bevy/examples/ecs/system_sets.rs
ira 992681b59b Make Resource trait opt-in, requiring #[derive(Resource)] V2 (#5577)
*This PR description is an edited copy of #5007, written by @alice-i-cecile.*
# Objective
Follow-up to https://github.com/bevyengine/bevy/pull/2254. The `Resource` trait currently has a blanket implementation for all types that meet its bounds.

While ergonomic, this results in several drawbacks:

* it is possible to make confusing, silent mistakes such as inserting a function pointer (Foo) rather than a value (Foo::Bar) as a resource
* it is challenging to discover if a type is intended to be used as a resource
* we cannot later add customization options (see the [RFC](https://github.com/bevyengine/rfcs/blob/main/rfcs/27-derive-component.md) for the equivalent choice for Component).
* dependencies can use the same Rust type as a resource in invisibly conflicting ways
* raw Rust types used as resources cannot preserve privacy appropriately, as anyone able to access that type can read and write to internal values
* we cannot capture a definitive list of possible resources to display to users in an editor
## Notes to reviewers
 * Review this commit-by-commit; there's effectively no back-tracking and there's a lot of churn in some of these commits.
   *ira: My commits are not as well organized :')*
 * I've relaxed the bound on Local to Send + Sync + 'static: I don't think these concerns apply there, so this can keep things simple. Storing e.g. a u32 in a Local is fine, because there's a variable name attached explaining what it does.
 * I think this is a bad place for the Resource trait to live, but I've left it in place to make reviewing easier. IMO that's best tackled with https://github.com/bevyengine/bevy/issues/4981.

## Changelog
`Resource` is no longer automatically implemented for all matching types. Instead, use the new `#[derive(Resource)]` macro.

## Migration Guide
Add `#[derive(Resource)]` to all types you are using as a resource.

If you are using a third party type as a resource, wrap it in a tuple struct to bypass orphan rules. Consider deriving `Deref` and `DerefMut` to improve ergonomics.

`ClearColor` no longer implements `Component`. Using `ClearColor` as a component in 0.8 did nothing.
Use the `ClearColorConfig` in the `Camera3d` and `Camera2d` components instead.


Co-authored-by: Alice <alice.i.cecile@gmail.com>
Co-authored-by: Alice Cecile <alice.i.cecile@gmail.com>
Co-authored-by: devil-ira <justthecooldude@gmail.com>
Co-authored-by: Carter Anderson <mcanders1@gmail.com>
2022-08-08 21:36:35 +00:00

139 lines
5.1 KiB
Rust

//! Shows how systems with a similar purpose can be grouped into sets.
//!
//! ```none
//! Physics (Criteria: App has run < 1.0 seconds)
//! \--> update_velocity (via label PhysicsSystem::UpdateVelocity)
//! \--> movement (via label PhysicsSystem::Movement)
//! PostPhysics (Criteria: Resource `done` is false)
//! \--> collision || sfx
//! Exit (Criteria: Resource `done` is true)
//! \--> exit
//! ```
//!
//! The `Physics` label represents a [`SystemSet`] containing two systems.
//! This set's criteria is to stop after a second has elapsed.
//! The two systems (`update_velocity`, `movement`) run in a specified order.
//!
//! Another label `PostPhysics` uses run criteria to only run after `Physics` has finished.
//! This set's criteria is to run only when _not done_, as specified via a resource.
//! The two systems here (collision, sfx) are not specified to run in any order, and the actual
//! ordering can then change between invocations.
//!
//! Lastly a system with run criteria _done_ is used to exit the app.
use bevy::{app::AppExit, ecs::schedule::ShouldRun, prelude::*};
/// A [`SystemLabel`] can be applied as a label to systems and system sets,
/// which can then be referred to from other systems.
/// This is useful in case a user wants to e.g. run _before_ or _after_
/// some label.
/// `Clone`, `Hash`, `Debug`, `PartialEq`, `Eq`, are all required to derive
/// [`SystemLabel`].
#[derive(Clone, Hash, Debug, PartialEq, Eq, SystemLabel)]
struct Physics;
#[derive(Clone, Hash, Debug, PartialEq, Eq, SystemLabel)]
struct PostPhysics;
/// Resource used to stop our example.
#[derive(Resource, Default)]
struct Done(bool);
fn main() {
App::new()
.add_plugins(DefaultPlugins)
.init_resource::<Done>()
// Note that the system sets added in this example set their run criteria explicitly.
// See the `ecs/state.rs` example for a pattern where run criteria are set implicitly for common
// use cases- typically state transitions.
// Also note that a system set has a single run criterion at most, which means using `.with_run_criteria(...)`
// after `SystemSet::on_update(...)` would override the state transition criterion.
.add_system_set(
SystemSet::new()
// This label is added to all systems in this set.
// The label can then be referred to elsewhere (other sets).
.label(Physics)
// This criteria ensures this whole system set only runs when this system's
// output says so (ShouldRun::Yes)
.with_run_criteria(run_for_a_second)
.with_system(update_velocity)
// Make movement run after update_velocity
.with_system(movement.after(update_velocity)),
)
.add_system_set(
SystemSet::new()
.label(PostPhysics)
// This whole set runs after `Physics` (which in this case is a label for
// another set).
// There is also `.before(..)`.
.after(Physics)
// This shows that we can modify existing run criteria results.
// Here we create a _not done_ criteria by piping the output of
// the `is_done` system and inverting the output.
// Notice a string literal also works as a label.
.with_run_criteria(RunCriteria::pipe("is_done_label", inverse))
// `collision` and `sfx` are not ordered with respect to
// each other, and may run in any order
.with_system(collision)
.with_system(sfx),
)
.add_system(
exit.after(PostPhysics)
// Label the run criteria such that the `PostPhysics` set can reference it
.with_run_criteria(is_done.label("is_done_label")),
)
.run();
}
/// Example of a run criteria.
/// Here we only want to run for a second, then stop.
fn run_for_a_second(time: Res<Time>, mut done: ResMut<Done>) -> ShouldRun {
let elapsed = time.seconds_since_startup();
if elapsed < 1.0 {
info!(
"We should run again. Elapsed/remaining: {:.2}s/{:.2}s",
elapsed,
1.0 - elapsed
);
ShouldRun::Yes
} else {
done.0 = true;
ShouldRun::No
}
}
/// Another run criteria, simply using a resource.
fn is_done(done: Res<Done>) -> ShouldRun {
done.0.into()
}
/// Used with [`RunCritera::pipe`], inverts the result of the
/// passed system.
fn inverse(input: In<ShouldRun>) -> ShouldRun {
match input.0 {
ShouldRun::No => ShouldRun::Yes,
ShouldRun::Yes => ShouldRun::No,
_ => unreachable!(),
}
}
fn update_velocity() {
info!("Updating velocity");
}
fn movement() {
info!("Updating movement");
}
fn collision() {
info!("Physics done- checking collisions");
}
fn sfx() {
info!("Physics done- playing some sfx");
}
fn exit(mut app_exit_events: EventWriter<AppExit>) {
info!("Exiting...");
app_exit_events.send(AppExit);
}