Rename add_resource to insert_resource (#1356)

* Renamed add_resource to insert_resource

* Changed usage of add_resource to insert_resource

* Renamed add_thread_local_resource
This commit is contained in:
Alice Cecile 2021-01-30 15:55:13 -05:00 committed by GitHub
parent b922a3ec60
commit 6f5a4d9deb
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GPG Key ID: 4AEE18F83AFDEB23
39 changed files with 53 additions and 53 deletions

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@ -210,12 +210,12 @@ impl AppBuilder {
where
T: Send + Sync + 'static,
{
self.add_resource(Events::<T>::default())
self.insert_resource(Events::<T>::default())
.add_system_to_stage(stage::EVENT, Events::<T>::update_system.system())
}
/// Adds a resource to the current [App] and overwrites any resource previously added of the same type.
pub fn add_resource<T>(&mut self, resource: T) -> &mut Self
/// Inserts a resource to the current [App] and overwrites any resource previously added of the same type.
pub fn insert_resource<T>(&mut self, resource: T) -> &mut Self
where
T: Send + Sync + 'static,
{
@ -223,7 +223,7 @@ impl AppBuilder {
self
}
pub fn add_thread_local_resource<T>(&mut self, resource: T) -> &mut Self
pub fn insert_thread_local_resource<T>(&mut self, resource: T) -> &mut Self
where
T: 'static,
{

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@ -217,7 +217,7 @@ impl AddAsset for AppBuilder {
asset_server.register_asset_type::<T>()
};
self.add_resource(assets)
self.insert_resource(assets)
.add_system_to_stage(
super::stage::ASSET_EVENTS,
Assets::<T>::asset_event_system.system(),

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@ -85,7 +85,7 @@ impl Plugin for AssetPlugin {
let asset_server = AssetServer::with_boxed_io(source, task_pool);
app.add_resource(asset_server);
app.insert_resource(asset_server);
}
app.add_stage_before(

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@ -14,7 +14,7 @@ pub struct FrameTimeDiagnosticsState {
impl Plugin for FrameTimeDiagnosticsPlugin {
fn build(&self, app: &mut bevy_app::AppBuilder) {
app.add_startup_system(Self::setup_system.system())
.add_resource(FrameTimeDiagnosticsState { frame_count: 0.0 })
.insert_resource(FrameTimeDiagnosticsState { frame_count: 0.0 })
.add_system(Self::diagnostic_system.system());
}
}

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@ -30,7 +30,7 @@ impl Default for LogDiagnosticsPlugin {
impl Plugin for LogDiagnosticsPlugin {
fn build(&self, app: &mut bevy_app::AppBuilder) {
app.add_resource(LogDiagnosticsState {
app.insert_resource(LogDiagnosticsState {
timer: Timer::new(self.wait_duration, true),
filter: self.filter.clone(),
});

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@ -18,7 +18,7 @@ impl Plugin for GilrsPlugin {
.build()
{
Ok(gilrs) => {
app.add_thread_local_resource(gilrs)
app.insert_thread_local_resource(gilrs)
.add_startup_system_to_stage(PRE_STARTUP, gilrs_event_startup_system.system())
.add_system_to_stage(stage::PRE_EVENT, gilrs_event_system.system());
}

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@ -39,7 +39,7 @@ impl Plugin for TextPlugin {
app.add_asset::<Font>()
.add_asset::<FontAtlasSet>()
.init_asset_loader::<FontLoader>()
.add_resource(DefaultTextPipeline::default())
.insert_resource(DefaultTextPipeline::default())
.add_system_to_stage(bevy_app::stage::POST_UPDATE, text2d_system.system())
.add_system_to_stage(
bevy_render::stage::DRAW,

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@ -5,7 +5,7 @@ fn main() {
App::build()
.init_resource::<RpgSpriteHandles>()
.add_plugins(DefaultPlugins)
.add_resource(State::new(AppState::Setup))
.insert_resource(State::new(AppState::Setup))
.add_stage_after(stage::UPDATE, STAGE, StateStage::<AppState>::default())
.on_state_enter(STAGE, AppState::Setup, load_textures.system())
.on_state_update(STAGE, AppState::Setup, check_textures.system())

