bevy/crates/bevy_app/src/sub_app.rs
Joona Aalto 38c3423693
Event Split: Event, EntityEvent, and BufferedEvent (#19647)
# Objective

Closes #19564.

The current `Event` trait looks like this:

```rust
pub trait Event: Send + Sync + 'static {
    type Traversal: Traversal<Self>;
    const AUTO_PROPAGATE: bool = false;
    
    fn register_component_id(world: &mut World) -> ComponentId { ... }
    fn component_id(world: &World) -> Option<ComponentId> { ... }
}
```

The `Event` trait is used by both buffered events
(`EventReader`/`EventWriter`) and observer events. If they are observer
events, they can optionally be targeted at specific `Entity`s or
`ComponentId`s, and can even be propagated to other entities.

However, there has long been a desire to split the trait semantically
for a variety of reasons, see #14843, #14272, and #16031 for discussion.
Some reasons include:

- It's very uncommon to use a single event type as both a buffered event
and targeted observer event. They are used differently and tend to have
distinct semantics.
- A common footgun is using buffered events with observers or event
readers with observer events, as there is no type-level error that
prevents this kind of misuse.
- #19440 made `Trigger::target` return an `Option<Entity>`. This
*seriously* hurts ergonomics for the general case of entity observers,
as you need to `.unwrap()` each time. If we could statically determine
whether the event is expected to have an entity target, this would be
unnecessary.

There's really two main ways that we can categorize events: push vs.
pull (i.e. "observer event" vs. "buffered event") and global vs.
targeted:

|              | Push            | Pull                        |
| ------------ | --------------- | --------------------------- |
| **Global**   | Global observer | `EventReader`/`EventWriter` |
| **Targeted** | Entity observer | -                           |

There are many ways to approach this, each with their tradeoffs.
Ultimately, we kind of want to split events both ways:

- A type-level distinction between observer events and buffered events,
to prevent people from using the wrong kind of event in APIs
- A statically designated entity target for observer events to avoid
accidentally using untargeted events for targeted APIs

This PR achieves these goals by splitting event traits into `Event`,
`EntityEvent`, and `BufferedEvent`, with `Event` being the shared trait
implemented by all events.

## `Event`, `EntityEvent`, and `BufferedEvent`

`Event` is now a very simple trait shared by all events.

```rust
pub trait Event: Send + Sync + 'static {
    // Required for observer APIs
    fn register_component_id(world: &mut World) -> ComponentId { ... }
    fn component_id(world: &World) -> Option<ComponentId> { ... }
}
```

You can call `trigger` for *any* event, and use a global observer for
listening to the event.

```rust
#[derive(Event)]
struct Speak {
    message: String,
}

// ...

app.add_observer(|trigger: On<Speak>| {
    println!("{}", trigger.message);
});

// ...

commands.trigger(Speak {
    message: "Y'all like these reworked events?".to_string(),
});
```

To allow an event to be targeted at entities and even propagated
further, you can additionally implement the `EntityEvent` trait:

```rust
pub trait EntityEvent: Event {
    type Traversal: Traversal<Self>;
    const AUTO_PROPAGATE: bool = false;
}
```

This lets you call `trigger_targets`, and to use targeted observer APIs
like `EntityCommands::observe`:

```rust
#[derive(Event, EntityEvent)]
#[entity_event(traversal = &'static ChildOf, auto_propagate)]
struct Damage {
    amount: f32,
}

// ...

let enemy = commands.spawn((Enemy, Health(100.0))).id();

// Spawn some armor as a child of the enemy entity.
// When the armor takes damage, it will bubble the event up to the enemy.
let armor_piece = commands
    .spawn((ArmorPiece, Health(25.0), ChildOf(enemy)))
    .observe(|trigger: On<Damage>, mut query: Query<&mut Health>| {
        // Note: `On::target` only exists because this is an `EntityEvent`.
        let mut health = query.get(trigger.target()).unwrap();
        health.0 -= trigger.amount();
    });

commands.trigger_targets(Damage { amount: 10.0 }, armor_piece);
```

> [!NOTE]
> You *can* still also trigger an `EntityEvent` without targets using
`trigger`. We probably *could* make this an either-or thing, but I'm not
sure that's actually desirable.

