# Objective
- Make it possible to react to arbitrary state changes
- this will be useful regardless of the other changes to states
currently being discussed
## Solution
- added `StateTransitionEvent<S>` struct
- previously, this would have been impossible:
```rs
#[derive(States, Eq, PartialEq, Hash, Copy, Clone, Default)]
enum MyState {
  #[default]
  Foo,
  Bar(MySubState),
}
enum MySubState {
  Spam,
  Eggs,
}
app.add_system(Update, on_enter_bar);
fn on_enter_bar(trans: EventReader<StateTransition<MyState>>){
  for (befoare, after) in trans.read() {
    match before, after {
      MyState::Foo, MyState::Bar(_) => info!("detected transition foo => bar");
      _, _ => ();
    }
  }
}
```
---
## Changelog
- Added
  - `StateTransitionEvent<S>` - Fired on state changes of `S`
## Migration Guide
N/A no breaking changes
---------
Co-authored-by: Federico Rinaldi <gisquerin@gmail.com>
		
	
			
		
			
				
	
	
		
			174 lines
		
	
	
		
			5.7 KiB
		
	
	
	
		
			Rust
		
	
	
	
	
	
			
		
		
	
	
			174 lines
		
	
	
		
			5.7 KiB
		
	
	
	
		
			Rust
		
	
	
	
	