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@ -2,7 +2,7 @@ use bevy::prelude::*;
fn main() {
App::build()
.add_resource(Msaa { samples: 4 })
.insert_resource(Msaa { samples: 4 })
.add_plugins(DefaultPlugins)
.add_startup_system(setup.system())
.run();

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@ -2,7 +2,7 @@ use bevy::prelude::*;
fn main() {
App::build()
.add_resource(Msaa { samples: 4 })
.insert_resource(Msaa { samples: 4 })
.add_plugins(DefaultPlugins)
.add_startup_system(setup.system())
.run();

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@ -5,7 +5,7 @@ use bevy::prelude::*;
/// but cheap) to 8 (crisp but expensive)
fn main() {
App::build()
.add_resource(Msaa { samples: 4 })
.insert_resource(Msaa { samples: 4 })
.add_plugins(DefaultPlugins)
.add_startup_system(setup.system())
.run();

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@ -4,7 +4,7 @@ use bevy::prelude::*;
/// are propagated to their descendants
fn main() {
App::build()
.add_resource(Msaa { samples: 4 })
.insert_resource(Msaa { samples: 4 })
.add_plugins(DefaultPlugins)
.add_startup_system(setup.system())
.add_system(rotator_system.system())

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@ -2,9 +2,9 @@ use bevy::{prelude::*, scene::InstanceId};
fn main() {
App::build()
.add_resource(Msaa { samples: 4 })
.insert_resource(Msaa { samples: 4 })
.add_plugins(DefaultPlugins)
.add_resource(SceneInstance::default())
.insert_resource(SceneInstance::default())
.add_startup_system(setup.system())
.add_system(scene_update.system())
.add_system(move_scene_entities.system())

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@ -4,7 +4,7 @@ use bevy::prelude::*;
#[bevy_main]
fn main() {
App::build()
.add_resource(Msaa { samples: 2 })
.insert_resource(Msaa { samples: 2 })
.add_plugins(DefaultPlugins)
.add_startup_system(setup.system())
.run();

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@ -22,7 +22,7 @@ fn print_system(input: Res<Input>) {
fn main() {
App::build()
.add_resource(Input(String::new()))
.insert_resource(Input(String::new()))
.set_runner(my_runner)
.add_system(print_system.system())
.run();

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@ -11,14 +11,14 @@ use bevy::{app::ScheduleRunnerSettings, prelude::*, utils::Duration};
fn main() {
// this app runs once
App::build()
.add_resource(ScheduleRunnerSettings::run_once())
.insert_resource(ScheduleRunnerSettings::run_once())
.add_plugins(MinimalPlugins)
.add_system(hello_world_system.system())
.run();
// this app loops forever at 60 fps
App::build()
.add_resource(ScheduleRunnerSettings::run_loop(Duration::from_secs_f64(
.insert_resource(ScheduleRunnerSettings::run_loop(Duration::from_secs_f64(
1.0 / 60.0,
)))
.add_plugins(MinimalPlugins)

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@ -4,7 +4,7 @@ use bevy::prelude::*;
fn main() {
App::build()
// Uncomment this to override the default log settings:
// .add_resource(bevy::log::LogSettings {
// .insert_resource(bevy::log::LogSettings {
// level: bevy::log::Level::TRACE,
// filter: "wgpu=warn,bevy_ecs=info".to_string(),
// })

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@ -28,7 +28,7 @@ impl Plugin for PrintMessagePlugin {
message: self.message.clone(),
timer: Timer::new(self.wait_duration, true),
};
app.add_resource(state)
app.insert_resource(state)
.add_system(print_message_system.system());
}
}

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@ -3,19 +3,19 @@ use bevy::{prelude::*, render::pass::ClearColor, winit::WinitConfig};
fn main() {
println!("Running first App.");
App::build()
.add_resource(WinitConfig {
.insert_resource(WinitConfig {
return_from_run: true,
})
.add_resource(ClearColor(Color::rgb(0.2, 0.2, 0.8)))
.insert_resource(ClearColor(Color::rgb(0.2, 0.2, 0.8)))
.add_plugins(DefaultPlugins)
.add_system(system1.system())
.run();
println!("Running another App.");
App::build()
.add_resource(WinitConfig {
.insert_resource(WinitConfig {
return_from_run: true,
})
.add_resource(ClearColor(Color::rgb(0.2, 0.8, 0.2)))
.insert_resource(ClearColor(Color::rgb(0.2, 0.8, 0.2)))
.add_plugins_with(DefaultPlugins, |group| {
group.disable::<bevy::log::LogPlugin>()
})

