 previous error; 1 warning emitted
```

## Solution

- Fix them

## Testing

`cargo build -p bevy_window --no-default-features --features
bevy_math/libm`
2025-06-30 20:51:52 +00:00
jf908
fa9e303e61
Doc for X11 CursorGrabMode support (#19811)
# Objective

- Clarify that `CursorGrabMode::Locked` isn't supported on X11

Source:
https://docs.rs/winit/latest/winit/window/enum.CursorGrabMode.html#variant.Locked

## Solution

- Add it to the platform-specific docs
2025-06-28 18:54:21 +00:00
charlotte 🌸
92e65d5eb1
Upgrade to Rust 1.88 (#19825) 2025-06-26 19:38:19 +00:00
jf908
9f376e2537
Update doc about Windows CursorGrabMode support (#19192)
# Objective

- Windows now supports `CursorGrabMode::Locked` in [Winit
0.30.10](https://github.com/rust-windowing/winit/releases/tag/v0.30.10)
which is automatically pulled in by cargo.

## Solution

- Remove the doc that says its unsupported.
2025-06-24 00:00:30 +00:00
theotherphil
7645ce91ed
Add newlines before impl blocks (#19746)
# Objective

Fix https://github.com/bevyengine/bevy/issues/19617 

# Solution

Add newlines before all impl blocks.

I suspect that at least some of these will be objectionable! If there's
a desired Bevy style for this then I'll update the PR. If not then we
can just close it - it's the work of a single find and replace.
2025-06-22 23:07:02 +00:00
github-actions[bot]
a466084167
Bump Version after Release (#19774)
Bump version after release
This PR has been auto-generated

Fixes #19766

---------

Co-authored-by: Bevy Auto Releaser <41898282+github-actions[bot]@users.noreply.github.com>
Co-authored-by: François Mockers <francois.mockers@vleue.com>
Co-authored-by: François Mockers <mockersf@gmail.com>
2025-06-22 23:06:43 +00:00
theotherphil
b6bd205e8a
Gate Reflect derive behind feature flag (#19745)
# Objective

Fix https://github.com/bevyengine/bevy/issues/19733

## Solution

Gate reflect features behind `feature(bevy_reflect)`

## Tests

None
2025-06-19 21:58:17 +00:00
theotherphil
d2e1f725db
deny(missing_docs) for bevy_window (#19655)
# Objective

Write some more boilerplate-y docs, to get one crate closer to closing
https://github.com/bevyengine/bevy/issues/3492.
2025-06-19 19:33:49 +00:00
Jan Hohenheim
a750cfe4a1
Split CursorOptions off of Window (#19668)
# Objective

- Fixes #19627 
- Tackles part of #19644 
- Supersedes #19629
- `Window` has become a very very very big component
- As such, our change detection does not *really* work on it, as e.g.
moving the mouse will cause a change for the entire window
- We circumvented this with a cache
- But, some things *shouldn't* be cached as they can be changed from
outside the user's control, notably the cursor grab mode on web
- So, we need to disable the cache for that
- But because change detection is broken, that would result in the
cursor grab mode being set every frame the mouse is moved
- That is usually *not* what a dev wants, as it forces the cursor to be
locked even when the end-user is trying to free the cursor on the
browser
  - the cache in this situation is invalid due to #8949

## Solution

- Split `Window` into multiple components, each with working change
detection
- Disable caching of the cursor grab mode
- This will only attempt to force the grab mode when the `CursorOptions`
were touched by the user, which is *much* rarer than simply moving the
mouse.
- If this PR is merged, I'll do the exact same for the other
constituents of `Window` as a follow-up

## Testing

- Ran all the changed examples
2025-06-17 20:20:13 +00:00
Joona Aalto
38c3423693
Event Split: Event, EntityEvent, and BufferedEvent (#19647)
# Objective

Closes #19564.

The current `Event` trait looks like this:

```rust
pub trait Event: Send + Sync + 'static {
    type Traversal: Traversal<Self>;
    const AUTO_PROPAGATE: bool = false;
    
    fn register_component_id(world: &mut World) -> ComponentId { ... }
    fn component_id(world: &World) -> Option<ComponentId> { ... }
}
```

The `Event` trait is used by both buffered events
(`EventReader`/`EventWriter`) and observer events. If they are observer
events, they can optionally be targeted at specific `Entity`s or
`ComponentId`s, and can even be propagated to other entities.

However, there has long been a desire to split the trait semantically
for a variety of reasons, see #14843, #14272, and #16031 for discussion.
Some reasons include:

- It's very uncommon to use a single event type as both a buffered event
and targeted observer event. They are used differently and tend to have
distinct semantics.
- A common footgun is using buffered events with observers or event
readers with observer events, as there is no type-level error that
prevents this kind of misuse.
- #19440 made `Trigger::target` return an `Option<Entity>`. This
*seriously* hurts ergonomics for the general case of entity observers,
as you need to `.unwrap()` each time. If we could statically determine
whether the event is expected to have an entity target, this would be
unnecessary.

There's really two main ways that we can categorize events: push vs.
pull (i.e. "observer event" vs. "buffered event") and global vs.
targeted:

|              | Push            | Pull                        |
| ------------ | --------------- | --------------------------- |
| **Global**   | Global observer | `EventReader`/`EventWriter` |
| **Targeted** | Entity observer | -                           |

There are many ways to approach this, each with their tradeoffs.
Ultimately, we kind of want to split events both ways:

- A type-level distinction between observer events and buffered events,
to prevent people from using the wrong kind of event in APIs
- A statically designated entity target for observer events to avoid
accidentally using untargeted events for targeted APIs

This PR achieves these goals by splitting event traits into `Event`,
`EntityEvent`, and `BufferedEvent`, with `Event` being the shared trait
implemented by all events.

## `Event`, `EntityEvent`, and `BufferedEvent`

`Event` is now a very simple trait shared by all events.

