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https://github.com/bevyengine/bevy
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Add insert_state to App. (#11043)
# Objective Fix #10731. ## Solution Rename `App::add_state<T>(&mut self)` to `init_state`, and add `App::insert_state<T>(&mut self, state: T)`. I decided on these names because they are more similar to `init_resource` and `insert_resource`. I also removed the `States` trait's requirement for `Default`. Instead, `init_state` requires `FromWorld`. --- ## Changelog - Renamed `App::add_state` to `init_state`. - Added `App::insert_state`. - Removed the `States` trait's requirement for `Default`. ## Migration Guide - Renamed `App::add_state` to `init_state`.
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7 changed files with 67 additions and 18 deletions
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@ -348,6 +348,10 @@ impl App {
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self.plugins_state = PluginsState::Cleaned;
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}
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/// Initializes a [`State`] with standard starting values.
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///
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/// If the [`State`] already exists, nothing happens.
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///
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/// Adds [`State<S>`] and [`NextState<S>`] resources, [`OnEnter`] and [`OnExit`] schedules
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/// for each state variant (if they don't already exist), an instance of [`apply_state_transition::<S>`] in
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/// [`StateTransition`] so that transitions happen before [`Update`](crate::Update) and
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@ -360,8 +364,44 @@ impl App {
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///
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/// Note that you can also apply state transitions at other points in the schedule
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/// by adding the [`apply_state_transition`] system manually.
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pub fn add_state<S: States>(&mut self) -> &mut Self {
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self.init_resource::<State<S>>()
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pub fn init_state<S: States + FromWorld>(&mut self) -> &mut Self {
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if !self.world.contains_resource::<State<S>>() {
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self.init_resource::<State<S>>()
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.init_resource::<NextState<S>>()
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.add_systems(
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StateTransition,
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(
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run_enter_schedule::<S>.run_if(run_once_condition()),
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apply_state_transition::<S>,
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)
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.chain(),
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);
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}
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// The OnEnter, OnExit, and OnTransition schedules are lazily initialized
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// (i.e. when the first system is added to them), and World::try_run_schedule is used to fail
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// gracefully if they aren't present.
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self
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}
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/// Inserts a specific [`State`] to the current [`App`] and
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/// overrides any [`State`] previously added of the same type.
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///
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/// Adds [`State<S>`] and [`NextState<S>`] resources, [`OnEnter`] and [`OnExit`] schedules
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/// for each state variant (if they don't already exist), an instance of [`apply_state_transition::<S>`] in
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/// [`StateTransition`] so that transitions happen before [`Update`](crate::Update) and
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/// a instance of [`run_enter_schedule::<S>`] in [`StateTransition`] with a
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/// [`run_once`](`run_once_condition`) condition to run the on enter schedule of the
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/// initial state.
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///
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/// If you would like to control how other systems run based on the current state,
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/// you can emulate this behavior using the [`in_state`] [`Condition`].
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///
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/// Note that you can also apply state transitions at other points in the schedule
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/// by adding the [`apply_state_transition`] system manually.
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pub fn insert_state<S: States>(&mut self, state: S) -> &mut Self {
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self.insert_resource(State::new(state))
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.init_resource::<NextState<S>>()
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.add_systems(
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StateTransition,
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@ -1068,7 +1108,7 @@ mod tests {
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#[test]
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fn add_systems_should_create_schedule_if_it_does_not_exist() {
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let mut app = App::new();
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app.add_state::<AppState>()
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app.init_state::<AppState>()
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.add_systems(OnEnter(AppState::MainMenu), (foo, bar));
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app.world.run_schedule(OnEnter(AppState::MainMenu));
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@ -1079,7 +1119,7 @@ mod tests {
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fn add_systems_should_create_schedule_if_it_does_not_exist2() {
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let mut app = App::new();
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app.add_systems(OnEnter(AppState::MainMenu), (foo, bar))
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.add_state::<AppState>();
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.init_state::<AppState>();
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app.world.run_schedule(OnEnter(AppState::MainMenu));
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assert_eq!(app.world.entities().len(), 2);
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@ -5,6 +5,7 @@ use std::ops::Deref;
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use crate as bevy_ecs;
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use crate::change_detection::DetectChangesMut;
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use crate::prelude::FromWorld;
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#[cfg(feature = "bevy_reflect")]
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use crate::reflect::ReflectResource;
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use crate::schedule::ScheduleLabel;
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@ -40,7 +41,7 @@ pub use bevy_ecs_macros::States;
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/// }
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///
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/// ```
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pub trait States: 'static + Send + Sync + Clone + PartialEq + Eq + Hash + Debug + Default {}
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pub trait States: 'static + Send + Sync + Clone + PartialEq + Eq + Hash + Debug {}
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/// The label of a [`Schedule`](super::Schedule) that runs whenever [`State<S>`]
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/// enters this state.
