 992681b59b
			
		
	
	
		992681b59b
		
	
	
	
	
		
			
			*This PR description is an edited copy of #5007, written by @alice-i-cecile.* # Objective Follow-up to https://github.com/bevyengine/bevy/pull/2254. The `Resource` trait currently has a blanket implementation for all types that meet its bounds. While ergonomic, this results in several drawbacks: * it is possible to make confusing, silent mistakes such as inserting a function pointer (Foo) rather than a value (Foo::Bar) as a resource * it is challenging to discover if a type is intended to be used as a resource * we cannot later add customization options (see the [RFC](https://github.com/bevyengine/rfcs/blob/main/rfcs/27-derive-component.md) for the equivalent choice for Component). * dependencies can use the same Rust type as a resource in invisibly conflicting ways * raw Rust types used as resources cannot preserve privacy appropriately, as anyone able to access that type can read and write to internal values * we cannot capture a definitive list of possible resources to display to users in an editor ## Notes to reviewers * Review this commit-by-commit; there's effectively no back-tracking and there's a lot of churn in some of these commits. *ira: My commits are not as well organized :')* * I've relaxed the bound on Local to Send + Sync + 'static: I don't think these concerns apply there, so this can keep things simple. Storing e.g. a u32 in a Local is fine, because there's a variable name attached explaining what it does. * I think this is a bad place for the Resource trait to live, but I've left it in place to make reviewing easier. IMO that's best tackled with https://github.com/bevyengine/bevy/issues/4981. ## Changelog `Resource` is no longer automatically implemented for all matching types. Instead, use the new `#[derive(Resource)]` macro. ## Migration Guide Add `#[derive(Resource)]` to all types you are using as a resource. If you are using a third party type as a resource, wrap it in a tuple struct to bypass orphan rules. Consider deriving `Deref` and `DerefMut` to improve ergonomics. `ClearColor` no longer implements `Component`. Using `ClearColor` as a component in 0.8 did nothing. Use the `ClearColorConfig` in the `Camera3d` and `Camera2d` components instead. Co-authored-by: Alice <alice.i.cecile@gmail.com> Co-authored-by: Alice Cecile <alice.i.cecile@gmail.com> Co-authored-by: devil-ira <justthecooldude@gmail.com> Co-authored-by: Carter Anderson <mcanders1@gmail.com>
		
			
				
	
	
		
			140 lines
		
	
	
		
			5.1 KiB
		
	
	
	
		
			Rust
		
	
	
	
	
	
			
		
		
	
	
			140 lines
		
	
	
		
			5.1 KiB
		
	
	
	
		
			Rust
		
	
	
	
	