```rust
pub trait Event: Send + Sync + 'static {
    // Required for observer APIs
    fn register_component_id(world: &mut World) -> ComponentId { ... }
    fn component_id(world: &World) -> Option<ComponentId> { ... }
}
```

You can call `trigger` for *any* event, and use a global observer for
listening to the event.

```rust
#[derive(Event)]
struct Speak {
    message: String,
}

// ...

app.add_observer(|trigger: On<Speak>| {
    println!("{}", trigger.message);
});

// ...

commands.trigger(Speak {
    message: "Y'all like these reworked events?".to_string(),
});
```

To allow an event to be targeted at entities and even propagated
further, you can additionally implement the `EntityEvent` trait:

```rust
pub trait EntityEvent: Event {
    type Traversal: Traversal<Self>;
    const AUTO_PROPAGATE: bool = false;
}
```

This lets you call `trigger_targets`, and to use targeted observer APIs
like `EntityCommands::observe`:

```rust
#[derive(Event, EntityEvent)]
#[entity_event(traversal = &'static ChildOf, auto_propagate)]
struct Damage {
    amount: f32,
}

// ...

let enemy = commands.spawn((Enemy, Health(100.0))).id();

// Spawn some armor as a child of the enemy entity.
// When the armor takes damage, it will bubble the event up to the enemy.
let armor_piece = commands
    .spawn((ArmorPiece, Health(25.0), ChildOf(enemy)))
    .observe(|trigger: On<Damage>, mut query: Query<&mut Health>| {
        // Note: `On::target` only exists because this is an `EntityEvent`.
        let mut health = query.get(trigger.target()).unwrap();
        health.0 -= trigger.amount();
    });

commands.trigger_targets(Damage { amount: 10.0 }, armor_piece);
```

> [!NOTE]
> You *can* still also trigger an `EntityEvent` without targets using
`trigger`. We probably *could* make this an either-or thing, but I'm not
sure that's actually desirable.

To allow an event to be used with the buffered API, you can implement
`BufferedEvent`:

```rust
pub trait BufferedEvent: Event {}
```

The event can then be used with `EventReader`/`EventWriter`:

```rust
#[derive(Event, BufferedEvent)]
struct Message(String);

fn write_hello(mut writer: EventWriter<Message>) {
    writer.write(Message("I hope these examples are alright".to_string()));
}

fn read_messages(mut reader: EventReader<Message>) {
    // Process all buffered events of type `Message`.
    for Message(message) in reader.read() {
        println!("{message}");
    }
}
```

In summary:

- Need a basic event you can trigger and observe? Derive `Event`!
- Need the event to be targeted at an entity? Derive `EntityEvent`!
- Need the event to be buffered and support the
`EventReader`/`EventWriter` API? Derive `BufferedEvent`!

## Alternatives

I'll now cover some of the alternative approaches I have considered and
briefly explored. I made this section collapsible since it ended up
being quite long :P

<details>

<summary>Expand this to see alternatives</summary>

### 1. Unified `Event` Trait

One option is not to have *three* separate traits (`Event`,
`EntityEvent`, `BufferedEvent`), and to instead just use associated
constants on `Event` to determine whether an event supports targeting
and buffering or not:

```rust
pub trait Event: Send + Sync + 'static {
    type Traversal: Traversal<Self>;
    const AUTO_PROPAGATE: bool = false;
    const TARGETED: bool = false;
    const BUFFERED: bool = false;
    
    fn register_component_id(world: &mut World) -> ComponentId { ... }
    fn component_id(world: &World) -> Option<ComponentId> { ... }
}
```

Methods can then use bounds like `where E: Event<TARGETED = true>` or
`where E: Event<BUFFERED = true>` to limit APIs to specific kinds of
events.

This would keep everything under one `Event` trait, but I don't think
it's necessarily a good idea. It makes APIs harder to read, and docs
can't easily refer to specific types of events. You can also create
weird invariants: what if you specify `TARGETED = false`, but have
`Traversal` and/or `AUTO_PROPAGATE` enabled?

### 2. `Event` and `Trigger`

Another option is to only split the traits between buffered events and
observer events, since that is the main thing people have been asking
for, and they have the largest API difference.

If we did this, I think we would need to make the terms *clearly*
separate. We can't really use `Event` and `BufferedEvent` as the names,
since it would be strange that `BufferedEvent` doesn't implement
`Event`. Something like `ObserverEvent` and `BufferedEvent` could work,
but it'd be more verbose.

For this approach, I would instead keep `Event` for the current
`EventReader`/`EventWriter` API, and call the observer event a
`Trigger`, since the "trigger" terminology is already used in the
observer context within Bevy (both as a noun and a verb). This is also
what a long [bikeshed on
Discord](https://discord.com/channels/691052431525675048/749335865876021248/1298057661878898791)
seemed to land on at the end of last year.

```rust
// For `EventReader`/`EventWriter`
pub trait Event: Send + Sync + 'static {}

// For observers
pub trait Trigger: Send + Sync + 'static {
    type Traversal: Traversal<Self>;
    const AUTO_PROPAGATE: bool = false;
    const TARGETED: bool = false;
    
    fn register_component_id(world: &mut World) -> ComponentId { ... }
    fn component_id(world: &World) -> Option<ComponentId> { ... }
}
```

The problem is that "event" is just a really good term for something
that "happens". Observers are rapidly becoming the more prominent API,
so it'd be weird to give them the `Trigger` name and leave the good
`Event` name for the less common API.

So, even though a split like this seems neat on the surface, I think it
ultimately wouldn't really work. We want to keep the `Event` name for
observer events, and there is no good alternative for the buffered
variant. (`Message` was suggested, but saying stuff like "sends a
collision message" is weird.)

### 3. `GlobalEvent` + `TargetedEvent`

What if instead of focusing on the buffered vs. observed split, we
*only* make a distinction between global and targeted events?

