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>
Click to focus is now a global observer.
# Objective
Previously, the "click to focus" behavior was implemented in each
individual headless widget, producing redundant logic.
## Solution
The new scheme is to have a global observer which looks for pointer down
events and triggers an `AcquireFocus` event on the target. This event
bubbles until it finds an entity with `TabIndex`, and then focuses it.
## Testing
Tested the changes using the various examples that have focusable
widgets. (This will become easier to test when I add focus ring support
to the examples, but that's for another day. For now you just have to
know which keys to press.)
## Migration
This change is backwards-compatible. People who want the new behavior
will need to install the new plugin.
# Objective
Improve the performance of `FilteredEntity(Ref|Mut)` and
`Entity(Ref|Mut)Except`.
`FilteredEntityRef` needs an `Access<ComponentId>` to determine what
components it can access. There is one stored in the query state, but
query items cannot borrow from the state, so it has to `clone()` the
access for each row. Cloning the access involves memory allocations and
can be expensive.
## Solution
Let query items borrow from their query state.
Add an `'s` lifetime to `WorldQuery::Item` and `WorldQuery::Fetch`,
similar to the one in `SystemParam`, and provide `&'s Self::State` to
the fetch so that it can borrow from the state.
Unfortunately, there are a few cases where we currently return query
items from temporary query states: the sorted iteration methods create a
temporary state to query the sort keys, and the
`EntityRef::components<Q>()` methods create a temporary state for their
query.
To allow these to continue to work with most `QueryData`
implementations, introduce a new subtrait `ReleaseStateQueryData` that
converts a `QueryItem<'w, 's>` to `QueryItem<'w, 'static>`, and is
implemented for everything except `FilteredEntity(Ref|Mut)` and
`Entity(Ref|Mut)Except`.
`#[derive(QueryData)]` will generate `ReleaseStateQueryData`
implementations that apply when all of the subqueries implement
`ReleaseStateQueryData`.
This PR does not actually change the implementation of
`FilteredEntity(Ref|Mut)` or `Entity(Ref|Mut)Except`! That will be done
as a follow-up PR so that the changes are easier to review. I have
pushed the changes as chescock/bevy#5.
## Testing
I ran performance traces of many_foxes, both against main and against
chescock/bevy#5, both including #15282. These changes do appear to make
generalized animation a bit faster:
(Red is main, yellow is chescock/bevy#5)

## Migration Guide
The `WorldQuery::Item` and `WorldQuery::Fetch` associated types and the
`QueryItem` and `ROQueryItem` type aliases now have an additional
lifetime parameter corresponding to the `'s` lifetime in `Query`. Manual
implementations of `WorldQuery` will need to update the method
signatures to include the new lifetimes. Other uses of the types will
need to be updated to include a lifetime parameter, although it can
usually be passed as `'_`. In particular, `ROQueryItem` is used when
implementing `RenderCommand`.
Before:
```rust
fn render<'w>(
item: &P,
view: ROQueryItem<'w, Self::ViewQuery>,
entity: Option<ROQueryItem<'w, Self::ItemQuery>>,
param: SystemParamItem<'w, '_, Self::Param>,
pass: &mut TrackedRenderPass<'w>,
) -> RenderCommandResult;
```
After:
```rust
fn render<'w>(
item: &P,
view: ROQueryItem<'w, '_, Self::ViewQuery>,
entity: Option<ROQueryItem<'w, '_, Self::ItemQuery>>,
param: SystemParamItem<'w, '_, Self::Param>,
pass: &mut TrackedRenderPass<'w>,
) -> RenderCommandResult;
```
---
Methods on `QueryState` that take `&mut self` may now result in
conflicting borrows if the query items capture the lifetime of the
mutable reference. This affects `get()`, `iter()`, and others. To fix
the errors, first call `QueryState::update_archetypes()`, and then
replace a call `state.foo(world, param)` with
`state.query_manual(world).foo_inner(param)`. Alternately, you may be
able to restructure the code to call `state.query(world)` once and then
make multiple calls using the `Query`.
Before:
```rust
let mut state: QueryState<_, _> = ...;
let d1 = state.get(world, e1);
let d2 = state.get(world, e2); // Error: cannot borrow `state` as mutable more than once at a time
println!("{d1:?}");
println!("{d2:?}");
```
After:
```rust
let mut state: QueryState<_, _> = ...;
state.update_archetypes(world);
let d1 = state.get_manual(world, e1);
let d2 = state.get_manual(world, e2);
// OR
state.update_archetypes(world);
let d1 = state.query(world).get_inner(e1);
let d2 = state.query(world).get_inner(e2);
// OR
let query = state.query(world);
let d1 = query.get_inner(e1);
let d1 = query.get_inner(e2);
println!("{d1:?}");
println!("{d2:?}");
```
# 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.
# Objective
- `AutoFocus` component does seem to work with the `set_initial_focus`
that was running in `Startup`.
- If an element is spawn during `PreStartup` or during
`OnEnter(SomeState)` that happens before `Startup`, the focus is
overridden by `set_initial_focus` which sets the focus to the primary
window.
## Solution
- `set_initial_focus` only sets the focus to the `PrimaryWindow` if no
other focus is set.
- *Note*: `cargo test --package bevy_input_focus` was not working, so
some changes are related to that.
## Testing
- `cargo test --package bevy_input_focus`: OK
- `cargo run --package ci`: OK
# Objective
Currently, the observer API looks like this:
```rust
app.add_observer(|trigger: Trigger<Explode>| {
info!("Entity {} exploded!", trigger.target());
});
```
Future plans for observers also include "multi-event observers" with a
trigger that looks like this (see [Cart's
example](https://github.com/bevyengine/bevy/issues/14649#issuecomment-2960402508)):
```rust
trigger: Trigger<(
OnAdd<Pressed>,
OnRemove<Pressed>,
OnAdd<InteractionDisabled>,
OnRemove<InteractionDisabled>,
OnInsert<Hovered>,
)>,
```
In scenarios like this, there is a lot of repetition of `On`. These are
expected to be very high-traffic APIs especially in UI contexts, so
ergonomics and readability are critical.
By renaming `Trigger` to `On`, we can make these APIs read more cleanly
and get rid of the repetition:
```rust
app.add_observer(|trigger: On<Explode>| {
info!("Entity {} exploded!", trigger.target());
});
```
```rust
trigger: On<(
Add<Pressed>,
Remove<Pressed>,
Add<InteractionDisabled>,
Remove<InteractionDisabled>,
Insert<Hovered>,
)>,
```
Names like `On<Add<Pressed>>` emphasize the actual event listener nature
more than `Trigger<OnAdd<Pressed>>`, and look cleaner. This *also* frees
up the `Trigger` name if we want to use it for the observer event type,
splitting them out from buffered events (bikeshedding this is out of
scope for this PR though).