	
| //! Shows how systems with a similar purpose can be grouped into sets.
 | |
| //!
 | |
| //! ```none
 | |
| //! Physics                     (Criteria: App has run < 1.0 seconds)
 | |
| //!     \--> update_velocity        (via label PhysicsSystem::UpdateVelocity)
 | |
| //!     \--> movement               (via label PhysicsSystem::Movement)
 | |
| //! PostPhysics                 (Criteria: Resource `done` is false)
 | |
| //!     \--> collision || sfx
 | |
| //! Exit                        (Criteria: Resource `done` is true)
 | |
| //!     \--> exit
 | |
| //! ```
 | |
| //!
 | |
| //! The `Physics` label represents a [`SystemSet`] containing two systems.
 | |
| //! This set's criteria is to stop after a second has elapsed.
 | |
| //! The two systems (`update_velocity`, `movement`) run in a specified order.
 | |
| //!
 | |
| //! Another label `PostPhysics` uses run criteria to only run after `Physics` has finished.
 | |
| //! This set's criteria is to run only when _not done_, as specified via a resource.
 | |
| //! The two systems here (collision, sfx) are not specified to run in any order, and the actual
 | |
| //! ordering can then change between invocations.
 | |
| //!
 | |
| //! Lastly a system with run criteria  _done_ is used to exit the app.
 | |
| 
 | |
| use bevy::{app::AppExit, ecs::schedule::ShouldRun, prelude::*};
 | |
| 
 | |
| /// A [`SystemLabel`] can be applied as a label to systems and system sets,
 | |
| /// which can then be referred to from other systems.
 | |
| /// This is useful in case a user wants to e.g. run _before_ or _after_
 | |
| /// some label.
 | |
| /// `Clone`, `Hash`, `Debug`, `PartialEq`, `Eq`, are all required to derive
 | |
| /// [`SystemLabel`].
 | |
| #[derive(Clone, Hash, Debug, PartialEq, Eq, SystemLabel)]
 | |
| struct Physics;
 | |
| 
 | |
| #[derive(Clone, Hash, Debug, PartialEq, Eq, SystemLabel)]
 | |
| struct PostPhysics;
 | |
| 
 | |
| /// Resource used to stop our example.
 | |
| #[derive(Resource, Default)]
 | |
| struct Done(bool);
 | |
| 
 | |
| fn main() {
 | |
|     App::new()
 | |
|         .add_plugins(DefaultPlugins)
 | |
|         .init_resource::<Done>()
 | |
|         // Note that the system sets added in this example set their run criteria explicitly.
 | |
|         // See the `ecs/state.rs` example for a pattern where run criteria are set implicitly for common
 | |
|         // use cases- typically state transitions.
 | |
|         // Also note that a system set has a single run criterion at most, which means using `.with_run_criteria(...)`
 | |
|         // after `SystemSet::on_update(...)` would override the state transition criterion.
 | |
|         .add_system_set(
 | |
|             SystemSet::new()
 | |
|                 // This label is added to all systems in this set.
 | |
|                 // The label can then be referred to elsewhere (other sets).
 | |
|                 .label(Physics)
 | |
|                 // This criteria ensures this whole system set only runs when this system's
 | |
|                 // output says so (ShouldRun::Yes)
 | |
|                 .with_run_criteria(run_for_a_second)
 | |
|                 .with_system(update_velocity)
 | |
|                 // Make movement run after update_velocity
 | |
|                 .with_system(movement.after(update_velocity)),
 | |
|         )
 | |
|         .add_system_set(
 | |
|             SystemSet::new()
 | |
|                 .label(PostPhysics)
 | |
|                 // This whole set runs after `Physics` (which in this case is a label for
 | |
|                 // another set).
 | |
|                 // There is also `.before(..)`.
 | |
|                 .after(Physics)
 | |
|                 // This shows that we can modify existing run criteria results.
 | |
|                 // Here we create a _not done_ criteria by piping the output of
 | |
|                 // the `is_done` system and inverting the output.
 | |
|                 // Notice a string literal also works as a label.
 | |
|                 .with_run_criteria(RunCriteria::pipe("is_done_label", inverse))
 | |
|                 // `collision` and `sfx` are not ordered with respect to
 | |
|                 // each other, and may run in any order
 | |
|                 .with_system(collision)
 | |
|                 .with_system(sfx),
 | |
|         )
 | |
|         .add_system(
 | |
|             exit.after(PostPhysics)
 | |
|                 // Label the run criteria such that the `PostPhysics` set can reference it
 | |
|                 .with_run_criteria(is_done.label("is_done_label")),
 | |
|         )
 | |
|         .run();
 | |
| }
 | |
| 
 | |
| /// Example of a run criteria.
 | |
| /// Here we only want to run for a second, then stop.
 | |
| fn run_for_a_second(time: Res<Time>, mut done: ResMut<Done>) -> ShouldRun {
 | |
|     let elapsed = time.seconds_since_startup();
 | |
|     if elapsed < 1.0 {
 | |
|         info!(
 | |
|             "We should run again. Elapsed/remaining: {:.2}s/{:.2}s",
 | |
|             elapsed,
 | |
|             1.0 - elapsed
 | |
|         );
 | |
|         ShouldRun::Yes
 | |
|     } else {
 | |
|         done.0 = true;
 | |
|         ShouldRun::No
 | |
|     }
 | |
| }
 | |
| 
 | |
| /// Another run criteria, simply using a resource.
 | |
| fn is_done(done: Res<Done>) -> ShouldRun {
 | |
|     done.0.into()
 | |
| }
 | |
| 
 | |
| /// Used with [`RunCritera::pipe`], inverts the result of the
 | |
| /// passed system.
 | |
| fn inverse(input: In<ShouldRun>) -> ShouldRun {
 | |
|     match input.0 {
 | |
|         ShouldRun::No => ShouldRun::Yes,
 | |
|         ShouldRun::Yes => ShouldRun::No,
 | |
|         _ => unreachable!(),
 | |
|     }
 | |
| }
 | |
| 
 | |
| fn update_velocity() {
 | |
|     info!("Updating velocity");
 | |
| }
 | |
| 
 | |
| fn movement() {
 | |
|     info!("Updating movement");
 | |
| }
 | |
| 
 | |
| fn collision() {
 | |
|     info!("Physics done- checking collisions");
 | |
| }
 | |
| 
 | |
| fn sfx() {
 | |
|     info!("Physics done- playing some sfx");
 | |
| }
 | |
| 
 | |
| fn exit(mut app_exit_events: EventWriter<AppExit>) {
 | |
|     info!("Exiting...");
 | |
|     app_exit_events.send(AppExit);
 | |
| }
 |