
# Objective This is a necessary precursor to #9122 (this was split from that PR to reduce the amount of code to review all at once). Moving `!Send` resource ownership to `App` will make it unambiguously `!Send`. `SubApp` must be `Send`, so it can't wrap `App`. ## Solution Refactor `App` and `SubApp` to not have a recursive relationship. Since `SubApp` no longer wraps `App`, once `!Send` resources are moved out of `World` and into `App`, `SubApp` will become unambiguously `Send`. There could be less code duplication between `App` and `SubApp`, but that would break `App` method chaining. ## Changelog - `SubApp` no longer wraps `App`. - `App` fields are no longer publicly accessible. - `App` can no longer be converted into a `SubApp`. - Various methods now return references to a `SubApp` instead of an `App`. ## Migration Guide - To construct a sub-app, use `SubApp::new()`. `App` can no longer convert into `SubApp`. - If you implemented a trait for `App`, you may want to implement it for `SubApp` as well. - If you're accessing `app.world` directly, you now have to use `app.world()` and `app.world_mut()`. - `App::sub_app` now returns `&SubApp`. - `App::sub_app_mut` now returns `&mut SubApp`. - `App::get_sub_app` now returns `Option<&SubApp>.` - `App::get_sub_app_mut` now returns `Option<&mut SubApp>.`
118 lines
3.5 KiB
Rust
118 lines
3.5 KiB
Rust
//! An example that illustrates how Time is handled in ECS.
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use bevy::prelude::*;
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use std::io::{self, BufRead};
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use std::time::Duration;
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fn banner() {
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println!("This example is meant to intuitively demonstrate how Time works in Bevy.");
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println!();
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println!("Time will be printed in three different schedules in the app:");
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println!("- PreUpdate: real time is printed");
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println!("- FixedUpdate: fixed time step time is printed, may be run zero or multiple times");
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println!("- Update: virtual game time is printed");
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println!();
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println!("Max delta time is set to 5 seconds. Fixed timestep is set to 1 second.");
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println!();
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}
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fn help() {
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println!("The app reads commands line-by-line from standard input.");
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println!();
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println!("Commands:");
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println!(" empty line: Run app.update() once on the Bevy App");
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println!(" q: Quit the app.");
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println!(" f: Set speed to fast, 2x");
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println!(" n: Set speed to normal, 1x");
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println!(" s: Set speed to slow, 0.5x");
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println!(" p: Pause");
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println!(" u: Unpause");
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}
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fn runner(mut app: App) {
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banner();
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help();
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let stdin = io::stdin();
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for line in stdin.lock().lines() {
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if let Err(err) = line {
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println!("read err: {:#}", err);
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break;
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}
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match line.unwrap().as_str() {
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"" => {
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app.update();
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}
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"f" => {
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println!("FAST: setting relative speed to 2x");
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app.world_mut()
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.resource_mut::<Time<Virtual>>()
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.set_relative_speed(2.0);
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}
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"n" => {
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println!("NORMAL: setting relative speed to 1x");
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app.world_mut()
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.resource_mut::<Time<Virtual>>()
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.set_relative_speed(1.0);
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}
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"s" => {
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println!("SLOW: setting relative speed to 0.5x");
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app.world_mut()
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.resource_mut::<Time<Virtual>>()
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.set_relative_speed(0.5);
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}
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"p" => {
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println!("PAUSE: pausing virtual clock");
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app.world_mut().resource_mut::<Time<Virtual>>().pause();
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}
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"u" => {
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println!("UNPAUSE: resuming virtual clock");
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app.world_mut().resource_mut::<Time<Virtual>>().unpause();
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}
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"q" => {
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println!("QUITTING!");
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break;
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}
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_ => {
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help();
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}
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}
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}
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}
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fn print_real_time(time: Res<Time<Real>>) {
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println!(
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"PreUpdate: this is real time clock, delta is {:?} and elapsed is {:?}",
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time.delta(),
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time.elapsed()
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);
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}
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fn print_fixed_time(time: Res<Time>) {
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println!(
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"FixedUpdate: this is generic time clock inside fixed, delta is {:?} and elapsed is {:?}",
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time.delta(),
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time.elapsed()
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);
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}
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fn print_time(time: Res<Time>) {
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println!(
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"Update: this is generic time clock, delta is {:?} and elapsed is {:?}",
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time.delta(),
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time.elapsed()
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);
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}
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fn main() {
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App::new()
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.add_plugins(MinimalPlugins)
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.insert_resource(Time::<Virtual>::from_max_delta(Duration::from_secs(5)))
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.insert_resource(Time::<Fixed>::from_duration(Duration::from_secs(1)))
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.add_systems(PreUpdate, print_real_time)
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.add_systems(FixedUpdate, print_fixed_time)
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.add_systems(Update, print_time)
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.set_runner(runner)
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.run();
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}
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