bevy/examples/ecs/one_shot_systems.rs
ickshonpe 02fa833be1
Rename JustifyText to Justify (#19522)
# Objective

Rename `JustifyText`:

* The name `JustifyText` is just ugly.
* It's inconsistent since no other `bevy_text` types have a `Text-`
suffix, only prefix.
* It's inconsistent with the other text layout enum `Linebreak` which
doesn't have a prefix or suffix.

Fixes #19521.

## Solution

Rename `JustifyText` to `Justify`.

Without other context, it's natural to assume the name `Justify` refers
to text justification.

---------

Co-authored-by: Alice Cecile <alice.i.cecile@gmail.com>
2025-06-09 19:59:48 +00:00

113 lines
3.5 KiB
Rust

//! Demonstrates the use of "one-shot systems", which run once when triggered.
//!
//! These can be useful to help structure your logic in a push-based fashion,
//! reducing the overhead of running extremely rarely run systems
//! and improving schedule flexibility.
//!
//! See the [`World::run_system`](World::run_system) or
//! [`World::run_system_once`](World#method.run_system_once_with)
//! docs for more details.
use bevy::{
ecs::system::{RunSystemOnce, SystemId},
prelude::*,
};
fn main() {
App::new()
.add_plugins(DefaultPlugins)
.add_systems(
Startup,
(
setup_ui,
setup_with_commands,
setup_with_world.after(setup_ui), // since we run `system_b` once in world it needs to run after `setup_ui`
),
)
.add_systems(Update, (trigger_system, evaluate_callbacks).chain())
.run();
}
#[derive(Component)]
struct Callback(SystemId);
#[derive(Component)]
struct Triggered;
#[derive(Component)]
struct A;
#[derive(Component)]
struct B;
fn setup_with_commands(mut commands: Commands) {
let system_id = commands.register_system(system_a);
commands.spawn((Callback(system_id), A));
}
fn setup_with_world(world: &mut World) {
// We can run it once manually
world.run_system_once(system_b).unwrap();
// Or with a Callback
let system_id = world.register_system(system_b);
world.spawn((Callback(system_id), B));
}
/// Tag entities that have callbacks we want to run with the `Triggered` component.
fn trigger_system(
mut commands: Commands,
query_a: Single<Entity, With<A>>,
query_b: Single<Entity, With<B>>,
input: Res<ButtonInput<KeyCode>>,
) {
if input.just_pressed(KeyCode::KeyA) {
let entity = *query_a;
commands.entity(entity).insert(Triggered);
}
if input.just_pressed(KeyCode::KeyB) {
let entity = *query_b;
commands.entity(entity).insert(Triggered);
}
}
/// Runs the systems associated with each `Callback` component if the entity also has a `Triggered` component.
///
/// This could be done in an exclusive system rather than using `Commands` if preferred.
fn evaluate_callbacks(query: Query<(Entity, &Callback), With<Triggered>>, mut commands: Commands) {
for (entity, callback) in query.iter() {
commands.run_system(callback.0);
commands.entity(entity).remove::<Triggered>();
}
}
fn system_a(entity_a: Single<Entity, With<Text>>, mut writer: TextUiWriter) {
*writer.text(*entity_a, 3) = String::from("A");
info!("A: One shot system registered with Commands was triggered");
}
fn system_b(entity_b: Single<Entity, With<Text>>, mut writer: TextUiWriter) {
*writer.text(*entity_b, 3) = String::from("B");
info!("B: One shot system registered with World was triggered");
}
fn setup_ui(mut commands: Commands) {
commands.spawn(Camera2d);
commands
.spawn((
Text::default(),
TextLayout::new_with_justify(Justify::Center),
Node {
align_self: AlignSelf::Center,
justify_self: JustifySelf::Center,
..default()
},
))
.with_children(|p| {
p.spawn(TextSpan::new("Press A or B to trigger a one-shot system\n"));
p.spawn(TextSpan::new("Last Triggered: "));
p.spawn((
TextSpan::new("-"),
TextColor(bevy::color::palettes::css::ORANGE.into()),
));
});
}