![]() # Objective As work on the editor starts to ramp up, it might be nice to start allowing types to specify custom attributes. These can be used to provide certain functionality to fields, such as ranges or controlling how data is displayed. A good example of this can be seen in [`bevy-inspector-egui`](https://github.com/jakobhellermann/bevy-inspector-egui) with its [`InspectorOptions`](https://docs.rs/bevy-inspector-egui/0.22.1/bevy_inspector_egui/struct.InspectorOptions.html): ```rust #[derive(Reflect, Default, InspectorOptions)] #[reflect(InspectorOptions)] struct Slider { #[inspector(min = 0.0, max = 1.0)] value: f32, } ``` Normally, as demonstrated in the example above, these attributes are handled by a derive macro and stored in a corresponding `TypeData` struct (i.e. `ReflectInspectorOptions`). Ideally, we would have a good way of defining this directly via reflection so that users don't need to create and manage a whole proc macro just to allow these sorts of attributes. And note that this doesn't have to just be for inspectors and editors. It can be used for things done purely on the code side of things. ## Solution Create a new method for storing attributes on fields via the `Reflect` derive. These custom attributes are stored in type info (e.g. `NamedField`, `StructInfo`, etc.). ```rust #[derive(Reflect)] struct Slider { #[reflect(@0.0..=1.0)] value: f64, } let TypeInfo::Struct(info) = Slider::type_info() else { panic!("expected struct info"); }; let field = info.field("value").unwrap(); let range = field.get_attribute::<RangeInclusive<f64>>().unwrap(); assert_eq!(*range, 0.0..=1.0); ``` ## TODO - [x] ~~Bikeshed syntax~~ Went with a type-based approach, prefixed by `@` for ease of parsing and flexibility - [x] Add support for custom struct/tuple struct field attributes - [x] Add support for custom enum variant field attributes - [x] ~~Add support for custom enum variant attributes (maybe?)~~ ~~Will require a larger refactor. Can be saved for a future PR if we really want it.~~ Actually, we apparently still have support for variant attributes despite not using them, so it was pretty easy to add lol. - [x] Add support for custom container attributes - [x] Allow custom attributes to store any reflectable value (not just `Lit`) - [x] ~~Store attributes in registry~~ This PR used to store these in attributes in the registry, however, it has since switched over to storing them in type info - [x] Add example ## Bikeshedding > [!note] > This section was made for the old method of handling custom attributes, which stored them by name (i.e. `some_attribute = 123`). The PR has shifted away from that, to a more type-safe approach. > > This section has been left for reference. There are a number of ways we can syntactically handle custom attributes. Feel free to leave a comment on your preferred one! Ideally we want one that is clear, readable, and concise since these will potentially see _a lot_ of use. Below is a small, non-exhaustive list of them. Note that the `skip_serializing` reflection attribute is added to demonstrate how each case plays with existing reflection attributes. <details> <summary>List</summary> ##### 1. `@(name = value)` > The `@` was chosen to make them stand out from other attributes and because the "at" symbol is a subtle pneumonic for "attribute". Of course, other symbols could be used (e.g. `$`, `#`, etc.). ```rust #[derive(Reflect)] struct Slider { #[reflect(@(min = 0.0, max = 1.0), skip_serializing)] #[[reflect(@(bevy_editor::hint = "Range: 0.0 to 1.0"))] value: f32, } ``` ##### 2. `@name = value` > This is my personal favorite. ```rust #[derive(Reflect)] struct Slider { #[reflect(@min = 0.0, @max = 1.0, skip_serializing)] #[[reflect(@bevy_editor::hint = "Range: 0.0 to 1.0")] value: f32, } ``` ##### 3. `custom_attr(name = value)` > `custom_attr` can be anything. Other possibilities include `with` or `tag`. ```rust #[derive(Reflect)] struct Slider { #[reflect(custom_attr(min = 0.0, max = 1.0), skip_serializing)] #[[reflect(custom_attr(bevy_editor::hint = "Range: 0.0 to 1.0"))] value: f32, } ``` ##### 4. `reflect_attr(name = value)` ```rust #[derive(Reflect)] struct Slider { #[reflect(skip_serializing)] #[reflect_attr(min = 0.0, max = 1.0)] #[[reflect_attr(bevy_editor::hint = "Range: 0.0 to 1.0")] value: f32, } ``` </details> --- ## Changelog - Added support for custom attributes on reflected types (i.e. `#[reflect(@Foo::new("bar")]`) |
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What is Bevy?
