Commit Graph

78 Commits

Author SHA1 Message Date
MichiRecRoom
26bb0b40d2
Move #![warn(clippy::allow_attributes, clippy::allow_attributes_without_reason)] to the workspace Cargo.toml (#17374)
# Objective
Fixes https://github.com/bevyengine/bevy/issues/17111

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

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

---------

Co-authored-by: Benjamin Brienen <benjamin.brienen@outlook.com>
2025-01-15 01:14:58 +00:00
MichiRecRoom
447108b2a4
Downgrade clippy::allow_attributes and clippy::allow_attributes_without_reason to warn (#17320)
# Objective
I realized that setting these to `deny` may have been a little
aggressive - especially since we upgrade warnings to denies in CI.

## Solution
Downgrades these lints to `warn`, so that compiles can work locally. CI
will still treat these as denies.
2025-01-12 05:28:26 +00:00
MichiRecRoom
789c5e31fa
bevy_input: Apply #![deny(clippy::allow_attributes, clippy::allow_attributes_without_reason)] (#17242)
# Objective
- https://github.com/bevyengine/bevy/issues/17111

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

## Testing
`cargo clippy --tests --package bevy_input` was run, and no errors were
encountered.
2025-01-08 20:42:50 +00:00
Zachary Harrold
0403948aa2
Remove Implicit std Prelude from no_std Crates (#17086)
# Background

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

# Objective

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

## Solution

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

// After
#![no_std]

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

## Testing

- CI

## Notes

I had previously used the "double negative" version of `no_std` based on
general consensus that it was "cleaner" within the Rust embedded
community. However, this implicit prelude issue likely was considered
when forming this consensus. I believe the reason why is the items most
affected by this issue are provided by the `alloc` crate, which is
rarely used within embedded but extensively used within Bevy.
2025-01-03 01:58:43 +00:00
Zachary Harrold
46af46695b
Add no_std support to bevy_input (#16995)
# Objective

- Contributes to #15460

## Solution

- Added the following features:
  - `std` (default)
  - `smol_str` (default)
  - `portable-atomic`
  - `critical-section`
  - `libm`
- Fixed an existing issue where `bevy_reflect` wasn't properly feature
gated.

## Testing

- CI

## Notes

- There were some minor issues with `bevy_math` and `bevy_ecs` noticed
in this PR which I have also resolved here. I can split these out if
desired, but I've left them here for now as they're very small changes
and I don't consider this PR itself to be very controversial.
- `libm`, `portable-atomic`, and `critical-section` are shortcuts to
enable the relevant features in dependencies, making the usage of this
crate on atomically challenged platforms possible and simpler.
- `smol_str` is gated as it doesn't support atomically challenged
platforms (e.g., Raspberry Pi Pico). I have an issue and a
[PR](https://github.com/rust-analyzer/smol_str/pull/91) to discuss this
upstream.
2024-12-29 22:46:30 +00:00
Hennadii Chernyshchyk
282ca735ba
Use Name component for gamepad (#16233)
# Objective

Addressing a suggestion I made in Discord: store gamepad name as a
`Name` component.
Advantages: 
- Will be nicely displayed in inspector / editor.
- Easier to spawn in tests, just `world.spawn(Gamepad::default())`.

## Solution

`Gamepad` component now stores only vendor and product IDs and `Name`
stores the gamepad name.
Since `GamepadInfo` is no longer necessary, I removed it and merged its
fields into the connection event.

## Testing

- Run unit tests.

---

## Migration Guide

- `GamepadInfo` no longer exists:
  -  Name now accesible via `Name` component.
  -  Other information available on `Gamepad` component directly.
  - `GamepadConnection::Connected` now stores all info fields directly.
2024-11-05 00:30:48 +00:00
Patrick Walton
48e2027827
Add some missing features from the gamepads-as-entities change that were needed to update leafwing-input-manager. (#15685)
The gamepads-as-entities change caused several regressions. This patch
fixes each of them:

1. This PR introduces two new fields on `GamepadInfo`: `vendor_id`, and
`product_id`, as well as associated methods. These fields are simply
mirrored from the `gilrs` library.

2. That PR removed the methods that allowed iterating over all pressed
and released buttons, as well as the method that allowed iterating over
the axis values. (It was still technically possible to do so by using
reflection to access the private fields of `Gamepad`.)

3. The `Gamepad` component wasn't marked reflectable. This PR fixes that
problem.

These changes allowed me to forward port `leafwing-input-manager`.
2024-10-08 12:19:38 +00:00
s-puig
e788e3bc83
Implement gamepads as entities (#12770)
# Objective

- Significantly improve the ergonomics of gamepads and allow new
features

Gamepads are a bit unergonomic to work with, they use resources but
unlike other inputs, they are not limited to a single gamepad, to get
around this it uses an identifier (Gamepad) to interact with anything
causing all sorts of issues.

1. There are too many: Gamepads, GamepadSettings, GamepadInfo,
ButtonInput<T>, 2 Axis<T>.
2. ButtonInput/Axis generic methods become really inconvenient to use
e.g. any_pressed()
3. GamepadButton/Axis structs are unnecessary boilerplate:

```rust
for gamepad in gamepads.iter() {
        if button_inputs.just_pressed(GamepadButton::new(gamepad, GamepadButtonType::South)) {
            info!("{:?} just pressed South", gamepad);
        } else if button_inputs.just_released(GamepadButton::new(gamepad, GamepadButtonType::South))
        {
            info!("{:?} just released South", gamepad);
        }
}
```
4. Projects often need to create resources to store the selected gamepad
and have to manually check if their gamepad is still valid anyways.

- Previously attempted by #3419 and #12674


## Solution

- Implement gamepads as entities.

Using entities solves all the problems above and opens new
possibilities.

1. Reduce boilerplate and allows iteration

```rust
let is_pressed = gamepads_buttons.iter().any(|buttons| buttons.pressed(GamepadButtonType::South))
```
2. ButtonInput/Axis generic methods become ergonomic again 
```rust
gamepad_buttons.any_just_pressed([GamepadButtonType::Start, GamepadButtonType::Select])
```
3. Reduces the number of public components significantly (Gamepad,
GamepadSettings, GamepadButtons, GamepadAxes)
4. Components are highly convenient. Gamepad optional features could now
be expressed naturally (`Option<Rumble> or Option<Gyro>`), allows devs
to attach their own components and filter them, so code like this
becomes possible:
```rust
fn move_player<const T: usize>(
    player: Query<&Transform, With<Player<T>>>,
    gamepads_buttons: Query<&GamepadButtons, With<Player<T>>>,
) {
    if let Ok(gamepad_buttons) = gamepads_buttons.get_single() {
        if gamepad_buttons.pressed(GamepadButtonType::South) {
            // move player
        }
    }
}
```
---

## Follow-up

- [ ] Run conditions?
- [ ] Rumble component

# Changelog

## Added

TODO

## Changed

TODO

## Removed

TODO


## Migration Guide

TODO

---------

Co-authored-by: Carter Anderson <mcanders1@gmail.com>
2024-09-27 20:07:20 +00:00
BD103
6ec6a55645
Unify crate-level preludes (#15080)
# Objective

- Crate-level prelude modules, such as `bevy_ecs::prelude`, are plagued
with inconsistency! Let's fix it!

## Solution

Format all preludes based on the following rules:

1. All preludes should have brief documentation in the format of:
   > The _name_ prelude.
   >
> This includes the most common types in this crate, re-exported for
your convenience.
2. All documentation should be outer, not inner. (`///` instead of
`//!`.)
3. No prelude modules should be annotated with `#[doc(hidden)]`. (Items
within them may, though I'm not sure why this was done.)

