use crate::{First, Main, MainSchedulePlugin, Plugin, Plugins, StateTransition}; pub use bevy_derive::AppLabel; use bevy_ecs::{ prelude::*, schedule::{ apply_state_transition, common_conditions::run_once as run_once_condition, run_enter_schedule, BoxedScheduleLabel, IntoSystemConfigs, IntoSystemSetConfigs, ScheduleBuildSettings, ScheduleLabel, }, }; use bevy_utils::{tracing::debug, HashMap, HashSet}; use std::{ fmt::Debug, panic::{catch_unwind, resume_unwind, AssertUnwindSafe}, }; #[cfg(feature = "trace")] use bevy_utils::tracing::info_span; bevy_utils::define_label!( /// A strongly-typed class of labels used to identify an [`App`]. AppLabel, /// A strongly-typed identifier for an [`AppLabel`]. AppLabelId, ); pub(crate) enum AppError { DuplicatePlugin { plugin_name: String }, } #[allow(clippy::needless_doctest_main)] /// A container of app logic and data. /// /// Bundles together the necessary elements like [`World`] and [`Schedule`] to create /// an ECS-based application. It also stores a pointer to a [runner function](Self::set_runner). /// The runner is responsible for managing the application's event loop and applying the /// [`Schedule`] to the [`World`] to drive application logic. /// /// # Examples /// /// Here is a simple "Hello World" Bevy app: /// /// ``` /// # use bevy_app::prelude::*; /// # use bevy_ecs::prelude::*; /// # /// fn main() { /// App::new() /// .add_systems(Update, hello_world_system) /// .run(); /// } /// /// fn hello_world_system() { /// println!("hello world"); /// } /// ``` pub struct App { /// The main ECS [`World`] of the [`App`]. /// This stores and provides access to all the main data of the application. /// The systems of the [`App`] will run using this [`World`]. /// If additional separate [`World`]-[`Schedule`] pairs are needed, you can use [`sub_app`](App::insert_sub_app)s. pub world: World, /// The [runner function](Self::set_runner) is primarily responsible for managing /// the application's event loop and advancing the [`Schedule`]. /// Typically, it is not configured manually, but set by one of Bevy's built-in plugins. /// See `bevy::winit::WinitPlugin` and [`ScheduleRunnerPlugin`](crate::schedule_runner::ScheduleRunnerPlugin). pub runner: Box, // Send bound is required to make App Send /// The schedule that systems are added to by default. /// /// The schedule that runs the main loop of schedule execution. /// /// This is initially set to [`Main`]. pub main_schedule_label: BoxedScheduleLabel, sub_apps: HashMap, plugin_registry: Vec>, plugin_name_added: HashSet, /// A private counter to prevent incorrect calls to `App::run()` from `Plugin::build()` building_plugin_depth: usize, } impl Debug for App { fn fmt(&self, f: &mut std::fmt::Formatter<'_>) -> std::fmt::Result { write!(f, "App {{ sub_apps: ")?; f.debug_map() .entries(self.sub_apps.iter().map(|(k, v)| (k, v))) .finish()?; write!(f, "}}") } } /// A [`SubApp`] contains its own [`Schedule`] and [`World`] separate from the main [`App`]. /// This is useful for situations where data and data processing should be kept completely separate /// from the main application. The primary use of this feature in bevy is to enable pipelined rendering. /// /// # Example /// /// ```rust /// # use bevy_app::{App, AppLabel, SubApp, Main}; /// # use bevy_ecs::prelude::*; /// # use bevy_ecs::schedule::ScheduleLabel; /// /// #[derive(Resource, Default)] /// struct Val(pub i32); /// /// #[derive(Debug, Clone, Copy, Hash, PartialEq, Eq, AppLabel)] /// struct ExampleApp; /// /// let mut app = App::new(); /// /// // initialize the main app with a value of 0; /// app.insert_resource(Val(10)); /// /// // create a app with a resource and a single schedule /// let mut sub_app = App::empty(); /// // add an outer schedule that runs the main schedule /// sub_app.insert_resource(Val(100)); /// /// // initialize main schedule /// sub_app.add_systems(Main, |counter: Res| { /// // since we assigned the value from the main world in extract /// // we see that value instead of 100 /// assert_eq!