Commit Graph

14 Commits

Author SHA1 Message Date
ickshonpe
a005dd420f Fixed the Aabb's size and anchor point calculations in calculate_bounds_text2d. 2025-07-15 01:15:15 +01:00
ickshonpe
02fa833be1
Rename JustifyText to Justify (#19522)
# Objective

Rename `JustifyText`:

* The name `JustifyText` is just ugly.
* It's inconsistent since no other `bevy_text` types have a `Text-`
suffix, only prefix.
* It's inconsistent with the other text layout enum `Linebreak` which
doesn't have a prefix or suffix.

Fixes #19521.

## Solution

Rename `JustifyText` to `Justify`.

Without other context, it's natural to assume the name `Justify` refers
to text justification.

---------

Co-authored-by: Alice Cecile <alice.i.cecile@gmail.com>
2025-06-09 19:59:48 +00:00
François Mockers
8a223be651
Enable state scoped entities by default (#19354)
# Objective

- Enable state scoped entities by default
- Provide a way to disable it when needed

---------

Co-authored-by: Ben Frankel <ben.frankel7@gmail.com>
2025-05-26 20:26:41 +00:00
Emerson Coskey
7ab00ca185
Split Camera.hdr out into a new component (#18873)
# Objective

- Simplify `Camera` initialization
- allow effects to require HDR

## Solution

- Split out `Camera.hdr` into a marker `Hdr` component

## Testing

- ran `bloom_3d` example

---

## Showcase

```rs
// before
commands.spawn((
  Camera3d
  Camera {
    hdr: true
    ..Default::default()
  }
))

// after
commands.spawn((Camera3d, Hdr));

// other rendering components can require that the camera enables hdr!
// currently implemented for Bloom, AutoExposure, and Atmosphere.
#[require(Hdr)]
pub struct Bloom;
```
2025-05-26 19:24:45 +00:00
ickshonpe
2b59ab8e2d
Fix Anchor component inconsistancies (#18393)
## Objective

Fix the misleading 2d anchor API where `Anchor` is a component and
required by `Text2d` but is stored on a field for sprites.

Fixes #18367

## Solution

Remove the `anchor` field from `Sprite` and require `Anchor` instead.

## Migration Guide

The `anchor` field has been removed from `Sprite`. Instead the `Anchor`
component is now a required component on `Sprite`.
2025-05-21 15:32:04 +00:00
mgi388
7a1fcb7fe7
Rename StateScoped to DespawnOnExitState and add DespawnOnEnterState (#18818)
# Objective

- Alternative to and builds on top of #16284.
- Fixes #15849.

## Solution

- Rename component `StateScoped` to `DespawnOnExitState`.
- Rename system `clear_state_scoped_entities` to
`despawn_entities_on_exit_state`.
- Add `DespawnOnEnterState` and `despawn_entities_on_enter_state` which
is the `OnEnter` equivalent.

> [!NOTE]
> Compared to #16284, the main change is that I did the rename in such a
way as to keep the terms `OnExit` and `OnEnter` together. In my own
game, I was adding `VisibleOnEnterState` and `HiddenOnExitState` and
when naming those, I kept the `OnExit` and `OnEnter` together. When I
checked #16284 it stood out to me that the naming was a bit awkward.
Putting the `State` in the middle and breaking up `OnEnter` and `OnExit`
also breaks searching for those terms.

## Open questions

1. Should we split `enable_state_scoped_entities` into two functions,
one for the `OnEnter` and one for the `OnExit`? I personally have zero
need thus far for the `OnEnter` version, so I'd be interested in not
having this enabled unless I ask for it.
2. If yes to 1., should we follow my lead in my `Visibility` state
components (see below) and name these
`app.enable_despawn_entities_on_enter_state()` and
`app.enable_despawn_entities_on_exit_state()`, which IMO says what it
does on the tin?

## Testing

Ran all changed examples.

## Side note: `VisibleOnEnterState` and `HiddenOnExitState`

For reference to anyone else and to help with the open questions, I'm
including the code I wrote for controlling entity visibility when a
state is entered/exited.

