
# Objective Prevents duplicate implementation between IntoSystemConfigs and IntoSystemSetConfigs using a generic, adds a NodeType trait for more config flexibility (opening the door to implement https://github.com/bevyengine/bevy/issues/14195?). ## Solution Followed writeup by @ItsDoot: https://hackmd.io/@doot/rJeefFHc1x Removes IntoSystemConfigs and IntoSystemSetConfigs, instead using IntoNodeConfigs with generics. ## Testing Pending --- ## Showcase N/A ## Migration Guide SystemSetConfigs -> NodeConfigs<InternedSystemSet> SystemConfigs -> NodeConfigs<ScheduleSystem> IntoSystemSetConfigs -> IntoNodeConfigs<InternedSystemSet, M> IntoSystemConfigs -> IntoNodeConfigs<ScheduleSystem, M> --------- Co-authored-by: Christian Hughes <9044780+ItsDoot@users.noreply.github.com> Co-authored-by: Alice Cecile <alice.i.cecile@gmail.com>
376 lines
14 KiB
Rust
376 lines
14 KiB
Rust
use bevy_app::{App, MainScheduleOrder, Plugin, PreStartup, PreUpdate, SubApp};
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use bevy_ecs::{event::Events, schedule::IntoScheduleConfigs, world::FromWorld};
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use bevy_utils::once;
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use log::warn;
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use crate::{
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state::{
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setup_state_transitions_in_world, ComputedStates, FreelyMutableState, NextState, State,
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StateTransition, StateTransitionEvent, StateTransitionSteps, States, SubStates,
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},
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state_scoped::clear_state_scoped_entities,
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};
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#[cfg(feature = "bevy_reflect")]
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use bevy_reflect::{FromReflect, GetTypeRegistration, Typed};
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/// State installation methods for [`App`] and [`SubApp`].
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pub trait AppExtStates {
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/// Initializes a [`State`] with standard starting values.
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///
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/// This method is idempotent: it has no effect when called again using the same generic type.
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///
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/// Adds [`State<S>`] and [`NextState<S>`] resources, and enables use of the [`OnEnter`](crate::state::OnEnter),
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/// [`OnTransition`](crate::state::OnTransition) and [`OnExit`](crate::state::OnExit) schedules.
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/// These schedules are triggered before [`Update`](bevy_app::Update) and at startup.
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///
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/// If you would like to control how other systems run based on the current state, you can
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/// emulate this behavior using the [`in_state`](crate::condition::in_state) [`Condition`](bevy_ecs::prelude::Condition).
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///
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/// Note that you can also apply state transitions at other points in the schedule
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/// by triggering the [`StateTransition`](struct@StateTransition) schedule manually.
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///
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/// The use of any states requires the presence of [`StatesPlugin`] (which is included in `DefaultPlugins`).
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fn init_state<S: FreelyMutableState + FromWorld>(&mut self) -> &mut Self;
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/// Inserts a specific [`State`] to the current [`App`] and overrides any [`State`] previously
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/// added of the same type.
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///
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/// Adds [`State<S>`] and [`NextState<S>`] resources, and enables use of the [`OnEnter`](crate::state::OnEnter),
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/// [`OnTransition`](crate::state::OnTransition) and [`OnExit`](crate::state::OnExit) schedules.
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/// These schedules are triggered before [`Update`](bevy_app::Update) and at startup.
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///
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/// If you would like to control how other systems run based on the current state, you can
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/// emulate this behavior using the [`in_state`](crate::condition::in_state) [`Condition`](bevy_ecs::prelude::Condition).
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///
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/// Note that you can also apply state transitions at other points in the schedule
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/// by triggering the [`StateTransition`](struct@StateTransition) schedule manually.
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fn insert_state<S: FreelyMutableState>(&mut self, state: S) -> &mut Self;
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/// Sets up a type implementing [`ComputedStates`].
