# Objective
Make the coordinate systems of screen-space items (cursor position, UI,
viewports, etc.) consistent.
## Solution
Remove the weird double inversion of the cursor position's Y origin.
Once in bevy_winit to the bottom and then again in bevy_ui back to the
top.
This leaves the origin at the top left like it is in every other popular
app framework.
Update the `world_to_viewport`, `viewport_to_world`, and
`viewport_to_world_2d` methods to flip the Y origin (as they should
since the viewport coordinates were always relative to the top left).
## Migration Guide
`Window::cursor_position` now returns the position of the cursor
relative to the top left instead of the bottom left.
This now matches other screen-space coordinates like
`RelativeCursorPosition`, UI, and viewports.
The `world_to_viewport`, `viewport_to_world`, and `viewport_to_world_2d`
methods on `Camera` now return/take the viewport position relative to
the top left instead of the bottom left.
If you were using `world_to_viewport` to position a UI node the returned
`y` value should now be passed into the `top` field on `Style` instead
of the `bottom` field.
Note that this might shift the position of the UI node as it is now
anchored at the top.
If you were passing `Window::cursor_position` to `viewport_to_world` or
`viewport_to_world_2d` no change is necessary.
# Objective
Text glyphs that were clipped were not sized correctly because the
transform extracted from the `extract_text_uinodes` had a scaling on it
that wasn't accounted for.
fixes#8167
## Solution
Remove the scaling from the transform and multiply the size of the
glyphs by the inverse of the scale factor.
# Objective
Add helper functions to `UiImage` for creating flipped images.
## Changelog
* Added `with_flip_x` and `with_flip_y` methods to `UiImage` that return
the `UiImage` flipped along the respective axis.
# Objective
When a `CalculatedSize` component from a UI Node entity is removed, the
corresponding Taffy measure isn't removed which will mess up the layout
in confusing, unpredictable ways.
## Solution
Iterate through all the entities with removed `CalculatedSize`
components and remove the corresponding Taffy measures.
# Objective
In the
[`Text`](3442a13d2c/crates/bevy_text/src/text.rs (L18))
struct the field is named: `linebreak_behaviour`, the British spelling
of _behavior_.
**Update**, also found:
- `FileDragAndDrop::HoveredFileCancelled`
- `TouchPhase::Cancelled`
- `Touches.just_cancelled`
The majority of all spelling is in the US but when you have a lot of
contributors across the world, sometimes
spelling differences can pop up in APIs such as in this case.
For consistency, I think it would be worth a while to ensure that the
API is persistent.
Some examples:
`from_reflect.rs` has `DefaultBehavior`
TextStyle has `color` and uses the `Color` struct.
In `bevy_input/src/Touch.rs` `TouchPhase::Cancelled` and _canceled_ are
used interchangeably in the documentation
I've found that there is also the same type of discrepancies in the
documentation, though this is a low priority but is worth checking.
**Update**: I've now checked the documentation (See #8291)
## Solution
I've only renamed the inconsistencies that have breaking changes and
documentation pertaining to them. The rest of the documentation will be
changed via #8291.
Do note that the winit API is written with UK spelling, thus this may be
a cause for confusion:
`winit::event::TouchPhase::Cancelled => TouchPhase::Canceled`
`winit::event::WindowEvent::HoveredFileCancelled` -> Related to
`FileDragAndDrop::HoveredFileCanceled`
But I'm hoping to maybe outline other spelling inconsistencies in the
API, and maybe an addition to the contribution guide.
---
## Changelog
- `Text` field `linebreak_behaviour` has been renamed to
`linebreak_behavior`.
- Event `FileDragAndDrop::HoveredFileCancelled` has been renamed to
`HoveredFileCanceled`
- Function `Touches.just_cancelled` has been renamed to
`Touches.just_canceled`
- Event `TouchPhase::Cancelled` has been renamed to
`TouchPhase::Canceled`
## Migration Guide
Update where `linebreak_behaviour` is used to `linebreak_behavior`
Updated the event `FileDragAndDrop::HoveredFileCancelled` where used to
`HoveredFileCanceled`
Update `Touches.just_cancelled` where used as `Touches.just_canceled`
The event `TouchPhase::Cancelled` is now called `TouchPhase::Canceled`
# Objective
Fixes#8089.