(counter.0, 10); /// }); /// /// // add the sub_app to the app /// app.insert_sub_app(ExampleApp, SubApp::new(sub_app, |main_world, sub_app| { /// // extract the value from the main app to the sub app /// sub_app.world.resource_mut::().0 = main_world.resource::().0; /// })); /// /// // This will run the schedules once, since we're using the default runner /// app.run(); /// ``` pub struct SubApp { /// The [`SubApp`]'s instance of [`App`] pub app: App, /// A function that allows access to both the main [`App`] [`World`] and the [`SubApp`]. This is /// useful for moving data between the sub app and the main app. extract: Box, } impl SubApp { /// Creates a new [`SubApp`]. /// /// The provided function `extract` is normally called by the [`update`](App::update) method. /// After extract is called, the [`Schedule`] of the sub app is run. The [`World`] /// parameter represents the main app world, while the [`App`] parameter is just a mutable /// reference to the `SubApp` itself. pub fn new(app: App, extract: impl Fn(&mut World, &mut App) + Send + 'static) -> Self { Self { app, extract: Box::new(extract), } } /// Runs the [`SubApp`]'s default schedule. pub fn run(&mut self) { self.app.world.run_schedule(&*self.app.main_schedule_label); self.app.world.clear_trackers(); } /// Extracts data from main world to this sub-app. pub fn extract(&mut self, main_world: &mut World) { (self.extract)(main_world, &mut self.app); } } impl Debug for SubApp { fn fmt(&self, f: &mut std::fmt::Formatter<'_>) -> std::fmt::Result { write!(f, "SubApp {{ app: ")?; f.debug_map() .entries(self.app.sub_apps.iter().map(|(k, v)| (k, v))) .finish()?; write!(f, "}}") } } impl Default for App { fn default() -> Self { let mut app = App::empty(); #[cfg(feature = "bevy_reflect")] app.init_resource::(); app.add_plugins(MainSchedulePlugin); app.add_event::(); #[cfg(feature = "bevy_ci_testing")] { crate::ci_testing::setup_app(&mut app); } app } } // Dummy plugin used to temporary hold the place in the plugin registry struct PlaceholderPlugin; impl Plugin for PlaceholderPlugin { fn build(&self, _app: &mut App) {} } impl App { /// Creates a new [`App`] with some default structure to enable core engine features. /// This is the preferred constructor for most use cases. pub fn new() -> App { App::default() } /// Creates a new empty [`App`] with minimal default configuration. /// /// This constructor should be used if you wish to provide custom scheduling, exit handling, cleanup, etc. pub fn empty() -> App { let mut world = World::new(); world.init_resource::(); Self { world, runner: Box::new(run_once), sub_apps: HashMap::default(), plugin_registry: Vec::default(), plugin_name_added: Default::default(), main_schedule_label: Box::new(Main), building_plugin_depth: 0, } } /// Advances the execution of the [`Schedule`] by one cycle. /// /// This method also updates sub apps. /// See [`insert_sub_app`](Self::insert_sub_app) for more details. /// /// The schedule run by this method is determined by the [`main_schedule_label`](App) field. /// By default this is [`Main`]. /// /// # Panics /// /// The active schedule of the app must be set before this method is called. pub fn update(&mut self) { #[cfg(feature = "trace")] let _bevy_update_span = info_span!("update").entered(); { #[cfg(feature = "trace")] let _bevy_main_update_span = info_span!("main app").entered(); self.world.run_schedule(&*self.main_schedule_label); } for (_label, sub_app) in &mut self.sub_apps { #[cfg(feature = "trace")] let _sub_app_span = info_span!("sub app", name = ?