Bevy is a refreshingly simple data-driven game engine built in Rust. It is free and open-source forever!
WARNING
Bevy is still in the early stages of development. Important features are missing. Documentation is sparse. A new version of Bevy containing breaking changes to the API is released approximately once every 3 months. We provide migration guides, but we can't guarantee migrations will always be easy. Use only if you are willing to work in this environment.
MSRV: Bevy relies heavily on improvements in the Rust language and compiler. As a result, the Minimum Supported Rust Version (MSRV) is generally close to "the latest stable release" of Rust.
Design Goals
- Capable: Offer a complete 2D and 3D feature set
- Simple: Easy for newbies to pick up, but infinitely flexible for power users
- Data Focused: Data-oriented architecture using the Entity Component System paradigm
- Modular: Use only what you need. Replace what you don't like
- Fast: App logic should run quickly, and when possible, in parallel
- Productive: Changes should compile quickly ... waiting isn't fun
About
- Features: A quick overview of Bevy's features.
- News: A development blog that covers our progress, plans and shiny new features.
Docs
- Quick Start Guide: Bevy's official Quick Start Guide. The best place to start learning Bevy.
- Bevy Rust API Docs: Bevy's Rust API docs, which are automatically generated from the doc comments in this repo.
- Official Examples: Bevy's dedicated, runnable examples, which are great for digging into specific concepts.
- Community-Made Learning Resources: More tutorials, documentation, and examples made by the Bevy community.
Community
Before contributing or participating in discussions with the community, you should familiarize yourself with our Code of Conduct.
- Discord: Bevy's official discord server.
- Reddit: Bevy's official subreddit.
- GitHub Discussions: The best place for questions about Bevy, answered right here!
- Bevy Assets: A collection of awesome Bevy projects, tools, plugins and learning materials.
Contributing
If you'd like to help build Bevy, check out the Contributor's Guide. For simple problems, feel free to open an issue or PR and tackle it yourself!
For more complex architecture decisions and experimental mad science, please open an RFC (Request For Comments) so we can brainstorm together effectively!
Getting Started
We recommend checking out the Quick Start Guide for a brief introduction.
Follow the Setup guide to ensure your development environment is set up correctly. Once set up, you can quickly try out the examples by cloning this repo and running the following commands:
# Switch to the correct version (latest release, default is main development branch)
git checkout latest
# Runs the "breakout" example
cargo run --example breakout
To draw a window with standard functionality enabled, use:
use bevy::prelude::*;
fn main(){
App::new()
.add_plugins(DefaultPlugins)
.run();
}
Fast Compiles
Bevy can be built just fine using default configuration on stable Rust. However for really fast iterative compiles, you should enable the "fast compiles" setup by following the instructions here.
Bevy Cargo Features
This list outlines the different cargo features supported by Bevy. These allow you to customize the Bevy feature set for your use-case.
Thanks
Bevy is the result of the hard work of many people. A huge thanks to all Bevy contributors, the many open source projects that have come before us, the Rust gamedev ecosystem, and the many libraries we build on.
A huge thanks to Bevy's generous sponsors. Bevy will always be free and open source, but it isn't free to make. Please consider sponsoring our work if you like what we're building.
This project is tested with BrowserStack.
License
Bevy is free, open source and permissively licensed! Except where noted (below and/or in individual files), all code in this repository is dual-licensed under either:
- MIT License (LICENSE-MIT or http://opensource.org/licenses/MIT)
- Apache License, Version 2.0 (LICENSE-APACHE or http://www.apache.org/licenses/LICENSE-2.0)
at your option. This means you can select the license you prefer! This dual-licensing approach is the de-facto standard in the Rust ecosystem and there are very good reasons to include both.
Some of the engine's code carries additional copyright notices and license terms due to their external origins.
These are generally BSD-like, but exact details vary by crate:
If the README of a crate contains a 'License' header (or similar), the additional copyright notices and license terms applicable to that crate will be listed.
The above licensing requirement still applies to contributions to those crates, and sections of those crates will carry those license terms.
The license field of each crate will also reflect this.
For example, bevy_mikktspace
has code under the Zlib license (as well as a copyright notice when choosing the MIT license).
The assets included in this repository (for our examples) typically fall under different open licenses. These will not be included in your game (unless copied in by you), and they are not distributed in the published bevy crates. See CREDITS.md for the details of the licenses of those files.
Your contributions
Unless you explicitly state otherwise, any contribution intentionally submitted for inclusion in the work by you, as defined in the Apache-2.0 license, shall be dual licensed as above, without any additional terms or conditions.