## Solution
Splits the MainPass3dNode into 2 nodes, one for the opaque + alpha
passes and one for the transparent pass.
---
## Changelog
- Split MainPass3dNode into MainOpaquePass3dNode and
MainTransparentPass3dNode
- Combine opaque and alpha phases in MainOpaquePass3dNode into one pass
- Create `START_MAIN_PASS` and `END_MAIN_PASS` empty nodes as labels
- Main pass becomes `START_MAIN_PASS -> MAIN_OPAQUE_PASS ->
MAIN_TRANSPARENT_PASS -> END_MAIN_PASS`
## Migration Guide
Nodes that previously added edges involving `MAIN_PASS` should now add
edges to or from `START_MAIN_PASS` or `END_MAIN_PASS` respectively.
# Objective
- Currently, the render graph slots are only used to pass the
view_entity around. This introduces significant boilerplate for very
little value. Instead of using slots for this, make the view_entity part
of the `RenderGraphContext`. This also means we won't need to have
`IN_VIEW` on every node and and we'll be able to use the default impl of
`Node::input()`.
## Solution
- Add `view_entity: Option<Entity>` to the `RenderGraphContext`
- Update all nodes to use this instead of entity slot input
---
## Changelog
- Add optional `view_entity` to `RenderGraphContext`
## Migration Guide
You can now get the view_entity directly from the `RenderGraphContext`.
When implementing the Node:
```rust
// 0.10
struct FooNode;
impl FooNode {
const IN_VIEW: &'static str = "view";
}
impl Node for FooNode {
fn input(&self) -> Vec<SlotInfo> {
vec![SlotInfo::new(Self::IN_VIEW, SlotType::Entity)]
}
fn run(
&self,
graph: &mut RenderGraphContext,
// ...
) -> Result<(), NodeRunError> {
let view_entity = graph.get_input_entity(Self::IN_VIEW)?;
// ...
Ok(())
}
}
// 0.11
struct FooNode;
impl Node for FooNode {
fn run(
&self,
graph: &mut RenderGraphContext,
// ...
) -> Result<(), NodeRunError> {
let view_entity = graph.view_entity();
// ...
Ok(())
}
}
```
When adding the node to the graph, you don't need to specify a slot_edge
for the view_entity.
```rust
// 0.10
let mut graph = RenderGraph::default();
graph.add_node(FooNode::NAME, node);
let input_node_id = draw_2d_graph.set_input(vec![SlotInfo::new(
graph::input::VIEW_ENTITY,
SlotType::Entity,
)]);
graph.add_slot_edge(
input_node_id,
graph::input::VIEW_ENTITY,
FooNode::NAME,
FooNode::IN_VIEW,
);
// add_node_edge ...
// 0.11
let mut graph = RenderGraph::default();
graph.add_node(FooNode::NAME, node);
// add_node_edge ...
```
## Notes
This PR paired with #8007 will help reduce a lot of annoying boilerplate
with the render nodes. Depending on which one gets merged first. It will
require a bit of clean up work to make both compatible.
I tagged this as a breaking change, because using the old system to get
the view_entity will break things because it's not a node input slot
anymore.
## Notes for reviewers
A lot of the diffs are just removing the slots in every nodes and graph
creation. The important part is mostly in the
graph_runner/CameraDriverNode.
# Objective
Add viewport variants to `Val` that specify a percentage length based on
the size of the window.
## Solution
Add the variants `Vw`, `Vh`, `VMin` and `VMax` to `Val`.
Add a physical window size parameter to the `from_style` function and
use it to convert the viewport variants to Taffy Points values.
One issue: It isn't responsive to window resizes. So `flex_node_system`
has to do a full update every time the window size changes. Perhaps this
can be fixed with support from Taffy.
---
## Changelog
* Added `Val` viewport unit variants `Vw`, `Vh`, `VMin` and `VMax`.
* Modified `convert` module to support the new `Val` variants.
* Changed `flex_node_system` to support the new `Val` variants.
* Perform full layout update on screen resizing, to propagate the new
viewport size to all nodes.
# Objective
Add comments explaining:
* That `Val::Px` is a value in logical pixels
* That `Val::Percent` is based on the length of its parent along a
specific axis.