_label).entered(); sub_app.extract(&mut self.world); sub_app.run(); } self.world.clear_trackers(); } /// Starts the application by calling the app's [runner function](Self::set_runner). /// /// Finalizes the [`App`] configuration. For general usage, see the example on the item /// level documentation. /// /// # `run()` might not return /// /// Calls to [`App::run()`] might never return. /// /// In simple and *headless* applications, one can expect that execution will /// proceed, normally, after calling [`run()`](App::run()) but this is not the case for /// windowed applications. /// /// Windowed apps are typically driven by an *event loop* or *message loop* and /// some window-manager APIs expect programs to terminate when their primary /// window is closed and that event loop terminates – behavior of processes that /// do not is often platform dependent or undocumented. /// /// By default, *Bevy* uses the `winit` crate for window creation. See /// [`WinitSettings::return_from_run`](https://docs.rs/bevy/latest/bevy/winit/struct.WinitSettings.html#structfield.return_from_run) /// for further discussion of this topic and for a mechanism to require that [`App::run()`] /// *does* return – albeit one that carries its own caveats and disclaimers. /// /// # Panics /// /// Panics if called from `Plugin::build()`, because it would prevent other plugins to properly build. pub fn run(&mut self) { #[cfg(feature = "trace")] let _bevy_app_run_span = info_span!("bevy_app").entered(); let mut app = std::mem::replace(self, App::empty()); if app.building_plugin_depth > 0 { panic!("App::run() was called from within Plugin::build(), which is not allowed."); } let runner = std::mem::replace(&mut app.runner, Box::new(run_once)); (runner)(app); } /// Check that [`Plugin::ready`] of all plugins returns true. This is usually called by the /// event loop, but can be useful for situations where you want to use [`App::update`] pub fn ready(&self) -> bool { for plugin in &self.plugin_registry { if !plugin.ready(self) { return false; } } true } /// Run [`Plugin::finish`] for each plugin. This is usually called by the event loop once all /// plugins are [`App::ready`], but can be useful for situations where you want to use /// [`App::update`]. pub fn finish(&mut self) { // temporarily remove the plugin registry to run each plugin's setup function on app. let plugin_registry = std::mem::take(&mut self.plugin_registry); for plugin in &plugin_registry { plugin.finish(self); } self.plugin_registry = plugin_registry; } /// Run [`Plugin::cleanup`] for each plugin. This is usually called by the event loop after /// [`App::finish`], but can be useful for situations where you want to use [`App::update`]. pub fn cleanup(&mut self) { // temporarily remove the plugin registry to run each plugin's setup function on app. let plugin_registry = std::mem::take(&mut self.plugin_registry); for plugin in &plugin_registry { plugin.cleanup(self); } self.plugin_registry = plugin_registry; } /// Adds [`State`] and [`NextState`] resources, [`OnEnter`] and [`OnExit`] schedules /// for each state variant (if they don't already exist), an instance of [`apply_state_transition::`] in /// [`StateTransition`] so that transitions happen before [`Update`](crate::Update) and /// a instance of [`run_enter_schedule::`] in [`StateTransition`] with a /// [`run_once`](`run_once_condition`) condition to run the on enter schedule of the /// initial state. /// /// If you would like to control how other systems run based on the current state, /// you can emulate this behavior using the [`in_state`] [`Condition`]. /// /// Note that you can also apply state transitions at other points in the schedule /// by adding the [`apply_state_transition`] system manually. pub fn add_state(&mut self) -> &mut Self { self.init_resource::>() .init_resource::>() .add_systems( StateTransition, ( run_enter_schedule::.run_if(run_once_condition()), apply_state_transition::, ) .chain(), ); // The OnEnter, OnExit, and OnTransition schedules are lazily initialized // (i.e. when the first system is added to them), and World::try_run_schedule is used to fail // gracefully if they aren't present. self } /// Adds a system to the given schedule in this app's [`Schedules`]. /// /// # Examples /// /// ``` /// # use bevy_app::prelude::*; /// # use bevy_ecs::prelude::*; /// # /// # let