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@ -4,7 +4,7 @@ use bevy::prelude::*;
/// certain number of threads).
fn main() {
App::build()
.add_resource(DefaultTaskPoolOptions::with_num_threads(4))
.insert_resource(DefaultTaskPoolOptions::with_num_threads(4))
.add_plugins(DefaultPlugins)
.run();
}

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@ -3,7 +3,7 @@ use bevy::prelude::*;
/// This example illustrates various ways to load assets
fn main() {
App::build()
.add_resource(Msaa { samples: 4 })
.insert_resource(Msaa { samples: 4 })
.add_plugins(DefaultPlugins)
.add_startup_system(setup.system())
.run();

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@ -69,7 +69,7 @@ impl Plugin for CustomAssetIoPlugin {
// the asset server is constructed and added the resource manager
app.add_resource(AssetServer::new(asset_io, task_pool));
app.insert_resource(AssetServer::new(asset_io, task_pool));
}
}

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@ -244,9 +244,9 @@ fn main() {
// Bevy apps are created using the builder pattern. We use the builder to add systems, resources, and plugins to our app
App::build()
// Resources can be added to our app like this
.add_resource(State { counter: 0 })
.insert_resource(State { counter: 0 })
// Some systems are configured by adding their settings as a resource
.add_resource(ScheduleRunnerSettings::run_loop(Duration::from_secs(5)))
.insert_resource(ScheduleRunnerSettings::run_loop(Duration::from_secs(5)))
// Plugins are just a grouped set of app builder calls (just like we're doing here).
// We could easily turn our game into a plugin, but you can check out the plugin example for that :)
// The plugin below runs our app's "system schedule" once every 5 seconds (configured above).

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@ -5,7 +5,7 @@ fn main() {
App::build()
.add_plugins(DefaultPlugins)
.init_resource::<ButtonMaterials>()
.add_resource(State::new(AppState::Menu))
.insert_resource(State::new(AppState::Menu))
.add_stage_after(stage::UPDATE, STAGE, StateStage::<AppState>::default())
.on_state_enter(STAGE, AppState::Menu, setup_menu.system())
.on_state_update(STAGE, AppState::Menu, menu.system())

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@ -3,7 +3,7 @@ use bevy::prelude::*;
fn main() {
App::build()
.add_resource(Message("42".to_string()))
.insert_resource(Message("42".to_string()))
.add_system(parse_message_system.system().chain(handler_system.system()))
.run();
}

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@ -3,7 +3,7 @@ use bevy::{log::info, prelude::*};
fn main() {
App::build()
.add_plugins(DefaultPlugins)
.add_resource(Countdown::default())
.insert_resource(Countdown::default())
.add_startup_system(setup_system.system())
.add_system(countdown_system.system())
.add_system(timer_system.system())

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@ -15,10 +15,10 @@ enum GameState {
fn main() {
App::build()
.add_resource(Msaa { samples: 4 })
.insert_resource(Msaa { samples: 4 })
.init_resource::<Game>()
.add_plugins(DefaultPlugins)
.add_resource(State::new(GameState::Playing))
.insert_resource(State::new(GameState::Playing))
.add_startup_system(setup_cameras.system())
.add_stage_after(stage::UPDATE, STAGE, StateStage::<GameState>::default())
.on_state_enter(STAGE, GameState::Playing, setup.system())

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@ -8,8 +8,8 @@ use bevy::{
fn main() {
App::build()
.add_plugins(DefaultPlugins)
.add_resource(Scoreboard { score: 0 })
.add_resource(ClearColor(Color::rgb(0.9, 0.9, 0.9)))
.insert_resource(Scoreboard { score: 0 })
.insert_resource(ClearColor(Color::rgb(0.9, 0.9, 0.9)))
.add_startup_system(setup.system())
.add_system(paddle_movement_system.system())
.add_system(ball_collision_system.system())

