bevy/crates/bevy_ecs/src/system/commands.rs
Lukas Wirth 0a6fee5d17 Improve bevy_ecs::system module docs (#1932)
This includes a lot of single line comments where either saying more wasn't helpful or due to me not knowing enough about things yet to be able to go more indepth. Proofreading is very much welcome.
2021-04-15 20:36:16 +00:00

514 lines
14 KiB
Rust

use crate::{
bundle::Bundle,
component::Component,
entity::{Entities, Entity},
world::World,
};
use bevy_utils::tracing::debug;
use std::marker::PhantomData;
/// A [`World`] mutation.
pub trait Command: Send + Sync + 'static {
fn write(self: Box<Self>, world: &mut World);
}
/// A queue of [`Command`]s.
#[derive(Default)]
pub struct CommandQueue {
commands: Vec<Box<dyn Command>>,
}
impl CommandQueue {
/// Execute the queued [`Command`]s in the world.
/// This clears the queue.
pub fn apply(&mut self, world: &mut World) {
world.flush();
for command in self.commands.drain(..) {
command.write(world);
}
}
/// Push a boxed [`Command`] onto the queue.
#[inline]
pub fn push_boxed(&mut self, command: Box<dyn Command>) {
self.commands.push(command);
}
/// Push a [`Command`] onto the queue.
#[inline]
pub fn push<T: Command>(&mut self, command: T) {
self.push_boxed(Box::new(command));
}
}
/// A list of commands that will be run to modify a [`World`].
pub struct Commands<'a> {
queue: &'a mut CommandQueue,
entities: &'a Entities,
}
impl<'a> Commands<'a> {
/// Create a new `Commands` from a queue and a world.
pub fn new(queue: &'a mut CommandQueue, world: &'a World) -> Self {
Self {
queue,
entities: world.entities(),
}
}
/// Creates a new empty [`Entity`] and returns an [`EntityCommands`] builder for it.
///
/// # Example
///
/// ```
/// use bevy_ecs::prelude::*;
///
/// fn example_system(mut commands: Commands) {
/// // Create a new empty entity and retrieve its id.
/// let empty_entity = commands.spawn().id();
///
/// // Create another empty entity, then add some component to it
/// commands.spawn()
/// // adds a new component bundle to the entity
/// .insert_bundle((1usize, 2u32))
/// // adds a single component to the entity
/// .insert("hello world");
/// }
/// # example_system.system();
/// ```
pub fn spawn(&mut self) -> EntityCommands<'a, '_> {
let entity = self.entities.reserve_entity();
EntityCommands {
entity,
commands: self,
}
}
/// Creates a new entity with the components contained in `bundle`.
///
/// This returns an [`EntityCommands`] builder, which enables inserting more components and bundles
/// using a "builder pattern".
///
/// Note that `bundle` is a [`Bundle`], which is a collection of components. [`Bundle`] is
/// automatically implemented for tuples of components. You can also create your own bundle
/// types by deriving [`derive@Bundle`].
///
/// # Example
///
/// ```
/// use bevy_ecs::prelude::*;
///
/// struct Component1;
/// struct Component2;
///
/// #[derive(Bundle)]
/// struct ExampleBundle {
/// a: Component1,
/// b: Component2,
/// }
///
/// fn example_system(mut commands: Commands) {
/// // Create a new entity with a component bundle.
/// commands.spawn_bundle(ExampleBundle {
/// a: Component1,
/// b: Component2,
/// });
///
/// commands
/// // Create a new entity with two components using a "tuple bundle".
/// .spawn_bundle((Component1, Component2))
/// // spawn_bundle returns a builder, so you can insert more bundles like this:
/// .insert_bundle((1usize, 2u32))
/// // or insert single components like this:
/// .insert("hello world");
/// }
/// # example_system.system();
/// ```
pub fn spawn_bundle<'b, T: Bundle>(&'b mut self, bundle: T) -> EntityCommands<'a, 'b> {
let mut e = self.spawn();
e.insert_bundle(bundle);
e
}
/// Returns an [`EntityCommands`] builder for the requested [`Entity`].