```rust
// A shared event trait to allow global observers to work
pub trait Event: Send + Sync + 'static {
    fn register_component_id(world: &mut World) -> ComponentId { ... }
    fn component_id(world: &World) -> Option<ComponentId> { ... }
}

// For buffered events and non-targeted observer events
pub trait GlobalEvent: Event {}

// For targeted observer events
pub trait TargetedEvent: Event {
    type Traversal: Traversal<Self>;
    const AUTO_PROPAGATE: bool = false;
}
```

This is actually the first approach I implemented, and it has the neat
characteristic that you can only use non-targeted APIs like `trigger`
with a `GlobalEvent` and targeted APIs like `trigger_targets` with a
`TargetedEvent`. You have full control over whether the entity should or
should not have a target, as they are fully distinct at the type-level.

However, there's a few problems:

- There is no type-level indication of whether a `GlobalEvent` supports
buffered events or just non-targeted observer events
- An `Event` on its own does literally nothing, it's just a shared trait
required to make global observers accept both non-targeted and targeted
events
- If an event is both a `GlobalEvent` and `TargetedEvent`, global
observers again have ambiguity on whether an event has a target or not,
undermining some of the benefits
- The names are not ideal

### 4. `Event` and `EntityEvent`

We can fix some of the problems of Alternative 3 by accepting that
targeted events can also be used in non-targeted contexts, and simply
having the `Event` and `EntityEvent` traits:

```rust
// For buffered events and non-targeted observer events
pub trait Event: Send + Sync + 'static {
    fn register_component_id(world: &mut World) -> ComponentId { ... }
    fn component_id(world: &World) -> Option<ComponentId> { ... }
}

// For targeted observer events
pub trait EntityEvent: Event {
    type Traversal: Traversal<Self>;
    const AUTO_PROPAGATE: bool = false;
}
```

This is essentially identical to this PR, just without a dedicated
`BufferedEvent`. The remaining major "problem" is that there is still
zero type-level indication of whether an `Event` event *actually*
supports the buffered API. This leads us to the solution proposed in
this PR, using `Event`, `EntityEvent`, and `BufferedEvent`.

</details>

## Conclusion

The `Event` + `EntityEvent` + `BufferedEvent` split proposed in this PR
aims to solve all the common problems with Bevy's current event model
while keeping the "weirdness" factor minimal. It splits in terms of both
the push vs. pull *and* global vs. targeted aspects, while maintaining a
shared concept for an "event".

### Why I Like This

- The term "event" remains as a single concept for all the different
kinds of events in Bevy.
- Despite all event types being "events", they use fundamentally
different APIs. Instead of assuming that you can use an event type with
any pattern (when only one is typically supported), you explicitly opt
in to each one with dedicated traits.
- Using separate traits for each type of event helps with documentation
and clearer function signatures.
- I can safely make assumptions on expected usage.
- If I see that an event is an `EntityEvent`, I can assume that I can
use `observe` on it and get targeted events.
- If I see that an event is a `BufferedEvent`, I can assume that I can
use `EventReader` to read events.
- If I see both `EntityEvent` and `BufferedEvent`, I can assume that
both APIs are supported.

In summary: This allows for a unified concept for events, while limiting
the different ways to use them with opt-in traits. No more guess-work
involved when using APIs.

### Problems?

- Because `BufferedEvent` implements `Event` (for more consistent
semantics etc.), you can still use all buffered events for non-targeted
observers. I think this is fine/good. The important part is that if you
see that an event implements `BufferedEvent`, you know that the
`EventReader`/`EventWriter` API should be supported. Whether it *also*
supports other APIs is secondary.
- I currently only support `trigger_targets` for an `EntityEvent`.
However, you can technically target components too, without targeting
any entities. I consider that such a niche and advanced use case that
it's not a huge problem to only support it for `EntityEvent`s, but we
could also split `trigger_targets` into `trigger_entities` and
`trigger_components` if we wanted to (or implement components as
entities :P).
- You can still trigger an `EntityEvent` *without* targets. I consider
this correct, since `Event` implements the non-targeted behavior, and
it'd be weird if implementing another trait *removed* behavior. However,
it does mean that global observers for entity events can technically
return `Entity::PLACEHOLDER` again (since I got rid of the
`Option<Entity>` added in #19440 for ergonomics). I think that's enough
of an edge case that it's not a huge problem, but it is worth keeping in
mind.
- ~~Deriving both `EntityEvent` and `BufferedEvent` for the same type
currently duplicates the `Event` implementation, so you instead need to
manually implement one of them.~~ Changed to always requiring `Event` to
be derived.

## Related Work

There are plans to implement multi-event support for observers,
especially for UI contexts. [Cart's
example](https://github.com/bevyengine/bevy/issues/14649#issuecomment-2960402508)
API looked like this:

```rust
// Truncated for brevity
trigger: Trigger<(
    OnAdd<Pressed>,
    OnRemove<Pressed>,
    OnAdd<InteractionDisabled>,
    OnRemove<InteractionDisabled>,
    OnInsert<Hovered>,
)>,
```

I believe this shouldn't be in conflict with this PR. If anything, this
PR might *help* achieve the multi-event pattern for entity observers
with fewer footguns: by statically enforcing that all of these events
are `EntityEvent`s in the context of `EntityCommands::observe`, we can
avoid misuse or weird cases where *some* events inside the trigger are
targeted while others are not.
2025-06-15 16:46:34 +00:00
Carter Anderson
7e9d6d852b
bevyengine.org -> bevy.org (#19503)
We have acquired [bevy.org](https://bevy.org) and the migration has
finished! Meaning we can now update all of the references in this repo.
2025-06-05 23:09:28 +00:00
Benjamin Brienen
818a8fe154
Allow unfocused window creation (#19237)
# Objective

Allow creating a new window without it being focused, when `Window`'s
`focused` is `false.
## Solution

Use `winit`'s `WindowBuilder`'s `with_active` method

## Notes

- `winit`'s doc lists [redox's
`Orbital`](https://gitlab.redox-os.org/redox-os/orbital) as an
unsupported platform, but since Bevy doesn't officially support this
platform, I didn't put it in the documentation.

- I only tested on Linux, which is an unsupported platform. I can give
you a test code if you want to test on another platform.

- I initially put a line
[here](https://github.com/bevyengine/bevy/blob/v0.11.0/crates/bevy_winit/src/system.rs#L72)
to set the Bevy `Window`'s `focused` to `winit_window.has_focus()` after
window creation to avoid the case where `with_active` is not supported,
the window is spawned focused, no `WindowFocused` event is triggered,
and Bevy `Window` would be desynced from winit's window. But after
testing on Linux (which doesn't support `with_active`) it seems like at
that point `has_focus` returns `false` and the event is triggered, so I
removed it. Do you think I should add it back to be safe?

## Changelog

- A new unfocused `Window` can be created by setting `focused` to
`false`.

## Migration Guide

- If a `Window` is spawned with `focused` set to `false`, it will now
start not focused on supported platforms.

Adopted from #9208

---------

Co-authored-by: Sélène Amanita <selene.amanita@net-c.com>
Co-authored-by: Sélène Amanita <134181069+Selene-Amanita@users.noreply.github.com>
Co-authored-by: atlv <email@atlasdostal.com>
Co-authored-by: Alice Cecile <alice.i.cecile@gmail.com>
2025-05-26 20:05:33 +00:00
Peter S.
cd67bac544
Expose deferred screen edges setting for ios devices (#18729)
# Objective

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

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


## Testing

- Tested on simulator and on an iPhone Xs

---

---------

Co-authored-by: Alice Cecile <alice.i.cecile@gmail.com>
Co-authored-by: Greeble <166992735+greeble-dev@users.noreply.github.com>
Co-authored-by: François Mockers <mockersf@gmail.com>
2025-04-30 21:24:53 +00:00
mhsalem36
2556405feb
Fixes #15389, added docs to RawHandleWrapper::_window field (#18832)
# Objective

- Fixes https://github.com/bevyengine/bevy/issues/15389.
- Add documentation for RawHandleWrapper::_window field since It's
needed to drop the window at the correct time.

## Solution

- Added documentation to RawHandleWrapper::_window field as same as
WindowWrapper documentation.

## Testing

- No testing needed since it is documentation. 

---
2025-04-28 21:44:57 +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
Gilles Henaux
e7558cd0da
Fix documentation: incorrect references to the Update schedule in ExitCondition (#18438)
# Objective

- The referenced `ScheduleLabel` for `OnPrimaryClosed` and `OnAllClosed`
in `ExitCondition` was incorrect

## Solution

- Changed `Update` to `PostUpdate`
2025-04-10 20:31:18 +00:00
Vic
35cfef7cf2
Rename EntityBorrow/TrustedEntityBorrow to ContainsEntity/EntityEquivalent (#18470)
# Objective

Fixes #9367.

Yet another follow-up to #16547.

These traits were initially based on `Borrow<Entity>` because that trait
was what they were replacing, and it felt close enough in meaning.
However, they ultimately don't quite match: `borrow` always returns
references, whereas `EntityBorrow` always returns a plain `Entity`.
Additionally, `EntityBorrow` can imply that we are borrowing an `Entity`
from the ECS, which is not what it does.

Due to its safety contract, `TrustedEntityBorrow` is important an
important and widely used trait for `EntitySet` functionality.
In contrast, the safe `EntityBorrow` does not see much use, because even
outside of `EntitySet`-related functionality, it is a better idea to
accept `TrustedEntityBorrow` over `EntityBorrow`.

Furthermore, as #9367 points out, abstracting over returning `Entity`
from pointers/structs that contain it can skip some ergonomic friction.

On top of that, there are aspects of #18319 and #18408 that are relevant
to naming:
We've run into the issue that relying on a type default can switch
generic order. This is livable in some contexts, but unacceptable in
others.

To remedy that, we'd need to switch to a type alias approach: 
The "defaulted" `Entity` case becomes a
`UniqueEntity*`/`Entity*Map`/`Entity*Set` alias, and the base type
receives a more general name. `TrustedEntityBorrow` does not mesh
clearly with sensible base type names.

## Solution
Replace any `EntityBorrow` bounds with `TrustedEntityBorrow`.
+
Rename them as such:
`EntityBorrow` -> `ContainsEntity`
`TrustedEntityBorrow` -> `EntityEquivalent`

For `EntityBorrow` we produce a change in meaning; We designate it for
