Implements conversion from SystemId to Entity (#11759)

# Objective

Right now when using egui, systems are inserted without any identifier
and to the root. I'd like to name those systems and insert them as
children to a root entity. This helps to keep the editor organized.

## Solution

- Although the `SystemId` is documented as an opaque type, examples
depicted above benefit from tear down of the abstraction.

---

## Changelog

### Added
- Implemented `From<SystemId>` for `Entity`

---------

Co-authored-by: Alice Cecile <alice.i.cecile@gmail.com>
This commit is contained in:
porkbrain 2024-02-26 13:17:30 +01:00 committed by GitHub
parent 78b6fa1f1b
commit 43b859dfcf
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@ -74,6 +74,18 @@ impl<I, O> std::fmt::Debug for SystemId<I, O> {
}
}
impl<I, O> From<SystemId<I, O>> for Entity {
/// Transforms a [`SystemId`] into the [`Entity`] that holds the one-shot system's state.
///
/// It's trivial to convert [`SystemId`] into an [`Entity`] since a system
/// is really an entity with associated handler function.
///
/// For example, this is useful if you want to assign a name label to a system.
fn from(SystemId(entity, _): SystemId<I, O>) -> Self {
entity
}
}
impl World {
/// Registers a system and returns a [`SystemId`] so it can later be called by [`World::run_system`].
///
@ -83,7 +95,7 @@ impl World {
/// because the [`SystemId`] that is returned can be used anywhere in the [`World`] to run the associated system.
/// This allows for running systems in a pushed-based fashion.
/// Using a [`Schedule`](crate::schedule::Schedule) is still preferred for most cases
/// due to its better performance and abillity to run non-conflicting systems simultaneously.
/// due to its better performance and ability to run non-conflicting systems simultaneously.
pub fn register_system<I: 'static, O: 'static, M, S: IntoSystem<I, O, M> + 'static>(
&mut self,
system: S,