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@ -4,13 +4,13 @@ use bevy::{prelude::*, window::WindowMode};
#[bevy_main]
fn main() {
App::build()
.add_resource(WindowDescriptor {
.insert_resource(WindowDescriptor {
vsync: true,
resizable: false,
mode: WindowMode::BorderlessFullscreen,
..Default::default()
})
.add_resource(Msaa { samples: 4 })
.insert_resource(Msaa { samples: 4 })
.add_plugins(DefaultPlugins)
.add_startup_system(setup.system())
.run();

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@ -28,7 +28,7 @@ impl FromResources for BirdMaterial {
fn main() {
App::build()
.add_resource(WindowDescriptor {
.insert_resource(WindowDescriptor {
title: "BevyMark".to_string(),
width: 800.,
height: 600.,
@ -38,7 +38,7 @@ fn main() {
})
.add_plugins(DefaultPlugins)
.add_plugin(FrameTimeDiagnosticsPlugin::default())
.add_resource(BevyCounter { count: 0 })
.insert_resource(BevyCounter { count: 0 })
.init_resource::<BirdMaterial>()
.add_startup_system(setup.system())
.add_system(mouse_handler.system())

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@ -5,7 +5,7 @@ use bevy::{prelude::*, text::FontAtlasSet};
fn main() {
App::build()
.init_resource::<State>()
.add_resource(ClearColor(Color::BLACK))
.insert_resource(ClearColor(Color::BLACK))
.add_plugins(DefaultPlugins)
.add_startup_system(setup.system())
.add_system(text_update_system.system())

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@ -6,7 +6,7 @@ use bevy::{
/// This example is for debugging text layout
fn main() {
App::build()
.add_resource(WindowDescriptor {
.insert_resource(WindowDescriptor {
vsync: false,
..Default::default()
})

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@ -7,7 +7,7 @@ use bevy::{
fn main() {
App::build()
.add_resource(AssetServerSettings {
.insert_resource(AssetServerSettings {
asset_folder: "/".to_string(),
})
.add_plugins(DefaultPlugins)

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@ -7,7 +7,7 @@ use bevy::{
fn main() {
App::build()
.add_resource(ScheduleRunnerSettings::run_loop(Duration::from_secs_f64(
.insert_resource(ScheduleRunnerSettings::run_loop(Duration::from_secs_f64(
1.0 / 60.0,
)))
.add_plugin(ScheduleRunnerPlugin::default())

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@ -8,7 +8,7 @@ use bevy::{
fn main() {
App::build()
.add_resource(WindowDescriptor {
.insert_resource(WindowDescriptor {
width: 300.,
height: 300.,
..Default::default()

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@ -2,7 +2,7 @@ use bevy::{prelude::*, render::pass::ClearColor};
fn main() {
App::build()
.add_resource(ClearColor(Color::rgb(0.5, 0.5, 0.9)))
.insert_resource(ClearColor(Color::rgb(0.5, 0.5, 0.9)))
.add_plugins(DefaultPlugins)
.run();
}

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@ -15,8 +15,8 @@ use bevy::{
/// This example creates a second window and draws a mesh from two different cameras.
fn main() {
App::build()
.add_resource(Msaa { samples: 4 })
.add_resource(State::new(AppState::CreateWindow))
.insert_resource(Msaa { samples: 4 })
.insert_resource(State::new(AppState::CreateWindow))
.add_plugins(DefaultPlugins)
.add_stage_after(
stage::UPDATE,

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@ -3,7 +3,7 @@ use bevy::prelude::*;
/// This example illustrates how to customize the default window settings
fn main() {
App::build()
.add_resource(WindowDescriptor {
.insert_resource(WindowDescriptor {
width: 500.,
height: 300.,
..Default::default()

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@ -3,7 +3,7 @@ use bevy::prelude::*;
/// This example illustrates how to customize the default window settings
fn main() {
App::build()
.add_resource(WindowDescriptor {
.insert_resource(WindowDescriptor {
title: "I am a window!".to_string(),
width: 500.,
height: 300.,