types that aren't necessarily strict wrappers around `Entity` or some
pointer to `Entity`, but rather any of the myriad of types that contain
a single associated `Entity`.
This pattern can already be seen in the common `entity`/`id` methods
across the engine.
We do not mean for `ContainsEntity` to be a trait that abstracts input
API (like how `AsRef<T>` is often used, f.e.), because eliding
`entity()` would be too implicit in the general case.

We prefix "Contains" to match the intuition of a struct with an `Entity`
field, like some contain a `length` or `capacity`.
It gives the impression of structure, which avoids the implication of a
relationship to the `ECS`.
`HasEntity` f.e. could be interpreted as "a currently live entity", 

As an input trait for APIs like #9367 envisioned, `TrustedEntityBorrow`
is a better fit, because it *does* restrict itself to strict wrappers
and pointers. Which is why we replace any
`EntityBorrow`/`ContainsEntity` bounds with
`TrustedEntityBorrow`/`EntityEquivalent`.

Here, the name `EntityEquivalent` is a lot closer to its actual meaning,
which is "A type that is both equivalent to an `Entity`, and forms the
same total order when compared".
Prior art for this is the
[`Equivalent`](https://docs.rs/hashbrown/latest/hashbrown/trait.Equivalent.html)
trait in `hashbrown`, which utilizes both `Borrow` and `Eq` for its one
blanket impl!

Given that we lose the `Borrow` moniker, and `Equivalent` can carry
various meanings, we expand on the safety comment of `EntityEquivalent`
somewhat. That should help prevent the confusion we saw in
[#18408](https://github.com/bevyengine/bevy/pull/18408#issuecomment-2742094176).

The new name meshes a lot better with the type aliasing approach in
#18408, by aligning with the base name `EntityEquivalentHashMap`.
For a consistent scheme among all set types, we can use this scheme for
the `UniqueEntity*` wrapper types as well!
This allows us to undo the switched generic order that was introduced to
`UniqueEntityArray` by its `Entity` default.

Even without the type aliases, I think these renames are worth doing!

## Migration Guide

Any use of `EntityBorrow` becomes `ContainsEntity`.
Any use of `TrustedEntityBorrow` becomes `EntityEquivalent`.
2025-03-30 06:04:26 +00:00
IceSentry
f0503930df
Use current_exe for default window title (#18553)
# Objective

- We currently default to "App" for the window title, it would be nice
if examples had more descriptive names

## Solution

- Use `std::env::current_exe` to try to figure out a default title. If
it's not present. Use "App".

## Testing

- I tested that examples that set a custom title still use the custom
title and that examples without a custom title use the example name

---

### Showcase

Here's the 3d_scene example:


![image](https://github.com/user-attachments/assets/bc67edc7-4211-4479-a027-ee6c52b0bd02)

### Notes

Here's a previous attempt at this from a few years ago
https://github.com/bevyengine/bevy/pull/3404

There's some relevant discussion in there, but cart's decision was to
default to "App" when no name was found.

---------

Co-authored-by: Zachary Harrold <zac@harrold.com.au>
2025-03-26 17:32:18 +00:00
Carter Anderson
a033f1b206
Replace VisitEntities with MapEntities (#18432)
# Objective

There are currently too many disparate ways to handle entity mapping,
especially after #17687. We now have MapEntities, VisitEntities,
VisitEntitiesMut, Component::visit_entities,
Component::visit_entities_mut.

Our only known use case at the moment for these is entity mapping. This
means we have significant consolidation potential.

Additionally, VisitEntitiesMut cannot be implemented for map-style
collections like HashSets, as you cant "just" mutate a `&mut Entity`.
Our current approach to Component mapping requires VisitEntitiesMut,
meaning this category of entity collection isn't mappable. `MapEntities`
is more generally applicable. Additionally, the _existence_ of the
blanket From impl on VisitEntitiesMut blocks us from implementing
MapEntities for HashSets (or any types we don't own), because the owner
could always add a conflicting impl in the future.

## Solution

Use `MapEntities` everywhere and remove all "visit entities" usages.

* Add `Component::map_entities`
* Remove `Component::visit_entities`, `Component::visit_entities_mut`,
`VisitEntities`, and `VisitEntitiesMut`
* Support deriving `Component::map_entities` in `#[derive(Coomponent)]`
* Add `#[derive(MapEntities)]`, and share logic with the
`Component::map_entities` derive.
* Add `ComponentCloneCtx::queue_deferred`, which is command-like logic
that runs immediately after normal clones. Reframe `FromWorld` fallback
logic in the "reflect clone" impl to use it. This cuts out a lot of
unnecessary work and I think justifies the existence of a pseudo-command
interface (given how niche, yet performance sensitive this is).

Note that we no longer auto-impl entity mapping for ` IntoIterator<Item
= &'a Entity>` types, as this would block our ability to implement cases
like `HashMap`. This means the onus is on us (or type authors) to add
explicit support for types that should be mappable.

Also note that the Component-related changes do not require a migration
guide as there hasn't been a release with them yet.

## Migration Guide

If you were previously implementing `VisitEntities` or
`VisitEntitiesMut` (likely via a derive), instead use `MapEntities`.
Those were almost certainly used in the context of Bevy Scenes or
reflection via `ReflectMapEntities`. If you have a case that uses
`VisitEntities` or `VisitEntitiesMut` directly, where `MapEntities` is
not a viable replacement, please let us know!