* How the layout algorithm determines which axis the percentage should
be based on.
# Objective
Current `Node` doc comment:
```rust
/// The size of the node as width and height in pixels
/// automatically calculated by [`super::flex::flex_node_system`]
```
It should be changed to make it clear that `Node` stores the size in logical pixels, not physical.
# Objective
Upgrade to Taffy 0.3.3
Fixes: #7712
## Solution
Upgrade to Taffy 0.3.3 with the `grid` feature disabled.
---
## Changelog
* Changed Taffy version to 0.3.3 and disabled its `grid` feature.
* Added the `Start` and `End` variants to `AlignItems`, `AlignSelf`, `AlignContent` and `JustifyContent`.
* Added the `SpaceEvenly` variant to `AlignContent`.
* Updated `from_style` for Taffy 0.3.3.
# Objective
- Fixes#7874.
- The `bevy_text` dependency is optional for `bevy_ui`, but the `accessibility` module depended on it.
## Solution
- Guard the `accessibility` module behind the `bevy_text` feature and only add the plugin when it's enabled.
# Objective
UIs created for Bevy cannot currently be made accessible. This PR aims to address that.
## Solution
Integrate AccessKit as a dependency, adding accessibility support to existing bevy_ui widgets.
## Changelog
### Added
* Integrate with and expose [AccessKit](https://accesskit.dev) for platform accessibility.
* Add `Label` for marking text specifically as a label for UI controls.
# Objective
Support the following syntax for adding systems:
```rust
App::new()
.add_system(setup.on_startup())
.add_systems((
show_menu.in_schedule(OnEnter(GameState::Paused)),
menu_ssytem.in_set(OnUpdate(GameState::Paused)),
hide_menu.in_schedule(OnExit(GameState::Paused)),
))
```
## Solution
Add the traits `IntoSystemAppConfig{s}`, which provide the extension methods necessary for configuring which schedule a system belongs to. These extension methods return `IntoSystemAppConfig{s}`, which `App::add_system{s}` uses to choose which schedule to add systems to.
---
## Changelog
+ Added the extension methods `in_schedule(label)` and `on_startup()` for configuring the schedule a system belongs to.
## Future Work
* Replace all uses of `add_startup_system` in the engine.
* Deprecate this method
# Objective
- `bevy_text` used to be "optional". the feature could be disabled, which meant that the systems were not added but `bevy_text` was still compiled because of a hard dependency in `bevy_ui`
- Running something without `bevy_text` enabled and with `bevy_ui` enabled now crashes:
```
thread 'main' panicked at 'called `Option::unwrap()` on a `None` value', /bevy/crates/bevy_ecs/src/schedule/schedule.rs:1147:34
```
- This is because `bevy_ui` declares some of its systems in ambiguity sets with systems from `bevy_text`, which were not added if `bevy_text` is disabled
## Solution
- Make `bevy_text` completely optional
## Migration Guide
- feature `bevy_text` now completely removes `bevy_text` from the dependencies when not enabled. Enable feature `bevy_text` if you use Bevy to render text
# Objective
`TextBundle` should have a `BackgroundColor` component.
Apart from adding emphasis etc to text, adding a background color to text nodes can be extremely useful for understanding how Bevy aligns, sizes and positions text, and identifying and debugging problems.
It's easy for users to insert the `BackgroundColor` component themselves but not immediately obvious or discoverable that it's possible. A `BackgroundColor` component allows us to add a `with_background_color` helper function to `TextBundle`.
related issue: #5935
## Solution
Add a `BackgroundColor` component to `TextBundle`.
---
## Changelog
* Added a `BackgroundColor` component to `TextBundle`.
* Added a helper method `with_background_color` to `TextBundle`.
## Migration Guide
`TextBundle` now has a `BackgroundColor` component.
Use `TextBundle`'s `background_color` field or the `with_background_color` method to set a background color for text when spawning a text node, in place of manual insertion of a `BackgroundColor` component.
# Objective
Splits tone mapping from https://github.com/bevyengine/bevy/pull/6677 into a separate PR.
Address https://github.com/bevyengine/bevy/issues/2264.
Adds tone mapping options:
- None: Bypasses tonemapping for instances where users want colors output to match those set.