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@ -72,12 +73,8 @@ pub struct OnTransition<S: States> {
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/// [`apply_state_transition::<S>`] system.
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///
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/// The starting state is defined via the [`Default`] implementation for `S`.
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#[derive(Resource, Default, Debug)]
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#[cfg_attr(
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feature = "bevy_reflect",
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derive(bevy_reflect::Reflect),
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reflect(Resource, Default)
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)]
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#[derive(Resource, Debug)]
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#[cfg_attr(feature = "bevy_reflect", derive(bevy_reflect::Reflect))]
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pub struct State<S: States>(S);
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impl<S: States> State<S> {
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@ -94,6 +91,12 @@ impl<S: States> State<S> {
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}
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}
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impl<S: States + FromWorld> FromWorld for State<S> {
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fn from_world(world: &mut World) -> Self {
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Self(S::from_world(world))
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}
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}
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impl<S: States> PartialEq<S> for State<S> {
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fn eq(&self, other: &S) -> bool {
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self.get() == other
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@ -113,7 +116,7 @@ impl<S: States> Deref for State<S> {
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/// To queue a transition, just set the contained value to `Some(next_state)`.
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/// Note that these transitions can be overridden by other systems:
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/// only the actual value of this resource at the time of [`apply_state_transition`] matters.
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#[derive(Resource, Default, Debug)]
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#[derive(Resource, Debug)]
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#[cfg_attr(
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feature = "bevy_reflect",
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derive(bevy_reflect::Reflect),
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@ -121,6 +124,12 @@ impl<S: States> Deref for State<S> {
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)]
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pub struct NextState<S: States>(pub Option<S>);
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impl<S: States> Default for NextState<S> {
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fn default() -> Self {
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Self(None)
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}
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}
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impl<S: States> NextState<S> {
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/// Tentatively set a planned state transition to `Some(state)`.
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pub fn set(&mut self, state: S) {
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@ -12,7 +12,7 @@ use bevy::{asset::LoadedFolder, prelude::*, render::texture::ImageSampler};
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fn main() {
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App::new()
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.add_plugins(DefaultPlugins.set(ImagePlugin::default_nearest())) // fallback to nearest sampling
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.add_state::<AppState>()
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.init_state::<AppState>()
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.add_systems(OnEnter(AppState::Setup), load_textures)
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.add_systems(Update, check_textures.run_if(in_state(AppState::Setup)))
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.add_systems(OnEnter(AppState::Finished), setup)
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@ -33,7 +33,7 @@ struct LevelUnload;
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fn main() {
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App::new()
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.add_plugins(DefaultPlugins)
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.add_state::<AppState>()
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.init_state::<AppState>()
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.add_systems(Startup, setup_system)
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.add_systems(
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Update,
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@ -10,7 +10,7 @@ use bevy::prelude::*;
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fn main() {
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App::new()
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.add_plugins(DefaultPlugins)
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.add_state::<AppState>()
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.init_state::<AppState>() // Alternatively we could use .insert_state(AppState::Menu)
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.add_systems(Startup, setup)
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// This system runs when we enter `AppState::Menu`, during the `StateTransition` schedule.
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// All systems from the exit schedule of the state we're leaving are run first,
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@ -23,7 +23,7 @@ fn main() {
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5.0,
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TimerMode::Repeating,
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)))
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.add_state::<GameState>()
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.init_state::<GameState>()
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.add_systems(Startup, setup_cameras)
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.add_systems(OnEnter(GameState::Playing), setup)
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.add_systems(
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@ -34,7 +34,7 @@ fn main() {
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.insert_resource(DisplayQuality::Medium)
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.insert_resource(Volume(7))
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// Declare the game state, whose starting value is determined by the `Default` trait
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.add_state::<GameState>()
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.init_state::<GameState>()
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.add_systems(Startup, setup)
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// Adds the plugins for each state
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.add_plugins((splash::SplashPlugin, menu::MenuPlugin, game::GamePlugin))
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@ -261,7 +261,7 @@ mod menu {
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// At start, the menu is not enabled. This will be changed in `menu_setup` when
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// entering the `GameState::Menu` state.
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// Current screen in the menu is handled by an independent state from `GameState`
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.add_state::<MenuState>()
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.init_state::<MenuState>()
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.add_systems(OnEnter(GameState::Menu), menu_setup)
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// Systems to handle the main menu screen
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.add_systems(OnEnter(MenuState::Main), main_menu_setup)
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