```rust
// before
#[derive(VisitEntities, VisitEntitiesMut)]
struct Inventory {
  items: Vec<Entity>,
  #[visit_entities(ignore)]
  label: String,
}

// after
#[derive(MapEntities)]
struct Inventory {
  #[entities]
  items: Vec<Entity>,
  label: String,
}
```
2025-03-21 00:18:10 +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
jf908
bfe932d1f3
Rework WindowMode::Fullscreen API (#17525)
# Objective

- #16883 
- Improve the default behaviour of the exclusive fullscreen API.

## Solution

This PR changes the exclusive fullscreen window mode to require the type
`WindowMode::Fullscreen(MonitorSelection, VideoModeSelection)` and
removes `WindowMode::SizedFullscreen`. This API somewhat intentionally
more closely resembles Winit 0.31's upcoming fullscreen and video mode
API.

The new VideoModeSelection enum is specified as follows:

```rust
pub enum VideoModeSelection {
    /// Uses the video mode that the monitor is already in.
    Current,
    /// Uses a given [`crate::monitor::VideoMode`]. A list of video modes supported by the monitor
    /// is supplied by [`crate::monitor::Monitor::video_modes`].
    Specific(VideoMode),
}
```

### Changing default behaviour

This might be contentious because it removes the previous behaviour of
`WindowMode::Fullscreen` which selected the highest resolution possible.
While the previous behaviour would be quite easy to re-implement as
additional options, or as an impl method on Monitor, I would argue that
this isn't an implementation that should be encouraged.

From the perspective of a Windows user, I prefer what the majority of
modern games do when entering fullscreen which is to preserve the OS's
current resolution settings, which allows exclusive fullscreen to be
entered faster, and to only have it change if I manually select it in
either the options of the game or the OS. The highest resolution
available is not necessarily what the user prefers.

I am open to changing this if I have just missed a good use case for it.

Likewise, the only functionality that `WindowMode::SizedFullscreen`
provided was that it selected the resolution closest to the current size
of the window so it was removed since this behaviour can be replicated
via the new `VideoModeSelection::Specific` if necessary.

## Out of scope

WindowResolution and scale factor act strangely in exclusive fullscreen,
this PR doesn't address it or regress it.

## Testing

- Tested on Windows 11 and macOS 12.7
- Linux untested

## Migration Guide

`WindowMode::SizedFullscreen(MonitorSelection)` and
`WindowMode::Fullscreen(MonitorSelection)` has become
`WindowMode::Fullscreen(MonitorSelection, VideoModeSelection)`.
Previously, the VideoMode was selected based on the closest resolution
to the current window size for SizedFullscreen and the largest
resolution for Fullscreen. It is possible to replicate that behaviour by
searching `Monitor::video_modes` and selecting it with
`VideoModeSelection::Specific(VideoMode)` but it is recommended to use
`VideoModeSelection::Current` as the default video mode when entering
fullscreen.
2025-03-11 01:20:53 +00:00
Zachary Harrold
5241e09671
Upgrade to Rust Edition 2024 (#17967)
# Objective

- Fixes #17960

## Solution

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

## Testing

- CI

---

## Summary of Changes

### Documentation Indentation

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

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

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

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

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

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

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

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

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

### Temporary Variable Lifetimes

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

### `gen` is a keyword

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

### Formatting has changed

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

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

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

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

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

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

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

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

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

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

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

## Migration Guide

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

## Notes

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

---------

Co-authored-by: François Mockers <francois.mockers@vleue.com>
2025-02-24 03:54:47 +00:00
AlephCubed
5f86668bbb
Renamed EventWriter::send methods to write. (#17977)
Fixes #17856.

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

---------

Co-authored-by: François Mockers <mockersf@gmail.com>
2025-02-23 21:18:52 +00:00
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
04990fcd27
Move spin to bevy_platform_support out of other crates (#17470)
# Objective

- Contributes to #16877

## Solution

- Expanded `bevy_platform_support::sync` module to provide
API-compatible replacements for `std` items such as `RwLock`, `Mutex`,
and `OnceLock`.
- Removed `spin` from all crates except `bevy_platform_support`.

## Testing

- CI

---

## Notes

- The sync primitives, while verbose, entirely rely on `spin` for their
implementation requiring no `unsafe` and not changing the status-quo on
_how_ locks actually work within Bevy. This is just a refactoring to
consolidate the "hacks" and workarounds required to get a consistent
experience when either using `std::sync` or `spin`.
- I have opted to rely on `std::sync` for `std` compatible locks,
maintaining the status quo. However, now that we have these locks
factored out into the own module, it would be trivial to investigate
alternate locking backends, such as `parking_lot`.
- API for these locking types is entirely based on `std`. I have
implemented methods and types which aren't currently in use within Bevy
(e.g., `LazyLock` and `Once`) for the sake of completeness. As the
standard library is highly stable, I don't expect the Bevy and `std`
implementations to drift apart much if at all.

---------

Co-authored-by: BD103 <59022059+BD103@users.noreply.github.com>
Co-authored-by: Benjamin Brienen <benjamin.brienen@outlook.com>
2025-01-23 05:27:02 +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
Nicholas Charbonneau
f2e00c8ed5
feat: support for clip children on windows (#16545)
# Objective

Support the parametrization of the WS_CLIPCHILDREN style on Windows.

Fixes #16544

## Solution

Added a window configuration in bevy_winit to control the usage of the
WS_CLIPCHILDREN style.

## Testing

- Did you test these changes? If so, how?
I did. I was able to create a Wry Webview with a transparent HTML
document and was also able to see my Bevy scene behind the webview
elements.

- Are there any parts that need more testing?
I don't believe so. I assume the option is extensively tested within
winit itself.

- How can other people (reviewers) test your changes? Is there anything
specific they need to know?
Test repositiory [here](https://github.com/nicholasc/bevy_wry_test).
Bevy's path will need to be updated in the Cargo.toml

- If relevant, what platforms did you test these changes on, and are
there any important ones you can't test?
This is a Windows specific issue. Should be tested accordingly.

---------

Co-authored-by: jf908 <jf908@users.noreply.github.com>
2025-01-14 22:22:20 +00:00
MichiRecRoom
447108b2a4
Downgrade clippy::allow_attributes and clippy::allow_attributes_without_reason to warn (#17320)
# Objective
I realized that setting these to `deny` may have been a little
aggressive - especially since we upgrade warnings to denies in CI.

## Solution
Downgrades these lints to `warn`, so that compiles can work locally. CI
will still treat these as denies.
2025-01-12 05:28:26 +00:00
Rob Parrett
b77e3ef33a
Fix a few typos (#17292)
# Objective

Stumbled upon a `from <-> form` transposition while reviewing a PR,
thought it was interesting, and went down a bit of a rabbit hole.

## Solution

Fix em
2025-01-10 22:48:30 +00:00
MichiRecRoom
8031d8431b
bevy_window: Apply #![deny(clippy::allow_attributes, clippy::allow_attributes_without_reason)] (#17213)
# Objective
- https://github.com/bevyengine/bevy/issues/17111

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

## Testing
`cargo clippy --tests` was run, and no errors were encountered.
2025-01-07 18:47:10 +00:00
François Mockers
94b9fe384f
can hide status bar on iOS (#17179)
# Objective

- I want to hide the clock and the battery indicator on iOS

## Solution

- Add the platform specific property `prefers_status_bar_hidden` on
Window creation, and map it to `with_prefers_status_bar_hidden` in
winit.

## Testing

- Tested on iOS
2025-01-06 19:19:56 +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
AlephCubed
cf6c65522f
Derived Default for all public unit components. (#17139)
Derived `Default` for all public unit structs that already derive from
`Component`. This allows them to be used more easily as required
components.
To avoid clutter in tests/examples, only public components were
affected, but this could easily be expanded to affect all unit
components.

Fixes #17052.
2025-01-05 02:45:09 +00:00
Zachary Harrold
0403948aa2
Remove Implicit std Prelude from no_std Crates (#17086)
# Background

In `no_std` compatible crates, there is often an `std` feature which
will allow access to the standard library. Currently, with the `std`
feature _enabled_, the
[`std::prelude`](https://doc.rust-lang.org/std/prelude/index.html) is
implicitly imported in all modules. With the feature _disabled_, instead
the [`core::prelude`](https://doc.rust-lang.org/core/prelude/index.html)
is implicitly imported. This creates a subtle and pervasive issue where
`alloc` items _may_ be implicitly included (if `std` is enabled), or
must be explicitly included (if `std` is not enabled).

# Objective

- Make the implicit imports for `no_std` crates consistent regardless of
what features are/not enabled.

## Solution

- Replace the `cfg_attr` "double negative" `no_std` attribute with
conditional compilation to _include_ `std` as an external crate.
```rust
// Before
#![cfg_attr(not(feature = "std"), no_std)]

