bevy/examples/tools/gamepad_viewer.rs
Alice Cecile 206c7ce219 Migrate engine to Schedule v3 (#7267)
Huge thanks to @maniwani, @devil-ira, @hymm, @cart, @superdump and @jakobhellermann for the help with this PR.

# Objective

- Followup #6587.
- Minimal integration for the Stageless Scheduling RFC: https://github.com/bevyengine/rfcs/pull/45

## Solution

- [x]  Remove old scheduling module
- [x] Migrate new methods to no longer use extension methods
- [x] Fix compiler errors
- [x] Fix benchmarks
- [x] Fix examples
- [x] Fix docs
- [x] Fix tests

## Changelog

### Added

- a large number of methods on `App` to work with schedules ergonomically
- the `CoreSchedule` enum
- `App::add_extract_system` via the `RenderingAppExtension` trait extension method
- the private `prepare_view_uniforms` system now has a public system set for scheduling purposes, called `ViewSet::PrepareUniforms`

### Removed

- stages, and all code that mentions stages
- states have been dramatically simplified, and no longer use a stack
- `RunCriteriaLabel`
- `AsSystemLabel` trait
- `on_hierarchy_reports_enabled` run criteria (now just uses an ad hoc resource checking run condition)
- systems in `RenderSet/Stage::Extract` no longer warn when they do not read data from the main world
- `RunCriteriaLabel`
- `transform_propagate_system_set`: this was a nonstandard pattern that didn't actually provide enough control. The systems are already `pub`: the docs have been updated to ensure that the third-party usage is clear.

### Changed

- `System::default_labels` is now `System::default_system_sets`.
- `App::add_default_labels` is now `App::add_default_sets`
- `CoreStage` and `StartupStage` enums are now `CoreSet` and `StartupSet`
- `App::add_system_set` was renamed to `App::add_systems`
- The `StartupSchedule` label is now defined as part of the `CoreSchedules` enum
-  `.label(SystemLabel)` is now referred to as `.in_set(SystemSet)`
- `SystemLabel` trait was replaced by `SystemSet`
- `SystemTypeIdLabel<T>` was replaced by `SystemSetType<T>`
- The `ReportHierarchyIssue` resource now has a public constructor (`new`), and implements `PartialEq`
- Fixed time steps now use a schedule (`CoreSchedule::FixedTimeStep`) rather than a run criteria.
- Adding rendering extraction systems now panics rather than silently failing if no subapp with the `RenderApp` label is found.
- the `calculate_bounds` system, with the `CalculateBounds` label, is now in `CoreSet::Update`, rather than in `CoreSet::PostUpdate` before commands are applied. 
- `SceneSpawnerSystem` now runs under `CoreSet::Update`, rather than `CoreStage::PreUpdate.at_end()`.
- `bevy_pbr::add_clusters` is no longer an exclusive system
- the top level `bevy_ecs::schedule` module was replaced with `bevy_ecs::scheduling`
- `tick_global_task_pools_on_main_thread` is no longer run as an exclusive system. Instead, it has been replaced by `tick_global_task_pools`, which uses a `NonSend` resource to force running on the main thread.

