![]() # Objective Closes #19564. The current `Event` trait looks like this: ```rust pub trait Event: Send + Sync + 'static { type Traversal: Traversal<Self>; const AUTO_PROPAGATE: bool = false; fn register_component_id(world: &mut World) -> ComponentId { ... } fn component_id(world: &World) -> Option<ComponentId> { ... } } ``` The `Event` trait is used by both buffered events (`EventReader`/`EventWriter`) and observer events. If they are observer events, they can optionally be targeted at specific `Entity`s or `ComponentId`s, and can even be propagated to other entities. However, there has long been a desire to split the trait semantically for a variety of reasons, see #14843, #14272, and #16031 for discussion. Some reasons include: - It's very uncommon to use a single event type as both a buffered event and targeted observer event. They are used differently and tend to have distinct semantics. - A common footgun is using buffered events with observers or event readers with observer events, as there is no type-level error that prevents this kind of misuse. - #19440 made `Trigger::target` return an `Option<Entity>`. This *seriously* hurts ergonomics for the general case of entity observers, as you need to `.unwrap()` each time. If we could statically determine whether the event is expected to have an entity target, this would be unnecessary. There's really two main ways that we can categorize events: push vs. pull (i.e. "observer event" vs. "buffered event") and global vs. targeted: | | Push | Pull | | ------------ | --------------- | --------------------------- | | **Global** | Global observer | `EventReader`/`EventWriter` | | **Targeted** | Entity observer | - | There are many ways to approach this, each with their tradeoffs. Ultimately, we kind of want to split events both ways: - A type-level distinction between observer events and buffered events, to prevent people from using the wrong kind of event in APIs - A statically designated entity target for observer events to avoid accidentally using untargeted events for targeted APIs This PR achieves these goals by splitting event traits into `Event`, `EntityEvent`, and `BufferedEvent`, with `Event` being the shared trait implemented by all events. ## `Event`, `EntityEvent`, and `BufferedEvent` `Event` is now a very simple trait shared by all events. ```rust pub trait Event: Send + Sync + 'static { // Required for observer APIs fn register_component_id(world: &mut World) -> ComponentId { ... } fn component_id(world: &World) -> Option<ComponentId> { ... } } ``` You can call `trigger` for *any* event, and use a global observer for listening to the event. ```rust #[derive(Event)] struct Speak { message: String, } // ... app.add_observer(|trigger: On<Speak>| { println!("{}", trigger.message); }); // ... commands.trigger(Speak { message: "Y'all like these reworked events?".to_string(), }); ``` To allow an event to be targeted at entities and even propagated further, you can additionally implement the `EntityEvent` trait: ```rust pub trait EntityEvent: Event { type Traversal: Traversal<Self>; const AUTO_PROPAGATE: bool = false; } ``` This lets you call `trigger_targets`, and to use targeted observer APIs like `EntityCommands::observe`: ```rust #[derive(Event, EntityEvent)] #[entity_event(traversal = &'static ChildOf, auto_propagate)] struct Damage { amount: f32, } // ... let enemy = commands.spawn((Enemy, Health(100.0))).id(); // Spawn some armor as a child of the enemy entity. // When the armor takes damage, it will bubble the event up to the enemy. let armor_piece = commands .spawn((ArmorPiece, Health(25.0), ChildOf(enemy))) .observe(|trigger: On<Damage>, mut query: Query<&mut Health>| { // Note: `On::target` only exists because this is an `EntityEvent`. let mut health = query.get(trigger.target()).unwrap(); health.0 -= trigger.amount(); }); commands.trigger_targets(Damage { amount: 10.0 }, armor_piece); ``` > [!NOTE] > You *can* still also trigger an `EntityEvent` without targets using `trigger`. We probably *could* make this an either-or thing, but I'm not sure that's actually desirable. To allow an event to be used with the buffered API, you can implement `BufferedEvent`: ```rust pub trait BufferedEvent: Event {} ``` The event can then be used with `EventReader`/`EventWriter`: ```rust #[derive(Event, BufferedEvent)] struct Message(String); fn write_hello(mut writer: EventWriter<Message>) { writer.write(Message("I hope these examples are alright".to_string())); } fn read_messages(mut reader: EventReader<Message>) { // Process all buffered events of type `Message`. for Message(message) in reader.read() { println!