For prior art:
[`bevy_eventlistener`](https://github.com/aevyrie/bevy_eventlistener)
used
[`On`](https://docs.rs/bevy_eventlistener/latest/bevy_eventlistener/event_listener/struct.On.html)
for its event listener type. Though in our case, the observer is the
event listener, and `On` is just a type containing information about the
triggered event.
## Solution
Steal from `bevy_event_listener` by @aevyrie and use `On`.
- Rename `Trigger` to `On`
- Rename `OnAdd` to `Add`
- Rename `OnInsert` to `Insert`
- Rename `OnReplace` to `Replace`
- Rename `OnRemove` to `Remove`
- Rename `OnDespawn` to `Despawn`
## Discussion
### Naming Conflicts??
Using a name like `Add` might initially feel like a very bad idea, since
it risks conflict with `core::ops::Add`. However, I don't expect this to
be a big problem in practice.
- You rarely need to actually implement the `Add` trait, especially in
modules that would use the Bevy ECS.
- In the rare cases where you *do* get a conflict, it is very easy to
fix by just disambiguating, for example using `ops::Add`.
- The `Add` event is a struct while the `Add` trait is a trait (duh), so
the compiler error should be very obvious.
For the record, renaming `OnAdd` to `Add`, I got exactly *zero* errors
or conflicts within Bevy itself. But this is of course not entirely
representative of actual projects *using* Bevy.
You might then wonder, why not use `Added`? This would conflict with the
`Added` query filter, so it wouldn't work. Additionally, the current
naming convention for observer events does not use past tense.
### Documentation
This does make documentation slightly more awkward when referring to
`On` or its methods. Previous docs often referred to `Trigger::target`
or "sends a `Trigger`" (which is... a bit strange anyway), which would
now be `On::target` and "sends an observer `Event`".
You can see the diff in this PR to see some of the effects. I think it
should be fine though, we may just need to reword more documentation to
read better.
# Objective
I set out with one simple goal: clearly document the differences between
each of the component lifecycle events via module docs.
Unfortunately, no such module existed: the various lifecycle code was
scattered to the wind.
Without a unified module, it's very hard to discover the related types,
and there's nowhere good to put my shiny new documentation.
## Solution
1. Unify the assorted types into a single
`bevy_ecs::component_lifecycle` module.
2. Write docs.
3. Write a migration guide.
## Testing
Thanks CI!
## Follow-up
1. The lifecycle event names are pretty confusing, especially
`OnReplace`. We should consider renaming those. No bikeshedding in my PR
though!
2. Observers need real module docs too :(
3. Any additional functional changes should be done elsewhere; this is a
simple docs and re-org PR.
---------
Co-authored-by: theotherphil <phil.j.ellison@gmail.com>
# Objective
`Entity::PLACEHOLDER` acts as a magic number that will *probably* never
really exist, but it certainly could. And, `Entity` has a niche, so the
only reason to use `PLACEHOLDER` is as an alternative to `MaybeUninit`
that trades safety risks for logic risks.
As a result, bevy has generally advised against using `PLACEHOLDER`, but
we still use if for a lot internally. This pr starts removing internal
uses of it, starting from observers.
## Solution
Change all trigger target related types from `Entity` to
`Option<Entity>`
Small migration guide to come.
## Testing
CI
## Future Work
This turned a lot of code from
```rust
trigger.target()
```
to
```rust
trigger.target().unwrap()
```
The extra panic is no worse than before; it's just earlier than
panicking after passing the placeholder to something else.
But this is kinda annoying.
I would like to add a `TriggerMode` or something to `Event` that would
restrict what kinds of targets can be used for that event. Many events
like `Removed` etc, are always triggered with a target. We can make
those have a way to assume Some, etc. But I wanted to save that for a
future pr.
# Objective
Fixes#19156
## Solution
There was a call to sort by `TabIndex` after iterating through all the
`TabGroup`s. Simply removing that line of code made the new test case
pass (navigating through `TabIndex` within different `TabGroup`s and
kept everything else working as expected as far as I can tell.
I went ahead and broke the `focusable` vec down into per-group vecs that
get sorted by `TabIndex` and appended to the main vec in group sorted
order to maintain the sorting that was being done before, but respecting
the `TabGroup` sorting that was missing in the issue that this PR
addresses.
## Testing
I added a new unit test that reproduced the issue outlined above that
will run in CI. This test was failing before deleting the sort, and now
both unit tests are passing.
# Objective
Fixes a part of #14274.
Bevy has an incredibly inconsistent naming convention for its system
sets, both internally and across the ecosystem.
<img alt="System sets in Bevy"
src="https://github.com/user-attachments/assets/d16e2027-793f-4ba4-9cc9-e780b14a5a1b"
width="450" />
*Names of public system set types in Bevy*
Most Bevy types use a naming of `FooSystem` or just `Foo`, but there are
also a few `FooSystems` and `FooSet` types. In ecosystem crates on the
other hand, `FooSet` is perhaps the most commonly used name in general.
Conventions being so wildly inconsistent can make it harder for users to
pick names for their own types, to search for system sets on docs.rs, or
to even discern which types *are* system sets.
To reign in the inconsistency a bit and help unify the ecosystem, it
would be good to establish a common recommended naming convention for
system sets in Bevy itself, similar to how plugins are commonly suffixed
with `Plugin` (ex: `TimePlugin`). By adopting a consistent naming
convention in first-party Bevy, we can softly nudge ecosystem crates to
follow suit (for types where it makes sense to do so).
Choosing a naming convention is also relevant now, as the [`bevy_cli`
recently adopted
lints](https://github.com/TheBevyFlock/bevy_cli/pull/345) to enforce
naming for plugins and system sets, and the recommended naming used for
system sets is still a bit open.
## Which Name To Use?
Now the contentious part: what naming convention should we actually
adopt?
This was discussed on the Bevy Discord at the end of last year, starting
[here](<https://discord.com/channels/691052431525675048/692572690833473578/1310659954683936789>).
`FooSet` and `FooSystems` were the clear favorites, with `FooSet` very
narrowly winning an unofficial poll. However, it seems to me like the
consensus was broadly moving towards `FooSystems` at the end and after
the poll, with Cart
([source](https://discord.com/channels/691052431525675048/692572690833473578/1311140204974706708))
and later Alice
([source](https://discord.com/channels/691052431525675048/692572690833473578/1311092530732859533))
and also me being in favor of it.
Let's do a quick pros and cons list! Of course these are just what I
thought of, so take it with a grain of salt.
`FooSet`:
- Pro: Nice and short!
- Pro: Used by many ecosystem crates.
- Pro: The `Set` suffix comes directly from the trait name `SystemSet`.
- Pro: Pairs nicely with existing APIs like `in_set` and
`configure_sets`.
- Con: `Set` by itself doesn't actually indicate that it's related to
systems *at all*, apart from the implemented trait. A set of what?