## Migration Guide

- Calls to `.label(MyLabel)` should be replaced with `.in_set(MySet)`
- Stages have been removed. Replace these with system sets, and then add command flushes using the `apply_system_buffers` exclusive system where needed.
- The `CoreStage`, `StartupStage, `RenderStage` and `AssetStage`  enums have been replaced with `CoreSet`, `StartupSet, `RenderSet` and `AssetSet`. The same scheduling guarantees have been preserved.
  - Systems are no longer added to `CoreSet::Update` by default. Add systems manually if this behavior is needed, although you should consider adding your game logic systems to `CoreSchedule::FixedTimestep` instead for more reliable framerate-independent behavior.
  - Similarly, startup systems are no longer part of `StartupSet::Startup` by default. In most cases, this won't matter to you.
  - For example, `add_system_to_stage(CoreStage::PostUpdate, my_system)` should be replaced with 
  - `add_system(my_system.in_set(CoreSet::PostUpdate)`
- When testing systems or otherwise running them in a headless fashion, simply construct and run a schedule using `Schedule::new()` and `World::run_schedule` rather than constructing stages
- Run criteria have been renamed to run conditions. These can now be combined with each other and with states.
- Looping run criteria and state stacks have been removed. Use an exclusive system that runs a schedule if you need this level of control over system control flow.
- For app-level control flow over which schedules get run when (such as for rollback networking), create your own schedule and insert it under the `CoreSchedule::Outer` label.
- Fixed timesteps are now evaluated in a schedule, rather than controlled via run criteria. The `run_fixed_timestep` system runs this schedule between `CoreSet::First` and `CoreSet::PreUpdate` by default.
- Command flush points introduced by `AssetStage` have been removed. If you were relying on these, add them back manually.
- Adding extract systems is now typically done directly on the main app. Make sure the `RenderingAppExtension` trait is in scope, then call `app.add_extract_system(my_system)`.
- the `calculate_bounds` system, with the `CalculateBounds` label, is now in `CoreSet::Update`, rather than in `CoreSet::PostUpdate` before commands are applied. You may need to order your movement systems to occur before this system in order to avoid system order ambiguities in culling behavior.
- the `RenderLabel` `AppLabel` was renamed to `RenderApp` for clarity
- `App::add_state` now takes 0 arguments: the starting state is set based on the `Default` impl.
- Instead of creating `SystemSet` containers for systems that run in stages, simply use `.on_enter::<State::Variant>()` or its `on_exit` or `on_update` siblings.
- `SystemLabel` derives should be replaced with `SystemSet`. You will also need to add the `Debug`, `PartialEq`, `Eq`, and `Hash` traits to satisfy the new trait bounds.
- `with_run_criteria` has been renamed to `run_if`. Run criteria have been renamed to run conditions for clarity, and should now simply return a bool.
- States have been dramatically simplified: there is no longer a "state stack". To queue a transition to the next state, call `NextState::set`

## TODO

- [x] remove dead methods on App and World
- [x] add `App::add_system_to_schedule` and `App::add_systems_to_schedule`
- [x] avoid adding the default system set at inappropriate times
- [x] remove any accidental cycles in the default plugins schedule
- [x] migrate benchmarks
- [x] expose explicit labels for the built-in command flush points
- [x] migrate engine code
- [x] remove all mentions of stages from the docs
- [x] verify docs for States
- [x] fix uses of exclusive systems that use .end / .at_start / .before_commands
- [x] migrate RenderStage and AssetStage
- [x] migrate examples
- [x] ensure that transform propagation is exported in a sufficiently public way (the systems are already pub)
- [x] ensure that on_enter schedules are run at least once before the main app
- [x] re-enable opt-in to execution order ambiguities
- [x] revert change to `update_bounds` to ensure it runs in `PostUpdate`
- [x] test all examples
  - [x] unbreak directional lights
  - [x] unbreak shadows (see 3d_scene, 3d_shape, lighting, transparaency_3d examples)
  - [x] game menu example shows loading screen and menu simultaneously
  - [x] display settings menu is a blank screen
  - [x] `without_winit` example panics
- [x] ensure all tests pass
  - [x] SubApp doc test fails
  - [x] runs_spawn_local tasks fails
  - [x] [Fix panic_when_hierachy_cycle test hanging](https://github.com/alice-i-cecile/bevy/pull/120)

## Points of Difficulty and Controversy

**Reviewers, please give feedback on these and look closely**

1.  Default sets, from the RFC, have been removed. These added a tremendous amount of implicit complexity and result in hard to debug scheduling errors. They're going to be tackled in the form of "base sets" by @cart in a followup.
2. The outer schedule controls which schedule is run when `App::update` is called.
3. I implemented `Label for `Box<dyn Label>` for our label types. This enables us to store schedule labels in concrete form, and then later run them. I ran into the same set of problems when working with one-shot systems. We've previously investigated this pattern in depth, and it does not appear to lead to extra indirection with nested boxes.
4. `SubApp::update` simply runs the default schedule once. This sucks, but this whole API is incomplete and this was the minimal changeset.
5. `time_system` and `tick_global_task_pools_on_main_thread` no longer use exclusive systems to attempt to force scheduling order
6. Implemetnation strategy for fixed timesteps
7. `AssetStage` was migrated to `AssetSet` without reintroducing command flush points. These did not appear to be used, and it's nice to remove these bottlenecks.
8. Migration of `bevy_render/lib.rs` and pipelined rendering. The logic here is unusually tricky, as we have complex scheduling requirements.

