2023-09-19 20:17:05 +00:00
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//! Demonstrates the use of "one-shot systems", which run once when triggered.
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//!
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//! These can be useful to help structure your logic in a push-based fashion,
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//! reducing the overhead of running extremely rarely run systems
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//! and improving schedule flexibility.
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//!
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2023-11-28 23:43:40 +00:00
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//! See the [`World::run_system`](World::run_system) or
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//! [`World::run_system_once`](World#method.run_system_once_with)
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Fix intra-doc link warnings (#10445)
When `cargo doc -Zunstable-options -Zrustdoc-scrape-examples` (trying to
figure out why it doesn't work with bevy), I had the following warnings:
```
warning: unresolved link to `Quad`
--> examples/2d/mesh2d.rs:1:66
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1 | //! Shows how to render a polygonal [`Mesh`], generated from a [`Quad`] primitive, in a 2D scene.
| ^^^^ no item named `Quad` in scope
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= help: to escape `[` and `]` characters, add '\' before them like `\[` or `\]`
= note: `#[warn(rustdoc::broken_intra_doc_links)]` on by default
warning: `bevy` (example "mesh2d") generated 1 warning
warning: unresolved link to `update_weights`
--> examples/animation/morph_targets.rs:6:17
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6 | //! See the [`update_weights`] system for details.
| ^^^^^^^^^^^^^^ no item named `update_weights` in scope
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= help: to escape `[` and `]` characters, add '\' before them like `\[` or `\]`
= note: `#[warn(rustdoc::broken_intra_doc_links)]` on by default
warning: public documentation for `morph_targets` links to private item `name_morphs`
--> examples/animation/morph_targets.rs:7:43
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7 | //! - How to read morph target names in [`name_morphs`].
| ^^^^^^^^^^^ this item is private
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= note: this link will resolve properly if you pass `--document-private-items`
= note: `#[warn(rustdoc::private_intra_doc_links)]` on by default
warning: public documentation for `morph_targets` links to private item `setup_animations`
--> examples/animation/morph_targets.rs:8:48
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8 | //! - How to play morph target animations in [`setup_animations`].
| ^^^^^^^^^^^^^^^^ this item is private
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= note: this link will resolve properly if you pass `--document-private-items`
warning: `bevy` (example "morph_targets") generated 3 warnings
warning: unresolved link to `Quad`
--> examples/2d/mesh2d_vertex_color_texture.rs:1:66
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1 | //! Shows how to render a polygonal [`Mesh`], generated from a [`Quad`] primitive, in a 2D scene.
| ^^^^ no item named `Quad` in scope
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= help: to escape `[` and `]` characters, add '\' before them like `\[` or `\]`
= note: `#[warn(rustdoc::broken_intra_doc_links)]` on by default
warning: `bevy` (example "mesh2d_vertex_color_texture") generated 1 warning
warning: unresolved link to `UIScale`
--> examples/ui/ui_scaling.rs:1:36
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1 | //! This example illustrates the [`UIScale`] resource from `bevy_ui`.
| ^^^^^^^ no item named `UIScale` in scope
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= help: to escape `[` and `]` characters, add '\' before them like `\[` or `\]`
= note: `#[warn(rustdoc::broken_intra_doc_links)]` on by default
warning: `bevy` (example "ui_scaling") generated 1 warning
warning: unresolved link to `dependencies`
--> examples/app/headless.rs:5:6
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5 | //! [dependencies]
| ^^^^^^^^^^^^ no item named `dependencies` in scope
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= help: to escape `[` and `]` characters, add '\' before them like `\[` or `\]`
= note: `#[warn(rustdoc::broken_intra_doc_links)]` on by default
warning: `bevy` (example "headless") generated 1 warning
warning: unresolved link to `Material2d`
--> examples/2d/mesh2d_manual.rs:3:26
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3 | //! It doesn't use the [`Material2d`] abstraction, but changes the vertex buffer to include verte...
| ^^^^^^^^^^ no item named `Material2d` in scope
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= help: to escape `[` and `]` characters, add '\' before them like `\[` or `\]`
= note: `#[warn(rustdoc::broken_intra_doc_links)]` on by default
warning: `bevy` (example "mesh2d_manual") generated 1 warning
```
2023-11-08 14:33:46 +00:00
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//! docs for more details.
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2023-09-19 20:17:05 +00:00
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use bevy::{
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ecs::system::{RunSystemOnce, SystemId},
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prelude::*,
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};
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fn main() {
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App::new()
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.add_systems(Startup, (count_entities, setup))
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.add_systems(PostUpdate, count_entities)
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.add_systems(Update, evaluate_callbacks)
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.run();
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}
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// Any ordinary system can be run via commands.run_system or world.run_system.
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fn count_entities(all_entities: Query<()>) {
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dbg!(all_entities.iter().count());
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}
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#[derive(Component)]
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struct Callback(SystemId);
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#[derive(Component)]
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struct Triggered;
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fn setup(world: &mut World) {
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let button_pressed_id = world.register_system(button_pressed);
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world.spawn((Callback(button_pressed_id), Triggered));
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// This entity does not have a Triggered component, so its callback won't run.
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let slider_toggled_id = world.register_system(slider_toggled);
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world.spawn(Callback(slider_toggled_id));
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world.run_system_once(count_entities);
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}
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fn button_pressed() {
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println!("A button was pressed!");
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}
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fn slider_toggled() {
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println!("A slider was toggled!");
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}
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/// Runs the systems associated with each `Callback` component if the entity also has a Triggered component.
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///
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/// This could be done in an exclusive system rather than using `Commands` if preferred.
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fn evaluate_callbacks(query: Query<&Callback, With<Triggered>>, mut commands: Commands) {
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for callback in query.iter() {
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commands.run_system(callback.0);
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}
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}
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