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///
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/// This method is idempotent: it has no effect when called again using the same generic type.
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fn add_computed_state<S: ComputedStates>(&mut self) -> &mut Self;
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/// Sets up a type implementing [`SubStates`].
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///
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/// This method is idempotent: it has no effect when called again using the same generic type.
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fn add_sub_state<S: SubStates>(&mut self) -> &mut Self;
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/// Enable state-scoped entity clearing for state `S`.
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///
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/// If the [`States`] trait was derived with the `#[states(scoped_entities)]` attribute, it
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/// will be called automatically.
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///
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/// For more information refer to [`StateScoped`](crate::state_scoped::StateScoped).
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fn enable_state_scoped_entities<S: States>(&mut self) -> &mut Self;
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#[cfg(feature = "bevy_reflect")]
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/// Registers the state type `T` using [`App::register_type`],
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/// and adds [`ReflectState`](crate::reflect::ReflectState) type data to `T` in the type registry.
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///
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/// This enables reflection code to access the state. For detailed information, see the docs on [`crate::reflect::ReflectState`] .
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fn register_type_state<S>(&mut self) -> &mut Self
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where
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S: States + FromReflect + GetTypeRegistration + Typed;
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#[cfg(feature = "bevy_reflect")]
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/// Registers the state type `T` using [`App::register_type`],
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/// and adds [`crate::reflect::ReflectState`] and [`crate::reflect::ReflectFreelyMutableState`] type data to `T` in the type registry.
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///
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/// This enables reflection code to access and modify the state.
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/// For detailed information, see the docs on [`crate::reflect::ReflectState`] and [`crate::reflect::ReflectFreelyMutableState`].
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fn register_type_mutable_state<S>(&mut self) -> &mut Self
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where
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S: FreelyMutableState + FromReflect + GetTypeRegistration + Typed;
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}
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/// Separate function to only warn once for all state installation methods.
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fn warn_if_no_states_plugin_installed(app: &SubApp) {
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if !app.is_plugin_added::<StatesPlugin>() {
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once!(warn!(
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"States were added to the app, but `StatesPlugin` is not installed."
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));
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}
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}
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impl AppExtStates for SubApp {
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fn init_state<S: FreelyMutableState + FromWorld>(&mut self) -> &mut Self {
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warn_if_no_states_plugin_installed(self);
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if !self.world().contains_resource::<State<S>>() {
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self.init_resource::<State<S>>()
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.init_resource::<NextState<S>>()
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.add_event::<StateTransitionEvent<S>>();
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let schedule = self.get_schedule_mut(StateTransition).expect(
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"The `StateTransition` schedule is missing. Did you forget to add StatesPlugin or DefaultPlugins before calling init_state?"
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);
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S::register_state(schedule);
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let state = self.world().resource::<State<S>>().get().clone();
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self.world_mut().send_event(StateTransitionEvent {
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exited: None,
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entered: Some(state),
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});
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if S::SCOPED_ENTITIES_ENABLED {
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self.enable_state_scoped_entities::<S>();
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}
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} else {
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let name = core::any::type_name::<S>();
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warn!("State {} is already initialized.", name);
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}
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self
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}
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fn insert_state<S: FreelyMutableState>(&mut self, state: S) -> &mut Self {
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warn_if_no_states_plugin_installed(self);
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if !self.world().contains_resource::<State<S>>() {
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self.insert_resource::<State<S>>(State::new(state.clone()))
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.init_resource::<NextState<S>>()
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.add_event::<StateTransitionEvent<S>>();
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let schedule = self.get_schedule_mut(StateTransition).expect(
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"The `StateTransition` schedule is missing. Did you forget to add StatesPlugin or DefaultPlugins before calling insert_state?"
