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https://github.com/bevyengine/bevy
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Add EventWriter (#1575)
This adds a `EventWriter<T>` `SystemParam` that is just a thin wrapper around `ResMut<Events<T>>`. This is primarily to have API symmetry between the reader and writer, and has the added benefit of easily improving the API later with no breaking changes.
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parent
2b0a48d945
commit
d9b8b3e618
15 changed files with 35 additions and 24 deletions
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@ -131,6 +131,22 @@ pub struct EventReader<'a, T: Component> {
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events: Res<'a, Events<T>>,
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}
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/// Sends events of type `T`.
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#[derive(SystemParam)]
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pub struct EventWriter<'a, T: Component> {
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events: ResMut<'a, Events<T>>,
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}
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impl<'a, T: Component> EventWriter<'a, T> {
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pub fn send(&mut self, event: T) {
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self.events.send(event);
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}
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pub fn send_batch(&mut self, events: impl Iterator<Item = T>) {
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self.events.extend(events);
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}
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}
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pub struct ManualEventReader<T> {
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last_event_count: usize,
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_marker: PhantomData<T>,
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@ -17,7 +17,7 @@ pub mod prelude {
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pub use crate::{
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app::App,
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app_builder::AppBuilder,
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event::{EventReader, Events},
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event::{EventReader, EventWriter},
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CoreStage, DynamicPlugin, Plugin, PluginGroup, StartupStage,
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};
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}
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@ -2,7 +2,7 @@ use crate::{
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update_asset_storage_system, Asset, AssetLoader, AssetServer, AssetStage, Handle, HandleId,
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RefChange,
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};
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use bevy_app::{prelude::Events, AppBuilder};
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use bevy_app::{AppBuilder, EventWriter, Events};
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use bevy_ecs::{
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system::{IntoSystem, ResMut},
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world::FromWorld,
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@ -182,10 +182,10 @@ impl<T: Asset> Assets<T> {
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}
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pub fn asset_event_system(
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mut events: ResMut<Events<AssetEvent<T>>>,
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mut events: EventWriter<AssetEvent<T>>,
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mut assets: ResMut<Assets<T>>,
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) {
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events.extend(assets.events.drain())
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events.send_batch(assets.events.drain())
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}
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pub fn len(&self) -> usize {
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@ -1,5 +1,5 @@
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use crate::{Axis, Input};
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use bevy_app::{EventReader, Events};
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use bevy_app::{EventReader, EventWriter};
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use bevy_ecs::system::{Res, ResMut};
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use bevy_utils::HashMap;
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@ -206,7 +206,7 @@ pub fn gamepad_event_system(
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mut axis: ResMut<Axis<GamepadAxis>>,
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mut button_axis: ResMut<Axis<GamepadButton>>,
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mut raw_events: EventReader<GamepadEventRaw>,
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mut events: ResMut<Events<GamepadEvent>>,
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mut events: EventWriter<GamepadEvent>,
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settings: Res<GamepadSettings>,
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) {
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button_input.update();
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@ -3,15 +3,14 @@ use crate::{
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ElementState,
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};
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use bevy_app::{
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prelude::{EventReader, Events},
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prelude::{EventReader, EventWriter},
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AppExit,
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};
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use bevy_ecs::system::ResMut;
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/// Sends the AppExit event whenever the "esc" key is pressed.