("{message}"); } } ``` In summary: - Need a basic event you can trigger and observe? Derive `Event`! - Need the event to be targeted at an entity? Derive `EntityEvent`! - Need the event to be buffered and support the `EventReader`/`EventWriter` API? Derive `BufferedEvent`! ## Alternatives I'll now cover some of the alternative approaches I have considered and briefly explored. I made this section collapsible since it ended up being quite long :P <details> <summary>Expand this to see alternatives</summary> ### 1. Unified `Event` Trait One option is not to have *three* separate traits (`Event`, `EntityEvent`, `BufferedEvent`), and to instead just use associated constants on `Event` to determine whether an event supports targeting and buffering or not: ```rust pub trait Event: Send + Sync + 'static { type Traversal: Traversal<Self>; const AUTO_PROPAGATE: bool = false; const TARGETED: bool = false; const BUFFERED: bool = false; fn register_component_id(world: &mut World) -> ComponentId { ... } fn component_id(world: &World) -> Option<ComponentId> { ... } } ``` Methods can then use bounds like `where E: Event<TARGETED = true>` or `where E: Event<BUFFERED = true>` to limit APIs to specific kinds of events. This would keep everything under one `Event` trait, but I don't think it's necessarily a good idea. It makes APIs harder to read, and docs can't easily refer to specific types of events. You can also create weird invariants: what if you specify `TARGETED = false`, but have `Traversal` and/or `AUTO_PROPAGATE` enabled? ### 2. `Event` and `Trigger` Another option is to only split the traits between buffered events and observer events, since that is the main thing people have been asking for, and they have the largest API difference. If we did this, I think we would need to make the terms *clearly* separate. We can't really use `Event` and `BufferedEvent` as the names, since it would be strange that `BufferedEvent` doesn't implement `Event`. Something like `ObserverEvent` and `BufferedEvent` could work, but it'd be more verbose. For this approach, I would instead keep `Event` for the current `EventReader`/`EventWriter` API, and call the observer event a `Trigger`, since the "trigger" terminology is already used in the observer context within Bevy (both as a noun and a verb). This is also what a long [bikeshed on Discord](https://discord.com/channels/691052431525675048/749335865876021248/1298057661878898791) seemed to land on at the end of last year. ```rust // For `EventReader`/`EventWriter` pub trait Event: Send + Sync + 'static {} // For observers pub trait Trigger: Send + Sync + 'static { type Traversal: Traversal<Self>; const AUTO_PROPAGATE: bool = false; const TARGETED: bool = false; fn register_component_id(world: &mut World) -> ComponentId { ... } fn component_id(world: &World) -> Option<ComponentId> { ... } } ``` The problem is that "event" is just a really good term for something that "happens". Observers are rapidly becoming the more prominent API, so it'd be weird to give them the `Trigger` name and leave the good `Event` name for the less common API. So, even though a split like this seems neat on the surface, I think it ultimately wouldn't really work. We want to keep the `Event` name for observer events, and there is no good alternative for the buffered variant. (`Message` was suggested, but saying stuff like "sends a collision message" is weird.) ### 3. `GlobalEvent` + `TargetedEvent` What if instead of focusing on the buffered vs. observed split, we *only* make a distinction between global and targeted events? ```rust // A shared event trait to allow global observers to work pub trait Event: Send + Sync + 'static { fn register_component_id(world: &mut World) -> ComponentId { ... } fn component_id(world: &World) -> Option<ComponentId> { ... } } // For buffered events and non-targeted observer events pub trait GlobalEvent: Event {} // For targeted observer events pub trait TargetedEvent: Event { type Traversal: Traversal<Self>; const AUTO_PROPAGATE: bool = false; } ``` This is actually the first approach I implemented, and it has the neat characteristic that you can only use non-targeted APIs like `trigger` with a `GlobalEvent` and targeted APIs like `trigger_targets` with a `TargetedEvent`. You have full control over whether the entity should or should not have a target, as they are fully distinct at the type-level. However, there's a few problems: - There is no type-level indication of whether a `GlobalEvent` supports buffered events or just non-targeted observer events - An `Event` on its own does literally nothing, it's just a shared trait required to make global observers accept both non-targeted and targeted events - If an event is both a `GlobalEvent` and `TargetedEvent`, global observers again have ambiguity on whether an event has a