- Reinhard
- Reinhard Luminance: Bevy's exiting tonemapping
- [ACES](https://github.com/TheRealMJP/BakingLab/blob/master/BakingLab/ACES.hlsl) (Fitted version, based on the same implementation that Godot 4 uses) see https://github.com/bevyengine/bevy/issues/2264
- [AgX](https://github.com/sobotka/AgX)
- SomewhatBoringDisplayTransform
- TonyMcMapface
- Blender Filmic
This PR also adds support for EXR images so they can be used to compare tonemapping options with reference images.
## Migration Guide
- Tonemapping is now an enum with NONE and the various tonemappers.
- The DebandDither is now a separate component.
Co-authored-by: JMS55 <47158642+JMS55@users.noreply.github.com>
# Objective
Allow for creating pipelines that use push constants. To be able to use push constants. Fixes#4825
As of right now, trying to call `RenderPass::set_push_constants` will trigger the following error:
```
thread 'main' panicked at 'wgpu error: Validation Error
Caused by:
In a RenderPass
note: encoder = `<CommandBuffer-(0, 59, Vulkan)>`
In a set_push_constant command
provided push constant is for stage(s) VERTEX | FRAGMENT | VERTEX_FRAGMENT, however the pipeline layout has no push constant range for the stage(s) VERTEX | FRAGMENT | VERTEX_FRAGMENT
```
## Solution
Add a field push_constant_ranges to` RenderPipelineDescriptor` and `ComputePipelineDescriptor`.
This PR supersedes #4908 which now contains merge conflicts due to significant changes to `bevy_render`.
Meanwhile, this PR also made the `layout` field of `RenderPipelineDescriptor` and `ComputePipelineDescriptor` non-optional. If the user do not need to specify the bind group layouts, they can simply supply an empty vector here. No need for it to be optional.
---
## Changelog
- Add a field push_constant_ranges to RenderPipelineDescriptor and ComputePipelineDescriptor
- Made the `layout` field of RenderPipelineDescriptor and ComputePipelineDescriptor non-optional.
## Migration Guide
- Add push_constant_ranges: Vec::new() to every `RenderPipelineDescriptor` and `ComputePipelineDescriptor`
- Unwrap the optional values on the `layout` field of `RenderPipelineDescriptor` and `ComputePipelineDescriptor`. If the descriptor has no layout, supply an empty vector.
Co-authored-by: Zhixing Zhang <me@neoto.xin>
# Objective
The current doc comment for `flex-basis` states that it is "The initial size of the item", which is a bit confusing since size in Bevy is mostly used to refer to two-dimensional extents but `flex-basis` is a one-dimensional value.
It also needs to explain that:
* `flex-basis` sets the initial length of the main axis.
* Overrides `size` on the main axis.
* Obeys the `min_size` and `max_size` constraints.
# Objective
The text contained by a text node is only recomputed when its `Style` or `Text` components change, or when the scale factor changes. Not when the geometry of the text node is modified.
Make it so that any change in text node size triggers a text recomputation.
## Solution
Change `text_system` so that it queries for text nodes with changed `Node` components and recomputes their text.
---
Most users won't notice any difference but it should fix some confusing edge cases in more complicated and interactive layouts.
## Changelog
* Added `Changed<Node>` to the change detection query of `text_system`. This ensures that any change in the size of a text node will cause any text it contains to be recomputed.
# Objective
Add doc tests for the `Size` constructor functions.
Also changed the function descriptions so they explicitly state the values that elided values are given.
## Changelog
* Added doc tests for the `Size` constructor functions.
# Objective
The `size` field of `CalculatedSize` shouldn't be a `Size` as it only ever stores (unscaled) pixel values. By default its fields are `Val::Auto` but these are converted to `0`s before being sent to Taffy.
## Solution
Change the `size` field of `CalculatedSize` to a Vec2.
## Changelog
* Changed the `size` field of `CalculatedSize` to a Vec2.
* Removed the `Val` <-> `f32` conversion code for `CalculatedSize`.
## Migration Guide
* The size field of `CalculatedSize` has been changed to a `Vec2`.
# Objective
`Size::width` sets the `height` field to `Val::DEFAULT` which is `Val::Undefined`, but the default for `Size` `height` is `Val::Auto`.