///
/// # Example
///
/// ```
/// use bevy_ecs::prelude::*;
///
/// fn example_system(mut commands: Commands) {
/// // Create a new, empty entity
/// let entity = commands.spawn().id();
///
/// commands.entity(entity)
/// // adds a new component bundle to the entity
/// .insert_bundle((1usize, 2u32))
/// // adds a single component to the entity
/// .insert("hello world");
/// }
/// # example_system.system();
/// ```
pub fn entity(&mut self, entity: Entity) -> EntityCommands<'a, '_> {
EntityCommands {
entity,
commands: self,
}
}
/// Equivalent to iterating `bundles_iter` and calling [`Self::spawn`] on each bundle, but
/// slightly more performant.
pub fn spawn_batch<I>(&mut self, bundles_iter: I)
where
I: IntoIterator + Send + Sync + 'static,
I::Item: Bundle,
{
self.queue.push(SpawnBatch { bundles_iter });
}
/// See [`World::insert_resource`].
pub fn insert_resource<T: Component>(&mut self, resource: T) {
self.queue.push(InsertResource { resource })
}
/// Queue a resource removal.
pub fn remove_resource<T: Component>(&mut self) {
self.queue.push(RemoveResource::<T> {
phantom: PhantomData,
});
}
/// Adds a command directly to the command list.
pub fn add<C: Command>(&mut self, command: C) {
self.queue.push(command);
}
}
/// A list of commands that will be run to modify an [`Entity`].
pub struct EntityCommands<'a, 'b> {
entity: Entity,
commands: &'b mut Commands<'a>,
}
impl<'a, 'b> EntityCommands<'a, 'b> {
/// Retrieves the current entity's unique [`Entity`] id.
#[inline]
pub fn id(&self) -> Entity {
self.entity
}
/// Adds a [`Bundle`] of components to the current entity.
pub fn insert_bundle(&mut self, bundle: impl Bundle) -> &mut Self {
self.commands.add(InsertBundle {
entity: self.entity,
bundle,
});
self
}
/// Adds a single [`Component`] to the current entity.
///
///
/// # Warning
///
/// It's possible to call this with a bundle, but this is likely not intended and
/// [`Self::insert_bundle`] should be used instead. If `with` is called with a bundle, the bundle
/// itself will be added as a component instead of the bundles' inner components each being
/// added.
///
/// # Example
///
/// `Self::insert` can be chained with [`Commands::spawn`].
///
/// ```
/// use bevy_ecs::prelude::*;
///
/// struct Component1;
/// struct Component2;
///
/// fn example_system(mut commands: Commands) {
/// // Create a new entity with `Component1` and `Component2`
/// commands.spawn()
/// .insert(Component1)
/// .insert(Component2);
///
/// // Psst! These are also equivalent to the expression above!
/// commands.spawn().insert_bundle((Component1, Component2));
/// commands.spawn_bundle((Component1, Component2));
/// }
/// # example_system.system();
/// ```
pub fn insert(&mut self, component: impl Component) -> &mut Self {
self.commands.add(Insert {
entity: self.entity,
component,
});
self
}
/// See [`EntityMut::remove_bundle`](crate::world::EntityMut::remove_bundle).
pub fn remove_bundle<T>(&mut self) -> &mut Self
where
T: Bundle,
{
self.commands.add(RemoveBundle::<T> {
entity: self.entity,
phantom: PhantomData,
});
self
}
/// See [`EntityMut::remove`](crate::world::EntityMut::remove).
pub fn remove<T>(&mut self) -> &mut Self
where
T: Component,
{
self.commands.add(Remove::<T> {
entity: self.entity,
phantom: PhantomData,
});
self
}
/// Despawns only the specified entity, not including its children.
pub fn despawn(&mut self) {
self.commands.add(Despawn {
entity: self.entity,
})
}
/// Returns the underlying `[Commands]`.
