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			# Background In `no_std` compatible crates, there is often an `std` feature which will allow access to the standard library. Currently, with the `std` feature _enabled_, the [`std::prelude`](https://doc.rust-lang.org/std/prelude/index.html) is implicitly imported in all modules. With the feature _disabled_, instead the [`core::prelude`](https://doc.rust-lang.org/core/prelude/index.html) is implicitly imported. This creates a subtle and pervasive issue where `alloc` items _may_ be implicitly included (if `std` is enabled), or must be explicitly included (if `std` is not enabled). # Objective - Make the implicit imports for `no_std` crates consistent regardless of what features are/not enabled. ## Solution - Replace the `cfg_attr` "double negative" `no_std` attribute with conditional compilation to _include_ `std` as an external crate. ```rust // Before #![cfg_attr(not(feature = "std"), no_std)] // After #![no_std] #[cfg(feature = "std")] extern crate std; ``` - Fix imports that are currently broken but are only now visible with the above fix. ## Testing - CI ## Notes I had previously used the "double negative" version of `no_std` based on general consensus that it was "cleaner" within the Rust embedded community. However, this implicit prelude issue likely was considered when forming this consensus. I believe the reason why is the items most affected by this issue are provided by the `alloc` crate, which is rarely used within embedded but extensively used within Bevy.
		
			
				
	
	
		
			92 lines
		
	
	
		
			4.7 KiB
		
	
	
	
		
			Rust
		
	
	
	
	
	
			
		
		
	
	
			92 lines
		
	
	
		
			4.7 KiB
		
	
	
	
		
			Rust
		
	
	
	
	
	
| #![no_std]
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| 
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| //! In Bevy, states are app-wide interdependent, finite state machines that are generally used to model the large scale structure of your program: whether a game is paused, if the player is in combat, if assets are loaded and so on.
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| //!
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| //! This module provides 3 distinct types of state, all of which implement the [`States`](state::States) trait:
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| //!
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| //! - Standard [`States`](state::States) can only be changed by manually setting the [`NextState<S>`](state::NextState) resource.
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| //!   These states are the baseline on which the other state types are built, and can be used on
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| //!   their own for many simple patterns. See the [state example](https://github.com/bevyengine/bevy/blob/latest/examples/state/state.rs)
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| //!   for a simple use case.
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| //! - [`SubStates`](state::SubStates) are children of other states - they can be changed manually using [`NextState<S>`](state::NextState),
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| //!   but are removed from the [`World`](bevy_ecs::prelude::World) if the source states aren't in the right state. See the [sub_states example](https://github.com/bevyengine/bevy/blob/latest/examples/state/sub_states.rs)
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| //!   for a simple use case based on the derive macro, or read the trait docs for more complex scenarios.
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| //! - [`ComputedStates`](state::ComputedStates) are fully derived from other states - they provide a [`compute`](state::ComputedStates::compute) method
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| //!   that takes in the source states and returns their derived value. They are particularly useful for situations
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| //!   where a simplified view of the source states is necessary - such as having an `InAMenu` computed state, derived
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| //!   from a source state that defines multiple distinct menus. See the [computed state example](https://github.com/bevyengine/bevy/blob/latest/examples/state/computed_states.rs)
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| //!   to see usage samples for these states.
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| //!
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| //! Most of the utilities around state involve running systems during transitions between states, or
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| //! determining whether to run certain systems, though they can be used more directly as well. This
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| //! makes it easier to transition between menus, add loading screens, pause games, and more.
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| //!
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| //! Specifically, Bevy provides the following utilities:
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| //!
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| //! - 3 Transition Schedules - [`OnEnter<S>`](crate::state::OnEnter), [`OnExit<S>`](crate::state::OnExit) and [`OnTransition<S>`](crate::state::OnTransition) - which are used
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| //!   to trigger systems specifically during matching transitions.
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| //! - A [`StateTransitionEvent<S>`](crate::state::StateTransitionEvent) that gets fired when a given state changes.
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| //! - The [`in_state<S>`](crate::condition::in_state) and [`state_changed<S>`](crate::condition::state_changed) run conditions - which are used
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| //!   to determine whether a system should run based on the current state.
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| 
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| #![cfg_attr(
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|     any(docsrs, docsrs_dep),
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|     expect(
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|         internal_features,
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|         reason = "rustdoc_internals is needed for fake_variadic"
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|     )
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| )]
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| #![cfg_attr(any(docsrs, docsrs_dep), feature(rustdoc_internals))]
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| 
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| #[cfg(feature = "std")]
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| extern crate std;
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| 
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| extern crate alloc;
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| 
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| #[cfg(feature = "bevy_app")]
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| /// Provides [`App`](bevy_app::App) and [`SubApp`](bevy_app::SubApp) with state installation methods
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| pub mod app;
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| /// Provides extension methods for [`Commands`](bevy_ecs::prelude::Commands).
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| pub mod commands;
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| /// Provides definitions for the runtime conditions that interact with the state system
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| pub mod condition;
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| /// Provides definitions for the basic traits required by the state system
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| pub mod state;
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| 
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| /// Provides [`StateScoped`](crate::state_scoped::StateScoped) and
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| /// [`clear_state_scoped_entities`](crate::state_scoped::clear_state_scoped_entities) for managing lifetime of entities.
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| pub mod state_scoped;
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| #[cfg(feature = "bevy_app")]
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| /// Provides [`App`](bevy_app::App) and [`SubApp`](bevy_app::SubApp) with methods for registering
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| /// state-scoped events.
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| pub mod state_scoped_events;
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| 
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| #[cfg(feature = "bevy_reflect")]
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| /// Provides definitions for the basic traits required by the state system
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| pub mod reflect;
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| 
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| /// The state prelude.
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| ///
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| /// This includes the most common types in this crate, re-exported for your convenience.
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| pub mod prelude {
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|     #[cfg(feature = "bevy_app")]
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|     #[doc(hidden)]
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|     pub use crate::{app::AppExtStates, state_scoped_events::StateScopedEventsAppExt};
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| 
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|     #[cfg(feature = "bevy_reflect")]
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|     #[doc(hidden)]
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|     pub use crate::reflect::{ReflectFreelyMutableState, ReflectState};
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| 
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|     #[doc(hidden)]
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|     pub use crate::{
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|         commands::CommandsStatesExt,
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|         condition::*,
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|         state::{
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|             last_transition, ComputedStates, EnterSchedules, ExitSchedules, NextState, OnEnter,
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|             OnExit, OnTransition, State, StateSet, StateTransition, StateTransitionEvent, States,
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|             SubStates, TransitionSchedules,
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|         },
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|         state_scoped::StateScoped,
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|     };
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| }
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