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https://github.com/bevyengine/bevy
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enable_state_scoped_entities() as a derive attribute (#16180)
# Objective - I got tired of calling `enable_state_scoped_entities`, and though it would make more sense to define that at the place where the state is defined ## Solution - add a derive attribute `#[states(scoped_entities)]` when derive `States` or `SubStates` that enables it automatically when adding the state ## Testing - Ran the examples using it, they still work
This commit is contained in:
parent
2a1064ec5e
commit
fcfb685821
8 changed files with 75 additions and 12 deletions
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@ -9,12 +9,12 @@ mod states;
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use bevy_macro_utils::BevyManifest;
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use bevy_macro_utils::BevyManifest;
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use proc_macro::TokenStream;
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use proc_macro::TokenStream;
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#[proc_macro_derive(States)]
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#[proc_macro_derive(States, attributes(states))]
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pub fn derive_states(input: TokenStream) -> TokenStream {
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pub fn derive_states(input: TokenStream) -> TokenStream {
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states::derive_states(input)
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states::derive_states(input)
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}
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}
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#[proc_macro_derive(SubStates, attributes(source))]
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#[proc_macro_derive(SubStates, attributes(states, source))]
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pub fn derive_substates(input: TokenStream) -> TokenStream {
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pub fn derive_substates(input: TokenStream) -> TokenStream {
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states::derive_substates(input)
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states::derive_substates(input)
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}
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}
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@ -4,9 +4,42 @@ use syn::{parse_macro_input, spanned::Spanned, DeriveInput, Pat, Path, Result};
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use crate::bevy_state_path;
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use crate::bevy_state_path;
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pub const STATES: &str = "states";
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pub const SCOPED_ENTITIES: &str = "scoped_entities";
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struct StatesAttrs {
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scoped_entities_enabled: bool,
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}
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fn parse_states_attr(ast: &DeriveInput) -> Result<StatesAttrs> {
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let mut attrs = StatesAttrs {
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scoped_entities_enabled: false,
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};
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for attr in ast.attrs.iter() {
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if attr.path().is_ident(STATES) {
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attr.parse_nested_meta(|nested| {
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if nested.path.is_ident(SCOPED_ENTITIES) {
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attrs.scoped_entities_enabled = true;
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Ok(())
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} else {
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Err(nested.error("Unsupported attribute"))
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}
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})?;
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}
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}
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Ok(attrs)
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}
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pub fn derive_states(input: TokenStream) -> TokenStream {
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pub fn derive_states(input: TokenStream) -> TokenStream {
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let ast = parse_macro_input!(input as DeriveInput);
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let ast = parse_macro_input!(input as DeriveInput);
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let attrs = match parse_states_attr(&ast) {
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Ok(attrs) => attrs,
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Err(e) => return e.into_compile_error().into(),
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};
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let generics = ast.generics;
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let generics = ast.generics;
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let (impl_generics, ty_generics, where_clause) = generics.split_for_impl();
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let (impl_generics, ty_generics, where_clause) = generics.split_for_impl();
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@ -23,8 +56,12 @@ pub fn derive_states(input: TokenStream) -> TokenStream {
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let struct_name = &ast.ident;
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let struct_name = &ast.ident;
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let scoped_entities_enabled = attrs.scoped_entities_enabled;
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quote! {
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quote! {
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impl #impl_generics #trait_path for #struct_name #ty_generics #where_clause {}
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impl #impl_generics #trait_path for #struct_name #ty_generics #where_clause {
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const SCOPED_ENTITIES_ENABLED: bool = #scoped_entities_enabled;
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}
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impl #impl_generics #state_mutation_trait_path for #struct_name #ty_generics #where_clause {
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impl #impl_generics #state_mutation_trait_path for #struct_name #ty_generics #where_clause {
