bevy/crates/bevy_sprite/src/lib.rs
JoJoJet b8263b55fb Support system.in_schedule() and system.on_startup() (#7790)
# Objective

Support the following syntax for adding systems:

```rust
App::new()
    .add_system(setup.on_startup())
    .add_systems((
        show_menu.in_schedule(OnEnter(GameState::Paused)),
        menu_ssytem.in_set(OnUpdate(GameState::Paused)),
        hide_menu.in_schedule(OnExit(GameState::Paused)),
    ))
```

## Solution

Add the traits `IntoSystemAppConfig{s}`, which provide the extension methods necessary for configuring which schedule a system belongs to. These extension methods return `IntoSystemAppConfig{s}`, which `App::add_system{s}` uses to choose which schedule to add systems to.

---

## Changelog

+ Added the extension methods `in_schedule(label)` and  `on_startup()` for configuring the schedule a system belongs to.

## Future Work

* Replace all uses of `add_startup_system` in the engine.
* Deprecate this method
2023-02-24 18:33:55 +00:00

88 lines
2.7 KiB
Rust

mod bundle;
mod dynamic_texture_atlas_builder;
mod mesh2d;
mod render;
mod sprite;
mod texture_atlas;
mod texture_atlas_builder;
pub mod collide_aabb;
pub mod prelude {
#[doc(hidden)]
pub use crate::{
bundle::{SpriteBundle, SpriteSheetBundle},
sprite::Sprite,
texture_atlas::{TextureAtlas, TextureAtlasSprite},
ColorMaterial, ColorMesh2dBundle, TextureAtlasBuilder,
};
}
pub use bundle::*;
pub use dynamic_texture_atlas_builder::*;
pub use mesh2d::*;
pub use render::*;
pub use sprite::*;
pub use texture_atlas::*;
pub use texture_atlas_builder::*;
use bevy_app::prelude::*;
use bevy_asset::{AddAsset, Assets, HandleUntyped};
use bevy_core_pipeline::core_2d::Transparent2d;
use bevy_ecs::prelude::*;
use bevy_reflect::TypeUuid;
use bevy_render::{
render_phase::AddRenderCommand,
render_resource::{Shader, SpecializedRenderPipelines},
ExtractSchedule, RenderApp, RenderSet,
};
#[derive(Default)]
pub struct SpritePlugin;
pub const SPRITE_SHADER_HANDLE: HandleUntyped =
HandleUntyped::weak_from_u64(Shader::TYPE_UUID, 2763343953151597127);
#[derive(Debug, Hash, PartialEq, Eq, Clone, SystemSet)]
pub enum SpriteSystem {
ExtractSprites,
}
impl Plugin for SpritePlugin {
fn build(&self, app: &mut App) {
let mut shaders = app.world.resource_mut::<Assets<Shader>>();
let sprite_shader = Shader::from_wgsl(include_str!("render/sprite.wgsl"));
shaders.set_untracked(SPRITE_SHADER_HANDLE, sprite_shader);
app.add_asset::<TextureAtlas>()
.register_asset_reflect::<TextureAtlas>()
.register_type::<Sprite>()
.register_type::<Anchor>()
.register_type::<Mesh2dHandle>()
.add_plugin(Mesh2dRenderPlugin)
.add_plugin(ColorMaterialPlugin);
if let Ok(render_app) = app.get_sub_app_mut(RenderApp) {
render_app
.init_resource::<ImageBindGroups>()
.init_resource::<SpritePipeline>()
.init_resource::<SpecializedRenderPipelines<SpritePipeline>>()
.init_resource::<SpriteMeta>()
.init_resource::<ExtractedSprites>()
.init_resource::<SpriteAssetEvents>()
.add_render_command::<Transparent2d, DrawSprite>()
.add_systems(
(
extract_sprites.in_set(SpriteSystem::ExtractSprites),
extract_sprite_events,
)
.in_schedule(ExtractSchedule),
)
.add_system(
queue_sprites
.in_set(RenderSet::Queue)
.ambiguous_with(queue_material2d_meshes::<ColorMaterial>),
);
};
}
}