## Testing

- I manually searched for the term `mod prelude` and updated all
occurrences by hand. 🫠

---------

Co-authored-by: Gino Valente <49806985+MrGVSV@users.noreply.github.com>
2024-09-08 17:10:57 +00:00
Torstein Grindvik
70c0223112
bevy_input: allow use without bevy_reflect (#14167)
# Objective

Allow use of `bevy_input` types without needing `bevy_reflect`.

## Solution

Make `bevy_reflect` within `bevy_input` optional. It's compiled in by
default.
Turn on reflect in dependencies as well when this feature is on.

## Testing

- Did you test these changes? If so, how?

I did a `cargo hack -p bevy_input --each-feature build`.

Signed-off-by: Torstein Grindvik <torstein.grindvik@muybridge.com>
Co-authored-by: Torstein Grindvik <torstein.grindvik@muybridge.com>
2024-07-08 01:09:07 +00:00
Aztro
6dcff2bfe8
Mouse input accumulation (#14044)
# Objective

- Add the `AccumulatedMouseMotion` and `AccumulatedMouseScroll`
resources to make it simpler to track mouse motion/scroll changes
- Closes #13915

## Solution

- Created two resources, `AccumulatedMouseMotion` and
`AccumulatedMouseScroll`, and a method that tracks the `MouseMotion` and
`MouseWheel` events and accumulates their deltas every frame.
- Also modified the mouse input example to show how to use the
resources.

## Testing

- Tested the changes by modifying an existing example to use the newly
added resources, and moving/scrolling my trackpad around a ton.

---------

Co-authored-by: Alice Cecile <alice.i.cecile@gmail.com>
Co-authored-by: Gino Valente <49806985+MrGVSV@users.noreply.github.com>
2024-07-01 14:27:21 +00:00
mike
bd6acc6119
flush key_input cache when Bevy loses focus (Adopted) (#13678)
This was adopted from #12878. I rebased the changes resolved the
following merge conflicts:

- moved over the changes originally done in bevy_winit/src/lib.rs's
`handle_winit_event` into bevy_winit/src/state.rs's `window_event`
function
- moved WinitEvent::KeyboardFocusLost event forwarding originally done
in bevy_winit/src/winit_event.rs to the equivalent in
bevy_winit/src/state.rs

Tested this by following the modified keyboard_input example from the
original PR.

First, I verified I could reproduce the issue without the changes. Then,
after applying the changes, I verified that when I Alt+Tabbed away from
the running example that the log showed I released Alt and when I tabbed
back it didn't behave like Alt was stuck.

 
 The following is from the original pull request by @gavlig 
 
 # Objective
 
This helps avoiding stuck key presses after switching from and back to
Bevy window. Key press event gets stuck because window loses focus
before receiving a key release event thus we end up with false positive
in ButtonInput.
 ## Solution
 
 I saw two ways to fix this:
 
     1. add bevy_window as dependency and read WindowFocus events
 
     2. add a KeyboardFocusLost event specifically for this.
 
 
I chose the latter because adding another dependency felt wrong, but if
that is more preferable changing this pr won't be a problem. Also if
someone sees another way please let me know.
 
To test the bug use this small modification over
examples/keyboard_input.rs: (it will work only if you have Alt-Tab
combination for switching between windows in your OS, otherwise change
AltLeft accordingly)
 
 ```
 //! Demonstrates handling a key press/release.
 
 use bevy::{prelude::*, input:⌨️:KeyboardInput};
 
 fn main() {
     App::new()
         .add_plugins(DefaultPlugins)
         .add_systems(Update, keyboard_input_system)
         .run();
 }
 
 /// This system prints 'Alt' key state
fn keyboard_input_system(keyboard_input: Res<ButtonInput<KeyCode>>, mut
keyboard_input_events: EventReader<KeyboardInput>) {
     for event in keyboard_input_events.read() {
         info!("{:?}", event);
     }
 
     if keyboard_input.pressed(KeyCode::AltLeft) {
         info!("'Alt' currently pressed");
     }
 
     if keyboard_input.just_pressed(KeyCode::AltLeft) {
         info!("'Alt' just pressed");
     }
     if keyboard_input.just_released(KeyCode::AltLeft) {
         info!("'Alt' just released");
     }
 }
 ```
 
Here i made a quick video with demo of the fix:
https://youtu.be/qTvUCk4IHvo In first part i press Alt and Alt+Tab to
switch back and forth from example app, logs will indicate that too. In
second part I applied fix and you'll see that Alt will no longer be
pressed when window gets unfocused
 ## Migration Guide
 
 `WinitEvent` has a new enum variant: `WinitEvent::KeyboardFocusLost`.

Co-authored-by: gavlig <gavlig@gmail.com>
2024-06-05 02:06:47 +00:00
François Mockers
df57850310
rename touchpad to gesture, and add new gestures (#13660)
# Objective

- With the recent winit update, touchpad specific events can also be
triggered on mobile

## Solution

- Rename them to gestures and add support for the new ones

## Testing

- Tested on the mobile example on iOS


https://github.com/bevyengine/bevy/assets/8672791/da4ed23f-ff0a-41b2-9dcd-726e8546bef2


## Migration Guide

- `TouchpadMagnify` has been renamed to `PinchGesture`
- `TouchpadRotate` has been renamed to `RotationGesture `

---------

Co-authored-by: mike <ramirezmike2@gmail.com>
2024-06-04 12:44:25 +00:00
James Liu
56bcbb0975
Forbid unsafe in most crates in the engine (#12684)
# Objective
Resolves #3824. `unsafe` code should be the exception, not the norm in
Rust. It's obviously needed for various use cases as it's interfacing
with platforms and essentially running the borrow checker at runtime in
the ECS, but the touted benefits of Bevy is that we are able to heavily
leverage Rust's safety, and we should be holding ourselves accountable
to that by minimizing our unsafe footprint.

## Solution
Deny `unsafe_code` workspace wide. Add explicit exceptions for the
following crates, and forbid it in almost all of the others.

* bevy_ecs - Obvious given how much unsafe is needed to achieve
performant results
* bevy_ptr - Works with raw pointers, even more low level than bevy_ecs.
 * bevy_render - due to needing to integrate with wgpu
 * bevy_window - due to needing to integrate with raw_window_handle
* bevy_utils - Several unsafe utilities used by bevy_ecs. Ideally moved
into bevy_ecs instead of made publicly usable.
 * bevy_reflect - Required for the unsafe type casting it's doing.
 * bevy_transform - for the parallel transform propagation
 * bevy_gizmos  - For the SystemParam impls it has.
* bevy_assets - To support reflection. Might not be required, not 100%
sure yet.
* bevy_mikktspace - due to being a conversion from a C library. Pending
safe rewrite.
* bevy_dynamic_plugin - Inherently unsafe due to the dynamic loading
nature.

Several uses of unsafe were rewritten, as they did not need to be using
them:

* bevy_text - a case of `Option::unchecked` could be rewritten as a
normal for loop and match instead of an iterator.
* bevy_color - the Pod/Zeroable implementations were replaceable with
bytemuck's derive macros.
2024-03-27 03:30:08 +00:00
James Liu
f096ad4155
Set the logo and favicon for all of Bevy's published crates (#12696)
# Objective
Currently the built docs only shows the logo and favicon for the top
level `bevy` crate. This makes views like
https://docs.rs/bevy_ecs/latest/bevy_ecs/ look potentially unrelated to
the project at first glance.

## Solution
Reproduce the docs attributes for every crate that Bevy publishes.

Ideally this would be done with some workspace level Cargo.toml control,
but AFAICT, such support does not exist.
2024-03-25 18:52:50 +00:00
Ame
72c51cdab9
Make feature(doc_auto_cfg) work (#12642)
# Objective

- In #12366 `![cfg_attr(docsrs, feature(doc_auto_cfg))] `was added. But
to apply it it needs `--cfg=docsrs` in rustdoc-args.