To allow an event to be used with the buffered API, you can implement
`BufferedEvent`:

```rust
pub trait BufferedEvent: Event {}
```

The event can then be used with `EventReader`/`EventWriter`:

```rust
#[derive(Event, BufferedEvent)]
struct Message(String);

fn write_hello(mut writer: EventWriter<Message>) {
    writer.write(Message("I hope these examples are alright".to_string()));
}

fn read_messages(mut reader: EventReader<Message>) {
    // Process all buffered events of type `Message`.
    for Message(message) in reader.read() {
        println!("{message}");
    }
}
```

In summary:

- Need a basic event you can trigger and observe? Derive `Event`!
- Need the event to be targeted at an entity? Derive `EntityEvent`!
- Need the event to be buffered and support the
`EventReader`/`EventWriter` API? Derive `BufferedEvent`!

## Alternatives

I'll now cover some of the alternative approaches I have considered and
briefly explored. I made this section collapsible since it ended up
being quite long :P

<details>

<summary>Expand this to see alternatives</summary>

### 1. Unified `Event` Trait

One option is not to have *three* separate traits (`Event`,
`EntityEvent`, `BufferedEvent`), and to instead just use associated
constants on `Event` to determine whether an event supports targeting
and buffering or not:

```rust
pub trait Event: Send + Sync + 'static {
    type Traversal: Traversal<Self>;
    const AUTO_PROPAGATE: bool = false;
    const TARGETED: bool = false;
    const BUFFERED: bool = false;
    
    fn register_component_id(world: &mut World) -> ComponentId { ... }
    fn component_id(world: &World) -> Option<ComponentId> { ... }
}
```

Methods can then use bounds like `where E: Event<TARGETED = true>` or
`where E: Event<BUFFERED = true>` to limit APIs to specific kinds of
events.

This would keep everything under one `Event` trait, but I don't think
it's necessarily a good idea. It makes APIs harder to read, and docs
can't easily refer to specific types of events. You can also create
weird invariants: what if you specify `TARGETED = false`, but have
`Traversal` and/or `AUTO_PROPAGATE` enabled?

### 2. `Event` and `Trigger`

Another option is to only split the traits between buffered events and
observer events, since that is the main thing people have been asking
for, and they have the largest API difference.

If we did this, I think we would need to make the terms *clearly*
separate. We can't really use `Event` and `BufferedEvent` as the names,
since it would be strange that `BufferedEvent` doesn't implement
`Event`. Something like `ObserverEvent` and `BufferedEvent` could work,
but it'd be more verbose.

For this approach, I would instead keep `Event` for the current
`EventReader`/`EventWriter` API, and call the observer event a
`Trigger`, since the "trigger" terminology is already used in the
observer context within Bevy (both as a noun and a verb). This is also
what a long [bikeshed on
Discord](https://discord.com/channels/691052431525675048/749335865876021248/1298057661878898791)
seemed to land on at the end of last year.

```rust
// For `EventReader`/`EventWriter`
pub trait Event: Send + Sync + 'static {}

// For observers
pub trait Trigger: Send + Sync + 'static {
    type Traversal: Traversal<Self>;
    const AUTO_PROPAGATE: bool = false;
    const TARGETED: bool = false;
    
    fn register_component_id(world: &mut World) -> ComponentId { ... }
    fn component_id(world: &World) -> Option<ComponentId> { ... }
}
```

The problem is that "event" is just a really good term for something
that "happens". Observers are rapidly becoming the more prominent API,
so it'd be weird to give them the `Trigger` name and leave the good
`Event` name for the less common API.

So, even though a split like this seems neat on the surface, I think it
ultimately wouldn't really work. We want to keep the `Event` name for
observer events, and there is no good alternative for the buffered
variant. (`Message` was suggested, but saying stuff like "sends a
collision message" is weird.)

### 3. `GlobalEvent` + `TargetedEvent`

What if instead of focusing on the buffered vs. observed split, we
*only* make a distinction between global and targeted events?

```rust
// A shared event trait to allow global observers to work
pub trait Event: Send + Sync + 'static {
    fn register_component_id(world: &mut World) -> ComponentId { ... }
    fn component_id(world: &World) -> Option<ComponentId> { ... }
}

// For buffered events and non-targeted observer events
pub trait GlobalEvent: Event {}

// For targeted observer events
pub trait TargetedEvent: Event {
    type Traversal: Traversal<Self>;
    const AUTO_PROPAGATE: bool = false;
}
```

This is actually the first approach I implemented, and it has the neat
characteristic that you can only use non-targeted APIs like `trigger`
with a `GlobalEvent` and targeted APIs like `trigger_targets` with a
`TargetedEvent`. You have full control over whether the entity should or
should not have a target, as they are fully distinct at the type-level.