	
//! This example illustrates how to use [`States`] for high-level app control flow.
 | 
						|
//! States are a powerful but intuitive tool for controlling which logic runs when.
 | 
						|
//! You can have multiple independent states, and the [`OnEnter`] and [`OnExit`] schedules
 | 
						|
//! can be used to great effect to ensure that you handle setup and teardown appropriately.
 | 
						|
//!
 | 
						|
//! In this case, we're transitioning from a `Menu` state to an `InGame` state.
 | 
						|
 | 
						|
use bevy::prelude::*;
 | 
						|
 | 
						|
fn main() {
 | 
						|
    App::new()
 | 
						|
        .add_plugins(DefaultPlugins)
 | 
						|
        .init_state::<AppState>() // Alternatively we could use .insert_state(AppState::Menu)
 | 
						|
        .add_systems(Startup, setup)
 | 
						|
        // This system runs when we enter `AppState::Menu`, during the `StateTransition` schedule.
 | 
						|
        // All systems from the exit schedule of the state we're leaving are run first,
 | 
						|
        // and then all systems from the enter schedule of the state we're entering are run second.
 | 
						|
        .add_systems(OnEnter(AppState::Menu), setup_menu)
 | 
						|
        // By contrast, update systems are stored in the `Update` schedule. They simply
 | 
						|
        // check the value of the `State<T>` resource to see if they should run each frame.
 | 
						|
        .add_systems(Update, menu.run_if(in_state(AppState::Menu)))
 | 
						|
        .add_systems(OnExit(AppState::Menu), cleanup_menu)
 | 
						|
        .add_systems(OnEnter(AppState::InGame), setup_game)
 | 
						|
        .add_systems(
 | 
						|
            Update,
 | 
						|
            (movement, change_color).run_if(in_state(AppState::InGame)),
 | 
						|
        )
 | 
						|
        .add_systems(Update, log_transitions)
 | 
						|
        .run();
 | 
						|
}
 | 
						|
 | 
						|
#[derive(Debug, Clone, Copy, Default, Eq, PartialEq, Hash, States)]
 | 
						|
enum AppState {
 | 
						|
    #[default]
 | 
						|
    Menu,
 | 
						|
    InGame,
 | 
						|
}
 | 
						|
 | 
						|
#[derive(Resource)]
 | 
						|
struct MenuData {
 | 
						|
    button_entity: Entity,
 | 
						|
}
 | 
						|
 | 
						|
const NORMAL_BUTTON: Color = Color::rgb(0.15, 0.15, 0.15);
 | 
						|
const HOVERED_BUTTON: Color = Color::rgb(0.25, 0.25, 0.25);
 | 
						|
const PRESSED_BUTTON: Color = Color::rgb(0.35, 0.75, 0.35);
 | 
						|
 | 
						|
fn setup(mut commands: Commands) {
 | 
						|
    commands.spawn(Camera2dBundle::default());
 | 
						|
}
 | 
						|
 | 
						|
fn setup_menu(mut commands: Commands) {
 | 
						|
    let button_entity = commands
 | 
						|
        .spawn(NodeBundle {
 | 
						|
            style: Style {
 | 
						|
                // center button
 | 
						|
                width: Val::Percent(100.),
 | 
						|
                height: Val::Percent(100.),
 | 
						|
                justify_content: JustifyContent::Center,
 | 
						|
                align_items: AlignItems::Center,
 | 
						|
                ..default()
 | 
						|
            },
 | 
						|
            ..default()
 | 
						|
        })
 | 
						|
        .with_children(|parent| {
 | 
						|
            parent
 | 
						|
                .spawn(ButtonBundle {
 | 
						|
                    style: Style {
 | 
						|
                        width: Val::Px(150.),
 | 
						|
                        height: Val::Px(65.),
 | 
						|
                        // horizontally center child text
 | 
						|
                        justify_content: JustifyContent::Center,
 | 
						|
                        // vertically center child text
 | 
						|
                        align_items: AlignItems::Center,
 | 
						|
                        ..default()
 | 
						|
                    },
 | 
						|
                    background_color: NORMAL_BUTTON.into(),
 | 
						|
                    ..default()
 | 
						|
                })
 | 
						|
                .with_children(|parent| {
 | 
						|
                    parent.spawn(TextBundle::from_section(
 | 
						|
                        "Play",
 | 
						|
                        TextStyle {
 | 
						|
                            font_size: 40.0,
 | 
						|
                            color: Color::rgb(0.9, 0.9, 0.9),
 | 
						|
                            ..default()
 | 
						|
                        },
 | 
						|
                    ));
 | 
						|
                });
 | 
						|
        })
 | 
						|
        .id();
 | 
						|
    commands.insert_resource(MenuData { button_entity });
 | 
						|
}
 | 
						|
 | 
						|
fn menu(
 | 
						|
    mut next_state: ResMut<NextState<AppState>>,
 | 
						|
    mut interaction_query: Query<
 | 
						|
        (&Interaction, &mut BackgroundColor),
 | 
						|
        (Changed<Interaction>, With<Button>),
 | 
						|
    >,
 | 
						|
) {
 | 
						|
    for (interaction, mut color) in &mut interaction_query {
 | 
						|
        match *interaction {
 | 
						|
            Interaction::Pressed => {
 | 
						|
                *color = PRESSED_BUTTON.into();
 | 
						|
                next_state.set(AppState::InGame);
 | 
						|
            }
 | 
						|
            Interaction::Hovered => {
 | 
						|
                *color = HOVERED_BUTTON.into();
 | 
						|
            }
 | 
						|
            Interaction::None => {
 | 
						|
                *color = NORMAL_BUTTON.into();
 | 
						|
            }
 | 
						|
        }
 | 
						|
    }
 | 
						|
}
 | 
						|
 | 
						|
fn cleanup_menu(mut commands: Commands, menu_data: Res<MenuData>) {
 | 
						|
    commands.entity(menu_data.button_entity).despawn_recursive();
 | 
						|
}
 | 
						|
 | 
						|
fn setup_game(mut commands: Commands, asset_server: Res<AssetServer>) {
 | 
						|
    commands.spawn(SpriteBundle {
 | 
						|
        texture: asset_server.load("branding/icon.png"),
 | 
						|
        ..default()
 | 
						|
    });
 | 
						|
}
 | 
						|
 | 
						|
const SPEED: f32 = 100.0;
 | 
						|
fn movement(
 | 
						|
    time: Res<Time>,
 | 
						|
    input: Res<ButtonInput<KeyCode>>,
 | 
						|
    mut query: Query<&mut Transform, With<Sprite>>,
 | 
						|
) {
 | 
						|
    for mut transform in &mut query {
 | 
						|
        let mut direction = Vec3::ZERO;
 | 
						|
        if input.pressed(KeyCode::ArrowLeft) {
 | 
						|
            direction.x -= 1.0;
 | 
						|
        }
 | 
						|
        if input.pressed(KeyCode::ArrowRight) {
 | 
						|
            direction.x += 1.0;
 | 
						|
        }
 | 
						|
        if input.pressed(KeyCode::ArrowUp) {
 | 
						|
            direction.y += 1.0;
 | 
						|
        }
 | 
						|
        if input.pressed(KeyCode::ArrowDown) {
 | 
						|
            direction.y -= 1.0;
 | 
						|
        }
 | 
						|
 | 
						|
        if direction != Vec3::ZERO {
 | 
						|
            transform.translation += direction.normalize() * SPEED * time.delta_seconds();
 | 
						|
        }
 | 
						|
    }
 | 
						|
}
 | 
						|
 | 
						|
fn change_color(time: Res<Time>, mut query: Query<&mut Sprite>) {
 | 
						|
    for mut sprite in &mut query {
 | 
						|
        sprite
 | 
						|
            .color
 | 
						|
            .set_b((time.elapsed_seconds() * 0.5).sin() + 2.0);
 | 
						|
    }
 | 
						|
}
 | 
						|
 | 
						|
/// print when an `AppState` transition happens
 | 
						|
/// also serves as an example of how to use `StateTransitionEvent`
 | 
						|
fn log_transitions(mut transitions: EventReader<StateTransitionEvent<AppState>>) {
 | 
						|
    for transition in transitions.read() {
 | 
						|
        info!(
 | 
						|
            "transition: {:?} => {:?}",
 | 
						|
            transition.before, transition.after
 | 
						|
        );
 | 
						|
    }
 | 
						|
}
 |