## Solution

- Apply `--cfg=docsrs` to all crates and CI.

I also added `[package.metadata.docs.rs]` to all crates to avoid adding
code behind a feature and forget adding the metadata.

Before:

![Screenshot 2024-03-22 at 00 51
57](https://github.com/bevyengine/bevy/assets/104745335/6a9dfdaa-8710-4784-852b-5f9b74e3522c)

After:
![Screenshot 2024-03-22 at 00 51
32](https://github.com/bevyengine/bevy/assets/104745335/c5bd6d8e-8ddb-45b3-b844-5ecf9f88961c)
2024-03-23 02:22:52 +00:00
Al M
52e3f2007b
Add "all-features = true" to docs.rs metadata for most crates (#12366)
# Objective

Fix missing `TextBundle` (and many others) which are present in the main
crate as default features but optional in the sub-crate. See:

- https://docs.rs/bevy/0.13.0/bevy/ui/node_bundles/index.html
- https://docs.rs/bevy_ui/0.13.0/bevy_ui/node_bundles/index.html

~~There are probably other instances in other crates that I could track
down, but maybe "all-features = true" should be used by default in all
sub-crates? Not sure.~~ (There were many.) I only noticed this because
rust-analyzer's "open docs" features takes me to the sub-crate, not the
main one.

## Solution

Add "all-features = true" to docs.rs metadata for crates that use
features.

## Changelog

### Changed

- Unified features documented on docs.rs between main crate and
sub-crates
2024-03-08 20:03:09 +00:00
James Liu
9e5db9abc7
Clean up type registrations (#12314)
# Objective
Fix #12304. Remove unnecessary type registrations thanks to #4154.

## Solution
Conservatively remove type registrations. Keeping the top level
components, resources, and events, but dropping everything else that is
a type of a member of those types.
2024-03-06 16:05:53 +00:00
Tristan Guichaoua
694c06f3d0
Inverse missing_docs logic (#11676)
# Objective

Currently the `missing_docs` lint is allowed-by-default and enabled at
crate level when their documentations is complete (see #3492).
This PR proposes to inverse this logic by making `missing_docs`
warn-by-default and mark crates with imcomplete docs allowed.

## Solution

Makes `missing_docs` warn at workspace level and allowed at crate level
when the docs is imcomplete.
2024-02-03 21:40:55 +00:00
Thierry Berger
2165793ff0
Add logical key data to KeyboardInput (#11400)
Add logical key data to KeyboardInput

Addresses an item of https://github.com/bevyengine/bevy/issues/11052

---------

Co-authored-by: Mateusz Wachowiak <mateusz_wachowiak@outlook.com>
2024-01-22 15:25:17 +00:00
Thierry Berger
ced216f59a
Update winit dependency to 0.29 (#10702)
# Objective

- Update winit dependency to 0.29

## Changelog

### KeyCode changes

- Removed `ScanCode`, as it was [replaced by
KeyCode](https://github.com/rust-windowing/winit/blob/master/CHANGELOG.md#0292).
- `ReceivedCharacter.char` is now a `SmolStr`, [relevant
doc](https://docs.rs/winit/latest/winit/event/struct.KeyEvent.html#structfield.text).
- Changed most `KeyCode` values, and added more.

KeyCode has changed meaning. With this PR, it refers to physical
position on keyboard rather than the printed letter on keyboard keys.

In practice this means:
- On QWERTY keyboard layouts, nothing changes
- On any other keyboard layout, `KeyCode` no longer reflects the label
on key.
- This is "good". In bevy 0.12, when you used WASD for movement, users
with non-QWERTY keyboards couldn't play your game! This was especially
bad for non-latin keyboards. Now, WASD represents the physical keys. A
French player will press the ZQSD keys, which are near each other,
Kyrgyz players will use "Цфыв".
- This is "bad" as well. You can't know in advance what the label of the
key for input is. Your UI says "press WASD to move", even if in reality,
they should be pressing "ZQSD" or "Цфыв". You also no longer can use
`KeyCode` for text inputs. In any case, it was a pretty bad API for text
input. You should use `ReceivedCharacter` now instead.

### Other changes
- Use `web-time` rather than `instant` crate.
(https://github.com/rust-windowing/winit/pull/2836)
- winit did split `run_return` in `run_onDemand` and `pump_events`, I
did the same change in bevy_winit and used `pump_events`.
- Removed `return_from_run` from `WinitSettings` as `winit::run` now
returns on supported platforms.
- I left the example "return_after_run" as I think it's still useful.
- This winit change is done partly to allow to create a new window after
quitting all windows: https://github.com/emilk/egui/issues/1918 ; this
PR doesn't address.
- added `width` and `height` properties in the `canvas` from wasm
example
(https://github.com/bevyengine/bevy/pull/10702#discussion_r1420567168)

## Known regressions (important follow ups?)
- Provide an API for reacting when a specific key from current layout
was released.
- possible solutions: use winit::Key from winit::KeyEvent ; mapping
between KeyCode and Key ; or .
- We don't receive characters through alt+numpad (e.g. alt + 151 = "ù")
anymore ; reproduced on winit example "ime". maybe related to
https://github.com/rust-windowing/winit/issues/2945
- (windows) Window content doesn't refresh at all when resizing. By
reading https://github.com/rust-windowing/winit/issues/2900 ; I suspect
we should just fire a `window.request_redraw();` from `AboutToWait`, and
handle actual redrawing within `RedrawRequested`. I'm not sure how to
move all that code so I'd appreciate it to be a follow up.
- (windows) unreleased winit fix for using set_control_flow in
AboutToWait https://github.com/rust-windowing/winit/issues/3215 ; ⚠️ I'm
not sure what the implications are, but that feels bad 🤔

## Follow up 

I'd like to avoid bloating this PR, here are a few follow up tasks
worthy of a separate PR, or new issue to track them once this PR is
closed, as they would either complicate reviews, or at risk of being
controversial:
- remove CanvasParentResizePlugin
(https://github.com/bevyengine/bevy/pull/10702#discussion_r1417068856)
- avoid mentionning explicitly winit in docs from bevy_window ?
- NamedKey integration on bevy_input:
https://github.com/rust-windowing/winit/pull/3143 introduced a new
NamedKey variant. I implemented it only on the converters but we'd
benefit making the same changes to bevy_input.
- Add more info in KeyboardInput
https://github.com/bevyengine/bevy/pull/10702#pullrequestreview-1748336313
- https://github.com/bevyengine/bevy/pull/9905 added a workaround on a
bug allegedly fixed by winit 0.29. We should check if it's still
necessary.
- update to raw_window_handle 0.6
  - blocked by wgpu
- Rename `KeyCode` to `PhysicalKeyCode`
https://github.com/bevyengine/bevy/pull/10702#discussion_r1404595015
- remove `instant` dependency, [replaced
by](https://github.com/rust-windowing/winit/pull/2836) `web_time`), we'd
need to update to :
  - fastrand >= 2.0
- [`async-executor`](https://github.com/smol-rs/async-executor) >= 1.7
    - [`futures-lite`](https://github.com/smol-rs/futures-lite) >= 2.0
- Verify license, see
[discussion](https://github.com/bevyengine/bevy/pull/8745#discussion_r1402439800)
  - we might be missing a short notice or description of changes made
- Consider using https://github.com/rust-windowing/cursor-icon directly
rather than vendoring it in bevy.
- investigate [this
unwrap](https://github.com/bevyengine/bevy/pull/8745#discussion_r1387044986)
(`winit_window.canvas().unwrap();`)
- Use more good things about winit's update
- https://github.com/bevyengine/bevy/pull/10689#issuecomment-1823560428
## Migration Guide

This PR should have one.
2023-12-21 07:40:47 +00:00
Mateusz Wachowiak
1f97717a3d
Rename Input to ButtonInput (#10859)
# Objective

- Resolves #10853 

## Solution

- ~~Changed the name of `Input` struct to `PressableInput`.~~
- Changed the name of `Input` struct to `ButtonInput`.

