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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>
111 lines
3.2 KiB
Rust
111 lines
3.2 KiB
Rust
use bevy_ecs::system::Resource;
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use bevy_utils::HashMap;
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use std::hash::Hash;
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/// Stores the position data of the input devices of type `T`.
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///
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/// The values are stored as `f32`s, which range from [`Axis::MIN`] to [`Axis::MAX`], inclusive.
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#[derive(Debug, Resource)]
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pub struct Axis<T> {
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/// The position data of the input devices.
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axis_data: HashMap<T, f32>,
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}
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impl<T> Default for Axis<T>
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where
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T: Copy + Eq + Hash,
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{
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fn default() -> Self {
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Axis {
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axis_data: HashMap::default(),
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}
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}
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}
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impl<T> Axis<T>
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where
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T: Copy + Eq + Hash,
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{
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/// The smallest possible axis value.
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pub const MIN: f32 = -1.0;
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/// The largest possible axis value.
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pub const MAX: f32 = 1.0;
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/// Sets the position data of the `input_device` to `position_data`.
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///
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/// The `position_data` is clamped to be between [`Axis::MIN`] and [`Axis::MAX`], inclusive.
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///
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/// If the `input_device`:
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/// - was present before, the position data is updated, and the old value is returned.
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/// - wasn't present before, [None] is returned.
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pub fn set(&mut self, input_device: T, position_data: f32) -> Option<f32> {
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let new_position_data = position_data.clamp(Self::MIN, Self::MAX);
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self.axis_data.insert(input_device, new_position_data)
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}
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/// Returns a position data corresponding to the `input_device`.
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pub fn get(&self, input_device: T) -> Option<f32> {
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self.axis_data.get(&input_device).copied()
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}
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/// Removes the position data of the `input_device`, returning the position data if the input device was previously set.
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pub fn remove(&mut self, input_device: T) -> Option<f32> {
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self.axis_data.remove(&input_device)
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}
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}
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#[cfg(test)]
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mod tests {
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use crate::{
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gamepad::{Gamepad, GamepadButton, GamepadButtonType},
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Axis,
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};
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#[test]
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fn test_axis_set() {
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let cases = [
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(-1.5, Some(-1.0)),
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(-1.1, Some(-1.0)),
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(-1.0, Some(-1.0)),
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(-0.9, Some(-0.9)),
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(-0.1, Some(-0.1)),
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(0.0, Some(0.0)),
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(0.1, Some(0.1)),
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(0.9, Some(0.9)),
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(1.0, Some(1.0)),
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(1.1, Some(1.0)),
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(1.6, Some(1.0)),
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];
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for (value, expected) in cases {
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let gamepad_button =
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GamepadButton::new(Gamepad::new(1), GamepadButtonType::RightTrigger);
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let mut axis = Axis::<GamepadButton>::default();
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axis.set(gamepad_button, value);
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let actual = axis.get(gamepad_button);
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assert_eq!(expected, actual);
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}
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}
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#[test]
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fn test_axis_remove() {
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let cases = [-1.0, -0.9, -0.1, 0.0, 0.1, 0.9, 1.0];
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for value in cases {
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let gamepad_button =
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GamepadButton::new(Gamepad::new(1), GamepadButtonType::RightTrigger);
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let mut axis = Axis::<GamepadButton>::default();
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axis.set(gamepad_button, value);
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assert!(axis.get(gamepad_button).is_some());
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axis.remove(gamepad_button);
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let actual = axis.get(gamepad_button);
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let expected = None;
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assert_eq!(expected, actual);
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}
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}
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}
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