- Con: Is `FooSet` a set of `Foo`s or a system set related to `Foo`? Ex:
`ContactSet`, `MeshSet`, `EnemySet`...
`FooSystems`:
- Pro: Very clearly indicates that the type represents a collection of
systems. The actual core concept, system(s), is in the name.
- Pro: Parallels nicely with `FooPlugins` for plugin groups.
- Pro: Low risk of conflicts with other names or misunderstandings about
what the type is.
- Pro: In most cases, reads *very* nicely and clearly. Ex:
`PhysicsSystems` and `AnimationSystems` as opposed to `PhysicsSet` and
`AnimationSet`.
- Pro: Easy to search for on docs.rs.
- Con: Usually results in longer names.
- Con: Not yet as widely used.
Really the big problem with `FooSet` is that it doesn't actually
describe what it is. It describes what *kind of thing* it is (a set of
something), but not *what it is a set of*, unless you know the type or
check its docs or implemented traits. `FooSystems` on the other hand is
much more self-descriptive in this regard, at the cost of being a bit
longer to type.
Ultimately, in some ways it comes down to preference and how you think
of system sets. Personally, I was originally in favor of `FooSet`, but
have been increasingly on the side of `FooSystems`, especially after
seeing what the new names would actually look like in Avian and now
Bevy. I prefer it because it usually reads better, is much more clearly
related to groups of systems than `FooSet`, and overall *feels* more
correct and natural to me in the long term.
For these reasons, and because Alice and Cart also seemed to share a
preference for it when it was previously being discussed, I propose that
we adopt a `FooSystems` naming convention where applicable.
## Solution
Rename Bevy's system set types to use a consistent `FooSet` naming where
applicable.
- `AccessibilitySystem` → `AccessibilitySystems`
- `GizmoRenderSystem` → `GizmoRenderSystems`
- `PickSet` → `PickingSystems`
- `RunFixedMainLoopSystem` → `RunFixedMainLoopSystems`
- `TransformSystem` → `TransformSystems`
- `RemoteSet` → `RemoteSystems`
- `RenderSet` → `RenderSystems`
- `SpriteSystem` → `SpriteSystems`
- `StateTransitionSteps` → `StateTransitionSystems`
- `RenderUiSystem` → `RenderUiSystems`
- `UiSystem` → `UiSystems`
- `Animation` → `AnimationSystems`
- `AssetEvents` → `AssetEventSystems`
- `TrackAssets` → `AssetTrackingSystems`
- `UpdateGizmoMeshes` → `GizmoMeshSystems`
- `InputSystem` → `InputSystems`
- `InputFocusSet` → `InputFocusSystems`
- `ExtractMaterialsSet` → `MaterialExtractionSystems`
- `ExtractMeshesSet` → `MeshExtractionSystems`
- `RumbleSystem` → `RumbleSystems`
- `CameraUpdateSystem` → `CameraUpdateSystems`
- `ExtractAssetsSet` → `AssetExtractionSystems`
- `Update2dText` → `Text2dUpdateSystems`
- `TimeSystem` → `TimeSystems`
- `AudioPlaySet` → `AudioPlaybackSystems`
- `SendEvents` → `EventSenderSystems`
- `EventUpdates` → `EventUpdateSystems`
A lot of the names got slightly longer, but they are also a lot more
consistent, and in my opinion the majority of them read much better. For
a few of the names I took the liberty of rewording things a bit;
definitely open to any further naming improvements.
There are still also cases where the `FooSystems` naming doesn't really
make sense, and those I left alone. This primarily includes system sets
like `Interned<dyn SystemSet>`, `EnterSchedules<S>`, `ExitSchedules<S>`,
or `TransitionSchedules<S>`, where the type has some special purpose and
semantics.
## Todo
- [x] Should I keep all the old names as deprecated type aliases? I can
do this, but to avoid wasting work I'd prefer to first reach consensus
on whether these renames are even desired.
- [x] Migration guide
- [x] Release notes
# Objective
In #17905 we swapped to a named field on `ChildOf` to help resolve
variable naming ambiguity of child vs parent (ex: `child_of.parent`
clearly reads as "I am accessing the parent of the child_of
relationship", whereas `child_of.0` is less clear).
Unfortunately this has the side effect of making initialization less
ideal. `ChildOf { parent }` reads just as well as `ChildOf(parent)`, but
`ChildOf { parent: root }` doesn't read nearly as well as
`ChildOf(root)`.
## Solution
Move back to `ChildOf(pub Entity)` but add a `child_of.parent()`
function and use it for all accesses. The downside here is that users
are no longer "forced" to access the parent field with `parent`
nomenclature, but I think this strikes the right balance.
Take a look at the diff. I think the results provide strong evidence for
this change. Initialization has the benefit of reading much better _and_
of taking up significantly less space, as many lines go from 3 to 1, and
we're cutting out a bunch of syntax in some cases.
Sadly I do think this should land in 0.16 as the cost of doing this
_after_ the relationships migration is high.
# Objective
Unlike for their helper typers, the import paths for
`unique_array::UniqueEntityArray`, `unique_slice::UniqueEntitySlice`,
`unique_vec::UniqueEntityVec`, `hash_set::EntityHashSet`,
`hash_map::EntityHashMap`, `index_set::EntityIndexSet`,
`index_map::EntityIndexMap` are quite redundant.
When looking at the structure of `hashbrown`, we can also see that while
both `HashSet` and `HashMap` have their own modules, the main types
themselves are re-exported to the crate level.
## Solution
Re-export the types in their shared `entity` parent module, and simplify
the imports where they're used.
# 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
```
# Objective
As discussed in #14275, Bevy is currently too prone to panic, and makes
the easy / beginner-friendly way to do a large number of operations just
to panic on failure.
This is seriously frustrating in library code, but also slows down
development, as many of the `Query::single` panics can actually safely
be an early return (these panics are often due to a small ordering issue
or a change in game state.
More critically, in most "finished" products, panics are unacceptable:
any unexpected failures should be handled elsewhere. That's where the
new
With the advent of good system error handling, we can now remove this.
Note: I was instrumental in a) introducing this idea in the first place
and b) pushing to make the panicking variant the default. The
introduction of both `let else` statements in Rust and the fancy system
error handling work in 0.16 have changed my mind on the right balance
here.
## Solution
1. Make `Query::single` and `Query::single_mut` (and other random
related methods) return a `Result`.
2. Handle all of Bevy's internal usage of these APIs.
3. Deprecate `Query::get_single` and friends, since we've moved their
functionality to the nice names.
4. Add detailed advice on how to best handle these errors.
Generally I like the diff here, although `get_single().unwrap()` in
tests is a bit of a downgrade.
## Testing
I've done a global search for `.single` to track down any missed
deprecated usages.