## Migration Guide

- Breaking Change: Users need to rename `Input` to `ButtonInput` in
their projects.
2023-12-06 20:32:34 +00:00
Ame
951c9bb1a2
Add [lints] table, fix adding #![allow(clippy::type_complexity)] everywhere (#10011)
# Objective

- Fix adding `#![allow(clippy::type_complexity)]` everywhere. like #9796

## Solution

- Use the new [lints] table that will land in 1.74
(https://doc.rust-lang.org/nightly/cargo/reference/unstable.html#lints)
- inherit lint to the workspace, crates and examples.
```
[lints]
workspace = true
```

## Changelog

- Bump rust version to 1.74
- Enable lints table for the workspace
```toml
[workspace.lints.clippy]
type_complexity = "allow"
```
- Allow type complexity for all crates and examples
```toml
[lints]
workspace = true
```

---------

Co-authored-by: Martín Maita <47983254+mnmaita@users.noreply.github.com>
2023-11-18 20:58:48 +00:00
Tristan Guichaoua
20c85b5fc3
Bevy Input Docs : the modules (#9467)
# Objective

Complete the documentation of `bevy_input` (#3492).

This PR is part of a triptych of PRs :
- https://github.com/bevyengine/bevy/pull/9468
- https://github.com/bevyengine/bevy/pull/9469

## Solution

Add documentation on modules in `bevy_input`.
2023-08-23 12:44:49 +00:00
Joshua Walton
140d9612e6
Add GamepadButtonInput event (#9008)
# Objective

Add `GamepadButtonInput` event
Resolves #8988

## Solution

- Add `GamepadButtonInput` type
- Emit `GamepadButtonInput` events whenever `Input<GamepadButton>` is
written to
- Update example

---------

Co-authored-by: François <mockersf@gmail.com>
2023-08-20 20:31:27 +00:00
Tristan Guichaoua
b9ab17e8b6
Bevy Input Docs : lib.rs (#9468)
# Objective

Complete the documentation of `bevy_input` (#3492).

This PR is part of a triptych of PRs :
- https://github.com/bevyengine/bevy/pull/9467
- https://github.com/bevyengine/bevy/pull/9469

## Solution

Add missing documentation on items in `lib.rs`.

---------

Co-authored-by: Pascal Hertleif <killercup@gmail.com>
2023-08-19 18:19:43 +00:00
Gino Valente
aeeb20ec4c
bevy_reflect: FromReflect Ergonomics Implementation (#6056)
# Objective

**This implementation is based on
https://github.com/bevyengine/rfcs/pull/59.**

---

Resolves #4597

Full details and motivation can be found in the RFC, but here's a brief
summary.

`FromReflect` is a very powerful and important trait within the
reflection API. It allows Dynamic types (e.g., `DynamicList`, etc.) to
be formed into Real ones (e.g., `Vec<i32>`, etc.).

This mainly comes into play concerning deserialization, where the
reflection deserializers both return a `Box<dyn Reflect>` that almost
always contain one of these Dynamic representations of a Real type. To
convert this to our Real type, we need to use `FromReflect`.

It also sneaks up in other ways. For example, it's a required bound for
`T` in `Vec<T>` so that `Vec<T>` as a whole can be made `FromReflect`.
It's also required by all fields of an enum as it's used as part of the
`Reflect::apply` implementation.

So in other words, much like `GetTypeRegistration` and `Typed`, it is
very much a core reflection trait.

The problem is that it is not currently treated like a core trait and is
not automatically derived alongside `Reflect`. This makes using it a bit
cumbersome and easy to forget.

## Solution

Automatically derive `FromReflect` when deriving `Reflect`.

Users can then choose to opt-out if needed using the
`#[reflect(from_reflect = false)]` attribute.

```rust
#[derive(Reflect)]
struct Foo;

#[derive(Reflect)]
#[reflect(from_reflect = false)]
struct Bar;

fn test<T: FromReflect>(value: T) {}

test(Foo); // <-- OK
test(Bar); // <-- Panic! Bar does not implement trait `FromReflect`
```

#### `ReflectFromReflect`

This PR also automatically adds the `ReflectFromReflect` (introduced in
#6245) registration to the derived `GetTypeRegistration` impl— if the
type hasn't opted out of `FromReflect` of course.

<details>
<summary><h4>Improved Deserialization</h4></summary>

> **Warning**
> This section includes changes that have since been descoped from this
PR. They will likely be implemented again in a followup PR. I am mainly
leaving these details in for archival purposes, as well as for reference
when implementing this logic again.

And since we can do all the above, we might as well improve
deserialization. We can now choose to deserialize into a Dynamic type or
automatically convert it using `FromReflect` under the hood.

`[Un]TypedReflectDeserializer::new` will now perform the conversion and
return the `Box`'d Real type.

`[Un]TypedReflectDeserializer::new_dynamic` will work like what we have
now and simply return the `Box`'d Dynamic type.

```rust
// Returns the Real type
let reflect_deserializer = UntypedReflectDeserializer::new(&registry);
let mut deserializer = ron:🇩🇪:Deserializer::from_str(input)?;

let output: SomeStruct = reflect_deserializer.deserialize(&mut deserializer)?.take()?;

// Returns the Dynamic type
let reflect_deserializer = UntypedReflectDeserializer::new_dynamic(&registry);
let mut deserializer = ron:🇩🇪:Deserializer::from_str(input)?;

let output: DynamicStruct = reflect_deserializer.deserialize(&mut deserializer)?.take()?;
```

</details>

---

## Changelog

* `FromReflect` is now automatically derived within the `Reflect` derive
macro
* This includes auto-registering `ReflectFromReflect` in the derived
`GetTypeRegistration` impl
* ~~Renamed `TypedReflectDeserializer::new` and
`UntypedReflectDeserializer::new` to
`TypedReflectDeserializer::new_dynamic` and
`UntypedReflectDeserializer::new_dynamic`, respectively~~ **Descoped**
* ~~Changed `TypedReflectDeserializer::new` and
`UntypedReflectDeserializer::new` to automatically convert the
deserialized output using `FromReflect`~~ **Descoped**

## Migration Guide

* `FromReflect` is now automatically derived within the `Reflect` derive
macro. Items with both derives will need to remove the `FromReflect`
one.

  ```rust
  // OLD
  #[derive(Reflect, FromReflect)]
  struct Foo;
  
  // NEW
  #[derive(Reflect)]
  struct Foo;
  ```

If using a manual implementation of `FromReflect` and the `Reflect`
derive, users will need to opt-out of the automatic implementation.

  ```rust
  // OLD
  #[derive(Reflect)]
  struct Foo;
  
  impl FromReflect for Foo {/* ... */}
  
  // NEW
  #[derive(Reflect)]
  #[reflect(from_reflect = false)]
  struct Foo;
  
  impl FromReflect for Foo {/* ... */}
  ```

<details>
<summary><h4>Removed Migrations</h4></summary>

> **Warning**
> This section includes changes that have since been descoped from this
PR. They will likely be implemented again in a followup PR. I am mainly
leaving these details in for archival purposes, as well as for reference
when implementing this logic again.