mut app = App::new(); /// # fn system_a() {} /// # fn system_b() {} /// # fn system_c() {} /// # fn should_run() -> bool { true } /// # /// app.add_systems(Update, (system_a, system_b, system_c)); /// app.add_systems(Update, (system_a, system_b).run_if(should_run)); /// ``` pub fn add_systems( &mut self, schedule: impl ScheduleLabel, systems: impl IntoSystemConfigs, ) -> &mut Self { let mut schedules = self.world.resource_mut::(); if let Some(schedule) = schedules.get_mut(&schedule) { schedule.add_systems(systems); } else { let mut new_schedule = Schedule::new(schedule); new_schedule.add_systems(systems); schedules.insert(new_schedule); } self } /// Configures a system set in the default schedule, adding the set if it does not exist. #[deprecated(since = "0.12.0", note = "Please use `configure_sets` instead.")] #[track_caller] pub fn configure_set( &mut self, schedule: impl ScheduleLabel, set: impl IntoSystemSetConfigs, ) -> &mut Self { self.configure_sets(schedule, set) } /// Configures a collection of system sets in the default schedule, adding any sets that do not exist. #[track_caller] pub fn configure_sets( &mut self, schedule: impl ScheduleLabel, sets: impl IntoSystemSetConfigs, ) -> &mut Self { let mut schedules = self.world.resource_mut::(); if let Some(schedule) = schedules.get_mut(&schedule) { schedule.configure_sets(sets); } else { let mut new_schedule = Schedule::new(schedule); new_schedule.configure_sets(sets); schedules.insert(new_schedule); } self } /// Setup the application to manage events of type `T`. /// /// This is done by adding a [`Resource`] of type [`Events::`], /// and inserting an [`event_update_system`] into [`First`]. /// /// See [`Events`] for defining events. /// /// # Examples /// /// ``` /// # use bevy_app::prelude::*; /// # use bevy_ecs::prelude::*; /// # /// # #[derive(Event)] /// # struct MyEvent; /// # let mut app = App::new(); /// # /// app.add_event::(); /// ``` /// /// [`event_update_system`]: bevy_ecs::event::event_update_system pub fn add_event(&mut self) -> &mut Self where T: Event, { if !self.world.contains_resource::>() { self.init_resource::>().add_systems( First, bevy_ecs::event::event_update_system:: .run_if(bevy_ecs::event::event_update_condition::), ); } self } /// Inserts a [`Resource`] to the current [`App`] and overwrites any [`Resource`] previously added of the same type. /// /// A [`Resource`] in Bevy represents globally unique data. [`Resource`]s must be added to Bevy apps /// before using them. This happens with [`insert_resource`](Self::insert_resource). /// /// See [`init_resource`](Self::init_resource) for [`Resource`]s that implement [`Default`] or [`FromWorld`]. /// /// # Examples /// /// ``` /// # use bevy_app::prelude::*; /// # use bevy_ecs::prelude::*; /// # /// #[derive(Resource)] /// struct MyCounter { /// counter: usize, /// } /// /// App::new() /// .insert_resource(MyCounter { counter: 0 }); /// ``` pub fn insert_resource(&mut self, resource: R) -> &mut Self { self.world.insert_resource(resource); self } /// Inserts a non-send resource to the app. /// /// You usually want to use [`insert_resource`](Self::insert_resource), /// but there are some special cases when a resource cannot be sent across threads. /// /// # Examples /// /// ``` /// # use bevy_app::prelude::*; /// # use bevy_ecs::prelude::*; /// # /// struct MyCounter { /// counter: usize, /// } /// /// App::new() /// .insert_non_send_resource(MyCounter { counter: 0 }); /// ``` pub fn insert_non_send_resource(&mut self, resource: R) -> &mut Self { self.world.insert_non_send_resource(resource); self } /// Initialize a [`Resource`] with standard starting values by adding it to the [`World`]. /// /// If the [`Resource`] already exists, nothing happens. /// /// The [`Resource`] must implement the [`FromWorld`] trait. /// If the [`Default`] trait is implemented, the [`FromWorld`] trait will use /// the [`Default::default`] method to initialize the [`Resource`]. /// /// # Examples /// /// ``` /// # use bevy_app::prelude::*; /// # use bevy_ecs::prelude::*; /// # /// #[derive(Resource)] /// struct MyCounter { /// counter: usize, /// } /// /// impl Default for MyCounter { /// fn default() -> MyCounter { /// MyCounter { /// counter: 100 /// } /// } /// } /// /// App::new() /// .init_resource::(); /// ``` pub fn init_resource(&mut self) -> &mut Self { self.world.init_resource::(); self } /// Initialize a non-send [`Resource`] with standard starting values by adding it to the [`World`]. /// /// The [`Resource`] must implement the [`FromWorld`] trait. /// If the [`Default`] trait is implemented, the [`FromWorld`] trait will use /// the [`Default::default`] method to initialize the [`Resource`]. pub fn init_non_send_resource(&mut self) -> &mut Self { self.world.init_non_send_resource::(); self } /// Sets the function that will be called when the app is run. /// /// The runner function `run_fn` is called only once by [`App::run`]. If the /// presence of a main loop in the app is desired, it is the responsibility of the runner /// function to provide it. /// /// The runner function is usually not set manually, but by Bevy integrated plugins /// (e.g. `WinitPlugin`). /// /// # Examples /// /// ``` /// # use bevy_app::prelude::*; /// # /// fn my_runner(mut app: App) { /// loop { /// println!("In main loop"); /// app.update(); /// } /// } /// /// App::new() /// .set_runner(my_runner); /// ``` pub fn set_runner(&mut self, run_fn: impl FnOnce(App) + 'static + Send) -> &mut Self { self.runner = Box::new(run_fn); self } /// Boxed variant of [`add_plugins`](App::add_plugins) that can be used from a /// [`PluginGroup`](super::PluginGroup) pub(crate) fn add_boxed_plugin( &mut self, plugin: Box, ) -> Result<&mut Self, AppError> { debug!("added plugin: {}", plugin.name()); if plugin.is_unique() && !self.plugin_name_added.insert(plugin.name().to_string()) { Err(AppError::DuplicatePlugin { plugin_name: plugin.name().to_string(), })?; } // Reserve that position in the plugin registry. if a plugin adds plugins, they will be correctly ordered let plugin_position_in_registry = self.plugin_registry.len(); self.plugin_registry.push(Box::new(PlaceholderPlugin)); self.building_plugin_depth += 1; let result = catch_unwind(AssertUnwindSafe(|| plugin.build(self))); self.building_plugin_depth -= 1; if let Err(payload) = result { resume_unwind(payload); } self.plugin_registry[plugin_position_in_registry] = plugin; Ok(self) } /// Checks if a [`Plugin`] has already been added. /// /// This can be used by plugins to check if a plugin they depend upon has already been /// added. pub fn is_plugin_added(&self) -> bool where T: Plugin, { self.plugin_registry .iter() .any(|p| p.downcast_ref::().is_some()) } /// Returns a vector of references to any plugins of type `T` that have been added. /// /// This can be used to read the settings of any already added plugins. /// This vector will be length zero if no plugins of that type have been added. /// If multiple copies of the same plugin are added to the [`App`], they will be listed in insertion order in this vector. /// /// ```rust /// # use bevy_app::prelude::*; /// # #[derive(Default)] /// # struct ImagePlugin { /// # default_sampler: bool, /// # } /// # impl Plugin for ImagePlugin { /// # fn build(&self, app: &mut App) {} /// # } /// # let mut app = App::new(); /// # app.add_plugins(ImagePlugin::default()); /// let default_sampler = app.get_added_plugins::()[0].default_sampler; /// ``` pub fn get_added_plugins(&self) -> Vec<&T> where T: Plugin, { self.plugin_registry .iter() .filter_map(|p| p.downcast_ref()) .collect() } /// Adds one or more [`Plugin`]s. /// /// One of Bevy's core principles is modularity. All Bevy engine features are implemented /// as [`Plugin`]s. This includes internal features like the renderer. /// /// [`Plugin`]s can be grouped into a set by using a [`PluginGroup`]. /// /// There are built-in [`PluginGroup`]s that provide core engine