// After
#![no_std]

#[cfg(feature = "std")]
extern crate std;
```
- Fix imports that are currently broken but are only now visible with
the above fix.

## Testing

- CI

## Notes

I had previously used the "double negative" version of `no_std` based on
general consensus that it was "cleaner" within the Rust embedded
community. However, this implicit prelude issue likely was considered
when forming this consensus. I believe the reason why is the items most
affected by this issue are provided by the `alloc` crate, which is
rarely used within embedded but extensively used within Bevy.
2025-01-03 01:58:43 +00:00
Zachary Harrold
10e113d641
Add no_std support to bevy_window (#17031)
# Objective

- Contributes to #15460

## Solution

- Added the following features:
  - `std` (default)
  - `bevy_reflect` (default)
  - `libm`

## Testing

- CI

## Notes

- `bevy_reflect` was previously always enabled, which isn't how most
other crates handle reflection. I've brought this in line with how most
crates gate `bevy_reflect`. This is where the majority of the changes
come from in this PR.

---------

Co-authored-by: Alice Cecile <alice.i.cecile@gmail.com>
2025-01-01 23:05:25 +00:00
Brezak
dc2cd71dc8
Make RawHandleWrapper fields private to save users from themselves (#16968)
# Objective

Fixes #16683

## Solution

Make all fields ine `RawHandleWrapper` private.

## Testing

- CI
- `cargo clippy`
- The lightmaps example
---

## Migration Guide

The `window_handle` and `dispay_handle` fields on `RawHandleWrapper` are
no longer public. Use the newly added getters and setters to manipulate
them instead.
2024-12-29 19:54:57 +00:00
Vic
5b899dcc3a
impl EntityBorrow for more types (#16917)
# Objective

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

## Solution

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

Add `EntityBorrow` to the `bevy_ecs` prelude.

## Migration Guide

`NormalizedWindowRef::entity` has been replaced with an
`EntityBorrow::entity` impl.
2024-12-24 02:47:03 +00:00
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
Rich Churcher
f2719f5470
Rust 1.83, allow -> expect (missing_docs) (#16561)
# Objective

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

## Solution

- Upgrade to 1.83
- Switch `allow(missing_docs)` to `expect(missing_docs)`
- Remove a few now-unused `allow`s along the way, or convert to `expect`
2024-12-16 23:27:57 +00:00
Jakob Hellermann
10e3cc72ad
add missing type registration for Monitor (#16685)
# Objective


![image](https://github.com/user-attachments/assets/4b8d6a2c-86ed-4353-8133-0e0efdb3a697)
make `Monitor` reflectable by default

## Solution

- register type
2024-12-06 15:20:10 +00:00
Sou1gh0st
db4a74be76
Support prefers_home_indicator_hidden (#16005)
# Objective

- Fixes #15757 

## Solution

- Add the platform specific property `prefers_home_indicator_hidden` to
bevy's Window configuration, and applying it by invoking
`with_prefers_home_indicator_hidden` in `winit`.

## Testing

- I have tested the `bevy_mobile_example` on the iOS platform.

## Showcase
- Currently, the `prefers_home_indicator_hidden` is enabled in the
bevy_mobile_example demo. You can test it with an iOS device. The home
indicator will disappear after several seconds of inactivity in the
bottom areas.

---------

Co-authored-by: Alice Cecile <alice.i.cecile@gmail.com>
2024-10-31 16:09:30 +00:00
Rob Parrett
30d84519a2
Use en-us locale for typos (#16037)
# Objective

Bevy seems to want to standardize on "American English" spellings. Not
sure if this is laid out anywhere in writing, but see also #15947.

While perusing the docs for `typos`, I noticed that it has a `locale`
config option and tried it out.

## Solution

Switch to `en-us` locale in the `typos` config and run `typos -w`

## Migration Guide

The following methods or fields have been renamed from `*dependants*` to
`*dependents*`.

- `ProcessorAssetInfo::dependants`
- `ProcessorAssetInfos::add_dependant`
- `ProcessorAssetInfos::non_existent_dependants`
- `AssetInfo::dependants_waiting_on_load`
- `AssetInfo::dependants_waiting_on_recursive_dep_load`
- `AssetInfos::loader_dependants`
- `AssetInfos::remove_dependants_and_labels`
2024-10-20 18:55:17 +00:00
Shane Celis
5157fef84b
Add window drag move and drag resize without decoration example. (#15814)
# Objective

Add an example for the new drag move and drag resize introduced by PR
#15674 and fix #15734.

## Solution

I created an example that allows the user to exercise drag move and drag
resize separately. The user can also choose what direction the resize
works in.

![Screenshot 2024-10-10 at 4 06
43 AM](https://github.com/user-attachments/assets/1da558ab-a80f-49af-8b7d-bb635b0f038f)

### Name

The example is called `window_drag_move`. Happy to have that
bikeshedded.

### Contentious Refactor?

This PR removed the `ResizeDirection` enumeration in favor of using
`CompassOctant` which had the same variants. Perhaps this is
contentious.

### Unsafe?

In PR #15674 I mentioned that `start_drag_move()` and
`start_drag_resize()`'s requirement to only be called in the presence of
a left-click looks like a compiler-unenforceable contract that can cause
intermittent panics when not observed, so perhaps the functions should
be marked them unsafe. **I have not made that change** here since I
didn't see a clear consensus on that.

## Testing

I exercised this on x86 macOS. However, winit for macOS does not support
drag resize. It reports a good error when `start_drag_resize()` is
called. I'd like to see it tested on Windows and Linux.

---

## Showcase

Example window_drag_move shows how to drag or resize a window without
decoration.

---------

Co-authored-by: Alice Cecile <alice.i.cecile@gmail.com>
2024-10-15 23:38:35 +00:00
aecsocket
992d17bc7f
Add bevy_window::Window options for MacOS (#15820)
# Objective

MacOS has some nice options for controlling the window and titlebar to
make the content appear much more "immersively" in the window. This PR
exposes options for controlling this.

## Solution

Adds new fields to `Window` to control these, with doc comments to
explain what they do and that they're MacOS only.

## Testing

Tested on a MacOS machine (not my own, I don't have one). That's where
the below screenshots were taken.

---

## Showcase

On MacOS, you now have more options for configuring the window titlebar.
You can, for example, make the title bar transparent and only show the
window controls. This provides a more "immersive" experience for your
rendered content.

Before, only this was possible:
<img width="1392" alt="image"
src="https://github.com/user-attachments/assets/abf03da2-d247-4202-a7e7-731c45d80d54">

Now, you can create windows like this:
<img width="1392" alt="image2"
src="https://github.com/user-attachments/assets/3239d0e3-4708-4798-8755-188541e14f93">

This uses the following `bevy_window::Window` settings:
```rs
fullsize_content_view: true,
titlebar_transparent: true,
titlebar_show_title: false,
```

## Migration Guide

`bevy_window::Window` now has extra fields for configuring MacOS window
settings:
```rs
    pub movable_by_window_background: bool,
    pub fullsize_content_view: bool,
    pub has_shadow: bool,
    pub titlebar_shown: bool,
    pub titlebar_transparent: bool,
    pub titlebar_show_title: bool,
    pub titlebar_show_buttons: bool,
```

Using `Window::default` keeps the same behaviour as before.
2024-10-11 21:11:21 +00:00
Isse
82aa2e3161
Add the functions start_drag_move and start_drag_resize to Window (#15674)
# Objective
Expose the `winit` functions
[drag_window](https://docs.rs/winit/latest/winit/window/struct.Window.html#method.drag_window)
and
[resize_window](https://docs.rs/winit/latest/winit/window/struct.Window.html#method.drag_resize_window).

Which allows implementing move & resize for windows without decorations.

## Solution

Add the functions `start_drag_move` and `start_drag_resize` to
`bevy_window::Window`, which are then assigned to fields in
`InternalWindowState`, and propagated to `winit` in the
`changed_windows` system.

## Testing

I've tested that both functions works on x11 and wayland. Not sure if
someone needs to test on windows/mac?

---

## Showcase

[Screencast from 2024-10-06 11-49-58
(trimmed).webm](https://github.com/user-attachments/assets/1cdee7b1-22bd-41d3-8a0a-6872a6ebf62c)

(The flickering in the video is some issue with resizing without
decorations on x11)

<details>
  <summary>Click to view showcase</summary>

Not the same code used in the video, but simple way to test moving a
window without decorations.
```rust
use bevy::prelude::*;