* The reflect deserializers now perform a `FromReflect` conversion
internally. The expected output of `TypedReflectDeserializer::new` and
`UntypedReflectDeserializer::new` is no longer a Dynamic (e.g.,
`DynamicList`), but its Real counterpart (e.g., `Vec<i32>`).

  ```rust
let reflect_deserializer =
UntypedReflectDeserializer::new_dynamic(&registry);
  let mut deserializer = ron:🇩🇪:Deserializer::from_str(input)?;
  
  // OLD
let output: DynamicStruct = reflect_deserializer.deserialize(&mut
deserializer)?.take()?;
  
  // NEW
let output: SomeStruct = reflect_deserializer.deserialize(&mut
deserializer)?.take()?;
  ```

Alternatively, if this behavior isn't desired, use the
`TypedReflectDeserializer::new_dynamic` and
`UntypedReflectDeserializer::new_dynamic` methods instead:

  ```rust
  // OLD
  let reflect_deserializer = UntypedReflectDeserializer::new(&registry);
  
  // NEW
let reflect_deserializer =
UntypedReflectDeserializer::new_dynamic(&registry);
  ```

</details>

---------

Co-authored-by: Carter Anderson <mcanders1@gmail.com>
2023-06-29 01:31:34 +00:00
Raffaele Ragni
7fc6db32ce
Add FromReflect where Reflect is used (#8776)
# Objective

Discovered that PointLight did not implement FromReflect. Adding
FromReflect where Reflect is used. I overreached and applied this rule
everywhere there was a Reflect without a FromReflect, except from where
the compiler wouldn't allow me.

Based from question: https://github.com/bevyengine/bevy/discussions/8774

## Solution

- Adding FromReflect where Reflect was already derived

## Notes

First PR I do in this ecosystem, so not sure if this is the usual
approach, that is, to touch many files at once.

---------

Co-authored-by: Alice Cecile <alice.i.cecile@gmail.com>
2023-06-19 16:18:17 +00:00
Jim Eckerlein
008030357b
Touchpad magnify and rotate events (#8791)
# Objective

The goal of this PR is to receive touchpad magnification and rotation
events.

## Solution

Implement pendants for winit's `TouchpadMagnify` and `TouchpadRotate`
events.

Adjust the `mouse_input_events.rs` example to debug magnify and rotate
events.

Since winit only reports these events on macOS, the Bevy events for
touchpad magnification and rotation are currently only fired on macOS.
2023-06-08 20:31:43 +00:00
Johan Klokkhammer Helsing
a1e442cd2a
Add gamepad rumble support to bevy_input (#8398)
# Objective

Provide the ability to trigger controller rumbling (force-feedback) with
a cross-platform API.

## Solution

This adds the `GamepadRumbleRequest` event to `bevy_input` and adds a
system in `bevy_gilrs` to read them and rumble controllers accordingly.

It's a relatively primitive API with a `duration` in seconds and
`GamepadRumbleIntensity` with values for the weak and strong gamepad
motors. It's is an almost 1-to-1 mapping to platform APIs. Some
platforms refer to these motors as left and right, and low frequency and
high frequency, but by convention, they're usually the same.

I used #3868 as a starting point, updated to main, removed the low-level
gilrs effect API, and moved the requests to `bevy_input` and exposed the
strong and weak intensities.

I intend this to hopefully be a non-controversial cross-platform
starting point we can build upon to eventually support more fine-grained
control (closer to the gilrs effect API)

---

## Changelog

### Added

- Gamepads can now be rumbled by sending the `GamepadRumbleRequest`
event.

---------

Co-authored-by: Nicola Papale <nico@nicopap.ch>
Co-authored-by: Alice Cecile <alice.i.cecile@gmail.com>
Co-authored-by: Nicola Papale <nicopap@users.noreply.github.com>
Co-authored-by: Bruce Reif (Buswolley) <bruce.reif@dynata.com>
2023-04-24 15:28:53 +00:00
JoJoJet
3ead10a3e0
Suppress the clippy::type_complexity lint (#8313)
# Objective

The clippy lint `type_complexity` is known not to play well with bevy.
It frequently triggers when writing complex queries, and taking the
lint's advice of using a type alias almost always just obfuscates the
code with no benefit. Because of this, this lint is currently ignored in
CI, but unfortunately it still shows up when viewing bevy code in an
IDE.

As someone who's made a fair amount of pull requests to this repo, I
will say that this issue has been a consistent thorn in my side. Since
bevy code is filled with spurious, ignorable warnings, it can be very
difficult to spot the *real* warnings that must be fixed -- most of the
time I just ignore all warnings, only to later find out that one of them
was real after I'm done when CI runs.

## Solution

Suppress this lint in all bevy crates. This was previously attempted in
#7050, but the review process ended up making it more complicated than
it needs to be and landed on a subpar solution.

The discussion in https://github.com/rust-lang/rust-clippy/pull/10571
explores some better long-term solutions to this problem. Since there is
no timeline on when these solutions may land, we should resolve this
issue in the meantime by locally suppressing these lints.

### Unresolved issues

Currently, these lints are not suppressed in our examples, since that
would require suppressing the lint in every single source file. They are
still ignored in CI.
2023-04-06 21:27:36 +00:00
Carter Anderson
aefe1f0739
Schedule-First: the new and improved add_systems (#8079)
Co-authored-by: Mike <mike.hsu@gmail.com>
2023-03-18 01:45:34 +00:00
Jakob Hellermann
e81142611b add common run conditions to bevy_input (#7806)
# Objective

Common run conditions can be very useful for quick and ergonomic changes to when a system runs.
Specifically what I'd like to be able to do is
```rust
use bevy::prelude::*;
use bevy::input::common_conditions::input_toggle_active;

fn main() {
  App::new()
    .add_plugins(DefaultPlugins)
    .add_plugin(
      bevy_inspector_egui::quick::WorldInspectorPlugin::default()
        .run_if(input_toggle_active(true, KeyCode::Escape)
    )
    .run();
}
```

## Solution

- add `bevy_input::common_conditions` module with `input_toggle_active`, `input_pressed`, `input_just_pressed`, `input_just_released`

## Changelog

- added common run conditions for `bevy_input`
- you can now use `.add_system(jump.run_if(input_just_pressed(KeyCode::Space)))`
2023-02-25 22:08:13 +00:00
Carter Anderson
dcc03724a5 Base Sets (#7466)
# Objective

NOTE: This depends on #7267 and should not be merged until #7267 is merged. If you are reviewing this before that is merged, I highly recommend viewing the Base Sets commit instead of trying to find my changes amongst those from #7267.

"Default sets" as described by the [Stageless RFC](https://github.com/bevyengine/rfcs/pull/45) have some [unfortunate consequences](https://github.com/bevyengine/bevy/discussions/7365).

## Solution

This adds "base sets" as a variant of `SystemSet`:

A set is a "base set" if `SystemSet::is_base` returns `true`. Typically this will be opted-in to using the `SystemSet` derive:

```rust
#[derive(SystemSet, Clone, Hash, Debug, PartialEq, Eq)]
#[system_set(base)]
enum MyBaseSet {
  A,
  B,
}
``` 

**Base sets are exclusive**: a system can belong to at most one "base set". Adding a system to more than one will result in an error. When possible we fail immediately during system-config-time with a nice file + line number. For the more nested graph-ey cases, this will fail at the final schedule build. 

**Base sets cannot belong to other sets**: this is where the word "base" comes from

Systems and Sets can only be added to base sets using `in_base_set`. Calling `in_set` with a base set will fail. As will calling `in_base_set` with a normal set.

```rust
app.add_system(foo.in_base_set(MyBaseSet::A))
       // X must be a normal set ... base sets cannot be added to base sets
       .configure_set(X.in_base_set(MyBaseSet::A))
```

Base sets can still be configured like normal sets:

```rust
app.add_system(MyBaseSet::B.after(MyBaseSet::Ap))
``` 

The primary use case for base sets is enabling a "default base set":

```rust
schedule.set_default_base_set(CoreSet::Update)
  // this will belong to CoreSet::Update by default
  .add_system(foo)
  // this will override the default base set with PostUpdate
  .add_system(bar.in_base_set(CoreSet::PostUpdate))
```

This allows us to build apis that work by default in the standard Bevy style. This is a rough analog to the "default stage" model, but it use the new "stageless sets" model instead, with all of the ordering flexibility (including exclusive systems) that it provides.