target or not, undermining some of the benefits - The names are not ideal ### 4. `Event` and `EntityEvent` We can fix some of the problems of Alternative 3 by accepting that targeted events can also be used in non-targeted contexts, and simply having the `Event` and `EntityEvent` traits: ```rust // For buffered events and non-targeted observer events pub trait Event: Send + Sync + 'static { fn register_component_id(world: &mut World) -> ComponentId { ... } fn component_id(world: &World) -> Option<ComponentId> { ... } } // For targeted observer events pub trait EntityEvent: Event { type Traversal: Traversal<Self>; const AUTO_PROPAGATE: bool = false; } ``` This is essentially identical to this PR, just without a dedicated `BufferedEvent`. The remaining major "problem" is that there is still zero type-level indication of whether an `Event` event *actually* supports the buffered API. This leads us to the solution proposed in this PR, using `Event`, `EntityEvent`, and `BufferedEvent`. </details> ## Conclusion The `Event` + `EntityEvent` + `BufferedEvent` split proposed in this PR aims to solve all the common problems with Bevy's current event model while keeping the "weirdness" factor minimal. It splits in terms of both the push vs. pull *and* global vs. targeted aspects, while maintaining a shared concept for an "event". ### Why I Like This - The term "event" remains as a single concept for all the different kinds of events in Bevy. - Despite all event types being "events", they use fundamentally different APIs. Instead of assuming that you can use an event type with any pattern (when only one is typically supported), you explicitly opt in to each one with dedicated traits. - Using separate traits for each type of event helps with documentation and clearer function signatures. - I can safely make assumptions on expected usage. - If I see that an event is an `EntityEvent`, I can assume that I can use `observe` on it and get targeted events. - If I see that an event is a `BufferedEvent`, I can assume that I can use `EventReader` to read events. - If I see both `EntityEvent` and `BufferedEvent`, I can assume that both APIs are supported. In summary: This allows for a unified concept for events, while limiting the different ways to use them with opt-in traits. No more guess-work involved when using APIs. ### Problems? - Because `BufferedEvent` implements `Event` (for more consistent semantics etc.), you can still use all buffered events for non-targeted observers. I think this is fine/good. The important part is that if you see that an event implements `BufferedEvent`, you know that the `EventReader`/`EventWriter` API should be supported. Whether it *also* supports other APIs is secondary. - I currently only support `trigger_targets` for an `EntityEvent`. However, you can technically target components too, without targeting any entities. I consider that such a niche and advanced use case that it's not a huge problem to only support it for `EntityEvent`s, but we could also split `trigger_targets` into `trigger_entities` and `trigger_components` if we wanted to (or implement components as entities :P). - You can still trigger an `EntityEvent` *without* targets. I consider this correct, since `Event` implements the non-targeted behavior, and it'd be weird if implementing another trait *removed* behavior. However, it does mean that global observers for entity events can technically return `Entity::PLACEHOLDER` again (since I got rid of the `Option<Entity>` added in #19440 for ergonomics). I think that's enough of an edge case that it's not a huge problem, but it is worth keeping in mind. - ~~Deriving both `EntityEvent` and `BufferedEvent` for the same type currently duplicates the `Event` implementation, so you instead need to manually implement one of them.~~ Changed to always requiring `Event` to be derived. ## Related Work There are plans to implement multi-event support for observers, especially for UI contexts. [Cart's example](https://github.com/bevyengine/bevy/issues/14649#issuecomment-2960402508) API looked like this: ```rust // Truncated for brevity trigger: Trigger<( OnAdd<Pressed>, OnRemove<Pressed>, OnAdd<InteractionDisabled>, OnRemove<InteractionDisabled>, OnInsert<Hovered>, )>, ``` I believe this shouldn't be in conflict with this PR. If anything, this PR might *help* achieve the multi-event pattern for entity observers with fewer footguns: by statically enforcing that all of these events are `EntityEvent`s in the context of `EntityCommands::observe`, we can avoid misuse or weird cases where *some* events inside the trigger are targeted while others are not. |
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README.md |
Bevy ECS
What is Bevy ECS?