However, there's a few problems:

- There is no type-level indication of whether a `GlobalEvent` supports
buffered events or just non-targeted observer events
- An `Event` on its own does literally nothing, it's just a shared trait
required to make global observers accept both non-targeted and targeted
events
- If an event is both a `GlobalEvent` and `TargetedEvent`, global
observers again have ambiguity on whether an event has a target or not,
undermining some of the benefits
- The names are not ideal

### 4. `Event` and `EntityEvent`

We can fix some of the problems of Alternative 3 by accepting that
targeted events can also be used in non-targeted contexts, and simply
having the `Event` and `EntityEvent` traits:

```rust
// For buffered events and non-targeted observer events
pub trait Event: Send + Sync + 'static {
    fn register_component_id(world: &mut World) -> ComponentId { ... }
    fn component_id(world: &World) -> Option<ComponentId> { ... }
}

// For targeted observer events
pub trait EntityEvent: Event {
    type Traversal: Traversal<Self>;
    const AUTO_PROPAGATE: bool = false;
}
```

This is essentially identical to this PR, just without a dedicated
`BufferedEvent`. The remaining major "problem" is that there is still
zero type-level indication of whether an `Event` event *actually*
supports the buffered API. This leads us to the solution proposed in
this PR, using `Event`, `EntityEvent`, and `BufferedEvent`.

</details>

## Conclusion

The `Event` + `EntityEvent` + `BufferedEvent` split proposed in this PR
aims to solve all the common problems with Bevy's current event model
while keeping the "weirdness" factor minimal. It splits in terms of both
the push vs. pull *and* global vs. targeted aspects, while maintaining a
shared concept for an "event".

### Why I Like This

- The term "event" remains as a single concept for all the different
kinds of events in Bevy.
- Despite all event types being "events", they use fundamentally
different APIs. Instead of assuming that you can use an event type with
any pattern (when only one is typically supported), you explicitly opt
in to each one with dedicated traits.
- Using separate traits for each type of event helps with documentation
and clearer function signatures.
- I can safely make assumptions on expected usage.
- If I see that an event is an `EntityEvent`, I can assume that I can
use `observe` on it and get targeted events.
- If I see that an event is a `BufferedEvent`, I can assume that I can
use `EventReader` to read events.
- If I see both `EntityEvent` and `BufferedEvent`, I can assume that
both APIs are supported.

In summary: This allows for a unified concept for events, while limiting
the different ways to use them with opt-in traits. No more guess-work
involved when using APIs.

### Problems?

- Because `BufferedEvent` implements `Event` (for more consistent
semantics etc.), you can still use all buffered events for non-targeted
observers. I think this is fine/good. The important part is that if you
see that an event implements `BufferedEvent`, you know that the
`EventReader`/`EventWriter` API should be supported. Whether it *also*
supports other APIs is secondary.
- I currently only support `trigger_targets` for an `EntityEvent`.
However, you can technically target components too, without targeting
any entities. I consider that such a niche and advanced use case that
it's not a huge problem to only support it for `EntityEvent`s, but we
could also split `trigger_targets` into `trigger_entities` and
`trigger_components` if we wanted to (or implement components as
entities :P).
- You can still trigger an `EntityEvent` *without* targets. I consider
this correct, since `Event` implements the non-targeted behavior, and
it'd be weird if implementing another trait *removed* behavior. However,
it does mean that global observers for entity events can technically
return `Entity::PLACEHOLDER` again (since I got rid of the
`Option<Entity>` added in #19440 for ergonomics). I think that's enough
of an edge case that it's not a huge problem, but it is worth keeping in
mind.
- ~~Deriving both `EntityEvent` and `BufferedEvent` for the same type
currently duplicates the `Event` implementation, so you instead need to
manually implement one of them.~~ Changed to always requiring `Event` to
be derived.