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}
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}
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@ -37,7 +74,7 @@ struct Source {
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source_value: Pat,
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source_value: Pat,
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}
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}
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fn parse_sources_attr(ast: &DeriveInput) -> Result<Source> {
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fn parse_sources_attr(ast: &DeriveInput) -> Result<(StatesAttrs, Source)> {
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let mut result = ast
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let mut result = ast
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.attrs
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.attrs
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.iter()
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.iter()
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@ -73,16 +110,19 @@ fn parse_sources_attr(ast: &DeriveInput) -> Result<Source> {
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));
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));
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}
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}
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let states_attrs = parse_states_attr(ast)?;
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let Some(result) = result.pop() else {
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let Some(result) = result.pop() else {
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return Err(syn::Error::new(ast.span(), "SubStates require a source"));
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return Err(syn::Error::new(ast.span(), "SubStates require a source"));
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};
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};
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Ok(result)
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Ok((states_attrs, result))
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}
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}
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pub fn derive_substates(input: TokenStream) -> TokenStream {
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pub fn derive_substates(input: TokenStream) -> TokenStream {
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let ast = parse_macro_input!(input as DeriveInput);
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let ast = parse_macro_input!(input as DeriveInput);
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let sources = parse_sources_attr(&ast).expect("Failed to parse substate sources");
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let (states_attrs, sources) =
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parse_sources_attr(&ast).expect("Failed to parse substate sources");
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let generics = ast.generics;
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let generics = ast.generics;
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let (impl_generics, ty_generics, where_clause) = generics.split_for_impl();
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let (impl_generics, ty_generics, where_clause) = generics.split_for_impl();
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@ -113,6 +153,8 @@ pub fn derive_substates(input: TokenStream) -> TokenStream {
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let source_state_type = sources.source_type;
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let source_state_type = sources.source_type;
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let source_state_value = sources.source_value;
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let source_state_value = sources.source_value;
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let scoped_entities_enabled = states_attrs.scoped_entities_enabled;
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let result = quote! {
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let result = quote! {
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impl #impl_generics #trait_path for #struct_name #ty_generics #where_clause {
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impl #impl_generics #trait_path for #struct_name #ty_generics #where_clause {
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type SourceStates = #source_state_type;
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type SourceStates = #source_state_type;
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@ -124,6 +166,8 @@ pub fn derive_substates(input: TokenStream) -> TokenStream {
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impl #impl_generics #state_trait_path for #struct_name #ty_generics #where_clause {
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impl #impl_generics #state_trait_path for #struct_name #ty_generics #where_clause {
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const DEPENDENCY_DEPTH : usize = <Self as #trait_path>::SourceStates::SET_DEPENDENCY_DEPTH + 1;
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const DEPENDENCY_DEPTH : usize = <Self as #trait_path>::SourceStates::SET_DEPENDENCY_DEPTH + 1;
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const SCOPED_ENTITIES_ENABLED: bool = #scoped_entities_enabled;
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}
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}
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impl #impl_generics #state_mutation_trait_path for #struct_name #ty_generics #where_clause {
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impl #impl_generics #state_mutation_trait_path for #struct_name #ty_generics #where_clause {
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@ -58,6 +58,9 @@ pub trait AppExtStates {
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/// Enable state-scoped entity clearing for state `S`.
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/// Enable state-scoped entity clearing for state `S`.
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///
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///
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/// If the [`States`] trait was derived with the `#[states(scoped_entities)]` attribute, it
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/// will be called automatically.
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///
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/// For more information refer to [`StateScoped`](crate::state_scoped::StateScoped).
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/// For more information refer to [`StateScoped`](crate::state_scoped::StateScoped).