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);
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S::register_state(schedule);
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self.world_mut().send_event(StateTransitionEvent {
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exited: None,
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entered: Some(state),
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});
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if S::SCOPED_ENTITIES_ENABLED {
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self.enable_state_scoped_entities::<S>();
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}
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} else {
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// Overwrite previous state and initial event
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self.insert_resource::<State<S>>(State::new(state.clone()));
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self.world_mut()
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.resource_mut::<Events<StateTransitionEvent<S>>>()
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.clear();
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self.world_mut().send_event(StateTransitionEvent {
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exited: None,
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entered: Some(state),
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});
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}
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self
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}
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fn add_computed_state<S: ComputedStates>(&mut self) -> &mut Self {
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warn_if_no_states_plugin_installed(self);
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if !self
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.world()
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.contains_resource::<Events<StateTransitionEvent<S>>>()
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{
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self.add_event::<StateTransitionEvent<S>>();
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let schedule = self.get_schedule_mut(StateTransition).expect(
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"The `StateTransition` schedule is missing. Did you forget to add StatesPlugin or DefaultPlugins before calling add_computed_state?"
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);
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S::register_computed_state_systems(schedule);
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let state = self
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.world()
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.get_resource::<State<S>>()
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.map(|s| s.get().clone());
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self.world_mut().send_event(StateTransitionEvent {
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exited: None,
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entered: state,
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});
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if S::SCOPED_ENTITIES_ENABLED {
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self.enable_state_scoped_entities::<S>();
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}
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} else {
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let name = core::any::type_name::<S>();
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warn!("Computed state {} is already initialized.", name);
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}
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self
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}
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fn add_sub_state<S: SubStates>(&mut self) -> &mut Self {
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warn_if_no_states_plugin_installed(self);
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if !self
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.world()
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.contains_resource::<Events<StateTransitionEvent<S>>>()
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{
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self.init_resource::<NextState<S>>();
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self.add_event::<StateTransitionEvent<S>>();
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let schedule = self.get_schedule_mut(StateTransition).expect(
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"The `StateTransition` schedule is missing. Did you forget to add StatesPlugin or DefaultPlugins before calling add_sub_state?"
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);
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S::register_sub_state_systems(schedule);
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let state = self
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.world()
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.get_resource::<State<S>>()
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.map(|s| s.get().clone());
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self.world_mut().send_event(StateTransitionEvent {
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exited: None,
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entered: state,
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});
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if S::SCOPED_ENTITIES_ENABLED {
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self.enable_state_scoped_entities::<S>();
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}
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} else {
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let name = core::any::type_name::<S>();
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warn!("Sub state {} is already initialized.", name);
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}
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self
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}
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fn enable_state_scoped_entities<S: States>(&mut self) -> &mut Self {
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if !self
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.world()
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.contains_resource::<Events<StateTransitionEvent<S>>>()
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{
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let name = core::any::type_name::<S>();
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warn!("State scoped entities are enabled for state `{}`, but the state isn't installed in the app!", name);
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}
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// We work with [`StateTransition`] in set [`StateTransitionSteps::ExitSchedules`] as opposed to [`OnExit`],
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// because [`OnExit`] only runs for one specific variant of the state.
