
# Objective As discussed in #14275, Bevy is currently too prone to panic, and makes the easy / beginner-friendly way to do a large number of operations just to panic on failure. This is seriously frustrating in library code, but also slows down development, as many of the `Query::single` panics can actually safely be an early return (these panics are often due to a small ordering issue or a change in game state. More critically, in most "finished" products, panics are unacceptable: any unexpected failures should be handled elsewhere. That's where the new With the advent of good system error handling, we can now remove this. Note: I was instrumental in a) introducing this idea in the first place and b) pushing to make the panicking variant the default. The introduction of both `let else` statements in Rust and the fancy system error handling work in 0.16 have changed my mind on the right balance here. ## Solution 1. Make `Query::single` and `Query::single_mut` (and other random related methods) return a `Result`. 2. Handle all of Bevy's internal usage of these APIs. 3. Deprecate `Query::get_single` and friends, since we've moved their functionality to the nice names. 4. Add detailed advice on how to best handle these errors. Generally I like the diff here, although `get_single().unwrap()` in tests is a bit of a downgrade. ## Testing I've done a global search for `.single` to track down any missed deprecated usages. As to whether or not all the migrations were successful, that's what CI is for :) ## Future work ~~Rename `Query::get_single` and friends to `Query::single`!~~ ~~I've opted not to do this in this PR, and smear it across two releases in order to ease the migration. Successive deprecations are much easier to manage than the semantics and types shifting under your feet.~~ Cart has convinced me to change my mind on this; see https://github.com/bevyengine/bevy/pull/18082#discussion_r1974536085. ## Migration guide `Query::single`, `Query::single_mut` and their `QueryState` equivalents now return a `Result`. Generally, you'll want to: 1. Use Bevy 0.16's system error handling to return a `Result` using the `?` operator. 2. Use a `let else Ok(data)` block to early return if it's an expected failure. 3. Use `unwrap()` or `Ok` destructuring inside of tests. The old `Query::get_single` (etc) methods which did this have been deprecated.
203 lines
6.6 KiB
Rust
203 lines
6.6 KiB
Rust
//! A 3d Scene with a button and playing sound.
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use bevy::{
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color::palettes::basic::*,
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input::{gestures::RotationGesture, touch::TouchPhase},
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log::{Level, LogPlugin},
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prelude::*,
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window::{AppLifecycle, WindowMode},
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winit::WinitSettings,
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};
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// the `bevy_main` proc_macro generates the required boilerplate for iOS and Android
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#[bevy_main]
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fn main() {
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let mut app = App::new();
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app.add_plugins(
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DefaultPlugins
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.set(LogPlugin {
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// This will show some log events from Bevy to the native logger.
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level: Level::DEBUG,
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filter: "wgpu=error,bevy_render=info,bevy_ecs=trace".to_string(),
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..Default::default()
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})
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.set(WindowPlugin {
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primary_window: Some(Window {
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resizable: false,
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mode: WindowMode::BorderlessFullscreen(MonitorSelection::Primary),
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// on iOS, gestures must be enabled.
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// This doesn't work on Android
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recognize_rotation_gesture: true,
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// Only has an effect on iOS
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prefers_home_indicator_hidden: true,
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// Only has an effect on iOS
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prefers_status_bar_hidden: true,
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..default()
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}),
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..default()
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}),
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)
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// Make the winit loop wait more aggressively when no user input is received
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// This can help reduce cpu usage on mobile devices
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.insert_resource(WinitSettings::mobile())
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.add_systems(Startup, (setup_scene, setup_music))
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.add_systems(
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Update,
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(
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touch_camera,
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button_handler,
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// Only run the lifetime handler when an [`AudioSink`] component exists in the world.
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// This ensures we don't try to manage audio that hasn't been initialized yet.
