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Bevy 0.9 #308

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bayou-brogrammer opened this issue Oct 14, 2022 · 5 comments
Open
4 tasks

Bevy 0.9 #308

bayou-brogrammer opened this issue Oct 14, 2022 · 5 comments

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@bayou-brogrammer
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bayou-brogrammer commented Oct 14, 2022

Creating this issue to track some things that will need to be propagated once bevy 0.9 drops.

  • Manually deriving Resource for all resource types [Merged by Bors] - Make Resource trait opt-in, requiring #[derive(Resource)] V2 bevyengine/bevy#5577
  • Handle have an id property. Bracket-Bevy is using the Mesh handle for its rendering. id is now around a getter method. handle.id => handle.id()
  • Stageless is a huge overhaul within bevy. Its been MONTHs in the works and is a major refactor to the ECS code and code utilizing bevy-ecs. I believe the RFC stages removing stages, so as we get closer to the final merge in bevy, we will have a better understanding if stages need to be handled within bracket-bevy as well (currently you use them for your systems)
  • Unicode support?
@thebracket
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thebracket commented Oct 14, 2022 via email

@bayou-brogrammer
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Most definitelty! I believe the derive macro is there to make sure people don't insert a non-resource into the world

@bayou-brogrammer
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Bevy is currently missing support for Unicode, which exist in bracket-terminal. I started to do some porting for unicode, but im stuck on how to integrate it into the builder. I think it would be beneficial to set the mode from the builder.

Also, if we support unicode, wouldn't that support cp437 by default since unicode is a super-set of cp437?

https://github.com/lecoqjacob/bracket-lib/tree/unicode-support

@IAmSegfault
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IAmSegfault commented Jun 2, 2023

I am working on an initial port of bracket-bevy to Bevy version 0.10.1. For switching to stageless it was mostly simple and I got it done in a few hours. I added a few Sets with their own Schedules to replace the old schedule stages. I just need to figure out why tile backgrounds are only drawing as black before submitting a pull request.

The only two other issues are that Unicode still needs to get implemented somehow and that the code I wrote for update_mouse_position will need to be tested thoroughly because while I was developing it I ran into some kind of race condition where the window's width and height were 0, but not every time. I think I fixed this after some more testing however because I was originally setting the variable wnd to Default to initialize it, but changed this to an Option of type &Window.

@IAmSegfault
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Ok, so the issue with the background was on my end with my tileset not being transparent. However it looks like what I did to update_mouse_position didn't fix the issue with the Scaler's width and height randomly being set to 0. The issue starts inside of update_mouse_position when it calls set_mouse_pixel_position. What functions are responsible for updating the Scaler?

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