## Related Work

There are plans to implement multi-event support for observers,
especially for UI contexts. [Cart's
example](https://github.com/bevyengine/bevy/issues/14649#issuecomment-2960402508)
API looked like this:

```rust
// Truncated for brevity
trigger: Trigger<(
    OnAdd<Pressed>,
    OnRemove<Pressed>,
    OnAdd<InteractionDisabled>,
    OnRemove<InteractionDisabled>,
    OnInsert<Hovered>,
)>,
```

I believe this shouldn't be in conflict with this PR. If anything, this
PR might *help* achieve the multi-event pattern for entity observers
with fewer footguns: by statically enforcing that all of these events
are `EntityEvent`s in the context of `EntityCommands::observe`, we can
avoid misuse or weird cases where *some* events inside the trigger are
targeted while others are not.
2025-06-15 16:46:34 +00:00

522 lines
17 KiB
Rust

use crate::{App, AppLabel, InternedAppLabel, Plugin, Plugins, PluginsState};
use alloc::{boxed::Box, string::String, vec::Vec};
use bevy_ecs::{
event::EventRegistry,
prelude::*,
schedule::{InternedScheduleLabel, InternedSystemSet, ScheduleBuildSettings, ScheduleLabel},
system::{ScheduleSystem, SystemId, SystemInput},
};
use bevy_platform::collections::{HashMap, HashSet};
use core::fmt::Debug;
#[cfg(feature = "trace")]
use tracing::info_span;
type ExtractFn = Box<dyn Fn(&mut World, &mut World) + Send>;
/// A secondary application with its own [`World`]. These can run independently of each other.
///
/// These are useful for situations where certain processes (e.g. a render thread) need to be kept
/// separate from the main application.
///
/// # Example
///
/// ```
/// # use bevy_app::{App, AppLabel, SubApp, Main};
/// # use bevy_ecs::prelude::*;
/// # use bevy_ecs::schedule::ScheduleLabel;
///
/// #[derive(Resource, Default)]
/// struct Val(pub i32);
///
/// #[derive(Debug, Clone, Copy, Hash, PartialEq, Eq, AppLabel)]
/// struct ExampleApp;
///
/// // Create an app with a certain resource.
/// let mut app = App::new();
/// app.insert_resource(Val(10));
///
/// // Create a sub-app with the same resource and a single schedule.
/// let mut sub_app = SubApp::new();
/// sub_app.update_schedule = Some(Main.intern());
/// sub_app.insert_resource(Val(100));
///
/// // Setup an extract function to copy the resource's value in the main world.
/// sub_app.set_extract(|main_world, sub_world| {
/// sub_world.resource_mut::<Val>().0 = main_world.resource::<Val>().0;
/// });
///
/// // Schedule a system that will verify extraction is working.
/// sub_app.add_systems(Main, |counter: Res<Val>| {
/// // The value will be copied during extraction, so we should see 10 instead of 100.
/// assert_eq!(counter.0, 10);
/// });
///
/// // Add the sub-app to the main app.
/// app.insert_sub_app(ExampleApp, sub_app);
///
/// // Update the application once (using the default runner).
/// app.run();
/// ```
pub struct SubApp {
/// The data of this application.
world: World,
/// List of plugins that have been added.
pub(crate) plugin_registry: Vec<Box<dyn Plugin>>,
/// The names of plugins that have been added to this app. (used to track duplicates and
/// already-registered plugins)
pub(crate) plugin_names: HashSet<String>,
/// Panics if an update is attempted while plugins are building.
pub(crate) plugin_build_depth: usize,
pub(crate) plugins_state: PluginsState,
/// The schedule that will be run by [`update`](Self::update).
pub update_schedule: Option<InternedScheduleLabel>,
/// A function that gives mutable access to two app worlds. This is primarily
/// intended for copying data from the main world to secondary worlds.
extract: Option<ExtractFn>,
}
impl Debug for SubApp {
fn fmt(&self, f: &mut core::fmt::Formatter<'_>) -> core::fmt::Result {
write!(f, "SubApp")
}
}
impl Default for SubApp {