`Size::height` has the same problem, but with the `width` field.
The UI examples specify numeric values in many places where they could either be elided or replaced by composition of the Flex enum properties.
related: https://github.com/bevyengine/bevy/pull/7468
fixes: https://github.com/bevyengine/bevy/issues/6498
## Solution
Change `Size::width` so it sets `height` to `Val::AUTO` and change `Size::height` so it sets `width` to `Val::AUTO`.
Added some tests so this doesn't happen again.
## Changelog
Changed `Size::width` so it sets the `height` to `Val::AUTO`.
Changed `Size::height` so it sets the `width` to `Val::AUTO`.
Added tests to `geometry.rs` for `Size` and `UiRect` to ensure correct behaviour.
Simplified the UI examples. Replaced numeric values with the Flex property enums or elided them where possible, and removed the remaining use of auto margins.
## Migration Guide
The `Size::width` constructor function now sets the `height` to `Val::Auto` instead of `Val::Undefined`.
The `Size::height` constructor function now sets the `width` to `Val::Auto` instead of `Val::Undefined`.
fixes#6799
# Objective
We should be able to reuse the `Globals` or `View` shader struct definitions from anywhere (including third party plugins) without needing to worry about defining unrelated shader defs.
Also we'd like to refactor these structs to not be repeatedly defined.
## Solution
Refactor both `Globals` and `View` into separate importable shaders.
Use the imports throughout.
Co-authored-by: Torstein Grindvik <52322338+torsteingrindvik@users.noreply.github.com>
# Objective
The current `AlignSelf` doc comments:
```rust
pub enum AlignSelf {
/// Use the value of [`AlignItems`]
Auto,
/// If the parent has [`AlignItems::Center`] only this item will be at the start
FlexStart,
/// If the parent has [`AlignItems::Center`] only this item will be at the end
FlexEnd,
/// If the parent has [`AlignItems::FlexStart`] only this item will be at the center
Center,
/// If the parent has [`AlignItems::Center`] only this item will be at the baseline
Baseline,
/// If the parent has [`AlignItems::Center`] only this item will stretch along the whole cross axis
Stretch,
}
```
Actual behaviour of `AlignSelf` in Bevy main:
<img width="642" alt="align_self" src="https://user-images.githubusercontent.com/27962798/217795178-7a82638f-118d-4474-b7f9-ca27f204731d.PNG">
The white label at the top of each column is the parent node's `AlignItems` setting.
`AlignSelf` is always applied, not (as the documentation states) only when the parent has `AlignItems::Center` or `AlignItems::FlexStart` set.
```rust
use bevy::prelude::*;
fn main() {
App::new()
.add_plugins(DefaultPlugins)
.add_startup_system(setup)
.run();
}
fn setup(mut commands: Commands, asset_server: Res<AssetServer>) {
commands.spawn(Camera2dBundle::default());
commands.spawn(NodeBundle {
style: Style {
justify_content: JustifyContent::SpaceAround,
align_items: AlignItems::Center,
size: Size::new(Val::Percent(100.), Val::Percent(100.)),
..Default::default()
},
background_color: BackgroundColor(Color::NAVY),
..Default::default()
}).with_children(|builder| {
for align_items in [
AlignItems::Baseline,
AlignItems::FlexStart,
AlignItems::Center,
AlignItems::FlexEnd,
AlignItems::Stretch,
] {
builder.spawn(NodeBundle {
style: Style {
align_items,
flex_direction: FlexDirection::Column,
justify_content: JustifyContent::SpaceBetween,
size: Size::new(Val::Px(150.), Val::Px(500.)),
..Default::default()
},
background_color: BackgroundColor(Color::DARK_GRAY),
..Default::default()
}).with_children(|builder| {
builder.spawn((
TextBundle {
text: Text::from_section(
format!("AlignItems::{align_items:?}"),
TextStyle {
font: asset_server.load("fonts/FiraSans-Regular.ttf"),
font_size: 16.0,
color: Color::BLACK,
},
),
style: Style {
align_self: AlignSelf::Stretch,
..Default::default()
},
..Default::default()
},
BackgroundColor(Color::WHITE),
));
for align_self in [
AlignSelf::Auto,
AlignSelf::FlexStart,
AlignSelf::Center,
AlignSelf::FlexEnd,
AlignSelf::Baseline,
AlignSelf::Stretch,
] {
builder.spawn((
TextBundle {
text: Text::from_section(
format!("AlignSelf::{align_self:?}"),
TextStyle {
font: asset_server.load("fonts/FiraSans-Regular.ttf"),
font_size: 16.0,
color: Color::WHITE,
},
),
style: Style {
align_self,
..Default::default()
},
..Default::default()
},
BackgroundColor(Color::BLACK),
));
}
});
}
});
}
```
# Objective
Fix#7377Fix#7513
## Solution
Record the changes made to the Bevy `Window` from `winit` as 'canon' to avoid Bevy sending those changes back to `winit` again, causing a feedback loop.
