scenes: polish scene example. prop->property attribute. derive(Resources) to derive(FromResources)

This commit is contained in:
Carter Anderson 2020-05-27 15:49:27 -07:00
parent a76bb8b507
commit 3ee5a67cdb
11 changed files with 104 additions and 67 deletions

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@ -8,6 +8,7 @@
"bools",
"chunkset",
"chunksets",
"deserialization",
"eprintln",
"hashset",
"multizip",

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@ -1,32 +1,32 @@
[
Entity(
id: 1401014920,
components: [
{
"type": "load_scene::Test",
"x": 3.0,
"y": 4.0,
},
],
),
Entity(
id: 99763910,
components: [
Entity(
id: 510837483,
components: [
{
"type": "load_scene::Test",
"x": 1.0,
"y": 2.0,
},
{
"type": "bevy_asset::handle::Handle<bevy_render::mesh::Mesh>",
"id": HandleId("edcdd23f-5be5-4dbf-9a6e-9f46b2185570"),
},
{
"type": "load_scene::Foo",
"value": "hello",
},
],
),
]
{
"type": "load_scene::ComponentA",
"map": {
"x": 3.0,
"y": 4.0,
},
}, ],
),
Entity(
id: 1069398672,
components: [
{
"type": "load_scene::ComponentA",
"map": {
"x": 1.0,
"y": 2.0,
},
},
{
"type": "load_scene::ComponentB",
"map": {
"value": "hello",
},
}, ],
),]

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@ -25,7 +25,7 @@ where
T: 'static,
{
pub id: HandleId,
#[prop(ignore)]
#[property(ignore)]
marker: PhantomData<T>,
}

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@ -15,7 +15,7 @@ struct EntityArchetypeAttributeArgs {
pub tag: Option<bool>,
}
#[proc_macro_derive(Resource, attributes(module))]
#[proc_macro_derive(FromResources, attributes(module))]
pub fn derive_resource(input: TokenStream) -> TokenStream {
let ast = parse_macro_input!(input as DeriveInput);
let fields = match &ast.data {

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@ -21,9 +21,9 @@ struct PropAttributeArgs {
pub ignore: Option<bool>,
}
static PROP_ATTRIBUTE_NAME: &str = "prop";
static PROP_ATTRIBUTE_NAME: &str = "property";
#[proc_macro_derive(Properties, attributes(prop, module))]
#[proc_macro_derive(Properties, attributes(property, module))]
pub fn derive_properties(input: TokenStream) -> TokenStream {
let ast = parse_macro_input!(input as DeriveInput);
let unit_struct_punctuated = Punctuated::new();

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@ -7,7 +7,7 @@ pub struct Renderable {
pub is_visible: bool,
pub is_instanced: bool,
pub pipelines: Vec<Handle<PipelineDescriptor>>,
#[prop(ignore)]
#[property(ignore)]
pub render_resource_assignments: RenderResourceAssignments,
}

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@ -5,7 +5,7 @@ use crate::{
};
use bevy_app::{EventReader, Events};
use bevy_asset::{AssetEvent, Assets, Handle};
use bevy_derive::Resource;
use bevy_derive::FromResources;
use legion::prelude::*;
use std::{collections::HashSet, fs::File};
@ -109,7 +109,7 @@ impl Texture {
}
}
#[derive(Resource)]
#[derive(FromResources)]
pub struct TextureResourceSystemState {
event_reader: EventReader<AssetEvent<Texture>>,
}

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@ -36,7 +36,7 @@ fn event_trigger_system(
}
}
#[derive(Resource)]
#[derive(FromResources)]
struct EventListenerState {
my_event_reader: EventReader<MyEvent>,
}

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@ -13,7 +13,7 @@ fn main() {
.run();
}
#[derive(Resource)]
#[derive(FromResources)]
struct State {
event_reader: EventReader<KeyboardInput>,
moving_right: bool,

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@ -11,7 +11,7 @@ fn main() {
.run();
}
#[derive(Resource)]
#[derive(FromResources)]
struct State {
mouse_button_event_reader: EventReader<MouseButtonInput>,
mouse_motion_event_reader: EventReader<MouseMotionInput>,