As to whether or not all the migrations were successful, that's what CI
is for :)
## Future work
~~Rename `Query::get_single` and friends to `Query::single`!~~
~~I've opted not to do this in this PR, and smear it across two releases
in order to ease the migration. Successive deprecations are much easier
to manage than the semantics and types shifting under your feet.~~
Cart has convinced me to change my mind on this; see
https://github.com/bevyengine/bevy/pull/18082#discussion_r1974536085.
## Migration guide
`Query::single`, `Query::single_mut` and their `QueryState` equivalents
now return a `Result`. Generally, you'll want to:
1. Use Bevy 0.16's system error handling to return a `Result` using the
`?` operator.
2. Use a `let else Ok(data)` block to early return if it's an expected
failure.
3. Use `unwrap()` or `Ok` destructuring inside of tests.
The old `Query::get_single` (etc) methods which did this have been
deprecated.
# Objective
There are currently three ways to access the parent stored on a ChildOf
relationship:
1. `child_of.parent` (field accessor)
2. `child_of.get()` (get function)
3. `**child_of` (Deref impl)
I will assert that we should only have one (the field accessor), and
that the existence of the other implementations causes confusion and
legibility issues. The deref approach is heinous, and `child_of.get()`
is significantly less clear than `child_of.parent`.
## Solution
Remove `impl Deref for ChildOf` and `ChildOf::get`.
The one "downside" I'm seeing is that:
```rust
entity.get::<ChildOf>().map(ChildOf::get)
```
Becomes this:
```rust
entity.get::<ChildOf>().map(|c| c.parent)
```
I strongly believe that this is worth the increased clarity and
consistency. I'm also not really a huge fan of the "pass function
pointer to map" syntax. I think most people don't think this way about
maps. They think in terms of a function that takes the item in the
Option and returns the result of some action on it.
## Migration Guide
```rust
// Before
**child_of
// After
child_of.parent
// Before
child_of.get()
// After
child_of.parent
// Before
entity.get::<ChildOf>().map(ChildOf::get)
// After
entity.get::<ChildOf>().map(|c| c.parent)
```
# Objective
fixes#17896
## Solution
Change ChildOf ( Entity ) to ChildOf { parent: Entity }
by doing this we also allow users to use named structs for relationship
derives, When you have more than 1 field in a struct with named fields
the macro will look for a field with the attribute #[relationship] and
all of the other fields should implement the Default trait. Unnamed
fields are still supported.
When u have a unnamed struct with more than one field the macro will
fail.
Do we want to support something like this ?
```rust
#[derive(Component)]
#[relationship_target(relationship = ChildOf)]
pub struct Children (#[relationship] Entity, u8);
```
I could add this, it but doesn't seem nice.
## Testing
crates/bevy_ecs - cargo test
## Showcase
```rust
use bevy_ecs::component::Component;
use bevy_ecs::entity::Entity;
#[derive(Component)]
#[relationship(relationship_target = Children)]
pub struct ChildOf {
#[relationship]
pub parent: Entity,
internal: u8,
};
#[derive(Component)]
#[relationship_target(relationship = ChildOf)]
pub struct Children {
children: Vec<Entity>
};
```
---------
Co-authored-by: Tim Overbeek <oorbecktim@Tims-MacBook-Pro.local>
Co-authored-by: Tim Overbeek <oorbecktim@c-001-001-042.client.nl.eduvpn.org>
Co-authored-by: Tim Overbeek <oorbecktim@c-001-001-059.client.nl.eduvpn.org>
Co-authored-by: Tim Overbeek <oorbecktim@c-001-001-054.client.nl.eduvpn.org>
Co-authored-by: Tim Overbeek <oorbecktim@c-001-001-027.client.nl.eduvpn.org>
# Objective
- Contributes to #15460
- Reduce quantity and complexity of feature gates across Bevy
## Solution
- Used `target_has_atomic` configuration variable to automatically
detect impartial atomic support and automatically switch to
`portable-atomic` over the standard library on an as-required basis.
## Testing
- CI
## Notes
To explain the technique employed here, consider getting `Arc` either
from `alloc::sync` _or_ `portable-atomic-util`. First, we can inspect
the `alloc` crate to see that you only have access to `Arc` _if_
`target_has_atomic = "ptr"`. We add a target dependency for this
particular configuration _inverted_:
```toml
[target.'cfg(not(target_has_atomic = "ptr"))'.dependencies]
portable-atomic-util = { version = "0.2.4", default-features = false }
```
This ensures we only have the dependency when it is needed, and it is
entirely excluded from the dependency graph when it is not. Next, we
adjust our configuration flags to instead of checking for `feature =
"portable-atomic"` to instead check for `target_has_atomic = "ptr"`:
```rust
// `alloc` feature flag hidden for brevity
#[cfg(not(target_has_atomic = "ptr"))]
use portable_atomic_util as arc;
#[cfg(target_has_atomic = "ptr")]
use alloc::sync as arc;
pub use arc::{Arc, Weak};
```
The benefits of this technique are three-fold:
1. For platforms without full atomic support, the functionality is
enabled automatically.
2. For platforms with atomic support, the dependency is never included,
even if a feature was enabled using `--all-features` (for example)
3. The `portable-atomic` feature no longer needs to virally spread to
all user-facing crates, it's instead something handled within
`bevy_platform_support` (with some extras where other dependencies also
need their features enabled).
# 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>
# 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?
# Objective
- Make the function signature for `ComponentHook` less verbose
## Solution
- Refactored `Entity`, `ComponentId`, and `Option<&Location>` into a new
`HookContext` struct.
## Testing
- CI
---
## Migration Guide
Update the function signatures for your component hooks to only take 2
arguments, `world` and `context`. Note that because `HookContext` is
plain data with all members public, you can use de-structuring to
simplify migration.
```rust
// Before
fn my_hook(
mut world: DeferredWorld,
entity: Entity,
component_id: ComponentId,
) { ... }
// After
fn my_hook(
mut world: DeferredWorld,
HookContext { entity, component_id, caller }: HookContext,
) { ... }
```
Likewise, if you were discarding certain parameters, you can use `..` in
the de-structuring:
```rust
// Before
fn my_hook(
mut world: DeferredWorld,
entity: Entity,
_: ComponentId,
) { ... }
// After
fn my_hook(
mut world: DeferredWorld,
HookContext { entity, .. }: HookContext,
) { ... }
```
# Objective
Fixes#14708
Also fixes some commands not updating tracked location.
## Solution
`ObserverTrigger` has a new `caller` field with the
`track_change_detection` feature;
hooks take an additional caller parameter (which is `Some(…)` or `None`
depending on the feature).