<details>
<summary>visibility.rs</summary>

```rust
use bevy_app::prelude::*;
use bevy_ecs::prelude::*;
use bevy_reflect::prelude::*;
use bevy_render::prelude::*;
use bevy_state::{prelude::*, state::StateTransitionSteps};
use tracing::*;

pub trait AppExtStates {
    fn enable_visible_entities_on_enter_state<S: States>(&mut self) -> &mut Self;

    fn enable_hidden_entities_on_exit_state<S: States>(&mut self) -> &mut Self;
}

impl AppExtStates for App {
    fn enable_visible_entities_on_enter_state<S: States>(&mut self) -> &mut Self {
        self.main_mut()
            .enable_visible_entities_on_enter_state::<S>();
        self
    }

    fn enable_hidden_entities_on_exit_state<S: States>(&mut self) -> &mut Self {
        self.main_mut().enable_hidden_entities_on_exit_state::<S>();
        self
    }
}

impl AppExtStates for SubApp {
    fn enable_visible_entities_on_enter_state<S: States>(&mut self) -> &mut Self {
        if !self
            .world()
            .contains_resource::<Events<StateTransitionEvent<S>>>()
        {
            let name = core::any::type_name::<S>();
            warn!("Visible entities on enter state are enabled for state `{}`, but the state isn't installed in the app!", name);
        }
        // We work with [`StateTransition`] in set
        // [`StateTransitionSteps::ExitSchedules`] as opposed to [`OnExit`],
        // because [`OnExit`] only runs for one specific variant of the state.
        self.add_systems(
            StateTransition,
            update_to_visible_on_enter_state::<S>.in_set(StateTransitionSteps::ExitSchedules),
        )
    }

    fn enable_hidden_entities_on_exit_state<S: States>(&mut self) -> &mut Self {
        if !self
            .world()
            .contains_resource::<Events<StateTransitionEvent<S>>>()
        {
            let name = core::any::type_name::<S>();
            warn!("Hidden entities on exit state are enabled for state `{}`, but the state isn't installed in the app!", name);
        }
        // We work with [`StateTransition`] in set
        // [`StateTransitionSteps::ExitSchedules`] as opposed to [`OnExit`],
        // because [`OnExit`] only runs for one specific variant of the state.
        self.add_systems(
            StateTransition,
            update_to_hidden_on_exit_state::<S>.in_set(StateTransitionSteps::ExitSchedules),
        )
    }
}

#[derive(Clone, Component, Debug, Reflect)]
#[reflect(Component, Debug)]
pub struct VisibleOnEnterState<S: States>(pub S);

#[derive(Clone, Component, Debug, Reflect)]
#[reflect(Component, Debug)]
pub struct HiddenOnExitState<S: States>(pub S);

/// Makes entities marked with [`VisibleOnEnterState<S>`] visible when the state
/// `S` is entered.
pub fn update_to_visible_on_enter_state<S: States>(
    mut transitions: EventReader<StateTransitionEvent<S>>,
    mut query: Query<(&VisibleOnEnterState<S>, &mut Visibility)>,
) {
    // We use the latest event, because state machine internals generate at most
    // 1 transition event (per type) each frame. No event means no change
    // happened and we skip iterating all entities.
    let Some(transition) = transitions.read().last() else {
        return;
    };
    if transition.entered == transition.exited {
        return;
    }
    let Some(entered) = &transition.entered else {
        return;
    };
    for (binding, mut visibility) in query.iter_mut() {
        if binding.0 == *entered {
            visibility.set_if_neq(Visibility::Visible);
        }
    }
}

/// Makes entities marked with [`HiddenOnExitState<S>`] invisible when the state
/// `S` is exited.
pub fn update_to_hidden_on_exit_state<S: States>(
    mut transitions: EventReader<StateTransitionEvent<S>>,
    mut query: Query<(&HiddenOnExitState<S>, &mut Visibility)>,
) {
    // We use the latest event, because state machine internals generate at most
    // 1 transition event (per type) each frame. No event means no change
    // happened and we skip iterating all entities.
    let Some(transition) = transitions.read().last() else {
        return;
    };
    if transition.entered == transition.exited {
        return;
    }
    let Some(exited) = &transition.exited else {
        return;
    };
    for (binding, mut visibility) in query.iter_mut() {
        if binding.0 == *exited {
            visibility.set_if_neq(Visibility::Hidden);
        }
    }
}
```

</details>

---------

Co-authored-by: Benjamin Brienen <Benjamin.Brienen@outlook.com>
Co-authored-by: Ben Frankel <ben.frankel7@gmail.com>
2025-05-06 00:37:04 +00:00
ickshonpe
f74abb1b89
Add sprite flipping to testbed_2d's sprite scene (#18537)
# Objective

Add sprite flipping to `testbed_2d`'s sprite scene

## Solution

Draw the sprite flipped in each axis and both axes.

Changed the sprite to the rectangular bevy banner with text and made the
images different colors.