functionality. /// The [`PluginGroup`]s available by default are `DefaultPlugins` and `MinimalPlugins`. /// /// To customize the plugins in the group (reorder, disable a plugin, add a new plugin /// before / after another plugin), call [`build()`](super::PluginGroup::build) on the group, /// which will convert it to a [`PluginGroupBuilder`](crate::PluginGroupBuilder). /// /// You can also specify a group of [`Plugin`]s by using a tuple over [`Plugin`]s and /// [`PluginGroup`]s. See [`Plugins`] for more details. /// /// ## Examples /// ``` /// # use bevy_app::{prelude::*, PluginGroupBuilder, NoopPluginGroup as MinimalPlugins}; /// # /// # // Dummies created to avoid using `bevy_log`, /// # // which pulls in too many dependencies and breaks rust-analyzer /// # pub struct LogPlugin; /// # impl Plugin for LogPlugin { /// # fn build(&self, app: &mut App) {} /// # } /// App::new() /// .add_plugins(MinimalPlugins); /// App::new() /// .add_plugins((MinimalPlugins, LogPlugin)); /// ``` /// /// # Panics /// /// Panics if one of the plugins was already added to the application. /// /// [`PluginGroup`]:super::PluginGroup #[track_caller] pub fn add_plugins(&mut self, plugins: impl Plugins) -> &mut Self { plugins.add_to_app(self); self } /// Registers the type `T` in the [`TypeRegistry`](bevy_reflect::TypeRegistry) resource, /// adding reflect data as specified in the [`Reflect`](bevy_reflect::Reflect) derive: /// ```rust,ignore /// #[derive(Reflect)] /// #[reflect(Component, Serialize, Deserialize)] // will register ReflectComponent, ReflectSerialize, ReflectDeserialize /// ``` /// /// See [`bevy_reflect::TypeRegistry::register`]. #[cfg(feature = "bevy_reflect")] pub fn register_type(&mut self) -> &mut Self { let registry = self.world.resource_mut::(); registry.write().register::(); self } /// Adds the type data `D` to type `T` in the [`TypeRegistry`](bevy_reflect::TypeRegistry) resource. /// /// Most of the time [`App::register_type`] can be used instead to register a type you derived [`Reflect`](bevy_reflect::Reflect) for. /// However, in cases where you want to add a piece of type data that was not included in the list of `#[reflect(...)]` type data in the derive, /// or where the type is generic and cannot register e.g. `ReflectSerialize` unconditionally without knowing the specific type parameters, /// this method can be used to insert additional type data. /// /// # Example /// ```rust /// use bevy_app::App; /// use bevy_reflect::{ReflectSerialize, ReflectDeserialize}; /// /// App::new() /// .register_type::>() /// .register_type_data::, ReflectSerialize>() /// .register_type_data::, ReflectDeserialize>(); /// ``` /// /// See [`bevy_reflect::TypeRegistry::register_type_data`]. #[cfg(feature = "bevy_reflect")] pub fn register_type_data< T: bevy_reflect::Reflect + bevy_reflect::TypePath, D: bevy_reflect::TypeData + bevy_reflect::FromType, >( &mut self, ) -> &mut Self { let registry = self.world.resource_mut::(); registry.write().register_type_data::(); self } /// Retrieves a `SubApp` stored inside this [`App`]. /// /// # Panics /// /// Panics if the `SubApp` doesn't exist. pub fn sub_app_mut(&mut self, label: impl AppLabel) -> &mut App { match self.get_sub_app_mut(label) { Ok(app) => app, Err(label) => panic!("Sub-App with label '{:?}' does not exist", label.as_str()), } } /// Retrieves a `SubApp` inside this [`App`] with the given label, if it exists. Otherwise returns /// an [`Err`] containing the given label. pub fn get_sub_app_mut(&mut self, label: impl AppLabel) -> Result<&mut App, AppLabelId> { let label = label.as_label(); self.sub_apps .get_mut(&label) .map(|sub_app| &mut sub_app.app) .ok_or(label) } /// Retrieves a `SubApp` stored inside this [`App`]. /// /// # Panics /// /// Panics if the `SubApp` doesn't exist. pub fn sub_app(&self, label: impl AppLabel) -> &App { match self.get_sub_app(label) { Ok(app) => app, Err(label) => panic!("Sub-App with label '{:?