## Testing
See the new tests in `src/observer/mod.rs`
---
## Showcase
Observers now know from where they were triggered (if
`track_change_detection` is enabled):
```rust
world.observe(move |trigger: Trigger<OnAdd, Foo>| {
println!("Added Foo from {}", trigger.caller());
});
```
## Migration
- hooks now take an additional `Option<&'static Location>` argument
---------
Co-authored-by: Alice Cecile <alice.i.cecile@gmail.com>
# Objective
- Contributes to #15460
## Solution
- Switched `tracing` for `log` for the atomically challenged platforms
- Setup feature flags as required
- Added to `compile-check-no-std` CI task
## Testing
- CI
---
## Notes
- _Very_ easy one this time. Most of the changes here are just feature
definitions and documentation within the `Cargo.toml`
Fixes#17412
## Objective
`Parent` uses the "has a X" naming convention. There is increasing
sentiment that we should use the "is a X" naming convention for
relationships (following #17398). This leaves `Children` as-is because
there is prevailing sentiment that `Children` is clearer than `ParentOf`
in many cases (especially when treating it like a collection).
This renames `Parent` to `ChildOf`.
This is just the implementation PR. To discuss the path forward, do so
in #17412.
## Migration Guide
- The `Parent` component has been renamed to `ChildOf`.
# Objective
The existing `RelationshipSourceCollection` uses `Vec` as the only
possible backing for our relationships. While a reasonable choice,
benchmarking use cases might reveal that a different data type is better
or faster.
For example:
- Not all relationships require a stable ordering between the
relationship sources (i.e. children). In cases where we a) have many
such relations and b) don't care about the ordering between them, a hash
set is likely a better datastructure than a `Vec`.
- The number of children-like entities may be small on average, and a
`smallvec` may be faster
## Solution
- Implement `RelationshipSourceCollection` for `EntityHashSet`, our
custom entity-optimized `HashSet`.
-~~Implement `DoubleEndedIterator` for `EntityHashSet` to make things
compile.~~
- This implementation was cursed and very surprising.
- Instead, by moving the iterator type on `RelationshipSourceCollection`
from an erased RPTIT to an explicit associated type we can add a trait
bound on the offending methods!
- Implement `RelationshipSourceCollection` for `SmallVec`
## Testing
I've added a pair of new tests to make sure this pattern compiles
successfully in practice!
## Migration Guide
`EntityHashSet` and `EntityHashMap` are no longer re-exported in
`bevy_ecs::entity` directly. If you were not using `bevy_ecs` / `bevy`'s
`prelude`, you can access them through their now-public modules,
`hash_set` and `hash_map` instead.
## Notes to reviewers
The `EntityHashSet::Iter` type needs to be public for this impl to be
allowed. I initially renamed it to something that wasn't ambiguous and
re-exported it, but as @Victoronz pointed out, that was somewhat
unidiomatic.
In
1a8564898f,
I instead made the `entity_hash_set` public (and its `entity_hash_set`)
sister public, and removed the re-export. I prefer this design (give me
module docs please), but it leads to a lot of churn in this PR.
Let me know which you'd prefer, and if you'd like me to split that
change out into its own micro PR.
This adds support for one-to-many non-fragmenting relationships (with
planned paths for fragmenting and non-fragmenting many-to-many
relationships). "Non-fragmenting" means that entities with the same
relationship type, but different relationship targets, are not forced
into separate tables (which would cause "table fragmentation").
Functionally, this fills a similar niche as the current Parent/Children
system. The biggest differences are:
1. Relationships have simpler internals and significantly improved
performance and UX. Commands and specialized APIs are no longer
necessary to keep everything in sync. Just spawn entities with the
relationship components you want and everything "just works".
2. Relationships are generalized. Bevy can provide additional built in
relationships, and users can define their own.
**REQUEST TO REVIEWERS**: _please don't leave top level comments and
instead comment on specific lines of code. That way we can take
advantage of threaded discussions. Also dont leave comments simply
pointing out CI failures as I can read those just fine._
## Built on top of what we have
Relationships are implemented on top of the Bevy ECS features we already
have: components, immutability, and hooks. This makes them immediately
compatible with all of our existing (and future) APIs for querying,
spawning, removing, scenes, reflection, etc. The fewer specialized APIs
we need to build, maintain, and teach, the better.
## Why focus on one-to-many non-fragmenting first?
1. This allows us to improve Parent/Children relationships immediately,
in a way that is reasonably uncontroversial. Switching our hierarchy to
fragmenting relationships would have significant performance
implications. ~~Flecs is heavily considering a switch to non-fragmenting
relations after careful considerations of the performance tradeoffs.~~
_(Correction from @SanderMertens: Flecs is implementing non-fragmenting
storage specialized for asset hierarchies, where asset hierarchies are
many instances of small trees that have a well defined structure)_
2. Adding generalized one-to-many relationships is currently a priority
for the [Next Generation Scene / UI
effort](https://github.com/bevyengine/bevy/discussions/14437).
Specifically, we're interested in building reactions and observers on
top.
## The changes
This PR does the following:
1. Adds a generic one-to-many Relationship system
3. Ports the existing Parent/Children system to Relationships, which now
lives in `bevy_ecs::hierarchy`. The old `bevy_hierarchy` crate has been
removed.
4. Adds on_despawn component hooks
5. Relationships can opt-in to "despawn descendants" behavior, meaning
that the entire relationship hierarchy is despawned when
`entity.despawn()` is called. The built in Parent/Children hierarchies
enable this behavior, and `entity.despawn_recursive()` has been removed.
6. `world.spawn` now applies commands after spawning. This ensures that
relationship bookkeeping happens immediately and removes the need to
manually flush. This is in line with the equivalent behaviors recently
added to the other APIs (ex: insert).
7. Removes the ValidParentCheckPlugin (system-driven / poll based) in
favor of a `validate_parent_has_component` hook.
## Using Relationships
The `Relationship` trait looks like this:
```rust
pub trait Relationship: Component + Sized {
type RelationshipSources: RelationshipSources<Relationship = Self>;
fn get(&self) -> Entity;
fn from(entity: Entity) -> Self;
}
```
A relationship is a component that:
1. Is a simple wrapper over a "target" Entity.
2. Has a corresponding `RelationshipSources` component, which is a
simple wrapper over a collection of entities. Every "target entity"
targeted by a "source entity" with a `Relationship` has a
`RelationshipSources` component, which contains every "source entity"
that targets it.
For example, the `Parent` component (as it currently exists in Bevy) is
the `Relationship` component and the entity containing the Parent is the
"source entity". The entity _inside_ the `Parent(Entity)` component is
the "target entity". And that target entity has a `Children` component
(which implements `RelationshipSources`).
In practice, the Parent/Children relationship looks like this:
```rust
#[derive(Relationship)]
#[relationship(relationship_sources = Children)]
pub struct Parent(pub Entity);
#[derive(RelationshipSources)]
#[relationship_sources(relationship = Parent)]
pub struct Children(Vec<Entity>);
```
The Relationship and RelationshipSources derives automatically implement
Component with the relevant configuration (namely, the hooks necessary
to keep everything in sync).