Bevy ECS is an Entity Component System custom-built for the Bevy game engine. It aims to be simple to use, ergonomic, fast, massively parallel, opinionated, and featureful. It was created specifically for Bevy's needs, but it can easily be used as a standalone crate in other projects.
ECS
All app logic in Bevy uses the Entity Component System paradigm, which is often shortened to ECS. ECS is a software pattern that involves breaking your program up into Entities, Components, and Systems. Entities are unique "things" that are assigned groups of Components, which are then processed using Systems.
For example, one entity might have a Position
and Velocity
component, whereas another entity might have a Position
and UI
component. You might have a movement system that runs on all entities with a Position and Velocity component.
The ECS pattern encourages clean, decoupled designs by forcing you to break up your app data and logic into its core components. It also helps make your code faster by optimizing memory access patterns and making parallelism easier.
Concepts
Bevy ECS is Bevy's implementation of the ECS pattern. Unlike other Rust ECS implementations, which often require complex lifetimes, traits, builder patterns, or macros, Bevy ECS uses normal Rust data types for all of these concepts:
Components
Components are normal Rust structs. They are data stored in a World
and specific instances of Components correlate to Entities.
use bevy_ecs::prelude::*;
#[derive(Component)]
struct Position { x: f32, y: f32 }
Worlds
Entities, Components, and Resources are stored in a World
. Worlds, much like std::collections
's HashSet
and Vec
, expose operations to insert, read, write, and remove the data they store.
use bevy_ecs::world::World;
let world = World::default();
Entities
Entities are unique identifiers that correlate to zero or more Components.
use bevy_ecs::prelude::*;
#[derive(Component)]
struct Position { x: f32, y: f32 }
#[derive(Component)]
struct Velocity { x: f32, y: f32 }
let mut world = World::new();
let entity = world
.spawn((Position { x: 0.0, y: 0.0 }, Velocity { x: 1.0, y: 0.0 }))
.id();
let entity_ref = world.entity(entity);
let position = entity_ref.get::<Position>().unwrap();
let velocity = entity_ref.get::<Velocity>().unwrap();
Systems
Systems are normal Rust functions. Thanks to the Rust type system, Bevy ECS can use function parameter types to determine what data needs to be sent to the system. It also uses this "data access" information to determine what Systems can run in parallel with each other.
use bevy_ecs::prelude::*;
#[derive(Component)]
struct Position { x: f32, y: f32 }
fn print_position(query: Query<(Entity, &Position)>) {
for (entity, position) in &query {
println!("Entity {} is at position: x {}, y {}", entity, position.x, position.y);
}
}
Resources
Apps often require unique resources, such as asset collections, renderers, audio servers, time, etc. Bevy ECS makes this pattern a first class citizen. Resource
is a special kind of component that does not belong to any entity. Instead, it is identified uniquely by its type:
use bevy_ecs::prelude::*;
#[derive(Resource, Default)]
struct Time {
seconds: f32,
}
let mut world = World::new();
world.insert_resource(Time::default());
let time = world.get_resource::<Time>().unwrap();
// You can also access resources from Systems
fn print_time(time: Res<Time>) {
println!("{}", time.seconds);
}
Schedules
Schedules run a set of Systems according to some execution strategy. Systems can be added to any number of System Sets, which are used to control their scheduling metadata.
The built in "parallel executor" considers dependencies between systems and (by default) run as many of them in parallel as possible. This maximizes performance, while keeping the system execution safe. To control the system ordering, define explicit dependencies between systems and their sets.
Using Bevy ECS
Bevy ECS should feel very natural for those familiar with Rust syntax:
use bevy_ecs::prelude::*;
#[derive(Component)]
struct Position { x: f32, y: f32 }
#[derive(Component)]
struct Velocity { x: f32, y: f32 }
// This system moves each entity with a Position and Velocity component
fn movement(mut query: Query<(&mut Position, &Velocity)>) {
for (mut position, velocity) in &mut query {
position.x += velocity.x;
position.y += velocity.y;
}
}
fn main() {
// Create a new empty World to hold our Entities and Components
let mut world = World::new();
// Spawn an entity with Position and Velocity components
world.spawn((
Position { x: 0.0, y: 0.0 },
Velocity { x: 1.0, y: 0.0 },
));
// Create a new Schedule, which defines an execution strategy for Systems
let mut schedule = Schedule::default();
// Add our system to the schedule
schedule.add_systems(movement);
// Run the schedule once. If your app has a "loop", you would run this once per loop
schedule.run(&mut world);
}
Features
Query Filters
use bevy_ecs::prelude::*;
#[derive(Component)]
struct Position { x: f32, y: f32 }
#[derive(Component)]
struct Player;
#[derive(Component)]
struct Alive;
// Gets the Position component of all Entities with Player component and without the Alive
// component.