## Future Work (ideally before 0.10)

- Rename schedule_v3 module to schedule or scheduling
- Add a derive macro to states, and likely a `EnumIter` trait of some form
- Figure out what exactly to do with the "systems added should basically work by default" problem
- Improve ergonomics for working with fixed timesteps and states
- Polish FixedTime API to match Time
- Rebase and merge #7415
- Resolve all internal ambiguities (blocked on better tools, especially #7442)
- Add "base sets" to replace the removed default sets.
2023-02-06 02:04:50 +00:00

533 lines
16 KiB
Rust

//! Shows a visualization of gamepad buttons, sticks, and triggers
use std::f32::consts::PI;
use bevy::{
input::gamepad::{
GamepadAxisChangedEvent, GamepadButton, GamepadButtonChangedEvent, GamepadSettings,
},
prelude::*,
sprite::{Anchor, MaterialMesh2dBundle, Mesh2dHandle},
};
const BUTTON_RADIUS: f32 = 25.;
const BUTTON_CLUSTER_RADIUS: f32 = 50.;
const START_SIZE: Vec2 = Vec2::new(30., 15.);
const TRIGGER_SIZE: Vec2 = Vec2::new(70., 20.);
const STICK_BOUNDS_SIZE: f32 = 100.;
const BUTTONS_X: f32 = 150.;
const BUTTONS_Y: f32 = 80.;
const STICKS_X: f32 = 150.;
const STICKS_Y: f32 = -135.;
const NORMAL_BUTTON_COLOR: Color = Color::rgb(0.2, 0.2, 0.2);
const ACTIVE_BUTTON_COLOR: Color = Color::PURPLE;
const LIVE_COLOR: Color = Color::rgb(0.4, 0.4, 0.4);
const DEAD_COLOR: Color = Color::rgb(0.3, 0.3, 0.3);
const EXTENT_COLOR: Color = Color::rgb(0.3, 0.3, 0.3);
const TEXT_COLOR: Color = Color::WHITE;
#[derive(Component, Deref)]
struct ReactTo(GamepadButtonType);
#[derive(Component)]
struct MoveWithAxes {
x_axis: GamepadAxisType,
y_axis: GamepadAxisType,
scale: f32,
}
#[derive(Component)]
struct TextWithAxes {
x_axis: GamepadAxisType,
y_axis: GamepadAxisType,
}
#[derive(Component, Deref)]
struct TextWithButtonValue(GamepadButtonType);
#[derive(Component)]
struct ConnectedGamepadsText;
#[derive(Resource)]
struct ButtonMaterials {
normal: Handle<ColorMaterial>,
active: Handle<ColorMaterial>,
}
impl FromWorld for ButtonMaterials {
fn from_world(world: &mut World) -> Self {
let mut materials = world.resource_mut::<Assets<ColorMaterial>>();
Self {
normal: materials.add(ColorMaterial::from(NORMAL_BUTTON_COLOR)),
active: materials.add(ColorMaterial::from(ACTIVE_BUTTON_COLOR)),
}
}
}
#[derive(Resource)]
struct ButtonMeshes {
circle: Mesh2dHandle,
triangle: Mesh2dHandle,
start_pause: Mesh2dHandle,
trigger: Mesh2dHandle,
}
impl FromWorld for ButtonMeshes {
fn from_world(world: &mut World) -> Self {
let mut meshes = world.resource_mut::<Assets<Mesh>>();
Self {
circle: meshes.add(shape::Circle::new(BUTTON_RADIUS).into()).into(),
triangle: meshes
.add(shape::RegularPolygon::new(BUTTON_RADIUS, 3).into())
.into(),
start_pause: meshes.add(shape::Quad::new(START_SIZE).into()).into(),
trigger: meshes.add(shape::Quad::new(TRIGGER_SIZE).into()).into(),
}
}
}
#[derive(Resource, Deref)]
struct FontHandle(Handle<Font>);
impl FromWorld for FontHandle {
fn from_world(world: &mut World) -> Self {
let asset_server = world.resource::<AssetServer>();
