A fork of bevy to implement some features for forestia
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Zachary Harrold aadd3a3ec2
Create bevy_platform::cfg for viral feature management (#18822)
# Objective

- Acts on certain elements of #18799
- Closes #1615
- New baseline for #18170

## Solution

- Created a new `cfg` module in `bevy_platform` which contains two
macros to aid in working with features like `web`, `std`, and `alloc`.
- `switch` is a stable implementation of
[`cfg_match`](https://doc.rust-lang.org/std/macro.cfg_match.html), which
itself is a `core` alternative to [`cfg_if`](https://docs.rs/cfg-if).
- `define_alias` is a `build.rs`-free alternative to
[`cfg_aliases`](https://docs.rs/cfg_aliases) with the ability to share
feature information between crates.
- Switched to these macros within `bevy_platform` to demonstrate usage. 

## Testing

- CI

---

## Showcase

Consider the typical `std` feature as an example of a "virality". With
just `bevy_platform`, `bevy_utils`, and `bevy_ecs`, we have 3 crates in
a chain where activating `std` in any of them should really activate it
everywhere. The status-quo for this is for each crate to define its own
`std` feature, and ensure it includes the `std` feature of every
dependency in that feature. For crates which don't even interact with
`std` directly, this can be quite cumbersome. Especially considering
that Bevy has a fundamental crate, `bevy_platform`, which is a
dependency for effectively every crate.

Instead, we can use `define_alias` to create a macro which will
conditionally compile code if and only if the specified configuration
condition is met _in the defining crate_.

```rust
// In `bevy_platform`

define_alias! {
    #[cfg(feature = "std")] => {
        /// Indicates the `std` crate is available and can be used.
        std
    }
    #[cfg(all(target_arch = "wasm32", feature = "web"))] => {
        /// Indicates that this target has access to browser APIs.
        web
    }
}
```

The above `web` and `std` macros will either no-op the provided code if
the conditions are not met, or pass it unmodified if it is met. Since it
is evaluated in the context of the defining crate, `bevy_platform/std`
can be used to conditionally compile code in `bevy_utils` and `bevy_ecs`
_without_ those crates including their own `std` features.

```rust
// In `bevy_utils`
use bevy_platform::cfg;

// If `bevy_platform` has `std`, then we can too!
cfg::std! {
    extern crate std;
}
```

To aid in more complex configurations, `switch` is provided to provide a
`cfg_if` alternative that is compatible with `define_alias`:

```rust
use bevy_platform::cfg;

cfg::switch! {
    #[cfg(feature = "foo")] => { /* use the foo API */ }
    cfg::web => { /* use browser API */ }
    cfg::std => { /* use std */ }
    _ => { /* use a fallback implementation */ }
}
```

This paradigm would allow Bevy's sub-crates to avoid re-exporting viral
features, and also enable functionality in response to availability in
their dependencies, rather than from explicit features (bottom-up
instead of top-down). I imagine that a "full rollout" of this paradigm
would remove most viral features from Bevy's crates, leaving only
`bevy_platform`, `bevy_internal`, and `bevy` (since `bevy`/`_internal`
are explicitly re-exports of all of Bevy's crates).

This bottom-up approach may be useful in other areas of Bevy's features
too. For example, `bevy_core_pipeline/tonemapping_luts` requires:
- bevy_render/ktx2
- bevy_image/ktx2
- bevy_image/zstd

If `define_alias` was used in `bevy_image`, `bevy_render` would not need
to re-export the `ktx2` feature, and `bevy_core_pipeline` could directly
probe `bevy_image` for the status of `ktx2` and `zstd` features to
determine if it should compile the `tonemapping_luts` functionality,
rather than having an explicitly feature. Of course, an explicit feature
is still important for _features_, so this may not be the best example,
but it highlights that with this paradigm crates can reactively provide
functionality, rather than needing to proactively declare feature
combinations up-front and hope the user enables them.

---------

Co-authored-by: BD103 <59022059+BD103@users.noreply.github.com>
2025-05-06 00:52:15 +00:00
.cargo Fix typos in config_fast_builds.toml (#16025) 2024-10-20 16:50:40 +00:00
.github The toml workflow job will now install taplo-cli using cargo-binstall (#18773) 2025-05-06 00:26:10 +00:00
assets Fix game_of_life shader relying on Naga bug (#18951) 2025-04-26 21:38:08 +00:00
benches deprecate SimpleExecutor (#18753) 2025-05-06 00:21:57 +00:00
crates Create bevy_platform::cfg for viral feature management (#18822) 2025-05-06 00:52:15 +00:00
docs Revert "Allow partial support for bevy_log in no_std (#18782)" (#18816) 2025-04-14 21:15:01 +00:00
docs-rs Relationship(…Target) html trait tag (#18140) 2025-03-04 08:05:16 +00:00
docs-template Fix Formatting of Optimisation Table (#18375) 2025-03-18 00:01:45 +00:00
errors Upgrade to Rust Edition 2024 (#17967) 2025-02-24 03:54:47 +00:00
examples Rename StateScoped to DespawnOnExitState and add DespawnOnEnterState (#18818) 2025-05-06 00:37:04 +00:00
release-content Rename StateScoped to DespawnOnExitState and add DespawnOnEnterState (#18818) 2025-05-06 00:37:04 +00:00
src Add no_std support to bevy (#17955) 2025-03-07 03:39:46 +00:00
tests Rename bevy_platform_support to bevy_platform (#18813) 2025-04-11 23:13:28 +00:00
tests-integration/simple-ecs-test Internalize BevyManifest logic. Switch to RwLock (#18263) 2025-03-12 00:46:01 +00:00
tools Fix compilation of compile_fail_utils when not using rustup (#18394) 2025-03-30 02:33:03 +00:00
.gitattributes Enforce linux-style line endings for .rs and .toml (#3197) 2021-11-26 21:05:35 +00:00
.gitignore Harden proc macro path resolution and add integration tests. (#17330) 2025-02-09 19:45:45 +00:00
Cargo.toml Rename StateScoped to DespawnOnExitState and add DespawnOnEnterState (#18818) 2025-05-06 00:37:04 +00:00
clippy.toml Enable nonstandard_macro_braces and enforce [] for children! (#17974) 2025-02-22 01:54:49 +00:00
CODE_OF_CONDUCT.md Update CODE_OF_CONDUCT.md 2020-08-19 20:25:58 +01:00
CONTRIBUTING.md Reworded the CONTRIBUTING.md doc (#16849) 2024-12-17 19:18:34 +00:00
CREDITS.md Fix typos CREDITS.md (#17899) 2025-02-17 09:30:04 +00:00
deny.toml Ignore RUSTSEC-2023-0089 until postcard is updated (#19038) 2025-05-05 05:50:03 +00:00
LICENSE-APACHE Let the project page support GitHub's new ability to display open source licenses (#4966) 2022-06-08 17:55:57 +00:00
LICENSE-MIT Let the project page support GitHub's new ability to display open source licenses (#4966) 2022-06-08 17:55:57 +00:00
README.md Update Contributor's Guide link in README.md (#16592) 2024-12-02 15:18:19 +00:00
rustfmt.toml Upgrade to Rust Edition 2024 (#17967) 2025-02-24 03:54:47 +00:00
typos.toml Bump typos to 1.29.7 (#17902) 2025-02-17 20:41:25 +00:00

Bevy

License Crates.io Downloads Docs CI Discord

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

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:

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.