bevy/examples/games/stepping.rs
Alice Cecile de004da8d5
Rename bevy_render::Color to LegacyColor (#12069)
# Objective

The migration process for `bevy_color` (#12013) will be fairly involved:
there will be hundreds of affected files, and a large number of APIs.

## Solution

To allow us to proceed granularly, we're going to keep both
`bevy_color::Color` (new) and `bevy_render::Color` (old) around until
the migration is complete.

However, simply doing this directly is confusing! They're both called
`Color`, making it very hard to tell when a portion of the code has been
ported.

As discussed in #12056, by renaming the old `Color` type, we can make it
easier to gradually migrate over, one API at a time.

## Migration Guide

THIS MIGRATION GUIDE INTENTIONALLY LEFT BLANK.

This change should not be shipped to end users: delete this section in
the final migration guide!

---------

Co-authored-by: Alice Cecile <alice.i.cecil@gmail.com>
2024-02-24 21:35:32 +00:00

273 lines
8.4 KiB
Rust

use bevy::{app::MainScheduleOrder, ecs::schedule::*, prelude::*};
/// Independent [`Schedule`] for stepping systems.
///
/// The stepping systems must run in their own schedule to be able to inspect
/// all the other schedules in the [`App`]. This is because the currently
/// executing schedule is removed from the [`Schedules`] resource while it is
/// being run.
#[derive(Debug, Hash, PartialEq, Eq, Clone, ScheduleLabel)]
struct DebugSchedule;
/// Plugin to add a stepping UI to an example
#[derive(Default)]
pub struct SteppingPlugin {
schedule_labels: Vec<InternedScheduleLabel>,
top: Val,
left: Val,
}
impl SteppingPlugin {
/// add a schedule to be stepped when stepping is enabled
pub fn add_schedule(mut self, label: impl ScheduleLabel) -> SteppingPlugin {
self.schedule_labels.push(label.intern());
self
}
/// Set the location of the stepping UI when activated
pub fn at(self, left: Val, top: Val) -> SteppingPlugin {
SteppingPlugin { top, left, ..self }
}
}
impl Plugin for SteppingPlugin {
fn build(&self, app: &mut App) {
// create and insert our debug schedule into the main schedule order.
// We need an independent schedule so we have access to all other
// schedules through the `Stepping` resource
app.init_schedule(DebugSchedule);
let mut order = app.world.resource_mut::<MainScheduleOrder>();
order.insert_after(Update, DebugSchedule);
// create our stepping resource
let mut stepping = Stepping::new();
for label in &self.schedule_labels {
stepping.add_schedule(*label);
}
app.insert_resource(stepping);
// add our startup & stepping systems
app.insert_resource(State {
ui_top: self.top,
ui_left: self.left,
systems: Vec::new(),
})
.add_systems(Startup, build_help)
.add_systems(
DebugSchedule,
(
build_ui.run_if(not(initialized)),
handle_input,
update_ui.run_if(initialized),
)
.chain(),
);
}
}
/// Struct for maintaining stepping state
#[derive(Resource, Debug)]
struct State {
// vector of schedule/nodeid -> text index offset
systems: Vec<(InternedScheduleLabel, NodeId, usize)>,
// ui positioning
ui_top: Val,
ui_left: Val,
}
/// condition to check if the stepping UI has been constructed
fn initialized(state: Res<State>) -> bool {
!state.systems.is_empty()
}
const FONT_SIZE: f32 = 20.0;
const FONT_COLOR: LegacyColor = LegacyColor::rgb(0.2, 0.2, 0.2);
const FONT_BOLD: &str = "fonts/FiraSans-Bold.ttf";
const FONT_MEDIUM: &str = "fonts/FiraMono-Medium.ttf";
#[derive(Component)]
struct SteppingUi;
/// Construct the stepping UI elements from the [`Schedules`] resource.
///
/// This system may run multiple times before constructing the UI as all of the
/// data may not be available on the first run of the system. This happens if
/// one of the stepping schedules has not yet been run.
fn build_ui(
mut commands: Commands,
asset_server: Res<AssetServer>,
schedules: Res<Schedules>,
mut stepping: ResMut<Stepping>,
mut state: ResMut<State>,
) {
let mut text_sections = Vec::new();
let mut always_run = Vec::new();
