bevy/examples/ecs/one_shot_systems.rs
UkoeHB c2c19e5ae4
Text rework (#15591)
**Ready for review. Examples migration progress: 100%.**

# Objective

- Implement https://github.com/bevyengine/bevy/discussions/15014

## Solution

This implements [cart's
proposal](https://github.com/bevyengine/bevy/discussions/15014#discussioncomment-10574459)
faithfully except for one change. I separated `TextSpan` from
`TextSpan2d` because `TextSpan` needs to require the `GhostNode`
component, which is a `bevy_ui` component only usable by UI.

Extra changes:
- Added `EntityCommands::commands_mut` that returns a mutable reference.
This is a blocker for extension methods that return something other than
`self`. Note that `sickle_ui`'s `UiBuilder::commands` returns a mutable
reference for this reason.

## Testing

- [x] Text examples all work.

---

## Showcase

TODO: showcase-worthy

## Migration Guide

TODO: very breaking

### Accessing text spans by index

Text sections are now text sections on different entities in a
hierarchy, Use the new `TextReader` and `TextWriter` system parameters
to access spans by index.

Before:
```rust
fn refresh_text(mut query: Query<&mut Text, With<TimeText>>, time: Res<Time>) {
    let text = query.single_mut();
    text.sections[1].value = format_time(time.elapsed());
}
```

After:
```rust
fn refresh_text(
    query: Query<Entity, With<TimeText>>,
    mut writer: UiTextWriter,
    time: Res<Time>
) {
    let entity = query.single();
    *writer.text(entity, 1) = format_time(time.elapsed());
}
```

### Iterating text spans

Text spans are now entities in a hierarchy, so the new `UiTextReader`
and `UiTextWriter` system parameters provide ways to iterate that
hierarchy. The `UiTextReader::iter` method will give you a normal
iterator over spans, and `UiTextWriter::for_each` lets you visit each of
the spans.

---------

Co-authored-by: ickshonpe <david.curthoys@googlemail.com>
Co-authored-by: Carter Anderson <mcanders1@gmail.com>
2024-10-09 18:35:36 +00:00

116 lines
3.5 KiB
Rust

//! Demonstrates the use of "one-shot systems", which run once when triggered.
//!
//! These can be useful to help structure your logic in a push-based fashion,
//! reducing the overhead of running extremely rarely run systems
//! and improving schedule flexibility.
//!
//! See the [`World::run_system`](World::run_system) or
//! [`World::run_system_once`](World#method.run_system_once_with)
//! docs for more details.
use bevy::{
ecs::system::{RunSystemOnce, SystemId},
prelude::*,
};
fn main() {
App::new()
.add_plugins(DefaultPlugins)
.add_systems(
Startup,
(
setup_ui,
setup_with_commands,
setup_with_world.after(setup_ui), // since we run `system_b` once in world it needs to run after `setup_ui`
),
)
.add_systems(Update, (trigger_system, evaluate_callbacks).chain())
.run();
}
#[derive(Component)]
struct Callback(SystemId);
#[derive(Component)]
struct Triggered;
#[derive(Component)]
struct A;
#[derive(Component)]
struct B;
fn setup_with_commands(mut commands: Commands) {
let system_id = commands.register_system(system_a);
commands.spawn((Callback(system_id), A));
}
fn setup_with_world(world: &mut World) {
// We can run it once manually
world.run_system_once(system_b).unwrap();
// Or with a Callback
let system_id = world.register_system(system_b);
world.spawn((Callback(system_id), B));
}
/// Tag entities that have callbacks we want to run with the `Triggered` component.
fn trigger_system(
mut commands: Commands,
query_a: Query<Entity, With<A>>,
query_b: Query<Entity, With<B>>,
input: Res<ButtonInput<KeyCode>>,
) {
if input.just_pressed(KeyCode::KeyA) {
let entity = query_a.single();
commands.entity(entity).insert(Triggered);
}
if input.just_pressed(KeyCode::KeyB) {
let entity = query_b.single();
commands.entity(entity).insert(Triggered);
}
}
/// Runs the systems associated with each `Callback` component if the entity also has a `Triggered` component.
///
/// This could be done in an exclusive system rather than using `Commands` if preferred.
fn evaluate_callbacks(query: Query<(Entity, &Callback), With<Triggered>>, mut commands: Commands) {
for (entity, callback) in query.iter() {
commands.run_system(callback.0);
commands.entity(entity).remove::<Triggered>();
}
}
fn system_a(query: Query<Entity, With<Text>>, mut writer: UiTextWriter) {
*writer.text(query.single(), 3) = String::from("A");
info!("A: One shot system registered with Commands was triggered");
}
fn system_b(query: Query<Entity, With<Text>>, mut writer: UiTextWriter) {
*writer.text(query.single(), 3) = String::from("B");
info!("B: One shot system registered with World was triggered");
}
fn setup_ui(mut commands: Commands) {
commands.spawn(Camera2d);
commands
.spawn((
Text::default(),
TextBlock::new_with_justify(JustifyText::Center),
Style {
align_self: AlignSelf::Center,
justify_self: JustifySelf::Center,
..default()
},
))
.with_children(|p| {
p.spawn(TextSpan::new("Press A or B to trigger a one-shot system\n"));
p.spawn(TextSpan::new("Last Triggered: "));
p.spawn((
TextSpan::new("-"),
TextStyle {
color: bevy::color::palettes::css::ORANGE.into(),
..default()
},
));
});
}