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@ -1,55 +1,91 @@
use bevy::{component_registry::ComponentRegistryContext, prelude::*};
use bevy::{
component_registry::ComponentRegistryContext, input::keyboard::KeyboardInput, prelude::*,
};
use bevy_app::FromResources;
fn main() {
App::build()
.add_default_plugins()
// Registering components informs Bevy that they exist. This allows them to be used when loading scenes
// This step is only required if you want to load your components from scene files.
// In the future registered components will also be usable from the Bevy editor.
.register_component::<Test>()
.register_component::<Foo>()
.add_startup_system(load_scene)
// .add_startup_system(serialize_scene)
// Unregistered components can still be used in your code, but they won't be serialized / deserialized.
// In the future registering components will also make them usable from the Bevy editor.
// The core Bevy plugins already register their components, so you only need this step for custom components.
.register_component::<ComponentA>()
.register_component::<ComponentB>()
.add_startup_system(save_scene_system)
.add_startup_system(load_scene_system)
.run();
}
// Registered components must implement the `Properties` and `FromResources` traits.
// The `Properties` trait enables serialization, deserialization, dynamic property access, and change detection.
// `Properties` enable a bunch of cool behaviors, so its worth checking out the dedicated `properties.rs` example.
// The `FromResources` trait determines how your component is constructed.
// For simple use cases you can just implement the `Default` trait (which automatically implements FromResources)
// The simplest registered component just needs these two derives:
#[derive(Properties, Default)]
struct Test {
struct ComponentA {
pub x: f32,
pub y: f32,
}
#[derive(Properties, Default)]
struct Foo {
// Some components have fields that cannot (or should not) be written to scene files. These can be ignored with
// the #[property(ignore)] attribute. This is also generally where the `FromResources` trait comes into play.
// This gives you access to your App's current ECS `Resources` when you construct your component.
#[derive(Properties)]
struct ComponentB {
pub value: String,
#[property(ignore)]
pub event_reader: EventReader<KeyboardInput>,
}
fn load_scene(world: &mut World, resources: &mut Resources) {
impl FromResources for ComponentB {
fn from_resources(resources: &Resources) -> Self {
let event_reader = resources.get_event_reader::<KeyboardInput>();
ComponentB {
event_reader,
value: "Default Value".to_string(),
}
}
}
fn save_scene_system(world: &mut World, resources: &mut Resources) {
// Scenes can be created from any ECS World.
world
.build()
.build_entity()
.add(ComponentA { x: 1.0, y: 2.0 })
.add(ComponentB {
value: "hello".to_string(),
..ComponentB::from_resources(resources)
})
.build_entity()
.add(ComponentA { x: 3.0, y: 4.0 });
// The component registry resource contains information about all registered components. This is used to construct scenes.
let component_registry = resources.get::<ComponentRegistryContext>().unwrap();
let scene = Scene::from_world(world, &component_registry.value.read().unwrap());
// Scenes can be serialized like this:
println!("{}", scene.serialize_ron().unwrap());
// TODO: save scene
}
fn load_scene_system(world: &mut World, resources: &mut Resources) {
let asset_server = resources.get::<AssetServer>().unwrap();
let mut scenes = resources.get_mut::<Assets<Scene>>().unwrap();
let component_registry = resources.get::<ComponentRegistryContext>().unwrap();
// Scenes are loaded just like any other asset.
let scene_handle: Handle<Scene> = asset_server
.load_sync(&mut scenes, "assets/scene/load_scene_example.scn")
.unwrap();
let scene = scenes.get(&scene_handle).unwrap();
// Scenes can be added to any ECS World. Adding scenes also uses the component registry.
let component_registry = resources.get::<ComponentRegistryContext>().unwrap();
scene
.add_to_world(world, resources, &component_registry.value.read().unwrap())
.unwrap();
}
#[allow(dead_code)]
fn serialize_scene(world: &mut World, resources: &mut Resources) {
let component_registry = resources.get::<ComponentRegistryContext>().unwrap();
world
.build()
.add(Test { x: 1.0, y: 2.0 })
.add(Foo {
value: "hello".to_string(),
})
.build_entity()
.add(Test { x: 3.0, y: 4.0 });
let scene = Scene::from_world(world, &component_registry.value.read().unwrap());
println!("{}", scene.serialize_ron().unwrap());
}