fn default() -> Self {
let mut world = World::new();
world.init_resource::<Schedules>();
Self {
world,
plugin_registry: Vec::default(),
plugin_names: HashSet::default(),
plugin_build_depth: 0,
plugins_state: PluginsState::Adding,
update_schedule: None,
extract: None,
}
}
}
impl SubApp {
/// Returns a default, empty [`SubApp`].
pub fn new() -> Self {
Self::default()
}
/// This method is a workaround. Each [`SubApp`] can have its own plugins, but [`Plugin`]
/// works on an [`App`] as a whole.
fn run_as_app<F>(&mut self, f: F)
where
F: FnOnce(&mut App),
{
let mut app = App::empty();
core::mem::swap(self, &mut app.sub_apps.main);
f(&mut app);
core::mem::swap(self, &mut app.sub_apps.main);
}
/// Returns a reference to the [`World`].
pub fn world(&self) -> &World {
&self.world
}
/// Returns a mutable reference to the [`World`].
pub fn world_mut(&mut self) -> &mut World {
&mut self.world
}
/// Runs the default schedule.
///
/// Does not clear internal trackers used for change detection.
pub fn run_default_schedule(&mut self) {
if self.is_building_plugins() {
panic!("SubApp::update() was called while a plugin was building.");
}
if let Some(label) = self.update_schedule {
self.world.run_schedule(label);
}
}
/// Runs the default schedule and updates internal component trackers.
pub fn update(&mut self) {
self.run_default_schedule();
self.world.clear_trackers();
}
/// Extracts data from `world` into the app's world using the registered extract method.
///
/// **Note:** There is no default extract method. Calling `extract` does nothing if
/// [`set_extract`](Self::set_extract) has not been called.
pub fn extract(&mut self, world: &mut World) {
if let Some(f) = self.extract.as_mut() {
f(world, &mut self.world);
}
}
/// Sets the method that will be called by [`extract`](Self::extract).
///
/// The first argument is the `World` to extract data from, the second argument is the app `World`.
pub fn set_extract<F>(&mut self, extract: F) -> &mut Self
where
F: Fn(&mut World, &mut World) + Send + 'static,
{
self.extract = Some(Box::new(extract));
self
}
/// Take the function that will be called by [`extract`](Self::extract) out of the app, if any was set,
/// and replace it with `None`.
///
/// If you use Bevy, `bevy_render` will set a default extract function used to extract data from
/// the main world into the render world as part of the Extract phase. In that case, you cannot replace
/// it with your own function. Instead, take the Bevy default function with this, and install your own
/// instead which calls the Bevy default.
///
/// ```
/// # use bevy_app::SubApp;
/// # let mut app = SubApp::new();
/// let default_fn = app.take_extract();
/// app.set_extract(move |main, render| {
/// // Do pre-extract custom logic
/// // [...]
///
/// // Call Bevy's default, which executes the Extract phase
/// if let Some(f) = default_fn.as_ref() {
/// f(main, render);
/// }
///
/// // Do post-extract custom logic
/// // [...]
/// });
/// ```
pub fn take_extract(&mut self) -> Option<ExtractFn> {
self.extract.take()
}
/// See [`App::insert_resource`].
pub fn insert_resource<R: Resource>(&mut self, resource: R) -> &mut Self {
self.world.insert_resource(resource);
self
}
/// See [`App::init_resource`].
pub fn init_resource<R: Resource + FromWorld>(&mut self) -> &mut Self {
self.world.init_resource::<R>();
self
}
/// See [`App::add_systems`].
pub fn add_systems<M>(
&mut self,
schedule: impl ScheduleLabel,
systems: impl IntoScheduleConfigs<ScheduleSystem, M>,
) -> &mut Self {
let mut schedules = self.world.resource_mut::<Schedules>();
schedules.add_systems(schedule, systems);
self
}
/// See [`App::register_system`].
pub fn register_system<I, O, M>(
&mut self,
system: impl IntoSystem<I, O, M> + 'static,
) -> SystemId<I, O>
where