---

## Changelog

- Added "base sets" and ported CoreSet to use them.

## Migration Guide

TODO
2023-02-06 03:10:08 +00:00
Alice Cecile
206c7ce219 Migrate engine to Schedule v3 (#7267)
Huge thanks to @maniwani, @devil-ira, @hymm, @cart, @superdump and @jakobhellermann for the help with this PR.

# Objective

- Followup #6587.
- Minimal integration for the Stageless Scheduling RFC: https://github.com/bevyengine/rfcs/pull/45

## Solution

- [x]  Remove old scheduling module
- [x] Migrate new methods to no longer use extension methods
- [x] Fix compiler errors
- [x] Fix benchmarks
- [x] Fix examples
- [x] Fix docs
- [x] Fix tests

## Changelog

### Added

- a large number of methods on `App` to work with schedules ergonomically
- the `CoreSchedule` enum
- `App::add_extract_system` via the `RenderingAppExtension` trait extension method
- the private `prepare_view_uniforms` system now has a public system set for scheduling purposes, called `ViewSet::PrepareUniforms`

### Removed

- stages, and all code that mentions stages
- states have been dramatically simplified, and no longer use a stack
- `RunCriteriaLabel`
- `AsSystemLabel` trait
- `on_hierarchy_reports_enabled` run criteria (now just uses an ad hoc resource checking run condition)
- systems in `RenderSet/Stage::Extract` no longer warn when they do not read data from the main world
- `RunCriteriaLabel`
- `transform_propagate_system_set`: this was a nonstandard pattern that didn't actually provide enough control. The systems are already `pub`: the docs have been updated to ensure that the third-party usage is clear.

### Changed

- `System::default_labels` is now `System::default_system_sets`.
- `App::add_default_labels` is now `App::add_default_sets`
- `CoreStage` and `StartupStage` enums are now `CoreSet` and `StartupSet`
- `App::add_system_set` was renamed to `App::add_systems`
- The `StartupSchedule` label is now defined as part of the `CoreSchedules` enum
-  `.label(SystemLabel)` is now referred to as `.in_set(SystemSet)`
- `SystemLabel` trait was replaced by `SystemSet`
- `SystemTypeIdLabel<T>` was replaced by `SystemSetType<T>`
- The `ReportHierarchyIssue` resource now has a public constructor (`new`), and implements `PartialEq`
- Fixed time steps now use a schedule (`CoreSchedule::FixedTimeStep`) rather than a run criteria.
- Adding rendering extraction systems now panics rather than silently failing if no subapp with the `RenderApp` label is found.
- the `calculate_bounds` system, with the `CalculateBounds` label, is now in `CoreSet::Update`, rather than in `CoreSet::PostUpdate` before commands are applied. 
- `SceneSpawnerSystem` now runs under `CoreSet::Update`, rather than `CoreStage::PreUpdate.at_end()`.
- `bevy_pbr::add_clusters` is no longer an exclusive system
- the top level `bevy_ecs::schedule` module was replaced with `bevy_ecs::scheduling`
- `tick_global_task_pools_on_main_thread` is no longer run as an exclusive system. Instead, it has been replaced by `tick_global_task_pools`, which uses a `NonSend` resource to force running on the main thread.

## Migration Guide

- Calls to `.label(MyLabel)` should be replaced with `.in_set(MySet)`
- Stages have been removed. Replace these with system sets, and then add command flushes using the `apply_system_buffers` exclusive system where needed.
- The `CoreStage`, `StartupStage, `RenderStage` and `AssetStage`  enums have been replaced with `CoreSet`, `StartupSet, `RenderSet` and `AssetSet`. The same scheduling guarantees have been preserved.
  - Systems are no longer added to `CoreSet::Update` by default. Add systems manually if this behavior is needed, although you should consider adding your game logic systems to `CoreSchedule::FixedTimestep` instead for more reliable framerate-independent behavior.
  - Similarly, startup systems are no longer part of `StartupSet::Startup` by default. In most cases, this won't matter to you.
  - For example, `add_system_to_stage(CoreStage::PostUpdate, my_system)` should be replaced with 
  - `add_system(my_system.in_set(CoreSet::PostUpdate)`
- When testing systems or otherwise running them in a headless fashion, simply construct and run a schedule using `Schedule::new()` and `World::run_schedule` rather than constructing stages
- Run criteria have been renamed to run conditions. These can now be combined with each other and with states.
- Looping run criteria and state stacks have been removed. Use an exclusive system that runs a schedule if you need this level of control over system control flow.
- For app-level control flow over which schedules get run when (such as for rollback networking), create your own schedule and insert it under the `CoreSchedule::Outer` label.
- Fixed timesteps are now evaluated in a schedule, rather than controlled via run criteria. The `run_fixed_timestep` system runs this schedule between `CoreSet::First` and `CoreSet::PreUpdate` by default.
- Command flush points introduced by `AssetStage` have been removed. If you were relying on these, add them back manually.
- Adding extract systems is now typically done directly on the main app. Make sure the `RenderingAppExtension` trait is in scope, then call `app.add_extract_system(my_system)`.
- the `calculate_bounds` system, with the `CalculateBounds` label, is now in `CoreSet::Update`, rather than in `CoreSet::PostUpdate` before commands are applied. You may need to order your movement systems to occur before this system in order to avoid system order ambiguities in culling behavior.
- the `RenderLabel` `AppLabel` was renamed to `RenderApp` for clarity
- `App::add_state` now takes 0 arguments: the starting state is set based on the `Default` impl.
- Instead of creating `SystemSet` containers for systems that run in stages, simply use `.on_enter::<State::Variant>()` or its `on_exit` or `on_update` siblings.
- `SystemLabel` derives should be replaced with `SystemSet`. You will also need to add the `Debug`, `PartialEq`, `Eq`, and `Hash` traits to satisfy the new trait bounds.
- `with_run_criteria` has been renamed to `run_if`. Run criteria have been renamed to run conditions for clarity, and should now simply return a bool.
- States have been dramatically simplified: there is no longer a "state stack". To queue a transition to the next state, call `NextState::set`

## TODO

- [x] remove dead methods on App and World
- [x] add `App::add_system_to_schedule` and `App::add_systems_to_schedule`
- [x] avoid adding the default system set at inappropriate times
- [x] remove any accidental cycles in the default plugins schedule
- [x] migrate benchmarks
- [x] expose explicit labels for the built-in command flush points
- [x] migrate engine code
- [x] remove all mentions of stages from the docs
- [x] verify docs for States
- [x] fix uses of exclusive systems that use .end / .at_start / .before_commands
- [x] migrate RenderStage and AssetStage
- [x] migrate examples
- [x] ensure that transform propagation is exported in a sufficiently public way (the systems are already pub)
- [x] ensure that on_enter schedules are run at least once before the main app
- [x] re-enable opt-in to execution order ambiguities
- [x] revert change to `update_bounds` to ensure it runs in `PostUpdate`
- [x] test all examples
  - [x] unbreak directional lights
  - [x] unbreak shadows (see 3d_scene, 3d_shape, lighting, transparaency_3d examples)
  - [x] game menu example shows loading screen and menu simultaneously
  - [x] display settings menu is a blank screen
  - [x] `without_winit` example panics
- [x] ensure all tests pass
  - [x] SubApp doc test fails
  - [x] runs_spawn_local tasks fails
  - [x] [Fix panic_when_hierachy_cycle test hanging](https://github.com/alice-i-cecile/bevy/pull/120)

## Points of Difficulty and Controversy

**Reviewers, please give feedback on these and look closely**

1.  Default sets, from the RFC, have been removed. These added a tremendous amount of implicit complexity and result in hard to debug scheduling errors. They're going to be tackled in the form of "base sets" by @cart in a followup.
2. The outer schedule controls which schedule is run when `App::update` is called.
3. I implemented `Label for `Box<dyn Label>` for our label types. This enables us to store schedule labels in concrete form, and then later run them. I ran into the same set of problems when working with one-shot systems. We've previously investigated this pattern in depth, and it does not appear to lead to extra indirection with nested boxes.
4. `SubApp::update` simply runs the default schedule once. This sucks, but this whole API is incomplete and this was the minimal changeset.
5. `time_system` and `tick_global_task_pools_on_main_thread` no longer use exclusive systems to attempt to force scheduling order
6. Implemetnation strategy for fixed timesteps
7. `AssetStage` was migrated to `AssetSet` without reintroducing command flush points. These did not appear to be used, and it's nice to remove these bottlenecks.
8. Migration of `bevy_render/lib.rs` and pipelined rendering. The logic here is unusually tricky, as we have complex scheduling requirements.