## Changelog
* Removed `ModifiesWindows` system label.
Neither `despawn_window` nor `changed_window` actually modify the `Window` component so all the `.after(ModifiesWindows)` shouldn't be necessary.
* Moved `changed_window` and `despawn_window` systems to `CoreStage::Last` to avoid systems making changes to the `Window` between `changed_window` and the end of the frame as they would be ignored.
## Migration Guide
The `ModifiesWindows` system label was removed.
Co-authored-by: devil-ira <justthecooldude@gmail.com>
# Objective
NOTE: This depends on #7267 and should not be merged until #7267 is merged. If you are reviewing this before that is merged, I highly recommend viewing the Base Sets commit instead of trying to find my changes amongst those from #7267.
"Default sets" as described by the [Stageless RFC](https://github.com/bevyengine/rfcs/pull/45) have some [unfortunate consequences](https://github.com/bevyengine/bevy/discussions/7365).
## Solution
This adds "base sets" as a variant of `SystemSet`:
A set is a "base set" if `SystemSet::is_base` returns `true`. Typically this will be opted-in to using the `SystemSet` derive:
```rust
#[derive(SystemSet, Clone, Hash, Debug, PartialEq, Eq)]
#[system_set(base)]
enum MyBaseSet {
A,
B,
}
```
**Base sets are exclusive**: a system can belong to at most one "base set". Adding a system to more than one will result in an error. When possible we fail immediately during system-config-time with a nice file + line number. For the more nested graph-ey cases, this will fail at the final schedule build.
**Base sets cannot belong to other sets**: this is where the word "base" comes from
Systems and Sets can only be added to base sets using `in_base_set`. Calling `in_set` with a base set will fail. As will calling `in_base_set` with a normal set.
```rust
app.add_system(foo.in_base_set(MyBaseSet::A))
// X must be a normal set ... base sets cannot be added to base sets
.configure_set(X.in_base_set(MyBaseSet::A))
```
Base sets can still be configured like normal sets:
```rust
app.add_system(MyBaseSet::B.after(MyBaseSet::Ap))
```
The primary use case for base sets is enabling a "default base set":
```rust
schedule.set_default_base_set(CoreSet::Update)
// this will belong to CoreSet::Update by default
.add_system(foo)
// this will override the default base set with PostUpdate
.add_system(bar.in_base_set(CoreSet::PostUpdate))
```
This allows us to build apis that work by default in the standard Bevy style. This is a rough analog to the "default stage" model, but it use the new "stageless sets" model instead, with all of the ordering flexibility (including exclusive systems) that it provides.
---
## Changelog
- Added "base sets" and ported CoreSet to use them.
## Migration Guide
TODO
Huge thanks to @maniwani, @devil-ira, @hymm, @cart, @superdump and @jakobhellermann for the help with this PR.
# Objective
- Followup #6587.
- Minimal integration for the Stageless Scheduling RFC: https://github.com/bevyengine/rfcs/pull/45
## Solution
- [x] Remove old scheduling module
- [x] Migrate new methods to no longer use extension methods
- [x] Fix compiler errors
- [x] Fix benchmarks
- [x] Fix examples
- [x] Fix docs
- [x] Fix tests
## Changelog
### Added
- a large number of methods on `App` to work with schedules ergonomically
- the `CoreSchedule` enum
- `App::add_extract_system` via the `RenderingAppExtension` trait extension method
- the private `prepare_view_uniforms` system now has a public system set for scheduling purposes, called `ViewSet::PrepareUniforms`
### Removed
- stages, and all code that mentions stages
- states have been dramatically simplified, and no longer use a stack
- `RunCriteriaLabel`
- `AsSystemLabel` trait
- `on_hierarchy_reports_enabled` run criteria (now just uses an ad hoc resource checking run condition)
- systems in `RenderSet/Stage::Extract` no longer warn when they do not read data from the main world
- `RunCriteriaLabel`
- `transform_propagate_system_set`: this was a nonstandard pattern that didn't actually provide enough control. The systems are already `pub`: the docs have been updated to ensure that the third-party usage is clear.
