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Bevy 0.13 #236

Merged
merged 13 commits into from
Feb 19, 2024
Merged

Bevy 0.13 #236

merged 13 commits into from
Feb 19, 2024

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eerii
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@eerii eerii commented Dec 21, 2023

Draft

Update to stay in sync with bevy main branch. Some changes are:

  • Input has been renamed to ButtonInput
  • create_bind_group_layout now takes two parameters instead of a struct
  • World queries are revamped and now split into QueryData and QueryFilter
  • Image now has a new RenderAssetPersistencePolicy field
  • EguiSettings::scale_factor changed type from f64 to f32 to match bevy's window_size

This pr is updated and tested until bevyengine/bevy@ebf81c6 (2024/02/14)

bevy-inspector-egui fork: https://github.com/eerii/bevy-inspector-egui

Relevant prs

src/egui_node.rs Outdated Show resolved Hide resolved
src/egui_node.rs Outdated Show resolved Hide resolved
@Shute052
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Shute052 commented Feb 3, 2024

The changes of the upstream PR (Bevy #10644) breaks the compilation of render_systems::setup_new_windows_render_system() on the latest version of bevy after the merge.

@Shute052
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Shute052 commented Feb 3, 2024

The changes of the upstream PR (Bevy #10644) breaks the compilation of render_systems::setup_new_windows_render_system() on the latest version of bevy after the merge.

/// Sets up the pipeline for newly created windows.
pub fn setup_new_windows_render_system(
    windows: Extract<Query<Entity, Added<Window>>>,
    mut render_graph: ResMut<RenderGraph>,
) {
    #[derive(Debug, Hash, PartialEq, Eq, Clone, RenderLabel)]
    struct EguiPass(String);

    for window in windows.iter() {
        let egui_pass = EguiPass(format!("egui-{}-{}", window.index(), window.generation()));

        let new_node = EguiNode::new(window);

        render_graph.add_node(egui_pass.clone(), new_node);

        render_graph.add_node_edge(bevy::render::graph::CameraDriverLabel, egui_pass);
    }
}

This works and successfully passed all of four tests in bevy_egui, which have limited coverage. I'm not entirely certain that all behaviors are error-free.

Update:

    #[derive(Debug, Hash, PartialEq, Eq, Clone, RenderLabel)]
    struct EguiPass(u32, u32);
    let egui_pass = EguiPass(window.index(), window.generation());

@DasLixou
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DasLixou commented Feb 3, 2024

The changes of the upstream PR (Bevy #10644) breaks the compilation of render_systems::setup_new_windows_render_system() on the latest version of bevy after the merge.

/// Sets up the pipeline for newly created windows.
pub fn setup_new_windows_render_system(
    windows: Extract<Query<Entity, Added<Window>>>,
    mut render_graph: ResMut<RenderGraph>,
) {
    #[derive(Debug, Hash, PartialEq, Eq, Clone, RenderLabel)]
    struct EguiPass(String);

    for window in windows.iter() {
        let egui_pass = EguiPass(format!("egui-{}-{}", window.index(), window.generation()));

        let new_node = EguiNode::new(window);

        render_graph.add_node(egui_pass.clone(), new_node);

        render_graph.add_node_edge(bevy::render::graph::CameraDriverLabel, egui_pass);
    }
}

This works and successfully passed all of four tests in bevy_egui, which have limited coverage. I'm not entirely certain that all behaviors are error-free.

I think it would be faster to make the label directly use index and generation, which would remove num to str conversion

@Vrixyz
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Vrixyz commented Feb 3, 2024

updated to bevy main if that's useful: https://github.com/eerii/bevy_egui/pull/2

src/systems.rs Outdated
@@ -63,7 +63,7 @@ pub struct TouchId(pub Option<u64>);
pub struct InputResources<'w, 's> {
#[cfg(all(feature = "manage_clipboard", not(target_os = "android")))]
pub egui_clipboard: Res<'w, crate::EguiClipboard>,
pub keyboard_input: Res<'w, Input<KeyCode>>,
pub keyboard_input: Res<'w, ButtonInput<KeyCode>>,
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We'll want to read the event KeyboardInput, as KeyCode in bevy is no longer layout dependant.

Maybe it could be done in a followup issue?

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@Vrixyz do we want these inputs to be layout dependent? We are reading them only to check key modifiers (such as shift/ctrl/etc).

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Modifiers aren't exempt from keyboard layout, prominently many layouts have AltGraph instead of AltRight. Less industry-standard but still out there Neo replaces capslock and the key right of left shift (that US layouts don't have) with modifiers.

It may not have a huge practical impact and people with those kinds of layout are already accustomed to additional pain (compared to say plain dvorak) but consistently using logical mappings sounds like a good idea.

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@eerii you might be interested in parts of that diff: Vrixyz@86650bb ; I think that's not the whole diff needed to use logical key everywhere, but it was enough to get me unlock on my particular issue.

I look forward to finally consolidate bevy_egui to non-qwerty layouts :D

(Just when I ordered a qwerty keyboard 🥲)

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@eerii eerii Feb 14, 2024

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I updated the branch to match main and to track the latest bevy main, and added your diff. It seems to work and while I'm not sure where else to look to migrate logical input it seems an improvement! Thanks ^^
Edit: Not sure how to change the keycode into a keyboardinto yet, I will look into it

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It's a bit of a shame that Bevy 0.13 doesn't have ButtonInput<Key> for logical keys

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I've just re-implemented the modifiers logic with logical key codes, I'll keep this for review till the evening and then merge it. I also hope to tackle the other input-related issues shortly after and then release a new version.

@Plonq Plonq mentioned this pull request Feb 17, 2024
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This was referenced Feb 18, 2024
@sclausen sclausen mentioned this pull request Feb 18, 2024
examples/render_to_image_widget.rs Outdated Show resolved Hide resolved
examples/render_to_image_widget.rs Outdated Show resolved Hide resolved
examples/side_panel.rs Outdated Show resolved Hide resolved
examples/side_panel.rs Outdated Show resolved Hide resolved
mvlabat and others added 2 commits February 19, 2024 18:40
Co-authored-by: Félix Lescaudey de Maneville <felix.maneville@gmail.com>
@mvlabat mvlabat marked this pull request as ready for review February 19, 2024 18:29
@mvlabat mvlabat merged commit eb3959f into mvlabat:main Feb 19, 2024
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@mvlabat
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mvlabat commented Feb 19, 2024

Thank you @eerii and everyone else involved! ❤️

ManevilleF added a commit to ManevilleF/hexx that referenced this pull request Feb 21, 2024
ManevilleF added a commit to ManevilleF/bevy_silk that referenced this pull request Feb 22, 2024
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7 participants