pub fn commands(&mut self) -> &mut Commands<'a> {
self.commands
}
}
#[derive(Debug)]
pub(crate) struct Spawn<T> {
bundle: T,
}
impl<T> Command for Spawn<T>
where
T: Bundle,
{
fn write(self: Box<Self>, world: &mut World) {
world.spawn().insert_bundle(self.bundle);
}
}
pub(crate) struct SpawnBatch<I>
where
I: IntoIterator,
I::Item: Bundle,
{
bundles_iter: I,
}
impl<I> Command for SpawnBatch<I>
where
I: IntoIterator + Send + Sync + 'static,
I::Item: Bundle,
{
fn write(self: Box<Self>, world: &mut World) {
world.spawn_batch(self.bundles_iter);
}
}
#[derive(Debug)]
pub(crate) struct Despawn {
entity: Entity,
}
impl Command for Despawn {
fn write(self: Box<Self>, world: &mut World) {
if !world.despawn(self.entity) {
debug!("Failed to despawn non-existent entity {:?}", self.entity);
}
}
}
pub(crate) struct InsertBundle<T> {
entity: Entity,
bundle: T,
}
impl<T> Command for InsertBundle<T>
where
T: Bundle + 'static,
{
fn write(self: Box<Self>, world: &mut World) {
world.entity_mut(self.entity).insert_bundle(self.bundle);
}
}
#[derive(Debug)]
pub(crate) struct Insert<T> {
entity: Entity,
component: T,
}
impl<T> Command for Insert<T>
where
T: Component,
{
fn write(self: Box<Self>, world: &mut World) {
world.entity_mut(self.entity).insert(self.component);
}
}
#[derive(Debug)]
pub(crate) struct Remove<T> {
entity: Entity,
phantom: PhantomData<T>,
}
impl<T> Command for Remove<T>
where
T: Component,
{
fn write(self: Box<Self>, world: &mut World) {
if let Some(mut entity_mut) = world.get_entity_mut(self.entity) {
entity_mut.remove::<T>();
}
}
}
#[derive(Debug)]
pub(crate) struct RemoveBundle<T> {
entity: Entity,
phantom: PhantomData<T>,
}
impl<T> Command for RemoveBundle<T>
where
T: Bundle,
{
fn write(self: Box<Self>, world: &mut World) {
if let Some(mut entity_mut) = world.get_entity_mut(self.entity) {
// remove intersection to gracefully handle components that were removed before running
// this command
entity_mut.remove_bundle_intersection::<T>();
}
}
}
pub(crate) struct InsertResource<T: Component> {
resource: T,
}
impl<T: Component> Command for InsertResource<T> {
fn write(self: Box<Self>, world: &mut World) {
world.insert_resource(self.resource);
}
}
pub(crate) struct RemoveResource<T: Component> {
phantom: PhantomData<T>,
}
impl<T: Component> Command for RemoveResource<T> {
fn write(self: Box<Self>, world: &mut World) {
world.remove_resource::<T>();
}
}
#[cfg(test)]
#[allow(clippy::float_cmp, clippy::approx_constant)]
mod tests {
use crate::{
system::{CommandQueue, Commands},
world::World,
};
#[test]
fn commands() {
let mut world = World::default();
let mut command_queue = CommandQueue::default();
let entity = Commands::new(&mut command_queue, &world)
.spawn_bundle((1u32, 2u64))
.id();
command_queue.apply(&mut world);
assert!(world.entities().len() == 1);
let results = world
.query::<(&u32, &u64)>()
.iter(&world)
.map(|(a, b)| (*a, *b))
.collect::<Vec<_>>();
assert_eq!(results, vec![(1u32, 2u64)]);
// test entity despawn
{
let mut commands = Commands::new(&mut command_queue, &world);
commands.entity(entity).despawn();
commands.entity(entity).despawn(); // double despawn shouldn't panic
}
command_queue.apply(&mut world);
let results2 = world
.query::<(&u32, &u64)>()
.iter(&world)
.map(|(a, b)| (*a, *b))
.collect::<Vec<_>>();
assert_eq!(results2, vec![]);
}
#[test]
fn remove_components() {
let mut world = World::default();
let mut command_queue = CommandQueue::default();
let entity = Commands::new(&mut command_queue, &world)
.spawn()
.insert_bundle((1u32, 2u64))
.id();
command_queue.apply(&mut world);
let results_before = world
.query::<(&u32, &u64)>()
.iter(&world)
.map(|(a, b)| (*a, *b))
.collect::<Vec<_>>();
assert_eq!(results_before, vec![(1u32, 2u64)]);
// test component removal
Commands::new(&mut command_queue, &world)
.entity(entity)
.remove::<u32>()
.remove_bundle::<(u32, u64)>();
command_queue.apply(&mut world);
let results_after = world
.query::<(&u32, &u64)>()
.iter(&world)
.map(|(a, b)| (*a, *b))
.collect::<Vec<_>>();
assert_eq!(results_after, vec![]);
let results_after_u64 = world
.query::<&u64>()
.iter(&world)
.copied()
.collect::<Vec<_>>();
assert_eq!(results_after_u64, vec![]);
}
#[test]
fn remove_resources() {
let mut world = World::default();
let mut queue = CommandQueue::default();
{
let mut commands = Commands::new(&mut queue, &world);
commands.insert_resource(123);
commands.insert_resource(456.0);
}
queue.apply(&mut world);
assert!(world.contains_resource::<i32>());
assert!(world.contains_resource::<f64>());
{
let mut commands = Commands::new(&mut queue, &world);
// test resource removal
commands.remove_resource::<i32>();
}
queue.apply(&mut world);
assert!(!world.contains_resource::<i32>());
assert!(world.contains_resource::<f64>());
}
}