fn system(query: Query<&Position, (With<Player>, Without<Alive>)>) {
for position in &query {
}
}
Change Detection
Bevy ECS tracks all changes to Components and Resources.
Queries can filter for changed Components:
use bevy_ecs::prelude::*;
#[derive(Component)]
struct Position { x: f32, y: f32 }
#[derive(Component)]
struct Velocity { x: f32, y: f32 }
// Gets the Position component of all Entities whose Velocity has changed since the last run of the System
fn system_changed(query: Query<&Position, Changed<Velocity>>) {
for position in &query {
}
}
// Gets the Position component of all Entities that had a Velocity component added since the last run of the System
fn system_added(query: Query<&Position, Added<Velocity>>) {
for position in &query {
}
}
Resources also expose change state:
use bevy_ecs::prelude::*;
#[derive(Resource)]
struct Time(f32);
// Prints "time changed!" if the Time resource has changed since the last run of the System
fn system(time: Res<Time>) {
if time.is_changed() {
println!("time changed!");
}
}
Component Storage
Bevy ECS supports multiple component storage types.
Components can be stored in:
- Tables: Fast and cache friendly iteration, but slower adding and removing of components. This is the default storage type.
- Sparse Sets: Fast adding and removing of components, but slower iteration.
Component storage types are configurable, and they default to table storage if the storage is not manually defined.
use bevy_ecs::prelude::*;
#[derive(Component)]
struct TableStoredComponent;
#[derive(Component)]
#[component(storage = "SparseSet")]
struct SparseStoredComponent;
Component Bundles
Define sets of Components that should be added together.
use bevy_ecs::prelude::*;
#[derive(Default, Component)]
struct Player;
#[derive(Default, Component)]
struct Position { x: f32, y: f32 }
#[derive(Default, Component)]
struct Velocity { x: f32, y: f32 }
#[derive(Bundle, Default)]
struct PlayerBundle {
player: Player,
position: Position,
velocity: Velocity,
}
let mut world = World::new();
// Spawn a new entity and insert the default PlayerBundle
world.spawn(PlayerBundle::default());
// Bundles play well with Rust's struct update syntax
world.spawn(PlayerBundle {
position: Position { x: 1.0, y: 1.0 },
..Default::default()
});
Buffered Events
Buffered events offer a communication channel between one or more systems.
They can be sent using the EventWriter
system parameter and received with EventReader
.
use bevy_ecs::prelude::*;
#[derive(Event, BufferedEvent)]
struct Message(String);
fn writer(mut writer: EventWriter<Message>) {
writer.write(Message("Hello!".to_string()));
}
fn reader(mut reader: EventReader<Message>) {
for Message(message) in reader.read() {
println!("{}", message);
}
}
Observers
Observers are systems that listen for a "trigger" of a specific Event
:
use bevy_ecs::prelude::*;
#[derive(Event)]
struct Speak {
message: String
}
let mut world = World::new();
world.add_observer(|trigger: On<Speak>| {
println!("{}", trigger.message);
});
world.flush();
world.trigger(Speak {
message: "Hello!".to_string(),
});
These differ from EventReader
and EventWriter
in that they are "reactive".
Rather than happening at a specific point in a schedule, they happen immediately whenever a trigger happens.
Triggers can trigger other triggers, and they all will be evaluated at the same time!
If the event is an EntityEvent
, it can also be triggered to target specific entities:
use bevy_ecs::prelude::*;
#[derive(Event, EntityEvent)]
struct Explode;
let mut world = World::new();
let entity = world.spawn_empty().id();
world.add_observer(|trigger: On<Explode>, mut commands: Commands| {
println!("Entity {} goes BOOM!", trigger.target());
commands.entity(trigger.target()).despawn();
});
world.flush();
world.trigger_targets(Explode, entity);