use crate::{App, Plugin}; use bevy_ecs::{ schedule::{ExecutorKind, InternedScheduleLabel, Schedule, ScheduleLabel}, system::{Local, Resource}, world::{Mut, World}, }; #[cfg(feature = "bevy_state")] use bevy_state::state::StateTransition; /// The schedule that contains the app logic that is evaluated each tick of [`App::update()`]. /// /// By default, it will run the following schedules in the given order: /// /// On the first run of the schedule (and only on the first run), it will run: /// * [`PreStartup`] /// * [`Startup`] /// * [`PostStartup`] /// /// Then it will run: /// * [`First`] /// * [`PreUpdate`] /// * [`StateTransition`] /// * [`RunFixedMainLoop`] /// * This will run [`FixedMain`] zero to many times, based on how much time has elapsed. /// * [`Update`] /// * [`PostUpdate`] /// * [`Last`] /// /// # Rendering /// /// Note rendering is not executed in the main schedule by default. /// Instead, rendering is performed in a separate [`SubApp`] /// which exchanges data with the main app in between the main schedule runs. /// /// See [`RenderPlugin`] and [`PipelinedRenderingPlugin`] for more details. /// /// [`RenderPlugin`]: https://docs.rs/bevy/latest/bevy/render/struct.RenderPlugin.html /// [`PipelinedRenderingPlugin`]: https://docs.rs/bevy/latest/bevy/render/pipelined_rendering/struct.PipelinedRenderingPlugin.html /// [`SubApp`]: crate::SubApp #[derive(ScheduleLabel, Clone, Debug, PartialEq, Eq, Hash)] pub struct Main; /// The schedule that runs before [`Startup`]. /// /// See the [`Main`] schedule for some details about how schedules are run. #[derive(ScheduleLabel, Clone, Debug, PartialEq, Eq, Hash)] pub struct PreStartup; /// The schedule that runs once when the app starts. /// /// See the [`Main`] schedule for some details about how schedules are run. #[derive(ScheduleLabel, Clone, Debug, PartialEq, Eq, Hash)] pub struct Startup; /// The schedule that runs once after [`Startup`]. /// /// See the [`Main`] schedule for some details about how schedules are run. #[derive(ScheduleLabel, Clone, Debug, PartialEq, Eq, Hash)] pub struct PostStartup; /// Runs first in the schedule. /// /// See the [`Main`] schedule for some details about how schedules are run. #[derive(ScheduleLabel, Clone, Debug, PartialEq, Eq, Hash)] pub struct First; /// The schedule that contains logic that must run before [`Update`]. For example, a system that reads raw keyboard /// input OS events into an `Events` resource. This enables systems in [`Update`] to consume the events from the `Events` /// resource without actually knowing about (or taking a direct scheduler dependency on) the "os-level keyboard event system". /// /// [`PreUpdate`] exists to do "engine/plugin preparation work" that ensures the APIs consumed in [`Update`] are "ready". /// [`PreUpdate`] abstracts out "pre work implementation details". /// /// See the [`Main`] schedule for some details about how schedules are run. #[derive(ScheduleLabel, Clone, Debug, PartialEq, Eq, Hash)] pub struct PreUpdate; /// Runs the [`FixedMain`] schedule in a loop according until all relevant elapsed time has been "consumed". /// /// See the [`Main`] schedule for some details about how schedules are run. #[derive(ScheduleLabel, Clone, Debug, PartialEq, Eq, Hash)] pub struct RunFixedMainLoop; /// Runs first in the [`FixedMain`] schedule. /// /// See the [`FixedMain`] schedule for details on how fixed updates work. /// See the [`Main`] schedule for some details about how schedules are run. #[derive(ScheduleLabel, Clone, Debug, PartialEq, Eq, Hash)] pub struct FixedFirst; /// The schedule that contains logic that must run before [`FixedUpdate`]. /// /// See the [`FixedMain`] schedule for details on how fixed updates work. /// See the [`Main`] schedule for some details about how schedules are run. #[derive(ScheduleLabel, Clone, Debug, PartialEq, Eq, Hash)] pub struct FixedPreUpdate; /// The schedule that contains most gameplay logic. /// /// See the [`FixedMain`] schedule for details on how fixed updates work. /// See the [`Main`] schedule for some details about how schedules are run. #[derive(ScheduleLabel, Clone, Debug, PartialEq, Eq, Hash)] pub struct FixedUpdate; /// The schedule that runs after the [`FixedUpdate`] schedule, for reacting /// to changes made in the main update logic. /// /// See the [`FixedMain`] schedule for details on how fixed updates work. /// See the [`Main`] schedule for some details about how schedules are run. #[derive(ScheduleLabel, Clone, Debug, PartialEq, Eq, Hash)] pub struct FixedPostUpdate; /// The schedule that runs last in [`FixedMain`] /// /// See the [`FixedMain`] schedule for details on how fixed updates work. /// See the [`Main`] schedule for some details about how schedules are run. #[derive(ScheduleLabel, Clone, Debug, PartialEq, Eq, Hash)] pub struct FixedLast; /// The schedule that contains systems which only run after a fixed period of time has elapsed. /// /// The exclusive `run_fixed_main_schedule` system runs this schedule. /// This is run by the [`RunFixedMainLoop`] schedule. /// /// Frequency of execution is configured by inserting `Time` resource, 64 Hz by default. /// See [this example](https://github.com/bevyengine/bevy/blob/latest/examples/time/time.rs). /// /// See the [`Main`] schedule for some details about how schedules are run. #[derive(ScheduleLabel, Clone, Debug, PartialEq, Eq, Hash)] pub struct FixedMain; /// The schedule that contains app logic. Ideally containing anything