bevy/crates/bevy_ecs/src/schedule/state.rs
Giacomo Stevanato 309c3876bf
Replace FromWorld requirement on ReflectResource and reflect Resource for State<S> (#12136)
# Objective

- In #9623 I forgot to change the `FromWorld` requirement for
`ReflectResource`, fix that;
- Fix #12129

## Solution

- Use the same approach as in #9623 to try using `FromReflect` and
falling back to the `ReflectFromWorld` contained in the `TypeRegistry`
provided
- Just reflect `Resource` on `State<S>` since now that's possible
without introducing new bounds.

---

## Changelog

- `ReflectResource`'s `FromType<T>` implementation no longer requires
`T: FromWorld`, but instead now requires `FromReflect`.
- `ReflectResource::insert`, `ReflectResource::apply_or_insert` and
`ReflectResource::copy` now take an extra `&TypeRegistry` parameter.

## Migration Guide

- Users of `#[reflect(Resource)]` will need to also implement/derive
`FromReflect` (should already be the default).
- Users of `#[reflect(Resource)]` may now want to also add `FromWorld`
to the list of reflected traits in case their `FromReflect`
implementation may fail.
- Users of `ReflectResource` will now need to pass a `&TypeRegistry` to
its `insert`, `apply_or_insert` and `copy` methods.
2024-02-27 15:49:39 +00:00