## Testing
```
cargo run --example testbed_2d
```


![image](https://github.com/user-attachments/assets/dcfe687b-2f40-4417-bb20-6c892b425228)

---------

Co-authored-by: François Mockers <mockersf@gmail.com>
2025-03-25 21:14:17 +00:00
krunchington
a090e2fd47
Update shader_prepass, testbed_2d, and first_person_view_model examples to use children! macro (#18270)
# Objective

Contributes to #18238 
Updates the `shader_prepass`, `testbed_2d` and `first_person_view_model`
examples to use the `children!` macro. I wanted to keep the PR small but
chose to do 3 examples since they were all limited in scope

## Solution

Updates examples to use the Improved Spawning API merged in
https://github.com/bevyengine/bevy/pull/17521

## Testing

- Did you test these changes? If so, how?
- Opened the examples before and after and verified the same behavior
was observed. I did this on Ubuntu 24.04.2 LTS using `--features
wayland`.
- Are there any parts that need more testing?
- Other OS's and features can't hurt, but this is such a small change it
shouldn't be a problem.
- How can other people (reviewers) test your changes? Is there anything
specific they need to know?
  - Run the examples yourself with and without these changes.
- If relevant, what platforms did you test these changes on, and are
there any important ones you can't test?
  - see above

---

## Showcase

n/a

## Migration Guide

n/a
2025-03-22 22:35:20 +00:00
ickshonpe
84b09b9398
Newtype Anchor (#18439)
# Objective

The `Anchor` component doesn't need to be a enum. The variants are just
mapped to `Vec2`s so it could be changed to a newtype with associated
const values, saving the space needed for the discriminator by the enum.

Also there was no benefit I think in hiding the underlying `Vec2`
representation of `Anchor`s.

Suggested by @atlv24.

Fixes #18459
Fixes #18460

## Solution

Change `Anchor` to a struct newtyping a `Vec2`, and its variants into
associated constants.

## Migration Guide

The anchor component has been changed from an enum to a struct newtyping
a `Vec2`. The `Custom` variant has been removed, instead to construct a
custom `Anchor` use its tuple constructor:
```rust
Sprite {
     anchor: Anchor(Vec2::new(0.25, 0.4)),
     ..default()
}
```
The other enum variants have been replaced with corresponding constants:
* `Anchor::BottomLeft` to `Anchor::BOTTOM_LEFT`
* `Anchor::Center` to `Anchor::CENTER`
* `Anchor::TopRight` to `Anchor::TOP_RIGHT`
* .. and so on for the remaining variants
2025-03-21 22:27:11 +00:00
François Mockers
4b457cc2ce
Revert "don't use bevy_pbr for base bevy_gizmos plugin" (#18327)
# Objective

- #17581 broke gizmos
- Fixes #18325

## Solution

- Revert #17581 
- Add gizmos to testbed

## Testing

- Run any example with gizmos, it renders correctly
2025-03-17 22:23:42 +00:00
Rob Parrett
4a41525cd0
Add more to the 2d testbed for text (#18240)
# Objective

`Text2d` testing hasn't been as thorough as text in the UI, and it
suffered a bunch of bugs / perf issues in recent cycles.

## Solution

Add some more `Text2d` scenarios to the 2d testbed to catch bugs,
testing bounded and unbounded text with various justification.

## Testing

`cargo run --example testbed_2d` (press space a few times)

<img width="1280" alt="Screenshot 2025-03-10 at 1 02 03 PM"
src="https://github.com/user-attachments/assets/1e4ee39c-809b-4cc6-81bd-68e67b9625b5"
/>

---------

Co-authored-by: Ben Frankel <ben.frankel7@gmail.com>
2025-03-10 22:04:14 +00:00
François Mockers
e57f73207e
Smarter testbeds (#17573)
# Objective

- Improve CI when testing rendering by having smarter testbeds

## Solution

- CI testing no longer need a config file and will run with a default
config if not found
- It is now possible to give a name to a screenshot instead of just a
frame number
- 2d and 3d testbeds are now driven from code
  - a new system in testbed will watch for state changed
- on state changed, trigger a screenshot 100 frames after (so that the
scene has time to render) with the name of the scene
- when the screenshot is taken (`Captured` component has been removed),
switch scene
- this means less setup to run a testbed (no need for a config file),
screenshots have better names, and it's faster as we don't wait 100
frames for the screenshot to be taken

## Testing

- `cargo run --example testbed_2d --features bevy_ci_testing`
2025-01-31 22:38:39 +00:00
François Mockers
fcfb685821
enable_state_scoped_entities() as a derive attribute (#16180)
# Objective

- I got tired of calling `enable_state_scoped_entities`, and though it
would make more sense to define that at the place where the state is
defined

## Solution

- add a derive attribute `#[states(scoped_entities)]` when derive
`States` or `SubStates` that enables it automatically when adding the
state

## Testing

- Ran the examples using it, they still work
2024-12-01 20:09:36 +00:00
François Mockers
e1b9f545fb
Introduce testbed examples starting with 2d (#15954)
# Objective

- Make progress for #15918 
- Start with 2d

## Solution

- Remove screenshots for existing examples as they're not deterministic
- Create new "testbed" example category, with a 2d one to start

## Testing

- Run `CI_TESTING_CONFIG=.github/example-run/testbed_2d.ron cargo run
--example testbed_2d --features "bevy_ci_testing"`
- ???
- Check the screenshots
2024-10-16 17:37:47 +00:00