that must run once per /// render frame, such as UI. /// /// See the [`Main`] schedule for some details about how schedules are run. #[derive(ScheduleLabel, Clone, Debug, PartialEq, Eq, Hash)] pub struct Update; /// The schedule that contains scene spawning. /// /// See the [`Main`] schedule for some details about how schedules are run. #[derive(ScheduleLabel, Clone, Debug, PartialEq, Eq, Hash)] pub struct SpawnScene; /// The schedule that contains logic that must run after [`Update`]. For example, synchronizing "local transforms" in a hierarchy /// to "global" absolute transforms. This enables the [`PostUpdate`] transform-sync system to react to "local transform" changes in /// [`Update`] without the [`Update`] systems needing to know about (or add scheduler dependencies for) the "global transform sync system". /// /// [`PostUpdate`] exists to do "engine/plugin response work" to things that happened in [`Update`]. /// [`PostUpdate`] abstracts out "implementation details" from users defining systems in [`Update`]. /// /// See the [`Main`] schedule for some details about how schedules are run. #[derive(ScheduleLabel, Clone, Debug, PartialEq, Eq, Hash)] pub struct PostUpdate; /// Runs last in the schedule. /// /// See the [`Main`] schedule for some details about how schedules are run. #[derive(ScheduleLabel, Clone, Debug, PartialEq, Eq, Hash)] pub struct Last; /// Defines the schedules to be run for the [`Main`] schedule, including /// their order. #[derive(Resource, Debug)] pub struct MainScheduleOrder { /// The labels to run for the main phase of the [`Main`] schedule (in the order they will be run). pub labels: Vec, /// The labels to run for the startup phase of the [`Main`] schedule (in the order they will be run). pub startup_labels: Vec, } impl Default for MainScheduleOrder { fn default() -> Self { Self { labels: vec![ First.intern(), PreUpdate.intern(), StateTransition.intern(), RunFixedMainLoop.intern(), Update.intern(), SpawnScene.intern(), PostUpdate.intern(), Last.intern(), ], startup_labels: vec![PreStartup.intern(), Startup.intern(), PostStartup.intern()], } } } impl MainScheduleOrder { /// Adds the given `schedule` after the `after` schedule in the main list of schedules. pub fn insert_after(&mut self, after: impl ScheduleLabel, schedule: impl ScheduleLabel) { let index = self .labels .iter() .position(|current| (**current).eq(&after)) .unwrap_or_else(|| panic!("Expected {after:?} to exist")); self.labels.insert(index + 1, schedule.intern()); } /// Adds the given `schedule` after the `after` schedule in the list of startup schedules. pub fn insert_startup_after( &mut self, after: impl ScheduleLabel, schedule: impl ScheduleLabel, ) { let index = self .startup_labels .iter() .position(|current| (**current).eq(&after)) .unwrap_or_else(|| panic!("Expected {after:?} to exist")); self.startup_labels.insert(index + 1, schedule.intern()); } } impl Main { /// A system that runs the "main schedule" pub fn run_main(world: &mut World, mut run_at_least_once: Local) { if !*run_at_least_once { world.resource_scope(|world, order: Mut| { for &label in &order.startup_labels { let _ = world.try_run_schedule(label); } }); *run_at_least_once = true; } world.resource_scope(|world, order: Mut| { for &label in &order.labels { let _ = world.try_run_schedule(label); } }); } } /// Initializes the [`Main`] schedule, sub schedules, and resources for a given [`App`]. pub struct MainSchedulePlugin; impl Plugin for MainSchedulePlugin { fn build(&self, app: &mut App) { // simple "facilitator" schedules benefit from simpler single threaded scheduling let mut main_schedule = Schedule::new(Main); main_schedule.set_executor_kind(ExecutorKind::SingleThreaded); let mut fixed_main_schedule = Schedule::new(FixedMain); fixed_main_schedule.set_executor_kind(ExecutorKind::SingleThreaded); let mut fixed_main_loop_schedule = Schedule::new(RunFixedMainLoop); fixed_main_loop_schedule.set_executor_kind(ExecutorKind::SingleThreaded); app.add_schedule(main_schedule) .add_schedule(fixed_main_schedule) .add_schedule(fixed_main_loop_schedule) .init_resource::() .init_resource::() .add_systems(Main, Main::run_main) .add_systems(FixedMain, FixedMain::run_fixed_main); #[cfg(feature = "bevy_debug_stepping")] { use bevy_ecs::schedule::{IntoSystemConfigs, Stepping}; app.add_systems(Main, Stepping::begin_frame.before(Main::run_main)); } } } /// Defines the schedules to be run for the [`FixedMain`] schedule, including /// their order. #[derive(Resource, Debug)] pub struct FixedMainScheduleOrder { /// The labels to run for the [`FixedMain`] schedule (in the order they will be run). pub labels: Vec, } impl Default for FixedMainScheduleOrder { fn default() -> Self { Self { labels: vec![ FixedFirst.intern(), FixedPreUpdate.intern(), FixedUpdate.intern(), FixedPostUpdate.intern(), FixedLast.intern(), ], } } } impl FixedMainScheduleOrder { /// Adds the given `schedule` after the `after` schedule pub fn insert_after(&mut self, after: impl ScheduleLabel, schedule: impl ScheduleLabel) { let index = self .labels .iter() .position(|current| (**current).eq(&after)) .unwrap_or_else(|| panic!("Expected {after:?} to exist")); self.labels.insert(index + 1, schedule.intern()); } } impl FixedMain { /// A system that runs the fixed timestep's "main schedule" pub fn run_fixed_main(world: &mut World) { world.resource_scope(|world, order: Mut| { for &label in &order.labels { let _ = world.try_run_schedule(label); } }); } }