I: SystemInput + 'static,
O: 'static,
{
self.world.register_system(system)
}
/// See [`App::configure_sets`].
#[track_caller]
pub fn configure_sets<M>(
&mut self,
schedule: impl ScheduleLabel,
sets: impl IntoScheduleConfigs<InternedSystemSet, M>,
) -> &mut Self {
let mut schedules = self.world.resource_mut::<Schedules>();
schedules.configure_sets(schedule, sets);
self
}
/// See [`App::add_schedule`].
pub fn add_schedule(&mut self, schedule: Schedule) -> &mut Self {
let mut schedules = self.world.resource_mut::<Schedules>();
schedules.insert(schedule);
self
}
/// See [`App::init_schedule`].
pub fn init_schedule(&mut self, label: impl ScheduleLabel) -> &mut Self {
let label = label.intern();
let mut schedules = self.world.resource_mut::<Schedules>();
if !schedules.contains(label) {
schedules.insert(Schedule::new(label));
}
self
}
/// See [`App::get_schedule`].
pub fn get_schedule(&self, label: impl ScheduleLabel) -> Option<&Schedule> {
let schedules = self.world.get_resource::<Schedules>()?;
schedules.get(label)
}
/// See [`App::get_schedule_mut`].
pub fn get_schedule_mut(&mut self, label: impl ScheduleLabel) -> Option<&mut Schedule> {
let schedules = self.world.get_resource_mut::<Schedules>()?;
// We must call `.into_inner` here because the borrow checker only understands reborrows
// using ordinary references, not our `Mut` smart pointers.
schedules.into_inner().get_mut(label)
}
/// See [`App::edit_schedule`].
pub fn edit_schedule(
&mut self,
label: impl ScheduleLabel,
mut f: impl FnMut(&mut Schedule),
) -> &mut Self {
let label = label.intern();
let mut schedules = self.world.resource_mut::<Schedules>();
if !schedules.contains(label) {
schedules.insert(Schedule::new(label));
}
let schedule = schedules.get_mut(label).unwrap();
f(schedule);
self
}
/// See [`App::configure_schedules`].
pub fn configure_schedules(
&mut self,
schedule_build_settings: ScheduleBuildSettings,
) -> &mut Self {
self.world_mut()
.resource_mut::<Schedules>()
.configure_schedules(schedule_build_settings);
self
}
/// See [`App::allow_ambiguous_component`].
pub fn allow_ambiguous_component<T: Component>(&mut self) -> &mut Self {
self.world_mut().allow_ambiguous_component::<T>();
self
}
/// See [`App::allow_ambiguous_resource`].
pub fn allow_ambiguous_resource<T: Resource>(&mut self) -> &mut Self {
self.world_mut().allow_ambiguous_resource::<T>();
self
}
/// See [`App::ignore_ambiguity`].
#[track_caller]
pub fn ignore_ambiguity<M1, M2, S1, S2>(
&mut self,
schedule: impl ScheduleLabel,
a: S1,
b: S2,
) -> &mut Self
where
S1: IntoSystemSet<M1>,
S2: IntoSystemSet<M2>,
{
let schedule = schedule.intern();
let mut schedules = self.world.resource_mut::<Schedules>();
schedules.ignore_ambiguity(schedule, a, b);
self
}
/// See [`App::add_event`].
pub fn add_event<T>(&mut self) -> &mut Self
where
T: BufferedEvent,
{
if !self.world.contains_resource::<Events<T>>() {
EventRegistry::register_event::<T>(self.world_mut());
}
self
}
/// See [`App::add_plugins`].
pub fn add_plugins<M>(&mut self, plugins: impl Plugins<M>) -> &mut Self {
self.run_as_app(|app| plugins.add_to_app(app));
self
}
/// See [`App::is_plugin_added`].
pub fn is_plugin_added<T>(&self) -> bool
where
T: Plugin,
{
self.plugin_names.contains(core::any::type_name::<T>())
}
/// See [`App::get_added_plugins`].
pub fn get_added_plugins<T>(&self) -> Vec<&T>
where
T: Plugin,
{
self.plugin_registry
.iter()
.filter_map(|p| p.downcast_ref())
.collect()
}
/// Returns `true` if there is no plugin in the middle of being built.
pub(crate) fn is_building_plugins(&self) -> bool {
self.plugin_build_depth > 0
}
/// Return the state of plugins.
#[inline]
pub fn plugins_state(&mut self) -> PluginsState {
match self.plugins_state {
PluginsState::Adding => {
let mut state = PluginsState::Ready;