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self.add_systems(
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StateTransition,
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clear_state_scoped_entities::<S>.in_set(StateTransitionSteps::ExitSchedules),
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)
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}
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#[cfg(feature = "bevy_reflect")]
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fn register_type_state<S>(&mut self) -> &mut Self
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where
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S: States + FromReflect + GetTypeRegistration + Typed,
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{
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self.register_type::<S>();
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self.register_type::<State<S>>();
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self.register_type_data::<S, crate::reflect::ReflectState>();
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self
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}
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#[cfg(feature = "bevy_reflect")]
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fn register_type_mutable_state<S>(&mut self) -> &mut Self
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where
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S: FreelyMutableState + FromReflect + GetTypeRegistration + Typed,
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{
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self.register_type::<S>();
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self.register_type::<State<S>>();
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self.register_type::<NextState<S>>();
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self.register_type_data::<S, crate::reflect::ReflectState>();
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self.register_type_data::<S, crate::reflect::ReflectFreelyMutableState>();
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self
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}
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}
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impl AppExtStates for App {
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fn init_state<S: FreelyMutableState + FromWorld>(&mut self) -> &mut Self {
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self.main_mut().init_state::<S>();
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self
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}
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fn insert_state<S: FreelyMutableState>(&mut self, state: S) -> &mut Self {
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self.main_mut().insert_state::<S>(state);
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self
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}
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fn add_computed_state<S: ComputedStates>(&mut self) -> &mut Self {
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self.main_mut().add_computed_state::<S>();
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self
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}
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fn add_sub_state<S: SubStates>(&mut self) -> &mut Self {
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self.main_mut().add_sub_state::<S>();
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self
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}
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fn enable_state_scoped_entities<S: States>(&mut self) -> &mut Self {
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self.main_mut().enable_state_scoped_entities::<S>();
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self
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}
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#[cfg(feature = "bevy_reflect")]
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fn register_type_state<S>(&mut self) -> &mut Self
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where
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S: States + FromReflect + GetTypeRegistration + Typed,
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{
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self.main_mut().register_type_state::<S>();
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self
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}
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#[cfg(feature = "bevy_reflect")]
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fn register_type_mutable_state<S>(&mut self) -> &mut Self
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where
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S: FreelyMutableState + FromReflect + GetTypeRegistration + Typed,
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{
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self.main_mut().register_type_mutable_state::<S>();
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self
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}
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}
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/// Registers the [`StateTransition`] schedule in the [`MainScheduleOrder`] to enable state processing.
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#[derive(Default)]
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pub struct StatesPlugin;
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impl Plugin for StatesPlugin {
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fn build(&self, app: &mut App) {
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let mut schedule = app.world_mut().resource_mut::<MainScheduleOrder>();
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schedule.insert_after(PreUpdate, StateTransition);
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schedule.insert_startup_before(PreStartup, StateTransition);
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setup_state_transitions_in_world(app.world_mut());
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}
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}
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#[cfg(test)]
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mod tests {
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use crate::{
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app::StatesPlugin,
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state::{State, StateTransition, StateTransitionEvent},
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};
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use bevy_app::App;
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use bevy_ecs::event::Events;
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use bevy_state_macros::States;
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use super::AppExtStates;
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#[derive(States, Default, PartialEq, Eq, Hash, Debug, Clone)]
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enum TestState {
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#[default]
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A,
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B,
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C,
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}
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#[test]
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fn insert_state_can_overwrite_init_state() {
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let mut app = App::new();
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app.add_plugins(StatesPlugin);
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app.init_state::<TestState>();
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app.insert_state(TestState::B);
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let world = app.world_mut();
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world.run_schedule(StateTransition);
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assert_eq!(world.resource::<State<TestState>>().0, TestState::B);
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let events = world.resource::<Events<StateTransitionEvent<TestState>>>();
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assert_eq!(events.len(), 1);
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let mut reader = events.get_cursor();
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let last = reader.read(events).last().unwrap();
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assert_eq!(last.exited, None);
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assert_eq!(last.entered, Some(TestState::B));
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}
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#[test]
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fn insert_state_can_overwrite_insert_state() {
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let mut app = App::new();
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app.add_plugins(StatesPlugin);
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app.insert_state(TestState::B);
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app.insert_state(TestState::C);
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let world = app.world_mut();
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world.run_schedule(StateTransition);
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assert_eq!(world.resource::<State<TestState>>().0, TestState::C);
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let events = world.resource::<Events<StateTransitionEvent<TestState>>>();
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assert_eq!(events.len(), 1);
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let mut reader = events.get_cursor();
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let last = reader.read(events).last().unwrap();
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assert_eq!(last.exited, None);
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assert_eq!(last.entered, Some(TestState::C));
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}
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}
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