
# Objective - Make the function signature for `ComponentHook` less verbose ## Solution - Refactored `Entity`, `ComponentId`, and `Option<&Location>` into a new `HookContext` struct. ## Testing - CI --- ## Migration Guide Update the function signatures for your component hooks to only take 2 arguments, `world` and `context`. Note that because `HookContext` is plain data with all members public, you can use de-structuring to simplify migration. ```rust // Before fn my_hook( mut world: DeferredWorld, entity: Entity, component_id: ComponentId, ) { ... } // After fn my_hook( mut world: DeferredWorld, HookContext { entity, component_id, caller }: HookContext, ) { ... } ``` Likewise, if you were discarding certain parameters, you can use `..` in the de-structuring: ```rust // Before fn my_hook( mut world: DeferredWorld, entity: Entity, _: ComponentId, ) { ... } // After fn my_hook( mut world: DeferredWorld, HookContext { entity, .. }: HookContext, ) { ... } ```
145 lines
5.7 KiB
Rust
145 lines
5.7 KiB
Rust
//! This example illustrates the different ways you can employ component lifecycle hooks.
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//!
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//! Whenever possible, prefer using Bevy's change detection or Events for reacting to component changes.
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//! Events generally offer better performance and more flexible integration into Bevy's systems.
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//! Hooks are useful to enforce correctness but have limitations (only one hook per component,
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//! less ergonomic than events).
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//!
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//! Here are some cases where components hooks might be necessary:
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//!
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//! - Maintaining indexes: If you need to keep custom data structures (like a spatial index) in
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//! sync with the addition/removal of components.
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//!
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//! - Enforcing structural rules: When you have systems that depend on specific relationships
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//! between components (like hierarchies or parent-child links) and need to maintain correctness.
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use bevy::{
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ecs::component::{ComponentHooks, HookContext, Mutable, StorageType},
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prelude::*,
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};
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use std::collections::HashMap;
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#[derive(Debug)]
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/// Hooks can also be registered during component initialization by
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/// using [`Component`] derive macro:
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/// ```no_run
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/// #[derive(Component)]
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/// #[component(on_add = ..., on_insert = ..., on_replace = ..., on_remove = ...)]
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/// ```
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struct MyComponent(KeyCode);
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impl Component for MyComponent {
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const STORAGE_TYPE: StorageType = StorageType::Table;
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type Mutability = Mutable;
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/// Hooks can also be registered during component initialization by
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/// implementing `register_component_hooks`
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fn register_component_hooks(_hooks: &mut ComponentHooks) {
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// Register hooks...
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}
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}
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#[derive(Resource, Default, Debug, Deref, DerefMut)]
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struct MyComponentIndex(HashMap<KeyCode, Entity>);
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#[derive(Event)]
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struct MyEvent;
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fn main() {
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App::new()
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.add_plugins(DefaultPlugins)
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.add_systems(Startup, setup)
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.add_systems(Update, trigger_hooks)
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.init_resource::<MyComponentIndex>()
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.add_event::<MyEvent>()
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.run();
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}
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fn setup(world: &mut World) {
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// In order to register component hooks the component must:
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// - not be currently in use by any entities in the world
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// - not already have a hook of that kind registered
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// This is to prevent overriding hooks defined in plugins and other crates as well as keeping things fast
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world
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.register_component_hooks::<MyComponent>()
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// There are 4 component lifecycle hooks: `on_add`, `on_insert`, `on_replace` and `on_remove`
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// A hook has 2 arguments:
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// - a `DeferredWorld`, this allows access to resource and component data as well as `Commands`
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// - a `HookContext`, this provides access to the following contextual information:
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// - the entity that triggered the hook
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// - the component id of the triggering component, this is mostly used for dynamic components
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// - the location of the code that caused the hook to trigger
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//
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// `on_add` will trigger when a component is inserted onto an entity without it
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.on_add(
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|mut world,
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HookContext {
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entity,
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component_id,
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caller,
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}| {
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// You can access component data from within the hook
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let value = world.get::<MyComponent>(entity).unwrap().0;
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println!(
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"{component_id:?} added to {entity} with value {value:?}{}",
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caller
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.map(|location| format!("due to {location}"))
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.unwrap_or_default()
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);
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// Or access resources
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world
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.resource_mut::<MyComponentIndex>()
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.insert(value, entity);
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// Or send events
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world.send_event(MyEvent);
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},
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)
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// `on_insert` will trigger when a component is inserted onto an entity,
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// regardless of whether or not it already had it and after `on_add` if it ran
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.on_insert(|world, _| {
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println!("Current Index: {:?}", world.resource::<MyComponentIndex>());
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})
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// `on_replace` will trigger when a component is inserted onto an entity that already had it,
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// and runs before the value is replaced.
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// Also triggers when a component is removed from an entity, and runs before `on_remove`
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.on_replace(|mut world, context| {
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let value = world.get::<MyComponent>(context.entity).unwrap().0;
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world.resource_mut::<MyComponentIndex>().remove(&value);
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})
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// `on_remove` will trigger when a component is removed from an entity,
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// since it runs before the component is removed you can still access the component data
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.on_remove(
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|mut world,
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HookContext {
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entity,
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component_id,
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caller,
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}| {
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let value = world.get::<MyComponent>(entity).unwrap().0;
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println!(
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"{component_id:?} removed from {entity} with value {value:?}{}",
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caller
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.map(|location| format!("due to {location}"))
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.unwrap_or_default()
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);
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// You can also issue commands through `.commands()`
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world.commands().entity(entity).despawn();
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},
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);
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}
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fn trigger_hooks(
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mut commands: Commands,
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keys: Res<ButtonInput<KeyCode>>,
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index: Res<MyComponentIndex>,
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) {
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for (key, entity) in index.iter() {
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if !keys.pressed(*key) {
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commands.entity(*entity).remove::<MyComponent>();
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}
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}
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for key in keys.get_just_pressed() {
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commands.spawn(MyComponent(*key));
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}
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}
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