
# Objective - Right now re-exports are completely hidden in prelude docs. - Fixes #6433 ## Solution - We could show the re-exports without inlining their documentation.
109 lines
3.6 KiB
Rust
109 lines
3.6 KiB
Rust
mod fixed_timestep;
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mod stopwatch;
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#[allow(clippy::module_inception)]
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mod time;
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mod timer;
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pub use fixed_timestep::*;
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pub use stopwatch::*;
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pub use time::*;
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pub use timer::*;
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use bevy_ecs::system::{Res, ResMut};
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use bevy_utils::{tracing::warn, Duration, Instant};
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use crossbeam_channel::{Receiver, Sender};
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pub mod prelude {
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//! The Bevy Time Prelude.
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#[doc(no_inline)]
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pub use crate::{Time, Timer, TimerMode};
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}
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use bevy_app::prelude::*;
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use bevy_ecs::prelude::*;
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/// Adds time functionality to Apps.
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#[derive(Default)]
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pub struct TimePlugin;
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#[derive(Debug, PartialEq, Eq, Clone, Hash, SystemLabel)]
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/// Updates the elapsed time. Any system that interacts with [Time] component should run after
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/// this.
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pub struct TimeSystem;
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impl Plugin for TimePlugin {
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fn build(&self, app: &mut App) {
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app.init_resource::<Time>()
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.init_resource::<TimeUpdateStrategy>()
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.init_resource::<FixedTimesteps>()
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.register_type::<Timer>()
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.register_type::<Time>()
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.register_type::<Stopwatch>()
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// time system is added as an "exclusive system" to ensure it runs before other systems
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// in CoreStage::First
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.add_system_to_stage(CoreStage::First, time_system.at_start().label(TimeSystem));
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}
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}
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/// Configuration resource used to determine how the time system should run.
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///
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/// For most cases, [`TimeUpdateStrategy::Automatic`] is fine. When writing tests, dealing with networking, or similar
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/// you may prefer to set the next [`Time`] value manually.
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#[derive(Resource, Default)]
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pub enum TimeUpdateStrategy {
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#[default]
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Automatic,
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// Update [`Time`] with an exact `Instant` value
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ManualInstant(Instant),
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// Update [`Time`] with the current time + a specified `Duration`
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ManualDuration(Duration),
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}
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/// Channel resource used to receive time from render world
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#[derive(Resource)]
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pub struct TimeReceiver(pub Receiver<Instant>);
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/// Channel resource used to send time from render world
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#[derive(Resource)]
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pub struct TimeSender(pub Sender<Instant>);
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/// Creates channels used for sending time between render world and app world
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pub fn create_time_channels() -> (TimeSender, TimeReceiver) {
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// bound the channel to 2 since when pipelined the render phase can finish before
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// the time system runs.
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let (s, r) = crossbeam_channel::bounded::<Instant>(2);
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(TimeSender(s), TimeReceiver(r))
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}
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/// The system used to update the [`Time`] used by app logic. If there is a render world the time is sent from
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/// there to this system through channels. Otherwise the time is updated in this system.
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fn time_system(
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mut time: ResMut<Time>,
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update_strategy: Res<TimeUpdateStrategy>,
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time_recv: Option<Res<TimeReceiver>>,
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mut has_received_time: Local<bool>,
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) {
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let new_time = if let Some(time_recv) = time_recv {
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// TODO: Figure out how to handle this when using pipelined rendering.
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if let Ok(new_time) = time_recv.0.try_recv() {
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*has_received_time = true;
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new_time
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} else {
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if *has_received_time {
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warn!("time_system did not receive the time from the render world! Calculations depending on the time may be incorrect.");
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}
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Instant::now()
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}
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} else {
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Instant::now()
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};
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match update_strategy.as_ref() {
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TimeUpdateStrategy::Automatic => time.update_with_instant(new_time),
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TimeUpdateStrategy::ManualInstant(instant) => time.update_with_instant(*instant),
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TimeUpdateStrategy::ManualDuration(duration) => {
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time.update_with_instant(Instant::now() + *duration);
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}
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}
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}
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