## Future Work (ideally before 0.10)

- Rename schedule_v3 module to schedule or scheduling
- Add a derive macro to states, and likely a `EnumIter` trait of some form
- Figure out what exactly to do with the "systems added should basically work by default" problem
- Improve ergonomics for working with fixed timesteps and states
- Polish FixedTime API to match Time
- Rebase and merge #7415
- Resolve all internal ambiguities (blocked on better tools, especially #7442)
- Add "base sets" to replace the removed default sets.
2023-02-06 02:04:50 +00:00
Alice Cecile
5d514fb24f Reduce internal system order ambiguities, and add an example explaining them (#7383)
# Objective

- Bevy should not have any "internal" execution order ambiguities. These clutter the output of user-facing error reporting, and can result in nasty, nondetermistic, very difficult to solve bugs.
- Verifying this currently involves repeated non-trivial manual work. 

## Solution

- [x] add an example to quickly check this
- ~~[ ] ensure that this example panics if there are any unresolved ambiguities~~
- ~~[ ] run the example in CI 😈~~

There's one tricky ambiguity left, between UI and animation. I don't have the tools to fix this without system set configuration, so the remaining work is going to be left to #7267 or another PR after that.

```
2023-01-27T18:38:42.989405Z  INFO bevy_ecs::schedule::ambiguity_detection: Execution order ambiguities detected, you might want to add an explicit dependency relation between some of these systems:
 * Parallel systems:
 -- "bevy_animation::animation_player" and "bevy_ui::flex::flex_node_system"
    conflicts: ["bevy_transform::components::transform::Transform"]
  ```

## Changelog

Resolved internal execution order ambiguities for:
1. Transform propagation (ignored, we need smarter filter checking).
2. Gamepad processing (fixed).
3. bevy_winit's window handling (fixed).
4. Cascaded shadow maps and perspectives (fixed).

Also fixed a desynchronized state bug that could occur when the `Window` component is removed and then added to the same entity in a single frame.
2023-01-31 01:47:00 +00:00
DevinLeamy
e94215c4c6 Gamepad events refactor (#6965)
# Objective 

- Remove redundant gamepad events
- Simplify consuming gamepad events.
- Refactor: Separate handling of gamepad events into multiple systems.

## Solution

- Removed `GamepadEventRaw`, and `GamepadEventType`.
- Added bespoke `GamepadConnectionEvent`, `GamepadAxisChangedEvent`, and `GamepadButtonChangedEvent`. 
- Refactored `gamepad_event_system`.
- Added `gamepad_button_event_system`, `gamepad_axis_event_system`, and `gamepad_connection_system`, which update the `Input` and `Axis` resources using their corresponding event type.

Gamepad events are now handled in their own systems and have their own types. 

This allows for querying for gamepad events without having to match on `GamepadEventType` and makes creating handlers for specific gamepad event types, like a `GamepadConnectionEvent` or `GamepadButtonChangedEvent` possible.

We remove `GamepadEventRaw` by filtering the gamepad events, using `GamepadSettings`, _at the source_, in `bevy_gilrs`. This way we can create `GamepadEvent`s directly and avoid creating `GamepadEventRaw` which do not pass the user defined filters. 

We expose ordered `GamepadEvent`s and we can respond to individual gamepad event types.

## Migration Guide

- Replace `GamepadEvent` and `GamepadEventRaw` types with their specific gamepad event type.
2023-01-09 19:24:52 +00:00
Alice Cecile
334e09892b Revert "Show prelude re-exports in docs (#6448)" (#6449)
This reverts commit 53d387f340.

# Objective

Reverts #6448. This didn't have the intended effect: we're now getting bevy::prelude shown in the docs again.

Co-authored-by: Alejandro Pascual <alejandro.pascual.pozo@gmail.com>
2022-11-02 20:40:45 +00:00
Alejandro Pascual
53d387f340 Show prelude re-exports in docs (#6448)
# Objective

- Right now re-exports are completely hidden in prelude docs.
- Fixes #6433

## Solution

- We could show the re-exports without inlining their documentation.
2022-11-02 19:35:06 +00:00
TehPers
2023ce63c7 Derive Reflect + FromReflect for input types (#6232)
# Objective

Adds support for reflecting many more of the input types. This allows those types to be used via scripting, `bevy-inspector-egui`, etc. These types are registered by the `InputPlugin` so that they're automatically available to anyone who wants to use them 

Closes #6223 

## Solution

Many types now have `#[derive(Reflect, FromReflect)]` added to them in `bevy_input`. Additionally, `#[reflect(traits...)]` has been added for applicable traits to the types.

This PR does not add reflection support for types which have private fields. Notably, `Touch` and `Touches` don't implement `Reflect`/`FromReflect`.

This adds the "glam" feature to the `bevy_reflect` dependency for package `bevy_input`. Since `bevy_input` transitively depends on `glam` already, all this brings in are the reflection `impl`s.

## Migration Guide

- `Input<T>` now implements `Reflect` via `#[reflect]` instead of `#[reflect_value]`. This means it now exposes its private fields via the `Reflect` trait rather than being treated as a value type. For code that relies on the `Input<T>` struct being treated as a value type by reflection, it is still possible to wrap the `Input<T>` type with a wrapper struct and apply `#[reflect_value]` to it.
  - As a reminder, private fields exposed via reflection are not subject to any stability guarantees.
---

## Changelog

Added
- Implemented `Reflect` + `FromReflect` for many input-related types. These types are automatically registered when adding the `InputPlugin`.
2022-10-26 19:52:20 +00:00
Carter Anderson
dc3f801239 Exclusive Systems Now Implement System. Flexible Exclusive System Params (#6083)
# Objective

The [Stageless RFC](https://github.com/bevyengine/rfcs/pull/45) involves allowing exclusive systems to be referenced and ordered relative to parallel systems. We've agreed that unifying systems under `System` is the right move.

This is an alternative to #4166 (see rationale in the comments I left there). Note that this builds on the learnings established there (and borrows some patterns).

## Solution

This unifies parallel and exclusive systems under the shared `System` trait, removing the old `ExclusiveSystem` trait / impls. This is accomplished by adding a new `ExclusiveFunctionSystem` impl similar to `FunctionSystem`. It is backed by `ExclusiveSystemParam`, which is similar to `SystemParam`. There is a new flattened out SystemContainer api (which cuts out a lot of trait and type complexity). 