Self(asset_server.load("fonts/FiraSans-Bold.ttf"))
}
}
#[derive(Bundle)]
struct GamepadButtonBundle {
mesh_bundle: MaterialMesh2dBundle<ColorMaterial>,
react_to: ReactTo,
}
impl GamepadButtonBundle {
pub fn new(
button_type: GamepadButtonType,
mesh: Mesh2dHandle,
material: Handle<ColorMaterial>,
x: f32,
y: f32,
) -> Self {
Self {
mesh_bundle: MaterialMesh2dBundle {
mesh,
material,
transform: Transform::from_xyz(x, y, 0.),
..default()
},
react_to: ReactTo(button_type),
}
}
pub fn with_rotation(mut self, angle: f32) -> Self {
self.mesh_bundle.transform.rotation = Quat::from_rotation_z(angle);
self
}
}
fn main() {
App::new()
.add_plugins(DefaultPlugins)
.init_resource::<ButtonMaterials>()
.init_resource::<ButtonMeshes>()
.init_resource::<FontHandle>()
.add_startup_system(setup)
.add_startup_system(setup_sticks)
.add_startup_system(setup_triggers)
.add_startup_system(setup_connected)
.add_system(update_buttons.in_set(CoreSet::Update))
.add_system(update_button_values.in_set(CoreSet::Update))
.add_system(update_axes.in_set(CoreSet::Update))
.add_system(update_connected.in_set(CoreSet::Update))
.run();
}
fn setup(mut commands: Commands, meshes: Res<ButtonMeshes>, materials: Res<ButtonMaterials>) {
commands.spawn(Camera2dBundle::default());
// Buttons
commands
.spawn(SpatialBundle {
transform: Transform::from_xyz(BUTTONS_X, BUTTONS_Y, 0.),
..default()
})
.with_children(|parent| {
parent.spawn(GamepadButtonBundle::new(
GamepadButtonType::North,
meshes.circle.clone(),
materials.normal.clone(),
0.,
BUTTON_CLUSTER_RADIUS,
));
parent.spawn(GamepadButtonBundle::new(
GamepadButtonType::South,
meshes.circle.clone(),
materials.normal.clone(),
0.,
-BUTTON_CLUSTER_RADIUS,
));
parent.spawn(GamepadButtonBundle::new(
GamepadButtonType::West,
meshes.circle.clone(),
materials.normal.clone(),
-BUTTON_CLUSTER_RADIUS,
0.,
));
parent.spawn(GamepadButtonBundle::new(
GamepadButtonType::East,
meshes.circle.clone(),
materials.normal.clone(),
BUTTON_CLUSTER_RADIUS,
0.,
));
});
// Start and Pause
commands.spawn(GamepadButtonBundle::new(
GamepadButtonType::Select,
meshes.start_pause.clone(),
materials.normal.clone(),
-30.,
BUTTONS_Y,
));
commands.spawn(GamepadButtonBundle::new(
GamepadButtonType::Start,
meshes.start_pause.clone(),
materials.normal.clone(),
30.,
BUTTONS_Y,
));
// D-Pad
commands
.spawn(SpatialBundle {
transform: Transform::from_xyz(-BUTTONS_X, BUTTONS_Y, 0.),
..default()
})
.with_children(|parent| {
parent.spawn(GamepadButtonBundle::new(
GamepadButtonType::DPadUp,
meshes.triangle.clone(),
materials.normal.clone(),
0.,
BUTTON_CLUSTER_RADIUS,
));
parent.spawn(
GamepadButtonBundle::new(
GamepadButtonType::DPadDown,
meshes.triangle.clone(),
materials.normal.clone(),
0.,
-BUTTON_CLUSTER_RADIUS,
)
.with_rotation(PI),
);
parent.spawn(
GamepadButtonBundle::new(
GamepadButtonType::DPadLeft,
meshes.triangle.clone(),
materials.normal.clone(),
-BUTTON_CLUSTER_RADIUS,
0.,
)
.with_rotation(PI / 2.),
);
parent.spawn(
GamepadButtonBundle::new(
GamepadButtonType::DPadRight,
meshes.triangle.clone(),
materials.normal.clone(),