fn main() {
    App::new()
        .add_plugins(DefaultPlugins.set(WindowPlugin {
            primary_window: Some(Window {
                decorations: false,
                ..default()
            }),
            ..default()
        }))
        .add_systems(Update, move_windows)
        .run();
}

fn move_windows(mut windows: Query<&mut Window>, input: Res<ButtonInput<MouseButton>>) {
    if input.pressed(MouseButton::Left) {
        for mut window in windows.iter_mut() {
            window.start_drag_move();
        }
    }
}
```

</details>

---------

Co-authored-by: Alice Cecile <alice.i.cecile@gmail.com>
2024-10-08 16:32:07 +00:00
Liam Gallagher
26808745cf
Fix bevy_window and bevy_winit readme badges (#15637)
## Objective

Fix the badges for `bevy_window` and `bevy_winit`.

## Solution

Replace the placeholder `bevy_name` wit the correct crate name.
2024-10-04 00:38:49 +00:00
François Mockers
23b0dd6ffd
move ANDROID_APP to bevy_window (#15585)
# Objective

- Remove dependency in bevy_asset to bevy_winit
- First step for #15565 

## Solution

- the static `ANDROID_APP` and the `android_activity` reexport are now
in `bevy_window`

## Migration Guide

If you use the `android_activity` reexport from
`bevy::winit::android_activity`, it is now in
`bevy:🪟:android_activity`. Same for the `ANDROID_APP` static
2024-10-02 03:01:06 +00:00
Josh Robson Chase
f97eba2082
Add VisitEntities for generic and reflectable Entity iteration (#15425)
# Objective

- Provide a generic and _reflectable_ way to iterate over contained
entities

## Solution

Adds two new traits:

* `VisitEntities`: Reflectable iteration, accepts a closure rather than
producing an iterator. Implemented by default for `IntoIterator`
implementing types. A proc macro is also provided.
* A `Mut` variant of the above. Its derive macro uses the same field
attribute to avoid repetition.

## Testing

Added a test for `VisitEntities` that also transitively tests its derive
macro as well as the default `MapEntities` impl.
2024-09-30 17:32:03 +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
Clar Fon
efda7f3f9c
Simpler lint fixes: makes ci lints work but disables a lint for now (#15376)
Takes the first two commits from #15375 and adds suggestions from this
comment:
https://github.com/bevyengine/bevy/pull/15375#issuecomment-2366968300

See #15375 for more reasoning/motivation.

## Rebasing (rerunning)

```rust
git switch simpler-lint-fixes
git reset --hard main
cargo fmt --all -- --unstable-features --config normalize_comments=true,imports_granularity=Crate
cargo fmt --all
git add --update
git commit --message "rustfmt"
cargo clippy --workspace --all-targets --all-features --fix
cargo fmt --all -- --unstable-features --config normalize_comments=true,imports_granularity=Crate
cargo fmt --all
git add --update
git commit --message "clippy"
git cherry-pick e6c0b94f6795222310fb812fa5c4512661fc7887
```
2024-09-24 11:42:59 +00:00