The most direct way to add relationships is to spawn entities with
relationship components:
```rust
let a = world.spawn_empty().id();
let b = world.spawn(Parent(a)).id();
assert_eq!(world.entity(a).get::<Children>().unwrap(), &[b]);
```
There are also convenience APIs for spawning more than one entity with
the same relationship:
```rust
world.spawn_empty().with_related::<Children>(|s| {
s.spawn_empty();
s.spawn_empty();
})
```
The existing `with_children` API is now a simpler wrapper over
`with_related`. This makes this change largely non-breaking for existing
spawn patterns.
```rust
world.spawn_empty().with_children(|s| {
s.spawn_empty();
s.spawn_empty();
})
```
There are also other relationship APIs, such as `add_related` and
`despawn_related`.
## Automatic recursive despawn via the new on_despawn hook
`RelationshipSources` can opt-in to "despawn descendants" behavior,
which will despawn all related entities in the relationship hierarchy:
```rust
#[derive(RelationshipSources)]
#[relationship_sources(relationship = Parent, despawn_descendants)]
pub struct Children(Vec<Entity>);
```
This means that `entity.despawn_recursive()` is no longer required.
Instead, just use `entity.despawn()` and the relevant related entities
will also be despawned.
To despawn an entity _without_ despawning its parent/child descendants,
you should remove the `Children` component first, which will also remove
the related `Parent` components:
```rust
entity
.remove::<Children>()
.despawn()
```
This builds on the on_despawn hook introduced in this PR, which is fired
when an entity is despawned (before other hooks).
## Relationships are the source of truth
`Relationship` is the _single_ source of truth component.
`RelationshipSources` is merely a reflection of what all the
`Relationship` components say. By embracing this, we are able to
significantly improve the performance of the system as a whole. We can
rely on component lifecycles to protect us against duplicates, rather
than needing to scan at runtime to ensure entities don't already exist
(which results in quadratic runtime). A single source of truth gives us
constant-time inserts. This does mean that we cannot directly spawn
populated `Children` components (or directly add or remove entities from
those components). I personally think this is a worthwhile tradeoff,
both because it makes the performance much better _and_ because it means
theres exactly one way to do things (which is a philosophy we try to
employ for Bevy APIs).
As an aside: treating both sides of the relationship as "equivalent
source of truth relations" does enable building simple and flexible
many-to-many relationships. But this introduces an _inherent_ need to
scan (or hash) to protect against duplicates.
[`evergreen_relations`](https://github.com/EvergreenNest/evergreen_relations)
has a very nice implementation of the "symmetrical many-to-many"
approach. Unfortunately I think the performance issues inherent to that
approach make it a poor choice for Bevy's default relationship system.
## Followup Work
* Discuss renaming `Parent` to `ChildOf`. I refrained from doing that in
this PR to keep the diff reasonable, but I'm personally biased toward
this change (and using that naming pattern generally for relationships).
* [Improved spawning
ergonomics](https://github.com/bevyengine/bevy/discussions/16920)
* Consider adding relationship observers/triggers for "relationship
targets" whenever a source is added or removed. This would replace the
current "hierarchy events" system, which is unused upstream but may have
existing users downstream. I think triggers are the better fit for this
than a buffered event queue, and would prefer not to add that back.
* Fragmenting relations: My current idea hinges on the introduction of
"value components" (aka: components whose type _and_ value determines
their ComponentId, via something like Hashing / PartialEq). By labeling
a Relationship component such as `ChildOf(Entity)` as a "value
component", `ChildOf(e1)` and `ChildOf(e2)` would be considered
"different components". This makes the transition between fragmenting
and non-fragmenting a single flag, and everything else continues to work
as expected.
* Many-to-many support
* Non-fragmenting: We can expand Relationship to be a list of entities
instead of a single entity. I have largely already written the code for
this.
* Fragmenting: With the "value component" impl mentioned above, we get
many-to-many support "for free", as it would allow inserting multiple
copies of a Relationship component with different target entities.
Fixes#3742 (If this PR is merged, I think we should open more targeted
followup issues for the work above, with a fresh tracking issue free of
the large amount of less-directed historical context)
Fixes#17301Fixes#12235Fixes#15299Fixes#15308
## Migration Guide
* Replace `ChildBuilder` with `ChildSpawnerCommands`.
* Replace calls to `.set_parent(parent_id)` with
`.insert(Parent(parent_id))`.
* Replace calls to `.replace_children()` with `.remove::<Children>()`
followed by `.add_children()`. Note that you'll need to manually despawn
any children that are not carried over.
* Replace calls to `.despawn_recursive()` with `.despawn()`.
* Replace calls to `.despawn_descendants()` with
`.despawn_related::<Children>()`.
* If you have any calls to `.despawn()` which depend on the children
being preserved, you'll need to remove the `Children` component first.
---------
Co-authored-by: Alice Cecile <alice.i.cecile@gmail.com>
# Objective
While working on more complex directional navigation work, I noticed a
few small things.
## Solution
Rather than stick them in a bigger PR, split them out now.
- Include more useful information when responding to
`DirectionalNavigationError`.
- Use the less controversial `Click` events (rather than `Pressed`) in
the example
- Implement add_looping_edges in terms of `add_edges`. Thanks @rparrett
for the idea.
## Testing
Ran the `directional_navigation` example and things still work.
# Objective
While `add_looping_edges` is a helpful method for manually defining
directional navigation maps, we don't always want to loop around!
## Solution
Add a non-looping variant.
These commits are cherrypicked from the more complex #17247.
## Testing
I've updated the `directional_navigation` example to use these changes,
and verified that it works.
---------
Co-authored-by: Rob Parrett <robparrett@gmail.com>
Co-authored-by: Benjamin Brienen <benjamin.brienen@outlook.com>
# 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>
# Objective
- https://github.com/bevyengine/bevy/issues/17111
## Solution
Set the `clippy::allow_attributes` and
`clippy::allow_attributes_without_reason` lints to `warn`, and bring
`bevy_input_focus` in line with the new restrictions.
## Testing
`cargo clippy --tests --all-features --features
bevy_math/std,bevy_input/smol_str --package bevy_input_focus` was run,
and only an unrelated warning from `bevy_ecs` was encountered.
I could not test without the `bevy_math/std` feature due to compilation
errors with `glam`. Additionally, I had to use the `bevy_input/smol_str`
feature, as it appears some of `bevy_input_focus`' tests rely on that
feature. I will investigate these issues further, and make issues/PRs as
necessary.
# Objective
Gamepad / directional navigation needs an example, for both teaching and
testing purposes.
## Solution
- Add a simple grid-based example.