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fn enable_state_scoped_entities<S: States>(&mut self) -> &mut Self;
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fn enable_state_scoped_entities<S: States>(&mut self) -> &mut Self;
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@ -104,6 +107,9 @@ impl AppExtStates for SubApp {
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exited: None,
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exited: None,
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entered: Some(state),
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entered: Some(state),
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});
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});
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if S::SCOPED_ENTITIES_ENABLED {
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self.enable_state_scoped_entities::<S>();
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}
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} else {
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} else {
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let name = core::any::type_name::<S>();
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let name = core::any::type_name::<S>();
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warn!("State {} is already initialized.", name);
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warn!("State {} is already initialized.", name);
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@ -126,6 +132,9 @@ impl AppExtStates for SubApp {
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exited: None,
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exited: None,
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entered: Some(state),
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entered: Some(state),
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});
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});
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if S::SCOPED_ENTITIES_ENABLED {
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self.enable_state_scoped_entities::<S>();
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}
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} else {
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} else {
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// Overwrite previous state and initial event
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// Overwrite previous state and initial event
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self.insert_resource::<State<S>>(State::new(state.clone()));
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self.insert_resource::<State<S>>(State::new(state.clone()));
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@ -160,6 +169,9 @@ impl AppExtStates for SubApp {
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exited: None,
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exited: None,
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entered: state,
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entered: state,
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});
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});
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if S::SCOPED_ENTITIES_ENABLED {
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self.enable_state_scoped_entities::<S>();
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}
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} else {
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} else {
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let name = core::any::type_name::<S>();
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let name = core::any::type_name::<S>();
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warn!("Computed state {} is already initialized.", name);
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warn!("Computed state {} is already initialized.", name);
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@ -188,6 +200,9 @@ impl AppExtStates for SubApp {
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exited: None,
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exited: None,
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entered: state,
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entered: state,
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});
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});
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if S::SCOPED_ENTITIES_ENABLED {
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self.enable_state_scoped_entities::<S>();
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}
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} else {
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} else {
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let name = core::any::type_name::<S>();
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let name = core::any::type_name::<S>();
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warn!("Sub state {} is already initialized.", name);
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warn!("Sub state {} is already initialized.", name);
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@ -64,4 +64,8 @@ pub trait States: 'static + Send + Sync + Clone + PartialEq + Eq + Hash + Debug
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/// Used to help order transitions and de-duplicate [`ComputedStates`](crate::state::ComputedStates), as well as prevent cyclical
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/// Used to help order transitions and de-duplicate [`ComputedStates`](crate::state::ComputedStates), as well as prevent cyclical
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/// `ComputedState` dependencies.
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/// `ComputedState` dependencies.
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const DEPENDENCY_DEPTH: usize = 1;
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const DEPENDENCY_DEPTH: usize = 1;
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/// Should [`StateScoped`](crate::state_scoped::StateScoped) be enabled for this state? If set to `true`,
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/// the `StateScoped` component will be used to remove entities when changing state.
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const SCOPED_ENTITIES_ENABLED: bool = false;
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}
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}
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@ -16,8 +16,8 @@ use crate::state::{StateTransitionEvent, States};
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/// Entities marked with this component will be removed
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/// Entities marked with this component will be removed
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/// when the world's state of the matching type no longer matches the supplied value.
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/// when the world's state of the matching type no longer matches the supplied value.
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///
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///
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/// To enable this feature remember to configure your application
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/// To enable this feature remember to add the attribute `#[states(scoped_entities)]` when deriving [`States`].
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/// with [`enable_state_scoped_entities`](crate::app::AppExtStates::enable_state_scoped_entities) on your state(s) of choice.
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/// It's also possible to enable it when adding the state to an app with [`enable_state_scoped_entities`](crate::app::AppExtStates::enable_state_scoped_entities).
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///
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///
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/// If `bevy_hierarchy` feature is enabled, which it is by default, the despawn will be recursive.
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/// If `bevy_hierarchy` feature is enabled, which it is by default, the despawn will be recursive.