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pub fn exit_on_esc_system(
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mut keyboard_input_events: EventReader<KeyboardInput>,
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mut app_exit_events: ResMut<Events<AppExit>>,
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mut app_exit_events: EventWriter<AppExit>,
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) {
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for event in keyboard_input_events.iter() {
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if let Some(key_code) = event.key_code {
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@ -3,7 +3,7 @@ use crate::{
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renderer::{BufferInfo, BufferUsage, RenderContext},
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texture::{Texture, TextureDescriptor, TEXTURE_ASSET_INDEX},
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};
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use bevy_app::{prelude::Events, ManualEventReader};
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use bevy_app::{Events, ManualEventReader};
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use bevy_asset::{AssetEvent, Assets};
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use bevy_ecs::world::World;
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use bevy_utils::HashSet;
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@ -2,7 +2,7 @@ use crate::{
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render_graph::{Node, ResourceSlotInfo, ResourceSlots},
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renderer::{RenderContext, RenderResourceId, RenderResourceType},
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};
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use bevy_app::{prelude::Events, ManualEventReader};
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use bevy_app::{Events, ManualEventReader};
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use bevy_ecs::world::World;
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use bevy_window::{WindowCreated, WindowId, WindowResized, Windows};
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use std::borrow::Cow;
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@ -3,7 +3,7 @@ use crate::{
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renderer::{RenderContext, RenderResourceId, RenderResourceType},
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texture::TextureDescriptor,
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};
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use bevy_app::{prelude::Events, ManualEventReader};
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use bevy_app::{Events, ManualEventReader};
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use bevy_ecs::world::World;
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use bevy_window::{WindowCreated, WindowId, WindowResized, Windows};
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use std::borrow::Cow;
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@ -1,5 +1,5 @@
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use crate::{DynamicScene, Scene};
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use bevy_app::{prelude::*, ManualEventReader};
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use bevy_app::{Events, ManualEventReader};
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use bevy_asset::{AssetEvent, Assets, Handle};
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use bevy_ecs::{
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entity::{Entity, EntityMap},
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@ -3,7 +3,7 @@ use crate::{
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wgpu_type_converter::WgpuInto,
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WgpuBackend, WgpuOptions, WgpuPowerOptions,
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};
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use bevy_app::{prelude::*, ManualEventReader};
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use bevy_app::{Events, ManualEventReader};
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use bevy_ecs::world::{Mut, World};
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use bevy_render::{
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render_graph::{DependentNodeStager, RenderGraph, RenderGraphStager},
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@ -16,7 +16,7 @@ pub mod prelude {
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};
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}
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use bevy_app::prelude::*;
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use bevy_app::{prelude::*, Events};
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pub struct WindowPlugin {
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pub add_primary_window: bool,
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@ -1,12 +1,8 @@
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use crate::WindowCloseRequested;
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use bevy_app::{
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prelude::{EventReader, Events},
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AppExit,
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};
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use bevy_ecs::system::ResMut;
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use bevy_app::{AppExit, EventReader, EventWriter};
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pub fn exit_on_window_close_system(
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mut app_exit_events: ResMut<Events<AppExit>>,
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mut app_exit_events: EventWriter<AppExit>,
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mut window_close_requested_events: EventReader<WindowCloseRequested>,
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) {
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if window_close_requested_events.iter().next().is_some() {
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@ -124,7 +124,7 @@ fn score_check_system(
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fn game_over_system(
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game_rules: Res<GameRules>,
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game_state: Res<GameState>,
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mut app_exit_events: ResMut<Events<AppExit>>,
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mut app_exit_events: EventWriter<AppExit>,
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) {
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if let Some(ref player) = game_state.winning_player {
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println!("{} won the game!", player);
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@ -32,7 +32,7 @@ impl Default for EventTriggerState {
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fn event_trigger_system(
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time: Res<Time>,
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mut state: ResMut<EventTriggerState>,
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mut my_events: ResMut<Events<MyEvent>>,
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mut my_events: EventWriter<MyEvent>,
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) {
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if state.event_timer.tick(time.delta()).finished() {
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my_events.send(MyEvent {
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@ -37,7 +37,7 @@ enum AppState {
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fn setup_window(
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mut app_state: ResMut<State<AppState>>,
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mut create_window_events: ResMut<Events<CreateWindow>>,
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mut create_window_events: EventWriter<CreateWindow>,
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) {
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let window_id = WindowId::new();
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