bevy/crates/bevy_scene/src/lib.rs
MichiRecRoom 26bb0b40d2
Move #![warn(clippy::allow_attributes, clippy::allow_attributes_without_reason)] to the workspace Cargo.toml (#17374)
# Objective
Fixes https://github.com/bevyengine/bevy/issues/17111

## Solution
Move `#![warn(clippy::allow_attributes,
clippy::allow_attributes_without_reason)]` to the workspace `Cargo.toml`

## Testing
Lots of CI testing, and local testing too.

---------

Co-authored-by: Benjamin Brienen <benjamin.brienen@outlook.com>
2025-01-15 01:14:58 +00:00

105 lines
3.4 KiB
Rust

#![cfg_attr(docsrs, feature(doc_auto_cfg))]
#![forbid(unsafe_code)]
#![doc(
html_logo_url = "https://bevyengine.org/assets/icon.png",
html_favicon_url = "https://bevyengine.org/assets/icon.png"
)]
//! Provides scene definition, instantiation and serialization/deserialization.
//!
//! Scenes are collections of entities and their associated components that can be
//! instantiated or removed from a world to allow composition. Scenes can be serialized/deserialized,
//! for example to save part of the world state to a file.
extern crate alloc;
mod components;
mod dynamic_scene;
mod dynamic_scene_builder;
mod scene;
mod scene_filter;
mod scene_loader;
mod scene_spawner;
#[cfg(feature = "serialize")]
pub mod serde;
/// Rusty Object Notation, a crate used to serialize and deserialize bevy scenes.
pub use bevy_asset::ron;
use bevy_ecs::schedule::IntoSystemConfigs;
pub use components::*;
pub use dynamic_scene::*;
pub use dynamic_scene_builder::*;
pub use scene::*;
pub use scene_filter::*;
pub use scene_loader::*;
pub use scene_spawner::*;
/// The scene prelude.
///
/// This includes the most common types in this crate, re-exported for your convenience.
pub mod prelude {
#[doc(hidden)]
pub use crate::{
DynamicScene, DynamicSceneBuilder, DynamicSceneRoot, Scene, SceneFilter, SceneRoot,
SceneSpawner,
};
}
use bevy_app::prelude::*;
use bevy_asset::AssetApp;
/// Plugin that provides scene functionality to an [`App`].
#[derive(Default)]
pub struct ScenePlugin;
#[cfg(feature = "serialize")]
impl Plugin for ScenePlugin {
fn build(&self, app: &mut App) {
app.init_asset::<DynamicScene>()
.init_asset::<Scene>()
.init_asset_loader::<SceneLoader>()
.init_resource::<SceneSpawner>()
.register_type::<SceneRoot>()
.register_type::<DynamicSceneRoot>()
.add_systems(SpawnScene, (scene_spawner, scene_spawner_system).chain());
// Register component hooks for DynamicSceneRoot
app.world_mut()
.register_component_hooks::<DynamicSceneRoot>()
.on_remove(|mut world, entity, _| {
let Some(handle) = world.get::<DynamicSceneRoot>(entity) else {
return;
};
let id = handle.id();
if let Some(&SceneInstance(scene_instance)) = world.get::<SceneInstance>(entity) {
let Some(mut scene_spawner) = world.get_resource_mut::<SceneSpawner>() else {
return;
};
if let Some(instance_ids) = scene_spawner.spawned_dynamic_scenes.get_mut(&id) {
instance_ids.remove(&scene_instance);
}
scene_spawner.despawn_instance(scene_instance);
}
});
// Register component hooks for SceneRoot
app.world_mut()
.register_component_hooks::<SceneRoot>()
.on_remove(|mut world, entity, _| {
if let Some(&SceneInstance(scene_instance)) = world.get::<SceneInstance>(entity) {
let Some(mut scene_spawner) = world.get_resource_mut::<SceneSpawner>() else {
return;
};
scene_spawner.despawn_instance(scene_instance);
}
});
}
}
#[cfg(not(feature = "serialize"))]
impl Plugin for ScenePlugin {
fn build(&self, _: &mut App) {}
}