- Fix an intermittent panic caused by a race condition with bevy_a11y
- Clean up small issues noticed in bevy_input_focus

## To do: this PR
- [x] figure out why "enter" isn't doing anything
- [x] change button color on interaction rather than printing
- [x] add on-screen directions
- [x] move to an asymmetric grid to catch bugs
- [x] ~~fix colors not resetting on button press~~ lol this is mostly
just a problem with hacking `Interaction` for this
- [x] swap to using observers + bubbling, rather than `Interaction`
## To do: future work
- when I increase the button size, such that there is no line break, the
text on the buttons is no longer centered :( EDIT: this is
https://github.com/bevyengine/bevy/issues/16783
- add gamepad stick navigation
- add tools to find the nearest populated quadrant to make diagonal
inputs work
- add a `add_edges` method to `DirectionalNavigationMap`
- add a `add_grid` method to `DirectionalNavigationMap`
- make the example's layout more complex and realistic
- add tools to automatically generate this list
- add button shake on failed navigation rather than printing an error
- make Pressed events easier to mock: default fields, PointerId::Focus
## Testing
`cargo run --example directional_navigation`
---------
Co-authored-by: Rob Parrett <robparrett@gmail.com>
# Objective
I never realized `clippy::type_complexity` was an allowed lint - I've
been assuming it'd generate a warning when performing my linting PRs.
## Solution
Removes any instances of `#[allow(clippy::type_complexity)]` and
`#[expect(clippy::type_complexity)]`
## Testing
`cargo clippy` ran without errors or warnings.
# Objective
While directional navigation is helpful for UI in general for
accessibility reasons, it is *especially* valuable for a game engine,
where menus may be navigated primarily or exclusively through the use of
a game controller.
Thumb-stick powered cursor-based navigation can work as a fallback, but
is generally a pretty poor user experience. We can do better!
## Prior art
Within Bevy, https://github.com/nicopap/ui-navigation and
https://github.com/rparrett/bevy-alt-ui-navigation-lite exist to solve
this same problem. This isn't yet a complete replacement for that
ecosystem, but hopefully we'll be there for 0.16.
## Solution
UI navigation is complicated, and the right tradeoffs will vary based on
the project and even the individual scene.
We're starting with something simple and flexible, hooking into the
existing `InputFocus` resource, and storing a manually constructed graph
of entities to explore in a `DirectionalNavigationMap` resource. The
developer experience won't be great (so much wiring to do!), but the
tools are all there for a great user experience.
We could have chosen to represent these linkages via component-flavored
not-quite-relations. This would be useful for inspectors, and would give
us automatic cleanup when the entities were despawned, but seriously
complicates the developer experience when building and checking this
API. For now, we're doing a dumb "entity graph in a resource" thing and
`remove` helpers. Once relations are added, we can re-evaluate.
I've decided to use a `CompassOctant` as our key for the possible paths.
This should give users a reasonable amount of precise control without
being fiddly, and playing reasonably nicely with arrow-key navigation.
This design lets us store the set of entities that we're connected to as
a 8-byte array (yay Entity-niching). In theory, this is maybe nicer than
the double indirection of two hashmaps. but if this ends up being slow
we should create benchmarks.
To make this work more pleasant, I've added a few utilities to the
`CompassOctant` type: converting to and from usize, and adding a helper
to find the 180 degrees opposite direction. These have been mirrored
onto `CompassQuadrant` for consistency: they should be generally useful
for game logic.
## Future work
This is a relatively complex initiative! In the hopes of easing review
and avoiding merge conflicts, I've opted to split this work into
bite-sized chunks.
Before 0.16, I'd like to have:
- An example demonstrating gamepad and tab-based navigation in a
realistic game menu
- Helpers to convert axis-based inputs into compass quadrants / octants
- Tools to check the listed graph desiderata
- A helper to build a graph from a grid of entities
- A tool to automatically build a graph given a supplied UI layout
One day, it would be sweet if:
- We had an example demonstrating how to use focus navigation in a
non-UI scene to cycle between game objects
- Standard actions for tab-style and directional navigation with a
first-party bevy_actions integration
- We had a visual debugging tool to display these navigation graphs for
QC purposes
- There was a built-in way to go "up a level" by cancelling the current
action
- The navigation graph is built completely out of relations
## Testing
- tests for the new `CompassQuadrant` / `CompassOctant` methods
- tests for the new directional navigation module
---------
Co-authored-by: Rob Parrett <robparrett@gmail.com>
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>
# Objective
- Contributes to #11478
## Solution
- Made `bevy_utils::tracing` `doc(hidden)`
- Re-exported `tracing` from `bevy_log` for end-users
- Added `tracing` directly to crates that need it.
## Testing
- CI
---
## Migration Guide
If you were importing `tracing` via `bevy::utils::tracing`, instead use
`bevy::log::tracing`. Note that many items within `tracing` are also
directly re-exported from `bevy::log` as well, so you may only need
`bevy::log` for the most common items (e.g., `warn!`, `trace!`, etc.).
This also applies to the `log_once!` family of macros.
## Notes
- While this doesn't reduce the line-count in `bevy_utils`, it further
decouples the internal crates from `bevy_utils`, making its eventual
removal more feasible in the future.
- I have just imported `tracing` as we do for all dependencies. However,
a workspace dependency may be more appropriate for version management.
# Objective
Tab navigation can fail in all manner of ways. The current API
recognizes this, but merely logs a warning and returns `None`.
We should supply the actual reason for failure to the caller, so they
can handle it in whatever fashion they please (including logging a
warning!).
Swapping to a Result-oriented pattern is also a bit more idiomatic and
makes the code's control flow easier to follow.
## Solution
- Refactor the `tab_navigation` module to return a `Result` rather than
an `Option` from its key APIs.
- Move the logging to the provided prebuilt observer. This leaves the
default behavior largely unchanged, but allows for better user control.
- Make the case where no tab group was found for the currently focused
entity an error branch, but provide enough information that we can still
recover from it.
## Testing
The `tab_navigation` example continues to function as intended.
# Objective
Following #16876, `bevy_input_focus` works with more than just keyboard
inputs! The docs should reflect that.
## Solution
Fix a few missed mentions in the documentation.
Also add a brief reference to navigation frameworks within the module
docs to help give more breadcrumbs.
# Objective
Some sort calls and `Ord` impls are unnecessarily complex.
## Solution
Rewrite the "match on cmp, if equal do another cmp" as either a
comparison on tuples, or `Ordering::then_with`, depending on whether the
compare keys need construction.
`sort_by` -> `sort_by_key` when symmetrical. Do the same for
`min_by`/`max_by`.
Note that `total_cmp` can only work with `sort_by`, and not on tuples.
When sorting collected query results that contain
`Entity`/`MainEntity`/`RenderEntity` in their `QueryData`, with that
`Entity` in the sort key:
stable -> unstable sort (all queried entities are unique)
If key construction is not simple, switch to `sort_by_cached_key` when
possible.
Sorts that are only performed to discover the maximal element are
replaced by `max_by_key`.
Dedicated comparison functions and structs are removed where simple.
Derive `PartialOrd`/`Ord` when useful.
Misc. closure style inconsistencies.
## Testing
- Existing tests.
# Objective
The rust-versions are out of date.
