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8 commits

Author SHA1 Message Date
Clar Fon
efda7f3f9c
Simpler lint fixes: makes ci lints work but disables a lint for now (#15376)
Takes the first two commits from #15375 and adds suggestions from this
comment:
https://github.com/bevyengine/bevy/pull/15375#issuecomment-2366968300

See #15375 for more reasoning/motivation.

## Rebasing (rerunning)

```rust
git switch simpler-lint-fixes
git reset --hard main
cargo fmt --all -- --unstable-features --config normalize_comments=true,imports_granularity=Crate
cargo fmt --all
git add --update
git commit --message "rustfmt"
cargo clippy --workspace --all-targets --all-features --fix
cargo fmt --all -- --unstable-features --config normalize_comments=true,imports_granularity=Crate
cargo fmt --all
git add --update
git commit --message "clippy"
git cherry-pick e6c0b94f6795222310fb812fa5c4512661fc7887
```
2024-09-24 11:42:59 +00:00
MiniaczQ
bc72cedfe3
Make initial StateTransition run before PreStartup (#14208)
# Objective

- Fixes #14206 

## Solution

- Run initial `StateTransition` as a startup schedule before
`PreStartup`, instead of running it inside `Startup` as an exclusive
system.

Related discord discussion:

https://discord.com/channels/691052431525675048/692572690833473578/1259543775668207678

## Testing

Reproduction now works correctly:

```rs
use bevy::prelude::*;

#[derive(Debug, Clone, Copy, Default, Eq, PartialEq, Hash, States)]
enum AppState {
    #[default]
    Menu,
    InGame,
}

fn main() {
    App::new()
        .add_plugins(DefaultPlugins)
        .init_state::<AppState>()
        .add_systems(Startup, setup)
        .add_systems(OnEnter(AppState::Menu), enter_menu_state)
        .run();
}

fn setup(mut next_state: ResMut<NextState<AppState>>) {
    next_state.set(AppState::Menu);
}

fn enter_menu_state() {
    println!("Entered menu state");
}
```


![image](https://github.com/bevyengine/bevy/assets/13040204/96d7a533-c439-4c0b-8f15-49f620903ce1)


---

## Changelog

- Initial `StateTransition` runs before `PreStartup` instead of inside
`Startup`.
2024-07-15 15:08:54 +00:00
MiniaczQ
6d0b7504a2
Add more granular system sets for state transition schedule ordering (#13763)
# Objective

Fixes #13711 

## Solution

Introduce smaller, generic system sets for each schedule variant, which
are ordered against other generic variants:
- `ExitSchedules<S>` - For `OnExit` schedules, runs from leaf states to
root states.
- `TransitionSchedules<S>` - For `OnTransition` schedules, runs in
arbitrary order.
- `EnterSchedules<S>` - For `OnEnter` schedules, runs from root states
to leaf states.

Also unified `ApplyStateTransition<S>` schedule which works in basically
the same way, just for internals.

## Testing

- One test that tests schedule execution order

---------

Co-authored-by: Lee-Orr <lee-orr@users.noreply.github.com>
2024-06-10 13:13:58 +00:00
François Mockers
b17292f9d1
rename the crate bevy_state_macros_official back to its original name (#13732)
# Objective

- Thanks to the original author we can now use the original name

## Solution

- Use it
2024-06-07 12:49:21 +00:00
François Mockers
401234a5fb
rename bevy_state_macros to bevy_state_macros_official (#13721)
# Objective

- `bevy_state_macros` is a new crate added in the 0.14
- it already exists outside of the bevy org:
https://crates.io/crates/bevy_state_macros

## Solution

- Rename the crate
2024-06-06 22:18:05 +00:00
MiniaczQ
49338245ea
Generalize StateTransitionEvent<S> to allow identity transitions (#13579)
# Objective

This PR addresses one of the issues from [discord state
discussion](https://discord.com/channels/691052431525675048/1237949214017716356).
Same-state transitions can be desirable, so there should exist a hook
for them.

Fixes https://github.com/bevyengine/bevy/issues/9130.

## Solution

- Allow `StateTransitionEvent<S>` to contain identity transitions.
- Ignore identity transitions at schedule running level (`OnExit`,
`OnTransition`, `OnEnter`).
- Propagate identity transitions through `SubStates` and
`ComputedStates`.
- Add example about registering custom transition schedules.

## Changelog

- `StateTransitionEvent<S>` can be emitted with same `exited` and
`entered` state.

---------

Co-authored-by: Alice Cecile <alice.i.cecile@gmail.com>
2024-06-04 14:23:24 +00:00
moonlightaria
1a3549a916
State example (#13322)
# Objective
adopted from #10716
adds example for updating state

---------

Co-authored-by: Stepan Koltsov <stepan.koltsov@gmail.com>
Co-authored-by: Alice Cecile <alice.i.cecile@gmail.com>
2024-05-13 13:03:42 +00:00
Lee-Orr
42ba9dfaea
Separate state crate (#13216)
# Objective

Extracts the state mechanisms into a new crate called "bevy_state".

This comes with a few goals:

- state wasn't really an inherent machinery of the ecs system, and so
keeping it within bevy_ecs felt forced
- by mixing it in with bevy_ecs, the maintainability of our more robust
state system was significantly compromised

moving state into a new crate makes it easier to encapsulate as it's own
feature, and easier to read and understand since it's no longer a
single, massive file.

## Solution

move the state-related elements from bevy_ecs to a new crate

## Testing

- Did you test these changes? If so, how? all the automated tests
migrated and passed, ran the pre-existing examples without changes to
validate.

---

## Migration Guide

Since bevy_state is now gated behind the `bevy_state` feature, projects
that use state but don't use the `default-features` will need to add
that feature flag.

Since it is no longer part of bevy_ecs, projects that use bevy_ecs
directly will need to manually pull in `bevy_state`, trigger the
StateTransition schedule, and handle any of the elements that bevy_app
currently sets up.

---------

Co-authored-by: Kristoffer Søholm <k.soeholm@gmail.com>
2024-05-09 18:06:05 +00:00