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Add docs & example for SystemParam (#1435)
It took me a little while to figure out how to use the `SystemParam` derive macro to easily create my own params. So I figured I'd add some docs and an example with what I learned. - Fixed a bug in the `SystemParam` derive macro where it didn't detect the correct crate name when used in an example (no longer relevant, replaced by #1426 - see further) - Added some doc comments and a short example code block in the docs for the `SystemParam` trait - Added a more complete example with explanatory comments in examples
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@ -260,6 +260,10 @@ path = "examples/ecs/state.rs"
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name = "system_chaining"
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name = "system_chaining"
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path = "examples/ecs/system_chaining.rs"
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path = "examples/ecs/system_chaining.rs"
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[[example]]
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name = "system_param"
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path = "examples/ecs/system_param.rs"
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[[example]]
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[[example]]
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name = "timers"
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name = "timers"
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path = "examples/ecs/timers.rs"
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path = "examples/ecs/timers.rs"
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@ -338,6 +338,7 @@ struct SystemParamFieldAttributes {
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static SYSTEM_PARAM_ATTRIBUTE_NAME: &str = "system_param";
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static SYSTEM_PARAM_ATTRIBUTE_NAME: &str = "system_param";
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/// Implement `SystemParam` to use a struct as a parameter in a system
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#[proc_macro_derive(SystemParam, attributes(system_param))]
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#[proc_macro_derive(SystemParam, attributes(system_param))]
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pub fn derive_system_param(input: TokenStream) -> TokenStream {
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pub fn derive_system_param(input: TokenStream) -> TokenStream {
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let ast = parse_macro_input!(input as DeriveInput);
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let ast = parse_macro_input!(input as DeriveInput);
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@ -5,6 +5,25 @@ use crate::{
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};
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};
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use parking_lot::Mutex;
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use parking_lot::Mutex;
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use std::{any::TypeId, marker::PhantomData, sync::Arc};
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use std::{any::TypeId, marker::PhantomData, sync::Arc};
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/// A parameter that can be used in a system function
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///
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/// # Derive
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/// This trait can be derived.
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///
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/// ```
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/// # use bevy_ecs::prelude::*;
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/// use bevy_ecs::SystemParam;
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///
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/// #[derive(SystemParam)]
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/// pub struct MyParam<'a> {
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/// foo: Res<'a, usize>,
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/// }
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///
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/// fn my_system(param: MyParam) {
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/// // Access the resource through `param.foo`
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/// }
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/// ```
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pub trait SystemParam: Sized {
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pub trait SystemParam: Sized {
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type Fetch: for<'a> FetchSystemParam<'a>;
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type Fetch: for<'a> FetchSystemParam<'a>;
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}
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}
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@ -135,6 +135,7 @@ Example | File | Description
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`startup_system` | [`ecs/startup_system.rs`](./ecs/startup_system.rs) | Demonstrates a startup system (one that runs once when the app starts up)
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`startup_system` | [`ecs/startup_system.rs`](./ecs/startup_system.rs) | Demonstrates a startup system (one that runs once when the app starts up)
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`state` | [`ecs/state.rs`](./ecs/state.rs) | Illustrates how to use States to control transitioning from a Menu state to an InGame state
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`state` | [`ecs/state.rs`](./ecs/state.rs) | Illustrates how to use States to control transitioning from a Menu state to an InGame state
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`system_chaining` | [`ecs/system_chaining.rs`](./ecs/system_chaining.rs) | Chain two systems together, specifying a return type in a system (such as `Result`)
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`system_chaining` | [`ecs/system_chaining.rs`](./ecs/system_chaining.rs) | Chain two systems together, specifying a return type in a system (such as `Result`)
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`system_param` | [`ecs/system_param.rs`](./ecs/system_param.rs) | Illustrates creating custom system parameters with `SystemParam`
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`timers` | [`ecs/timers.rs`](./ecs/timers.rs) | Illustrates ticking `Timer` resources inside systems and handling their state
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`timers` | [`ecs/timers.rs`](./ecs/timers.rs) | Illustrates ticking `Timer` resources inside systems and handling their state
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## Games
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## Games
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43
examples/ecs/system_param.rs
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43
examples/ecs/system_param.rs
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@ -0,0 +1,43 @@
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use bevy::{ecs::SystemParam, prelude::*};
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/// This example creates a SystemParam struct that counts the number of players
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fn main() {
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App::build()
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.insert_resource(PlayerCount(0))
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.add_startup_system(spawn.system())
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.add_system(count_players.system())
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.run();
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}
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struct Player;
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struct PlayerCount(usize);
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/// The SystemParam struct can contain any types that can also be included in a
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/// system function signature.
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///
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/// In this example, it includes a query and a mutable resource.
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#[derive(SystemParam)]
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pub struct PlayerCounter<'a> {
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players: Query<'a, &'a Player>,
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count: ResMut<'a, PlayerCount>,
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}
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impl<'a> PlayerCounter<'a> {
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fn count(&mut self) {
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self.count.0 = self.players.iter().len();
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}
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}
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/// Spawn some players to count
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fn spawn(commands: &mut Commands) {
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commands.spawn((Player,));
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commands.spawn((Player,));
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commands.spawn((Player,));
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}
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/// The SystemParam can be used directly in a system argument.
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fn count_players(mut counter: PlayerCounter) {
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counter.count();
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println!("{} players in the game", counter.count.0);
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}
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