}' does not exist", label.as_str()), } } /// Inserts an existing sub app into the app pub fn insert_sub_app(&mut self, label: impl AppLabel, sub_app: SubApp) { self.sub_apps.insert(label.as_label(), sub_app); } /// Removes a sub app from the app. Returns [`None`] if the label doesn't exist. pub fn remove_sub_app(&mut self, label: impl AppLabel) -> Option { self.sub_apps.remove(&label.as_label()) } /// Retrieves a `SubApp` inside this [`App`] with the given label, if it exists. Otherwise returns /// an [`Err`] containing the given label. pub fn get_sub_app(&self, label: impl AppLabel) -> Result<&App, impl AppLabel> { self.sub_apps .get(&label.as_label()) .map(|sub_app| &sub_app.app) .ok_or(label) } /// Adds a new `schedule` to the [`App`] under the provided `label`. /// /// # Warning /// This method will overwrite any existing schedule at that label. /// To avoid this behavior, use the `init_schedule` method instead. pub fn add_schedule(&mut self, schedule: Schedule) -> &mut Self { let mut schedules = self.world.resource_mut::(); schedules.insert(schedule); self } /// Initializes a new empty `schedule` to the [`App`] under the provided `label` if it does not exists. /// /// See [`App::add_schedule`] to pass in a pre-constructed schedule. pub fn init_schedule(&mut self, label: impl ScheduleLabel) -> &mut Self { let mut schedules = self.world.resource_mut::(); if !schedules.contains(&label) { schedules.insert(Schedule::new(label)); } self } /// Gets read-only access to the [`Schedule`] with the provided `label` if it exists. pub fn get_schedule(&self, label: impl ScheduleLabel) -> Option<&Schedule> { let schedules = self.world.get_resource::()?; schedules.get(&label) } /// Gets read-write access to a [`Schedule`] with the provided `label` if it exists. pub fn get_schedule_mut(&mut self, label: impl ScheduleLabel) -> Option<&mut Schedule> { let schedules = self.world.get_resource_mut::()?; // We need to call .into_inner here to satisfy the borrow checker: // it can reason about reborrows using ordinary references but not the `Mut` smart pointer. schedules.into_inner().get_mut(&label) } /// Applies the function to the [`Schedule`] associated with `label`. /// /// **Note:** This will create the schedule if it does not already exist. pub fn edit_schedule( &mut self, label: impl ScheduleLabel, f: impl FnOnce(&mut Schedule), ) -> &mut Self { let mut schedules = self.world.resource_mut::(); if schedules.get(&label).is_none() { schedules.insert(Schedule::new(label.dyn_clone())); } let schedule = schedules.get_mut(&label).unwrap(); // Call the function f, passing in the schedule retrieved f(schedule); self } /// Applies the provided [`ScheduleBuildSettings`] to all schedules. pub fn configure_schedules( &mut self, schedule_build_settings: ScheduleBuildSettings, ) -> &mut Self { self.world .resource_mut::() .configure_schedules(schedule_build_settings); self } /// When doing [ambiguity checking](bevy_ecs::schedule::ScheduleBuildSettings) this /// ignores systems that are ambiguious on [`Component`] T. /// /// This settings only applies to the main world. To apply this to other worlds call the /// [corresponding method](World::allow_ambiguous_component) on World /// /// ## Example /// /// ```rust /// # use bevy_app::prelude::*; /// # use bevy_ecs::prelude::*; /// # use bevy_ecs::schedule::{LogLevel, ScheduleBuildSettings}; /// # use bevy_utils::default; /// /// #[derive(Component)] /// struct A; /// /// // these systems are ambiguous on A /// fn system_1(_: Query<&mut A>) {} /// fn system_2(_: Query<&A>) {} /// /// let mut app = App::new(); /// app.configure_schedules(ScheduleBuildSettings { /// ambiguity_detection: LogLevel::Error, /// ..default() /// }); /// /// app.add_systems(Update, ( system_1, system_2 )); /// app.allow_ambiguous_component::(); /// /// // running the app does not error. /// app.update(); /// ``` pub fn allow_ambiguous_component(&mut self) -> &mut Self { self.world.allow_ambiguous_component::(); self } /// When doing [ambiguity