bevy/crates/bevy_input/src/lib.rs
Carter Anderson dc3f801239 Exclusive Systems Now Implement System. Flexible Exclusive System Params (#6083)
# Objective

The [Stageless RFC](https://github.com/bevyengine/rfcs/pull/45) involves allowing exclusive systems to be referenced and ordered relative to parallel systems. We've agreed that unifying systems under `System` is the right move.

This is an alternative to #4166 (see rationale in the comments I left there). Note that this builds on the learnings established there (and borrows some patterns).

## Solution

This unifies parallel and exclusive systems under the shared `System` trait, removing the old `ExclusiveSystem` trait / impls. This is accomplished by adding a new `ExclusiveFunctionSystem` impl similar to `FunctionSystem`. It is backed by `ExclusiveSystemParam`, which is similar to `SystemParam`. There is a new flattened out SystemContainer api (which cuts out a lot of trait and type complexity). 

This means you can remove all cases of `exclusive_system()`:

```rust
// before
commands.add_system(some_system.exclusive_system());
// after
commands.add_system(some_system);
```

I've also implemented `ExclusiveSystemParam` for `&mut QueryState` and `&mut SystemState`, which makes this possible in exclusive systems:

```rust
fn some_exclusive_system(
    world: &mut World,
    transforms: &mut QueryState<&Transform>,
    state: &mut SystemState<(Res<Time>, Query<&Player>)>,
) {
    for transform in transforms.iter(world) {
        println!("{transform:?}");
    }
    let (time, players) = state.get(world);
    for player in players.iter() {
        println!("{player:?}");
    }
}
```

Note that "exclusive function systems" assume `&mut World` is present (and the first param). I think this is a fair assumption, given that the presence of `&mut World` is what defines the need for an exclusive system.

I added some targeted SystemParam `static` constraints, which removed the need for this:
``` rust
fn some_exclusive_system(state: &mut SystemState<(Res<'static, Time>, Query<&'static Player>)>) {}
```

## Related

- #2923
- #3001
- #3946

## Changelog

- `ExclusiveSystem` trait (and implementations) has been removed in favor of sharing the `System` trait.
- `ExclusiveFunctionSystem` and `ExclusiveSystemParam` were added, enabling flexible exclusive function systems
- `&mut SystemState` and `&mut QueryState` now implement `ExclusiveSystemParam`
- Exclusive and parallel System configuration is now done via a unified `SystemDescriptor`, `IntoSystemDescriptor`, and `SystemContainer` api.

## Migration Guide

Calling `.exclusive_system()` is no longer required (or supported) for converting exclusive system functions to exclusive systems:

```rust
// Old (0.8)
app.add_system(some_exclusive_system.exclusive_system());
// New (0.9)
app.add_system(some_exclusive_system);
```

Converting "normal" parallel systems to exclusive systems is done by calling the exclusive ordering apis:

```rust
// Old (0.8)
app.add_system(some_system.exclusive_system().at_end());
// New (0.9)
app.add_system(some_system.at_end());
```

Query state in exclusive systems can now be cached via ExclusiveSystemParams, which should be preferred for clarity and performance reasons:
```rust
// Old (0.8)
fn some_system(world: &mut World) {
  let mut transforms = world.query::<&Transform>();
  for transform in transforms.iter(world) {
  }
}
// New (0.9)
fn some_system(world: &mut World, transforms: &mut QueryState<&Transform>) {
  for transform in transforms.iter(world) {
  }
}
```
2022-09-26 23:57:07 +00:00

103 lines
3.0 KiB
Rust

mod axis;
pub mod gamepad;
mod input;
pub mod keyboard;
pub mod mouse;
pub mod touch;
pub use axis::*;
use bevy_ecs::schedule::{IntoSystemDescriptor, SystemLabel};
pub use input::*;
pub mod prelude {
#[doc(hidden)]
pub use crate::{
gamepad::{
Gamepad, GamepadAxis, GamepadAxisType, GamepadButton, GamepadButtonType, GamepadEvent,
GamepadEventType, Gamepads,
},
keyboard::{KeyCode, ScanCode},
mouse::MouseButton,
touch::{TouchInput, Touches},
Axis, Input,
};
}
use bevy_app::prelude::*;
use keyboard::{keyboard_input_system, KeyCode, KeyboardInput, ScanCode};
use mouse::{mouse_button_input_system, MouseButton, MouseButtonInput, MouseMotion, MouseWheel};
use prelude::Gamepads;
use touch::{touch_screen_input_system, TouchInput, Touches};
use gamepad::{
gamepad_connection_system, gamepad_event_system, GamepadAxis, GamepadButton, GamepadEvent,
GamepadEventRaw, GamepadSettings,
};
/// Adds keyboard and mouse input to an App
#[derive(Default)]
pub struct InputPlugin;
#[derive(Debug, PartialEq, Eq, Clone, Hash, SystemLabel)]
pub struct InputSystem;
impl Plugin for InputPlugin {
fn build(&self, app: &mut App) {
app
// keyboard
.add_event::<KeyboardInput>()
.init_resource::<Input<KeyCode>>()
.init_resource::<Input<ScanCode>>()
.add_system_to_stage(
CoreStage::PreUpdate,
keyboard_input_system.label(InputSystem),
)
// mouse
.add_event::<MouseButtonInput>()
.add_event::<MouseMotion>()
.add_event::<MouseWheel>()
.init_resource::<Input<MouseButton>>()
.add_system_to_stage(
CoreStage::PreUpdate,
mouse_button_input_system.label(InputSystem),
)
// gamepad
.add_event::<GamepadEvent>()
.add_event::<GamepadEventRaw>()
.init_resource::<GamepadSettings>()
.init_resource::<Gamepads>()
.init_resource::<Input<GamepadButton>>()
.init_resource::<Axis<GamepadAxis>>()
.init_resource::<Axis<GamepadButton>>()
.add_system_to_stage(
CoreStage::PreUpdate,
gamepad_event_system.label(InputSystem),
)
.add_system_to_stage(
CoreStage::PreUpdate,
gamepad_connection_system.after(InputSystem),
)
// touch
.add_event::<TouchInput>()
.init_resource::<Touches>()
.add_system_to_stage(
CoreStage::PreUpdate,
touch_screen_input_system.label(InputSystem),
);
}
}
/// The current "press" state of an element
#[derive(Debug, Copy, Clone, Eq, PartialEq, Hash)]
#[cfg_attr(feature = "serialize", derive(serde::Serialize, serde::Deserialize))]
pub enum ButtonState {
Pressed,
Released,
}
impl ButtonState {
pub fn is_pressed(&self) -> bool {
matches!(self, ButtonState::Pressed)
}
}