### Changed
- `System::default_labels` is now `System::default_system_sets`.
- `App::add_default_labels` is now `App::add_default_sets`
- `CoreStage` and `StartupStage` enums are now `CoreSet` and `StartupSet`
- `App::add_system_set` was renamed to `App::add_systems`
- The `StartupSchedule` label is now defined as part of the `CoreSchedules` enum
- `.label(SystemLabel)` is now referred to as `.in_set(SystemSet)`
- `SystemLabel` trait was replaced by `SystemSet`
- `SystemTypeIdLabel<T>` was replaced by `SystemSetType<T>`
- The `ReportHierarchyIssue` resource now has a public constructor (`new`), and implements `PartialEq`
- Fixed time steps now use a schedule (`CoreSchedule::FixedTimeStep`) rather than a run criteria.
- Adding rendering extraction systems now panics rather than silently failing if no subapp with the `RenderApp` label is found.
- the `calculate_bounds` system, with the `CalculateBounds` label, is now in `CoreSet::Update`, rather than in `CoreSet::PostUpdate` before commands are applied.
- `SceneSpawnerSystem` now runs under `CoreSet::Update`, rather than `CoreStage::PreUpdate.at_end()`.
- `bevy_pbr::add_clusters` is no longer an exclusive system
- the top level `bevy_ecs::schedule` module was replaced with `bevy_ecs::scheduling`
- `tick_global_task_pools_on_main_thread` is no longer run as an exclusive system. Instead, it has been replaced by `tick_global_task_pools`, which uses a `NonSend` resource to force running on the main thread.
## Migration Guide
- Calls to `.label(MyLabel)` should be replaced with `.in_set(MySet)`
- Stages have been removed. Replace these with system sets, and then add command flushes using the `apply_system_buffers` exclusive system where needed.
- The `CoreStage`, `StartupStage, `RenderStage` and `AssetStage` enums have been replaced with `CoreSet`, `StartupSet, `RenderSet` and `AssetSet`. The same scheduling guarantees have been preserved.
- Systems are no longer added to `CoreSet::Update` by default. Add systems manually if this behavior is needed, although you should consider adding your game logic systems to `CoreSchedule::FixedTimestep` instead for more reliable framerate-independent behavior.
- Similarly, startup systems are no longer part of `StartupSet::Startup` by default. In most cases, this won't matter to you.
- For example, `add_system_to_stage(CoreStage::PostUpdate, my_system)` should be replaced with
- `add_system(my_system.in_set(CoreSet::PostUpdate)`
- When testing systems or otherwise running them in a headless fashion, simply construct and run a schedule using `Schedule::new()` and `World::run_schedule` rather than constructing stages
- Run criteria have been renamed to run conditions. These can now be combined with each other and with states.
- Looping run criteria and state stacks have been removed. Use an exclusive system that runs a schedule if you need this level of control over system control flow.
- For app-level control flow over which schedules get run when (such as for rollback networking), create your own schedule and insert it under the `CoreSchedule::Outer` label.
- Fixed timesteps are now evaluated in a schedule, rather than controlled via run criteria. The `run_fixed_timestep` system runs this schedule between `CoreSet::First` and `CoreSet::PreUpdate` by default.
- Command flush points introduced by `AssetStage` have been removed. If you were relying on these, add them back manually.
- Adding extract systems is now typically done directly on the main app. Make sure the `RenderingAppExtension` trait is in scope, then call `app.add_extract_system(my_system)`.
- the `calculate_bounds` system, with the `CalculateBounds` label, is now in `CoreSet::Update`, rather than in `CoreSet::PostUpdate` before commands are applied. You may need to order your movement systems to occur before this system in order to avoid system order ambiguities in culling behavior.