Fixes#17008
## Solution
Update the values
Cherry-picked from #17006 in case it is controversial
## Testing
Validated locally and in #17006
---------
Co-authored-by: Alice Cecile <alice.i.cecile@gmail.com>
# Objective
The `SetInputFocus` trait is not very useful: we're just setting a
resource's value.
This is a very common and simple pattern, so we should expose it
directly to users rather than creating confusing indirection.
## Solution
Remove the `SetInputFocus` trait and migrate existing uses to just
modify the `InputFocus` resource. The helper methods on that type make
this nicer than before :)
P.S. This is non-breaking as bevy_input_focus has not yet shipped.
## Testing
Code compiles! CI will check the existing unit tests.
# Objective
The docs for InputFocusVisible could do a better job explaining how the
resource is intended to be used.
## Solution
Add more detail and do an editing pass. Link to the `IsFocused` trait
for breadcrumbs too.
# Objective
`bevy_input_focus` needs some love before we ship it to users. There's a
few missing helper methods, the docs could be improved, and `AutoFocus`
should be more generally available.
## Solution
The changes here are broken down by commit, and should generally be
uncontroversial. The ones to focus on during review are:
- Make navigate take a & InputFocus argument: this makes the intended
pattern clearer to users
- Remove TabGroup requirement from `AutoFocus`: I want auto-focusing
even with gamepad-style focus navigation!
- Handle case where tab group is None more gracefully: I think we can
try harder to provide something usable, and shouldn't just fail to
navigate
## Testing
The `tab_navigation` example continues to work.
# Objective
The new `bevy_input_focus` crates has a tool to bubble input events up
the entity hierarchy, ending with the window, based on the currently
focused entity. Right now though, this only works for keyboard events!
Both `bevy_ui` buttons and `bevy_egui` should hook into this system
(primarily for contextual hotkeys), and we would like to drive
`leafwing_input_manager` via these events, to help resolve longstanding
pain around "absorbing" / "consuming" inputs based on focus. In order to
make that work properly though, we need gamepad support!
## Solution
The logic backing this has been changed to be generic for any cloneable
event types, and the machinery to make use of this externally has been
made `pub`.
Within the engine itself, I've added support for gamepad button and
scroll events, but nothing else. Mouse button / touch bubbling is
handled via bevy_picking, and mouse / gamepad motion doesn't really make
sense to bubble.
## Testing
The `tab_navigation` example continues to work, and CI is green.
## Future Work
I would like to add more complex UI examples to stress test this, but
not here please.
We should take advantage of the bubbled mouse scrolling when defining
scrolled widgets.
# Objective
I am suspicious of the command / world helpers for input focus, since
they just provide a trivial helper for setting a resource value.
## Solution
Document that there's nothing magic about them. These can live another
day, but I would also remove them completely if y'all convince me it's
the right choice.
# 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`.
# Objective
Allow handling of dead keys on some keyboard layouts.
In some cases, dead keys were impossible to get using the
`KeyboardInput` event. This information is already present in the
underlying winit `KeyEvent`, but it wasn't exposed.
## Solution
Expose the `text` field from winit's `KeyEvent` in `KeyboardInput`.
This logic is inspired egui's implementation here:
adfc0bebfc/crates/egui-winit/src/lib.rs (L790-L807)
## Testing
This is a new field, so it shouldn't break any existing functionality. I
tested that this change works by running the modified `text_input`
example on different keyboard layouts.
## Example
Using a Portuguese/ABNT2 keyboard layout on windows and pressing
<kbd>\~</kbd> followed by
<kbd>a</kbd>/<kbd>Space</kbd>/<kbd>d</kbd>/<kbd>\~</kbd> now generates
the following events:
```
KeyboardInput { key_code: Quote, logical_key: Dead(Some('~')), state: Pressed, text: None, repeat: false, window: 0v1#4294967296 }
KeyboardInput { key_code: KeyA, logical_key: Character("ã"), state: Pressed, text: Some("ã"), repeat: false, window: 0v1#4294967296 }
KeyboardInput { key_code: Quote, logical_key: Dead(Some('~')), state: Pressed, text: None, repeat: false, window: 0v1#4294967296 }
KeyboardInput { key_code: Space, logical_key: Space, state: Pressed, text: Some("~"), repeat: false, window: 0v1#4294967296 }
KeyboardInput { key_code: Quote, logical_key: Dead(Some('~')), state: Pressed, text: None, repeat: false, window: 0v1#4294967296 }
KeyboardInput { key_code: KeyD, logical_key: Character("d"), state: Pressed, text: Some("~d"), repeat: false, window: 0v1#4294967296 }
KeyboardInput { key_code: Quote, logical_key: Dead(Some('~')), state: Pressed, text: None, repeat: false, window: 0v1#4294967296 }
KeyboardInput { key_code: Quote, logical_key: Dead(Some('~')), state: Pressed, text: Some("~~"), repeat: false, window: 0v1#4294967296 }
```
The logic for getting an input is pretty simple: check if `text` is
`Some`. If it is, this is actual input text, otherwise it isn't.
There's a small caveat: certain keys generate control characters in the
input text, which needs to be filtered out:
```
KeyboardInput { key_code: Escape, logical_key: Escape, state: Pressed, text: Some("\u{1b}"), repeat: false, window: 0v1#4294967296 }
```
I've updated the text_input example to include egui's solution to this,
which works well.
## Migration Guide
The `KeyboardInput` event now has a new `text` field.
# Objective
This PR continues the work of `bevy_input_focus` by adding a pluggable
tab navigation framework.
As part of this work, `FocusKeyboardEvent` now propagates to the window
after exhausting all ancestors.
## Testing
Unit tests and manual tests.
---------
Co-authored-by: Alice Cecile <alice.i.cecile@gmail.com>
# Objective
I was curious to use the newly created `bevy_input_focus`, but I found
some issues with it
- It was only implementing traits for `World`.
- Lack of tests
- `is_focus_within` logic was incorrect.
## Solution
This PR includes some improvements to the `bevy_input_focus` crate:
- Add new `IsFocusedHelper` that doesn't require access to `&World`. It
implements `IsFocused`
- Remove `IsFocused` impl for `DeferredWorld`. Since it already
implements `Deref<Target=World>` it was just duplication of code.
- impl `SetInputFocus` for `Commands`. There was no way to use
`SetFocusCommand` directly. This allows it.
- The `is_focus_within` logic has been fixed to check descendants.
Previously it was checking if any of the ancestors had focus which is
not correct according to the documentation.
- Added a bunch of unit tests to verify the logic of the crate.
## Testing
- Did you test these changes? If so, how? Yes, running newly added unit
tests.
---
This adds a few minor items which were left out of the previous PR:
- Added synchronization from bevy_input_focus to bevy_a11y.
- Initialize InputFocusVisible resource.
- Make `input_focus` available from `bevy` module.
I've tested this using VoiceOver on Mac OS. It works, but it needs
considerable polish.