BUTTON_CLUSTER_RADIUS,
0.,
)
.with_rotation(-PI / 2.),
);
});
// Triggers
commands.spawn(GamepadButtonBundle::new(
GamepadButtonType::LeftTrigger,
meshes.trigger.clone(),
materials.normal.clone(),
-BUTTONS_X,
BUTTONS_Y + 115.,
));
commands.spawn(GamepadButtonBundle::new(
GamepadButtonType::RightTrigger,
meshes.trigger.clone(),
materials.normal.clone(),
BUTTONS_X,
BUTTONS_Y + 115.,
));
}
fn setup_sticks(
mut commands: Commands,
meshes: Res<ButtonMeshes>,
materials: Res<ButtonMaterials>,
gamepad_settings: Res<GamepadSettings>,
font: Res<FontHandle>,
) {
let dead_upper =
STICK_BOUNDS_SIZE * gamepad_settings.default_axis_settings.deadzone_upperbound();
let dead_lower =
STICK_BOUNDS_SIZE * gamepad_settings.default_axis_settings.deadzone_lowerbound();
let dead_size = dead_lower.abs() + dead_upper.abs();
let dead_mid = (dead_lower + dead_upper) / 2.0;
let live_upper =
STICK_BOUNDS_SIZE * gamepad_settings.default_axis_settings.livezone_upperbound();
let live_lower =
STICK_BOUNDS_SIZE * gamepad_settings.default_axis_settings.livezone_lowerbound();
let live_size = live_lower.abs() + live_upper.abs();
let live_mid = (live_lower + live_upper) / 2.0;
let mut spawn_stick = |x_pos, y_pos, x_axis, y_axis, button| {
commands
.spawn(SpatialBundle {
transform: Transform::from_xyz(x_pos, y_pos, 0.),
..default()
})
.with_children(|parent| {
// full extent
parent.spawn(SpriteBundle {
sprite: Sprite {
custom_size: Some(Vec2::splat(STICK_BOUNDS_SIZE * 2.)),
color: EXTENT_COLOR,
..default()
},
..default()
});
// live zone
parent.spawn(SpriteBundle {
transform: Transform::from_xyz(live_mid, live_mid, 2.),
sprite: Sprite {
custom_size: Some(Vec2::new(live_size, live_size)),
color: LIVE_COLOR,
..default()
},
..default()
});
// dead zone
parent.spawn(SpriteBundle {
transform: Transform::from_xyz(dead_mid, dead_mid, 3.),
sprite: Sprite {
custom_size: Some(Vec2::new(dead_size, dead_size)),
color: DEAD_COLOR,
..default()
},
..default()
});
// text
let style = TextStyle {
font_size: 16.,
color: TEXT_COLOR,
font: font.clone(),
};
parent.spawn((
Text2dBundle {
transform: Transform::from_xyz(0., STICK_BOUNDS_SIZE + 2., 4.),
text: Text::from_sections([
TextSection {
value: format!("{:.3}", 0.),
style: style.clone(),
},
TextSection {
value: ", ".to_string(),
style: style.clone(),
},
TextSection {
value: format!("{:.3}", 0.),
style,
},
]),
text_anchor: Anchor::BottomCenter,
..default()
},
TextWithAxes { x_axis, y_axis },
));
// cursor
parent.spawn((
MaterialMesh2dBundle {
mesh: meshes.circle.clone(),
material: materials.normal.clone(),
transform: Transform::from_xyz(0., 0., 5.)
.with_scale(Vec2::splat(0.2).extend(1.)),
..default()
},
MoveWithAxes {
x_axis,
y_axis,
scale: STICK_BOUNDS_SIZE,
},
ReactTo(button),
));
});
};
spawn_stick(
-STICKS_X,
STICKS_Y,
GamepadAxisType::LeftStickX,
GamepadAxisType::LeftStickY,
GamepadButtonType::LeftThumb,
);
spawn_stick(
STICKS_X,
STICKS_Y,
GamepadAxisType::RightStickX,
GamepadAxisType::RightStickY,
GamepadButtonType::RightThumb,
);
}
fn setup_triggers(
mut commands: Commands,
meshes: Res<ButtonMeshes>,