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handle_lifetime.run_if(any_with_component::<AudioSink>),
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),
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)
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.run();
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}
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fn touch_camera(
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window: Query<&Window>,
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mut touches: EventReader<TouchInput>,
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mut camera_transform: Single<&mut Transform, With<Camera3d>>,
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mut last_position: Local<Option<Vec2>>,
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mut rotations: EventReader<RotationGesture>,
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) {
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let Ok(window) = window.single() else {
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return;
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};
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for touch in touches.read() {
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if touch.phase == TouchPhase::Started {
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*last_position = None;
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}
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if let Some(last_position) = *last_position {
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**camera_transform = Transform::from_xyz(
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camera_transform.translation.x
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+ (touch.position.x - last_position.x) / window.width() * 5.0,
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camera_transform.translation.y,
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camera_transform.translation.z
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+ (touch.position.y - last_position.y) / window.height() * 5.0,
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)
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.looking_at(Vec3::ZERO, Vec3::Y);
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}
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*last_position = Some(touch.position);
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}
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// Rotation gestures only work on iOS
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for rotation in rotations.read() {
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let forward = camera_transform.forward();
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camera_transform.rotate_axis(forward, rotation.0 / 10.0);
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}
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}
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/// set up a simple 3D scene
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fn setup_scene(
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mut commands: Commands,
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mut meshes: ResMut<Assets<Mesh>>,
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mut materials: ResMut<Assets<StandardMaterial>>,
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) {
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// plane
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commands.spawn((
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Mesh3d(meshes.add(Plane3d::default().mesh().size(5.0, 5.0))),
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MeshMaterial3d(materials.add(Color::srgb(0.1, 0.2, 0.1))),
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));
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// cube
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commands.spawn((
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Mesh3d(meshes.add(Cuboid::default())),
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MeshMaterial3d(materials.add(Color::srgb(0.5, 0.4, 0.3))),
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Transform::from_xyz(0.0, 0.5, 0.0),
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));
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// sphere
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commands.spawn((
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Mesh3d(meshes.add(Sphere::new(0.5).mesh().ico(4).unwrap())),
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MeshMaterial3d(materials.add(Color::srgb(0.1, 0.4, 0.8))),
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Transform::from_xyz(1.5, 1.5, 1.5),
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));
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// light
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commands.spawn((
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PointLight {
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intensity: 1_000_000.0,
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// Shadows makes some Android devices segfault, this is under investigation
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// https://github.com/bevyengine/bevy/issues/8214
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#[cfg(not(target_os = "android"))]
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shadows_enabled: true,
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..default()
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},
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Transform::from_xyz(4.0, 8.0, 4.0),
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));
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// camera
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commands.spawn((
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Camera3d::default(),
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Transform::from_xyz(-2.0, 2.5, 5.0).looking_at(Vec3::ZERO, Vec3::Y),
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// MSAA makes some Android devices panic, this is under investigation
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// https://github.com/bevyengine/bevy/issues/8229
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#[cfg(target_os = "android")]
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Msaa::Off,
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));
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// Test ui
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commands
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.spawn((
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Button,
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Node {
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justify_content: JustifyContent::Center,
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align_items: AlignItems::Center,
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position_type: PositionType::Absolute,
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left: Val::Px(50.0),
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right: Val::Px(50.0),
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bottom: Val::Px(50.0),
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..default()
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},
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))
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.with_child((
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Text::new("Test Button"),
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TextFont {
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font_size: 30.0,
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..default()
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},
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TextColor::BLACK,
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TextLayout::new_with_justify(JustifyText::Center),
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));
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}
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fn button_handler(
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mut interaction_query: Query<
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(&Interaction, &mut BackgroundColor),
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(Changed<Interaction>, With<Button>),
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>,
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) {
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for (interaction, mut color) in &mut interaction_query {
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match *interaction {
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Interaction::Pressed => {
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*color = BLUE.into();
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}
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Interaction::Hovered => {
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*color = GRAY.into();
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}
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Interaction::None => {
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*color = WHITE.into();
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}
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}
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}
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}
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fn setup_music(asset_server: Res<AssetServer>, mut commands: Commands) {
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commands.spawn((
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AudioPlayer::new(asset_server.load("sounds/Windless Slopes.ogg")),
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PlaybackSettings::LOOP,
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));
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}
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// Pause audio when app goes into background and resume when it returns.
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// This is handled by the OS on iOS, but not on Android.
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fn handle_lifetime(
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mut lifecycle_events: EventReader<AppLifecycle>,
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music_controller: Single<&AudioSink>,
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) {
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for event in lifecycle_events.read() {
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match event {
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AppLifecycle::Idle | AppLifecycle::WillSuspend | AppLifecycle::WillResume => {}
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AppLifecycle::Suspended => music_controller.pause(),
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AppLifecycle::Running => music_controller.play(),
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}
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}
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}
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