checking](bevy_ecs::schedule::ScheduleBuildSettings) this /// ignores systems that are ambiguious on [`Resource`] T. /// /// This settings only applies to the main world. To apply this to other worlds call the /// [corresponding method](World::allow_ambiguous_resource) on World /// /// ## Example /// /// ```rust /// # use bevy_app::prelude::*; /// # use bevy_ecs::prelude::*; /// # use bevy_ecs::schedule::{LogLevel, ScheduleBuildSettings}; /// # use bevy_utils::default; /// /// #[derive(Resource)] /// struct R; /// /// // these systems are ambiguous on R /// fn system_1(_: ResMut) {} /// fn system_2(_: Res) {} /// /// let mut app = App::new(); /// app.configure_schedules(ScheduleBuildSettings { /// ambiguity_detection: LogLevel::Error, /// ..default() /// }); /// app.insert_resource(R); /// /// app.add_systems(Update, ( system_1, system_2 )); /// app.allow_ambiguous_resource::(); /// /// // running the app does not error. /// app.update(); /// ``` pub fn allow_ambiguous_resource(&mut self) -> &mut Self { self.world.allow_ambiguous_resource::(); self } } fn run_once(mut app: App) { while !app.ready() { #[cfg(not(target_arch = "wasm32"))] bevy_tasks::tick_global_task_pools_on_main_thread(); } app.finish(); app.cleanup(); app.update(); } /// An event that indicates the [`App`] should exit. This will fully exit the app process at the /// start of the next tick of the schedule. /// /// You can also use this event to detect that an exit was requested. In order to receive it, systems /// subscribing to this event should run after it was emitted and before the schedule of the same /// frame is over. This is important since [`App::run()`] might never return. /// /// If you don't require access to other components or resources, consider implementing the [`Drop`] /// trait on components/resources for code that runs on exit. That saves you from worrying about /// system schedule ordering, and is idiomatic Rust. #[derive(Event, Debug, Clone, Default)] pub struct AppExit; #[cfg(test)] mod tests { use bevy_ecs::{ schedule::{OnEnter, States}, system::Commands, }; use crate::{App, Plugin}; struct PluginA; impl Plugin for PluginA { fn build(&self, _app: &mut crate::App) {} } struct PluginB; impl Plugin for PluginB { fn build(&self, _app: &mut crate::App) {} } struct PluginC(T); impl Plugin for PluginC { fn build(&self, _app: &mut crate::App) {} } struct PluginD; impl Plugin for PluginD { fn build(&self, _app: &mut crate::App) {} fn is_unique(&self) -> bool { false } } #[test] fn can_add_two_plugins() { App::new().add_plugins((PluginA, PluginB)); } #[test] #[should_panic] fn cant_add_twice_the_same_plugin() { App::new().add_plugins((PluginA, PluginA)); } #[test] fn can_add_twice_the_same_plugin_with_different_type_param() { App::new().add_plugins((PluginC(0), PluginC(true))); } #[test] fn can_add_twice_the_same_plugin_not_unique() { App::new().add_plugins((PluginD, PluginD)); } #[test] #[should_panic] fn cant_call_app_run_from_plugin_build() { struct PluginRun; struct InnerPlugin; impl Plugin for InnerPlugin { fn build(&self, _: &mut crate::App) {} } impl Plugin for PluginRun { fn build(&self, app: &mut crate::App) { app.add_plugins(InnerPlugin).run(); } } App::new().add_plugins(PluginRun); } #[derive(States, PartialEq, Eq, Debug, Default, Hash, Clone)] enum AppState { #[default] MainMenu, } fn bar(mut commands: Commands) { commands.spawn_empty(); } fn foo(mut commands: Commands) { commands.spawn_empty(); } #[test] fn add_systems_should_create_schedule_if_it_does_not_exist() { let mut app = App::new(); app.add_state::() .add_systems(OnEnter(AppState::MainMenu), (foo, bar)); app.world.run_schedule(OnEnter(AppState::MainMenu)); assert_eq!(app.world.entities().len(), 2); } #[test] fn add_systems_should_create_schedule_if_it_does_not_exist2() { let mut app = App::new(); app.add_systems(OnEnter(AppState::MainMenu), (foo, bar)) .add_state::(); app.world.run_schedule(OnEnter(AppState::MainMenu)); assert_eq!(app.world.entities().len(), 2); } }