let plugins = core::mem::take(&mut self.plugin_registry);
self.run_as_app(|app| {
for plugin in &plugins {
if !plugin.ready(app) {
state = PluginsState::Adding;
return;
}
}
});
self.plugin_registry = plugins;
state
}
state => state,
}
}
/// Runs [`Plugin::finish`] for each plugin.
pub fn finish(&mut self) {
let plugins = core::mem::take(&mut self.plugin_registry);
self.run_as_app(|app| {
for plugin in &plugins {
plugin.finish(app);
}
});
self.plugin_registry = plugins;
self.plugins_state = PluginsState::Finished;
}
/// Runs [`Plugin::cleanup`] for each plugin.
pub fn cleanup(&mut self) {
let plugins = core::mem::take(&mut self.plugin_registry);
self.run_as_app(|app| {
for plugin in &plugins {
plugin.cleanup(app);
}
});
self.plugin_registry = plugins;
self.plugins_state = PluginsState::Cleaned;
}
/// See [`App::register_type`].
#[cfg(feature = "bevy_reflect")]
pub fn register_type<T: bevy_reflect::GetTypeRegistration>(&mut self) -> &mut Self {
let registry = self.world.resource_mut::<AppTypeRegistry>();
registry.write().register::<T>();
self
}
/// See [`App::register_type_data`].
#[cfg(feature = "bevy_reflect")]
pub fn register_type_data<
T: bevy_reflect::Reflect + bevy_reflect::TypePath,
D: bevy_reflect::TypeData + bevy_reflect::FromType<T>,
>(
&mut self,
) -> &mut Self {
let registry = self.world.resource_mut::<AppTypeRegistry>();
registry.write().register_type_data::<T, D>();
self
}
/// See [`App::register_function`].
#[cfg(feature = "reflect_functions")]
pub fn register_function<F, Marker>(&mut self, function: F) -> &mut Self
where
F: bevy_reflect::func::IntoFunction<'static, Marker> + 'static,
{
let registry = self.world.resource_mut::<AppFunctionRegistry>();
registry.write().register(function).unwrap();
self
}
/// See [`App::register_function_with_name`].
#[cfg(feature = "reflect_functions")]
pub fn register_function_with_name<F, Marker>(
&mut self,
name: impl Into<alloc::borrow::Cow<'static, str>>,
function: F,
) -> &mut Self
where
F: bevy_reflect::func::IntoFunction<'static, Marker> + 'static,
{
let registry = self.world.resource_mut::<AppFunctionRegistry>();
registry.write().register_with_name(name, function).unwrap();
self
}
}
/// The collection of sub-apps that belong to an [`App`].
#[derive(Default)]
pub struct SubApps {
/// The primary sub-app that contains the "main" world.
pub main: SubApp,
/// Other, labeled sub-apps.
pub sub_apps: HashMap<InternedAppLabel, SubApp>,
}
impl SubApps {
/// Calls [`update`](SubApp::update) for the main sub-app, and then calls
/// [`extract`](SubApp::extract) and [`update`](SubApp::update) for the rest.
pub fn update(&mut self) {
#[cfg(feature = "trace")]
let _bevy_update_span = info_span!("update").entered();
{
#[cfg(feature = "trace")]
let _bevy_frame_update_span = info_span!("main app").entered();
self.main.run_default_schedule();
}
for (_label, sub_app) in self.sub_apps.iter_mut() {
#[cfg(feature = "trace")]
let _sub_app_span = info_span!("sub app", name = ?_label).entered();
sub_app.extract(&mut self.main.world);
sub_app.update();
}
self.main.world.clear_trackers();
}
/// Returns an iterator over the sub-apps (starting with the main one).
pub fn iter(&self) -> impl Iterator<Item = &SubApp> + '_ {
core::iter::once(&self.main).chain(self.sub_apps.values())
}
/// Returns a mutable iterator over the sub-apps (starting with the main one).
pub fn iter_mut(&mut self) -> impl Iterator<Item = &mut SubApp> + '_ {
core::iter::once(&mut self.main).chain(self.sub_apps.values_mut())
}
/// Extract data from the main world into the [`SubApp`] with the given label and perform an update if it exists.
pub fn update_subapp_by_label(&mut self, label: impl AppLabel) {
if let Some(sub_app) = self.sub_apps.get_mut(&label.intern()) {
sub_app.extract(&mut self.main.world);
sub_app.update();
}
}
}