let Ok(schedule_order) = stepping.schedules() else {
return;
};
// go through the stepping schedules and construct a list of systems for
// each label
for label in schedule_order {
let schedule = schedules.get(*label).unwrap();
text_sections.push(TextSection::new(
format!("{:?}\n", label),
TextStyle {
font: asset_server.load(FONT_BOLD),
font_size: FONT_SIZE,
color: FONT_COLOR,
},
));
// grab the list of systems in the schedule, in the order the
// single-threaded executor would run them.
let Ok(systems) = schedule.systems() else {
return;
};
for (node_id, system) in systems {
// skip bevy default systems; we don't want to step those
if system.name().starts_with("bevy") {
always_run.push((*label, node_id));
continue;
}
// Add an entry to our systems list so we can find where to draw
// the cursor when the stepping cursor is at this system
state.systems.push((*label, node_id, text_sections.len()));
// Add a text section for displaying the cursor for this system
text_sections.push(TextSection::new(
" ",
TextStyle {
font: asset_server.load(FONT_MEDIUM),
font_size: FONT_SIZE,
color: FONT_COLOR,
},
));
// add the name of the system to the ui
text_sections.push(TextSection::new(
format!("{}\n", system.name()),
TextStyle {
font: asset_server.load(FONT_MEDIUM),
font_size: FONT_SIZE,
color: FONT_COLOR,
},
));
}
}
for (label, node) in always_run.drain(..) {
stepping.always_run_node(label, node);
}
commands.spawn((
SteppingUi,
TextBundle {
text: Text::from_sections(text_sections),
style: Style {
position_type: PositionType::Absolute,
top: state.ui_top,
left: state.ui_left,
padding: UiRect::all(Val::Px(10.0)),
..default()
},
background_color: BackgroundColor(LegacyColor::rgba(1.0, 1.0, 1.0, 0.33)),
visibility: Visibility::Hidden,
..default()
},
));
}
fn build_help(mut commands: Commands, asset_server: Res<AssetServer>) {
// stepping description box
commands.spawn((TextBundle::from_sections([TextSection::new(
"Press ` to toggle stepping mode (S: step system, Space: step frame)",
TextStyle {
font: asset_server.load(FONT_MEDIUM),
font_size: 18.0,
color: FONT_COLOR,
},
)])
.with_style(Style {
position_type: PositionType::Absolute,
bottom: Val::Px(5.0),
left: Val::Px(5.0),
..default()
}),));
}
fn handle_input(keyboard_input: Res<ButtonInput<KeyCode>>, mut stepping: ResMut<Stepping>) {
if keyboard_input.just_pressed(KeyCode::Slash) {
info!("{:#?}", stepping);
}
// grave key to toggle stepping mode for the FixedUpdate schedule
if keyboard_input.just_pressed(KeyCode::Backquote) {
if stepping.is_enabled() {
stepping.disable();
debug!("disabled stepping");
} else {
stepping.enable();
debug!("enabled stepping");
}
}
if !stepping.is_enabled() {
return;
}
// space key will step the remainder of this frame
if keyboard_input.just_pressed(KeyCode::Space) {
debug!("continue");
stepping.continue_frame();
} else if keyboard_input.just_pressed(KeyCode::KeyS) {
debug!("stepping frame");
stepping.step_frame();
}
}
fn update_ui(
mut commands: Commands,
state: Res<State>,
stepping: Res<Stepping>,
mut ui: Query<(Entity, &mut Text, &Visibility), With<SteppingUi>>,
) {
if ui.is_empty() {
return;
}
// ensure the UI is only visible when stepping is enabled
let (ui, mut text, vis) = ui.single_mut();
match (vis, stepping.is_enabled()) {
(Visibility::Hidden, true) => {
commands.entity(ui).insert(Visibility::Inherited);
}
(Visibility::Hidden, false) | (_, true) => (),
(_, false) => {
commands.entity(ui).insert(Visibility::Hidden);
}
}
// if we're not stepping, there's nothing more to be done here.
if !stepping.is_enabled() {
return;
}
let (cursor_schedule, cursor_system) = match stepping.cursor() {
// no cursor means stepping isn't enabled, so we're done here
None => return,
Some(c) => c,
};
for (schedule, system, text_index) in &state.systems {
let mark = if &cursor_schedule == schedule && *system == cursor_system {
"-> "
} else {
" "
};
text.sections[*text_index].value = mark.to_string();
}
}