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///
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///
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@ -26,6 +26,7 @@ use crate::state::{StateTransitionEvent, States};
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/// use bevy_ecs::prelude::*;
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/// use bevy_ecs::prelude::*;
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///
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///
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/// #[derive(Clone, Copy, PartialEq, Eq, Hash, Debug, Default, States)]
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/// #[derive(Clone, Copy, PartialEq, Eq, Hash, Debug, Default, States)]
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/// #[states(scoped_entities)]
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/// enum GameState {
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/// enum GameState {
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/// #[default]
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/// #[default]
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/// MainMenu,
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/// MainMenu,
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@ -53,7 +54,6 @@ use crate::state::{StateTransitionEvent, States};
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/// # let mut app = AppMock;
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/// # let mut app = AppMock;
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///
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///
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/// app.init_state::<GameState>();
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/// app.init_state::<GameState>();
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/// app.enable_state_scoped_entities::<GameState>();
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/// app.add_systems(OnEnter(GameState::InGame), spawn_player);
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/// app.add_systems(OnEnter(GameState::InGame), spawn_player);
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/// ```
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/// ```
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#[derive(Component, Clone)]
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#[derive(Component, Clone)]
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// in [`AppState::InGame`], the [`IsPaused`] state resource
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// in [`AppState::InGame`], the [`IsPaused`] state resource
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// will not exist.
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// will not exist.
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#[source(AppState = AppState::InGame)]
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#[source(AppState = AppState::InGame)]
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#[states(scoped_entities)]
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enum IsPaused {
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enum IsPaused {
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#[default]
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#[default]
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Running,
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Running,
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.add_systems(OnExit(AppState::Menu), cleanup_menu)
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.add_systems(OnExit(AppState::Menu), cleanup_menu)
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.add_systems(OnEnter(AppState::InGame), setup_game)
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.add_systems(OnEnter(AppState::InGame), setup_game)
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.add_systems(OnEnter(IsPaused::Paused), setup_paused_screen)
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.add_systems(OnEnter(IsPaused::Paused), setup_paused_screen)
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.enable_state_scoped_entities::<IsPaused>()
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.add_systems(
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.add_systems(
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Update,
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Update,
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(
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(
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@ -10,7 +10,6 @@ fn main() {
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let mut app = App::new();
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let mut app = App::new();
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app.add_plugins((DefaultPlugins,))
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app.add_plugins((DefaultPlugins,))
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.init_state::<Scene>()
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.init_state::<Scene>()
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.enable_state_scoped_entities::<Scene>()
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.add_systems(OnEnter(Scene::Shapes), shapes::setup)
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.add_systems(OnEnter(Scene::Shapes), shapes::setup)
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.add_systems(OnEnter(Scene::Bloom), bloom::setup)
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.add_systems(OnEnter(Scene::Bloom), bloom::setup)
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.add_systems(OnEnter(Scene::Text), text::setup)
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.add_systems(OnEnter(Scene::Text), text::setup)
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@ -20,6 +19,7 @@ fn main() {
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}
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}
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#[derive(Debug, Clone, Eq, PartialEq, Hash, States, Default)]
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#[derive(Debug, Clone, Eq, PartialEq, Hash, States, Default)]
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#[states(scoped_entities)]
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enum Scene {
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enum Scene {
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#[default]
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#[default]
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Shapes,
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Shapes,
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@ -10,7 +10,6 @@ fn main() {
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let mut app = App::new();
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let mut app = App::new();
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app.add_plugins((DefaultPlugins,))
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app.add_plugins((DefaultPlugins,))
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.init_state::<Scene>()
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.init_state::<Scene>()
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.enable_state_scoped_entities::<Scene>()
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.add_systems(OnEnter(Scene::Light), light::setup)
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.add_systems(OnEnter(Scene::Light), light::setup)
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.add_systems(OnEnter(Scene::Animation), animation::setup)
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.add_systems(OnEnter(Scene::Animation), animation::setup)
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.add_systems(Update, switch_scene);
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.add_systems(Update, switch_scene);
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@ -24,6 +23,7 @@ fn main() {
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}
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}
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#[derive(Debug, Clone, Eq, PartialEq, Hash, States, Default)]
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#[derive(Debug, Clone, Eq, PartialEq, Hash, States, Default)]
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#[states(scoped_entities)]
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enum Scene {
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enum Scene {
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#[default]
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#[default]
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Light,
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Light,
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