materials: Res<ButtonMaterials>,
font: Res<FontHandle>,
) {
let mut spawn_trigger = |x, y, button_type| {
commands
.spawn(GamepadButtonBundle::new(
button_type,
meshes.trigger.clone(),
materials.normal.clone(),
x,
y,
))
.with_children(|parent| {
parent.spawn((
Text2dBundle {
transform: Transform::from_xyz(0., 0., 1.),
text: Text::from_section(
format!("{:.3}", 0.),
TextStyle {
font: font.clone(),
font_size: 16.,
color: TEXT_COLOR,
},
),
..default()
},
TextWithButtonValue(button_type),
));
});
};
spawn_trigger(
-BUTTONS_X,
BUTTONS_Y + 145.,
GamepadButtonType::LeftTrigger2,
);
spawn_trigger(
BUTTONS_X,
BUTTONS_Y + 145.,
GamepadButtonType::RightTrigger2,
);
}
fn setup_connected(mut commands: Commands, font: Res<FontHandle>) {
let style = TextStyle {
color: TEXT_COLOR,
font_size: 30.,
font: font.clone(),
};
commands.spawn((
TextBundle::from_sections([
TextSection {
value: "Connected Gamepads:\n".to_string(),
style: style.clone(),
},
TextSection {
value: "None".to_string(),
style,
},
]),
ConnectedGamepadsText,
));
}
fn update_buttons(
gamepads: Res<Gamepads>,
button_inputs: Res<Input<GamepadButton>>,
materials: Res<ButtonMaterials>,
mut query: Query<(&mut Handle<ColorMaterial>, &ReactTo)>,
) {
for gamepad in gamepads.iter() {
for (mut handle, react_to) in query.iter_mut() {
if button_inputs.just_pressed(GamepadButton::new(gamepad, **react_to)) {
*handle = materials.active.clone();
}
if button_inputs.just_released(GamepadButton::new(gamepad, **react_to)) {
*handle = materials.normal.clone();
}
}
}
}
fn update_button_values(
mut events: EventReader<GamepadButtonChangedEvent>,
mut query: Query<(&mut Text, &TextWithButtonValue)>,
) {
for button_event in events.iter() {
for (mut text, text_with_button_value) in query.iter_mut() {
if button_event.button_type == **text_with_button_value {
text.sections[0].value = format!("{:.3}", button_event.value);
}
}
}
}
fn update_axes(
mut axis_events: EventReader<GamepadAxisChangedEvent>,
mut query: Query<(&mut Transform, &MoveWithAxes)>,
mut text_query: Query<(&mut Text, &TextWithAxes)>,
) {
for axis_event in axis_events.iter() {
let axis_type = axis_event.axis_type;
let value = axis_event.value;
for (mut transform, move_with) in query.iter_mut() {
if axis_type == move_with.x_axis {
transform.translation.x = value * move_with.scale;
}
if axis_type == move_with.y_axis {
transform.translation.y = value * move_with.scale;
}
}
for (mut text, text_with_axes) in text_query.iter_mut() {
if axis_type == text_with_axes.x_axis {
text.sections[0].value = format!("{value:.3}");
}
if axis_type == text_with_axes.y_axis {
text.sections[2].value = format!("{value:.3}");
}
}
}
}
fn update_connected(
gamepads: Res<Gamepads>,
mut query: Query<&mut Text, With<ConnectedGamepadsText>>,
) {
if !gamepads.is_changed() {
return;
}
let mut text = query.single_mut();
let formatted = gamepads
.iter()
.map(|g| format!("- {}", gamepads.name(g).unwrap()))
.collect::<Vec<_>>()
.join("\n");
text.sections[1].value = if !formatted.is_empty() {
formatted
} else {
"None".to_string()
}
}