This means you can remove all cases of `exclusive_system()`:

```rust
// before
commands.add_system(some_system.exclusive_system());
// after
commands.add_system(some_system);
```

I've also implemented `ExclusiveSystemParam` for `&mut QueryState` and `&mut SystemState`, which makes this possible in exclusive systems:

```rust
fn some_exclusive_system(
    world: &mut World,
    transforms: &mut QueryState<&Transform>,
    state: &mut SystemState<(Res<Time>, Query<&Player>)>,
) {
    for transform in transforms.iter(world) {
        println!("{transform:?}");
    }
    let (time, players) = state.get(world);
    for player in players.iter() {
        println!("{player:?}");
    }
}
```

Note that "exclusive function systems" assume `&mut World` is present (and the first param). I think this is a fair assumption, given that the presence of `&mut World` is what defines the need for an exclusive system.

I added some targeted SystemParam `static` constraints, which removed the need for this:
``` rust
fn some_exclusive_system(state: &mut SystemState<(Res<'static, Time>, Query<&'static Player>)>) {}
```

## Related

- #2923
- #3001
- #3946

## Changelog

- `ExclusiveSystem` trait (and implementations) has been removed in favor of sharing the `System` trait.
- `ExclusiveFunctionSystem` and `ExclusiveSystemParam` were added, enabling flexible exclusive function systems
- `&mut SystemState` and `&mut QueryState` now implement `ExclusiveSystemParam`
- Exclusive and parallel System configuration is now done via a unified `SystemDescriptor`, `IntoSystemDescriptor`, and `SystemContainer` api.

## Migration Guide

Calling `.exclusive_system()` is no longer required (or supported) for converting exclusive system functions to exclusive systems:

```rust
// Old (0.8)
app.add_system(some_exclusive_system.exclusive_system());
// New (0.9)
app.add_system(some_exclusive_system);
```

Converting "normal" parallel systems to exclusive systems is done by calling the exclusive ordering apis:

```rust
// Old (0.8)
app.add_system(some_system.exclusive_system().at_end());
// New (0.9)
app.add_system(some_system.at_end());
```

Query state in exclusive systems can now be cached via ExclusiveSystemParams, which should be preferred for clarity and performance reasons:
```rust
// Old (0.8)
fn some_system(world: &mut World) {
  let mut transforms = world.query::<&Transform>();
  for transform in transforms.iter(world) {
  }
}
// New (0.9)
fn some_system(world: &mut World, transforms: &mut QueryState<&Transform>) {
  for transform in transforms.iter(world) {
  }
}
```
2022-09-26 23:57:07 +00:00
Bleb1k
115211161b Added keyboard scan input event (#5495)
# Objective

- I wanted to have controls independent from keyboard layout and found that bevy doesn't have a proper implementation for that

## Solution

- I created a `ScanCode` enum with two hundreds scan codes and updated `keyboard_input_system` to include and update `ResMut<Input<ScanCode>>`
- closes both https://github.com/bevyengine/bevy/issues/2052 and https://github.com/bevyengine/bevy/issues/862

Co-authored-by: Bleb1k <91003089+Bleb1k@users.noreply.github.com>
2022-08-05 04:19:53 +00:00
Daniel McNab
b731ebad1b Allow closing windows at runtime (#3575)
# Objective

Fixes #3180, builds from https://github.com/bevyengine/bevy/pull/2898

## Solution

Support requesting a window to be closed and closing a window in `bevy_window`, and handle this in `bevy_winit`.

This is a stopgap until we move to windows as entites, which I'm sure I'll get around to eventually.

## Changelog

### Added

- `Window::close` to allow closing windows.
- `WindowClosed` to allow reacting to windows being closed.

### Changed

Replaced `bevy::system::exit_on_esc_system` with `bevy:🪟:close_on_esc`.

## Fixed

The app no longer exits when any window is closed. This difference is only observable when there are multiple windows. 

## Migration Guide

`bevy::input::system::exit_on_esc_system` has been removed. Use `bevy:🪟:close_on_esc` instead.
`CloseWindow` has been removed. Use `Window::close` instead.
The `Close` variant has been added to `WindowCommand`. Handle this by closing the relevant window.
2022-05-05 13:35:43 +00:00
KDecay
00c6acc0cc Rename ElementState to ButtonState (#4314)
# Objective

- Part of the splitting process of #3692.

## Solution

- Rename `ElementState` to `ButtonState`

## Reasons

- The old name was too generic.
- If something can be pressed it is automatically button-like (thanks to @alice-i-cecile for bringing it up in #3692).
- The reason it is called `ElementState` is because that's how `winit` calls it.
- It is used to define if a keyboard or mouse **button** is pressed or not.
- Discussion in #3692.

## Changelog

### Changed

- The `ElementState` type received a rename and is now called `ButtonState`.

## Migration Guide

- The `ElementState` type received a rename and is now called `ButtonState`. To migrate you just have to change every occurrence of `ElementState` to `ButtonState`.

Co-authored-by: KDecay <KDecayMusic@protonmail.com>
2022-04-24 22:57:02 +00:00
KDecay
c7c08f95cb Fix gamepad connection system ordering (#4313)
# Objective

- Part of the splitting process of #3692.

## Solution

- Change the `gamepad_connection_system` to run after the `InputSystem` label.

## Reasons

I changed the `gamepad_connection_system` to run after the `InputSystem` instead of in parallel, because this system checks the `GamepadEvent`s which get send inside of the `gamepad_event_system`. This means that the `gamepad_connection_system` could respond to the events one frame later, instead of instantly resulting in one frame lag.

Old possible case:
1. `gamepad_connection_system` (reacts to the `GamepadEvent`s too early)
2. `gamepad_event_system` (sends the `GamepadEvent`s)

New fixed ordering:
1. `gamepad_event_system` (sends the `GamepadEvent`s)
2. `gamepad_connection_system` (reacts to the `GamepadEvent`s)
2022-03-29 22:39:21 +00:00
Rostyslav Toch
01e2141ce3 Add Gamepads resource (#3257)
# Objective

Fixes #3245 

## Solution

- Move GamepadLobby to lib
- Add connection_system to InputPlugin
- Updated gamepad_input example


Co-authored-by: CrazyRoka <rokarostuk@gmail.com>
Co-authored-by: Carter Anderson <mcanders1@gmail.com>
2021-12-08 20:28:08 +00:00
François
b724a0f586 Down with the system! (#2496)
# Objective

- Remove all the `.system()` possible.
- Check for remaining missing cases.

## Solution

- Remove all `.system()`, fix compile errors
- 32 calls to `.system()` remains, mostly internals, the few others should be removed after #2446
2021-07-27 23:42:36 +00:00
bjorn3
6d6bc2a8b4 Merge AppBuilder into App (#2531)
This is extracted out of eb8f973646476b4a4926ba644a77e2b3a5772159 and includes some additional changes to remove all references to AppBuilder and fix examples that still used App::build() instead of App::new(). In addition I didn't extract the sub app feature as it isn't ready yet.

You can use `git diff --diff-filter=M eb8f973646476b4a4926ba644a77e2b3a5772159` to find all differences in this PR. The `--diff-filtered=M` filters all files added in the original commit but not in this commit away.

Co-Authored-By: Carter Anderson <mcanders1@gmail.com>
2021-07-27 20:21:06 +00:00
Lucas Rocha
b1ed28e17e Hide re-exported docs (#1985)
Solves #1957 

Co-authored-by: caelumLaron <caelum.laron@gmail.com>
2021-04-27 18:29:33 +00:00
Carter Anderson
be1c317d4e Resolve (most) internal system ambiguities (#1606)
* Adds labels and orderings to systems that need them (uses the new many-to-many labels for InputSystem)
* Removes the Event, PreEvent, Scene, and Ui stages in favor of First, PreUpdate, and PostUpdate (there is more collapsing potential, such as the Asset stages and _maybe_ removing First, but those have more nuance so they should be handled separately)
* Ambiguity detection now prints component conflicts
* Removed broken change filters from flex calculation (which implicitly relied on the z-update system always modifying translation.z). This will require more work to make it behave as expected so i just removed it (and it was already doing this work every frame).
2021-03-10 22:37:02 +00:00