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*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>
67 lines
1.8 KiB
Rust
67 lines
1.8 KiB
Rust
//! This example illustrates how to load and play an audio file, and control how it's played.
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use bevy::{audio::AudioSink, prelude::*};
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fn main() {
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App::new()
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.add_plugins(DefaultPlugins)
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.add_startup_system(setup)
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.add_system(update_speed)
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.add_system(pause)
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.add_system(volume)
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.run();
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}
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fn setup(
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mut commands: Commands,
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asset_server: Res<AssetServer>,
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audio: Res<Audio>,
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audio_sinks: Res<Assets<AudioSink>>,
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) {
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let music = asset_server.load("sounds/Windless Slopes.ogg");
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let handle = audio_sinks.get_handle(audio.play(music));
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commands.insert_resource(MusicController(handle));
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}
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#[derive(Resource)]
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struct MusicController(Handle<AudioSink>);
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fn update_speed(
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audio_sinks: Res<Assets<AudioSink>>,
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music_controller: Res<MusicController>,
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time: Res<Time>,
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) {
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if let Some(sink) = audio_sinks.get(&music_controller.0) {
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sink.set_speed(((time.seconds_since_startup() / 5.0).sin() as f32 + 1.0).max(0.1));
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}
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}
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fn pause(
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keyboard_input: Res<Input<KeyCode>>,
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audio_sinks: Res<Assets<AudioSink>>,
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music_controller: Res<MusicController>,
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) {
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if keyboard_input.just_pressed(KeyCode::Space) {
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if let Some(sink) = audio_sinks.get(&music_controller.0) {
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if sink.is_paused() {
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sink.play();
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} else {
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sink.pause();
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}
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}
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}
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}
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fn volume(
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keyboard_input: Res<Input<KeyCode>>,
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audio_sinks: Res<Assets<AudioSink>>,
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music_controller: Res<MusicController>,
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) {
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if let Some(sink) = audio_sinks.get(&music_controller.0) {
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if keyboard_input.just_pressed(KeyCode::Plus) {
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sink.set_volume(sink.volume() + 0.1);
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} else if keyboard_input.just_pressed(KeyCode::Minus) {
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sink.set_volume(sink.volume() - 0.1);
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}
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}
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}
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