- the `RenderLabel` `AppLabel` was renamed to `RenderApp` for clarity
- `App::add_state` now takes 0 arguments: the starting state is set based on the `Default` impl.
- Instead of creating `SystemSet` containers for systems that run in stages, simply use `.on_enter::<State::Variant>()` or its `on_exit` or `on_update` siblings.
- `SystemLabel` derives should be replaced with `SystemSet`. You will also need to add the `Debug`, `PartialEq`, `Eq`, and `Hash` traits to satisfy the new trait bounds.
- `with_run_criteria` has been renamed to `run_if`. Run criteria have been renamed to run conditions for clarity, and should now simply return a bool.
- States have been dramatically simplified: there is no longer a "state stack". To queue a transition to the next state, call `NextState::set`
## TODO
- [x] remove dead methods on App and World
- [x] add `App::add_system_to_schedule` and `App::add_systems_to_schedule`
- [x] avoid adding the default system set at inappropriate times
- [x] remove any accidental cycles in the default plugins schedule
- [x] migrate benchmarks
- [x] expose explicit labels for the built-in command flush points
- [x] migrate engine code
- [x] remove all mentions of stages from the docs
- [x] verify docs for States
- [x] fix uses of exclusive systems that use .end / .at_start / .before_commands
- [x] migrate RenderStage and AssetStage
- [x] migrate examples
- [x] ensure that transform propagation is exported in a sufficiently public way (the systems are already pub)
- [x] ensure that on_enter schedules are run at least once before the main app
- [x] re-enable opt-in to execution order ambiguities
- [x] revert change to `update_bounds` to ensure it runs in `PostUpdate`
- [x] test all examples
- [x] unbreak directional lights
- [x] unbreak shadows (see 3d_scene, 3d_shape, lighting, transparaency_3d examples)
- [x] game menu example shows loading screen and menu simultaneously
- [x] display settings menu is a blank screen
- [x] `without_winit` example panics
- [x] ensure all tests pass
- [x] SubApp doc test fails
- [x] runs_spawn_local tasks fails
- [x] [Fix panic_when_hierachy_cycle test hanging](https://github.com/alice-i-cecile/bevy/pull/120)
## Points of Difficulty and Controversy
**Reviewers, please give feedback on these and look closely**
1. Default sets, from the RFC, have been removed. These added a tremendous amount of implicit complexity and result in hard to debug scheduling errors. They're going to be tackled in the form of "base sets" by @cart in a followup.
2. The outer schedule controls which schedule is run when `App::update` is called.
3. I implemented `Label for `Box<dyn Label>` for our label types. This enables us to store schedule labels in concrete form, and then later run them. I ran into the same set of problems when working with one-shot systems. We've previously investigated this pattern in depth, and it does not appear to lead to extra indirection with nested boxes.
4. `SubApp::update` simply runs the default schedule once. This sucks, but this whole API is incomplete and this was the minimal changeset.
5. `time_system` and `tick_global_task_pools_on_main_thread` no longer use exclusive systems to attempt to force scheduling order
6. Implemetnation strategy for fixed timesteps
7. `AssetStage` was migrated to `AssetSet` without reintroducing command flush points. These did not appear to be used, and it's nice to remove these bottlenecks.
8. Migration of `bevy_render/lib.rs` and pipelined rendering. The logic here is unusually tricky, as we have complex scheduling requirements.
## Future Work (ideally before 0.10)
- Rename schedule_v3 module to schedule or scheduling
- Add a derive macro to states, and likely a `EnumIter` trait of some form
- Figure out what exactly to do with the "systems added should basically work by default" problem
- Improve ergonomics for working with fixed timesteps and states
- Polish FixedTime API to match Time
- Rebase and merge #7415
- Resolve all internal ambiguities (blocked on better tools, especially #7442)
- Add "base sets" to replace the removed default sets.
# Objective
Fixes#7476. UI scale was being incorrectly ignored when a primary window exists.
## Solution
Always take into account UI scale, regardless of whether a primary window exists.
Tested locally on @forbjok 's minimal repro project https://github.com/forbjok/bevy_ui_repro with this patch, and the issue is fixed on my machine.