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Improved documentation for Events (#1669)
Explains subtle behavior more explicitly, documents `add_event`, mentions `EventWriter`. Co-authored-by: Carter Anderson <mcanders1@gmail.com>
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5 changed files with 39 additions and 12 deletions
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@ -207,6 +207,10 @@ impl AppBuilder {
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.add_stage(CoreStage::Last, SystemStage::parallel())
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}
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/// Setup the application to manage events of type `T`.
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///
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/// This is done by adding a `Resource` of type `Events::<T>`,
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/// and inserting a `Events::<T>::update_system` system into `CoreStage::First`.
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pub fn add_event<T>(&mut self) -> &mut Self
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where
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T: Component,
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@ -56,11 +56,23 @@ enum State {
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}
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/// An event collection that represents the events that occurred within the last two
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/// [Events::update] calls. Events can be cheaply read using an [EventReader]. This collection is
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/// meant to be paired with a system that calls [Events::update] exactly once per update/frame.
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/// [Events::update_system] is a system that does this. [EventReader]s are expected to read events
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/// from this collection at least once per update/frame. If events are not handled within one
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/// frame/update, they will be dropped.
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/// [`Events::update`] calls.
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/// Events can be written to using an [`EventWriter`]
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/// and are typically cheaply read using an [`EventReader`].
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///
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/// Each event can be consumed by multiple systems, in parallel,
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/// with consumption tracked by the [`EventReader`] on a per-system basis.
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///
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/// This collection is meant to be paired with a system that calls
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/// [`Events::update`] exactly once per update/frame.
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///
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/// [`Events::update_system`] is a system that does this, typically intialized automatically using
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/// [`AppBuilder::add_event`]. [EventReader]s are expected to read events from this collection at
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/// least once per loop/frame.
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/// Events will persist across a single frame boundary and so ordering of event producers and
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/// consumers is not critical (although poorly-planned ordering may cause accumulating lag).
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/// If events are not handled by the end of the frame after they are updated, they will be
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/// dropped silently.
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///
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/// # Example
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/// ```
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@ -100,7 +112,9 @@ enum State {
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/// The buffers in [Events] will grow indefinitely if [Events::update] is never called.
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///
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/// An alternative call pattern would be to call [Events::update] manually across frames to control
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/// when events are cleared. However this complicates consumption
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/// when events are cleared.
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/// This complicates consumption and risks ever-expanding memory usage if not cleaned up,
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/// but can be done by adding your event as a resource instead of using [`AppBuilder::add_event`].
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#[derive(Debug)]
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pub struct Events<T> {
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events_a: Vec<EventInstance<T>>,
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@ -173,18 +173,21 @@ impl SystemStage {
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pub fn parallel_systems(&self) -> &[impl SystemContainer] {
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&self.parallel
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}
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/// Topologically sorted exclusive systems that want to be run at the start of the stage.
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///
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/// Note that systems won't be fully-formed until the stage has been run at least once.
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pub fn exclusive_at_start_systems(&self) -> &[impl SystemContainer] {
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&self.exclusive_at_start
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}
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/// Topologically sorted exclusive systems that want to be run at the end of the stage.
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///
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/// Note that systems won't be fully-formed until the stage has been run at least once.
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pub fn exclusive_at_end_systems(&self) -> &[impl SystemContainer] {
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&self.exclusive_at_end
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}
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/// Topologically sorted exclusive systems that want to be run after parallel systems but
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/// before the application of their command buffers.
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///
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@ -188,7 +188,8 @@ impl<T: Component + Clone + Eq> State<T> {
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/// Creates a driver set for the State.
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///
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/// Important note: this set must be inserted **before** all other state-dependant sets to work properly!
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/// Important note: this set must be inserted **before** all other state-dependant sets to work
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/// properly!
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pub fn make_driver() -> SystemSet {
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SystemSet::default().with_run_criteria(state_cleaner::<T>.system())
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}
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@ -203,7 +204,8 @@ impl<T: Component + Clone + Eq> State<T> {
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}
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/// Schedule a state change that replaces the full stack with the given state.
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/// This will fail if there is a scheduled operation, or if the given `state` matches the current state
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/// This will fail if there is a scheduled operation, or if the given `state` matches the
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/// current state
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pub fn set_next(&mut self, state: T) -> Result<(), StateError> {
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if self.stack.last().unwrap() == &state {
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return Err(StateError::AlreadyInState);
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@ -217,7 +219,8 @@ impl<T: Component + Clone + Eq> State<T> {
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Ok(())
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}
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/// Same as [Self::set_next], but if there is already a next state, it will be overwritten instead of failing
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/// Same as [Self::set_next], but if there is already a next state, it will be overwritten
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/// instead of failing
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pub fn overwrite_next(&mut self, state: T) -> Result<(), StateError> {
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if self.stack.last().unwrap() == &state {
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return Err(StateError::AlreadyInState);
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@ -241,7 +244,8 @@ impl<T: Component + Clone + Eq> State<T> {
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Ok(())
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}
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/// Same as [Self::set_push], but if there is already a next state, it will be overwritten instead of failing
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/// Same as [Self::set_push], but if there is already a next state, it will be overwritten
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/// instead of failing
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pub fn overwrite_push(&mut self, state: T) -> Result<(), StateError> {
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if self.stack.last().unwrap() == &state {
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return Err(StateError::AlreadyInState);
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@ -265,7 +269,8 @@ impl<T: Component + Clone + Eq> State<T> {
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Ok(())
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}
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/// Same as [Self::set_pop], but if there is already a next state, it will be overwritten instead of failing
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/// Same as [Self::set_pop], but if there is already a next state, it will be overwritten
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/// instead of failing
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pub fn overwrite_pop(&mut self) -> Result<(), StateError> {
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if self.stack.len() == 1 {
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return Err(StateError::StackEmpty);
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@ -58,7 +58,8 @@ pub enum StorageTextureAccess {
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/// ```
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WriteOnly,
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/// The texture can be both read and written in the shader.
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/// `wgpu::Features::STORAGE_TEXTURE_ACCESS_READ_WRITE` must be enabled to use this access mode.
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/// `wgpu::Features::STORAGE_TEXTURE_ACCESS_READ_WRITE` must be enabled to use this access
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/// mode.
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///
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/// Example GLSL syntax:
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/// ```cpp,ignore
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