240 lines
7.5 KiB
Rust

use std::fmt::Debug;
use std::hash::Hash;
use std::mem;
use std::ops::Deref;
use crate as bevy_ecs;
use crate::change_detection::DetectChangesMut;
use crate::event::Event;
use crate::prelude::FromWorld;
#[cfg(feature = "bevy_reflect")]
use crate::reflect::ReflectResource;
use crate::schedule::ScheduleLabel;
use crate::system::Resource;
use crate::world::World;
#[cfg(feature = "bevy_reflect")]
use bevy_reflect::std_traits::ReflectDefault;
pub use bevy_ecs_macros::States;
/// Types that can define world-wide states in a finite-state machine.
///
/// The [`Default`] trait defines the starting state.
/// Multiple states can be defined for the same world,
/// allowing you to classify the state of the world across orthogonal dimensions.
/// You can access the current state of type `T` with the [`State<T>`] resource,
/// and the queued state with the [`NextState<T>`] resource.
///
/// State transitions typically occur in the [`OnEnter<T::Variant>`] and [`OnExit<T::Variant>`] schedules,
/// which can be run via the [`apply_state_transition::<T>`] system.
///
/// # Example
///
/// ```
/// use bevy_ecs::prelude::States;
///
/// #[derive(Clone, Copy, PartialEq, Eq, Hash, Debug, Default, States)]
/// enum GameState {
/// #[default]
/// MainMenu,
/// SettingsMenu,
/// InGame,
/// }
///
/// ```
pub trait States: 'static + Send + Sync + Clone + PartialEq + Eq + Hash + Debug {}
/// The label of a [`Schedule`](super::Schedule) that runs whenever [`State<S>`]
/// enters this state.
#[derive(ScheduleLabel, Clone, Debug, PartialEq, Eq, Hash)]
pub struct OnEnter<S: States>(pub S);
/// The label of a [`Schedule`](super::Schedule) that runs whenever [`State<S>`]
/// exits this state.
#[derive(ScheduleLabel, Clone, Debug, PartialEq, Eq, Hash)]
pub struct OnExit<S: States>(pub S);
/// The label of a [`Schedule`](super::Schedule) that **only** runs whenever [`State<S>`]
/// exits the `from` state, AND enters the `to` state.
///
/// Systems added to this schedule are always ran *after* [`OnExit`], and *before* [`OnEnter`].
#[derive(ScheduleLabel, Clone, Debug, PartialEq, Eq, Hash)]
pub struct OnTransition<S: States> {
/// The state being exited.
pub from: S,
/// The state being entered.
pub to: S,
}
/// A finite-state machine whose transitions have associated schedules
/// ([`OnEnter(state)`] and [`OnExit(state)`]).
///
/// The current state value can be accessed through this resource. To *change* the state,
/// queue a transition in the [`NextState<S>`] resource, and it will be applied by the next
/// [`apply_state_transition::<S>`] system.
///
/// The starting state is defined via the [`Default`] implementation for `S`.
///
/// ```
/// use bevy_ecs::prelude::*;
///
/// #[derive(Clone, Copy, PartialEq, Eq, Hash, Debug, Default, States)]
/// enum GameState {
/// #[default]
/// MainMenu,
/// SettingsMenu,
/// InGame,
/// }
///
/// fn game_logic(game_state: Res<State<GameState>>) {
/// match game_state.get() {
/// GameState::InGame => {
/// // Run game logic here...
/// },
/// _ => {},
/// }
/// }
/// ```
#[derive(Resource, Debug)]
#[cfg_attr(
feature = "bevy_reflect",
derive(bevy_reflect::Reflect),
reflect(Resource)
)]
pub struct State<S: States>(S);
impl<S: States> State<S> {
/// Creates a new state with a specific value.
///
/// To change the state use [`NextState<S>`] rather than using this to modify the `State<S>`.
pub fn new(state: S) -> Self {
Self(state)
}
/// Get the current state.
pub fn get(&self) -> &S {
&self.0
}
}
impl<S: States + FromWorld> FromWorld for State<S> {
fn from_world(world: &mut World) -> Self {
Self(S::from_world(world))
}
}
impl<S: States> PartialEq<S> for State<S> {
fn eq(&self, other: &S) -> bool {
self.get() == other
}
}
impl<S: States> Deref for State<S> {
type Target = S;
fn deref(&self) -> &Self::Target {
self.get()
}
}
/// The next state of [`State<S>`].
///
/// To queue a transition, just set the contained value to `Some(next_state)`.
/// Note that these transitions can be overridden by other systems:
/// only the actual value of this resource at the time of [`apply_state_transition`] matters.
///
/// ```
/// use bevy_ecs::prelude::*;
///
/// #[derive(Clone, Copy, PartialEq, Eq, Hash, Debug, Default, States)]
/// enum GameState {
/// #[default]
/// MainMenu,
/// SettingsMenu,
/// InGame,
/// }
///
/// fn start_game(mut next_game_state: ResMut<NextState<GameState>>) {
/// next_game_state.set(GameState::InGame);
/// }
/// ```
#[derive(Resource, Debug)]
#[cfg_attr(
feature = "bevy_reflect",
derive(bevy_reflect::Reflect),
reflect(Resource, Default)
)]
pub struct NextState<S: States>(pub Option<S>);
impl<S: States> Default for NextState<S> {
fn default() -> Self {
Self(None)
}
}
impl<S: States> NextState<S> {
/// Tentatively set a planned state transition to `Some(state)`.
pub fn set(&mut self, state: S) {
self.0 = Some(state);
}
}
/// Event sent when any state transition of `S` happens.
///
/// If you know exactly what state you want to respond to ahead of time, consider [`OnEnter`], [`OnTransition`], or [`OnExit`]
#[derive(Debug, Copy, Clone, PartialEq, Eq, Event)]
pub struct StateTransitionEvent<S: States> {
/// the state we were in before
pub before: S,
/// the state we're in now
pub after: S,
}
/// Run the enter schedule (if it exists) for the current state.
pub fn run_enter_schedule<S: States>(world: &mut World) {
let Some(state) = world.get_resource::<State<S>>() else {
return;
};
world.try_run_schedule(OnEnter(state.0.clone())).ok();
}
/// If a new state is queued in [`NextState<S>`], this system:
/// - Takes the new state value from [`NextState<S>`] and updates [`State<S>`].
/// - Sends a relevant [`StateTransitionEvent`]
/// - Runs the [`OnExit(exited_state)`] schedule, if it exists.
/// - Runs the [`OnTransition { from: exited_state, to: entered_state }`](OnTransition), if it exists.
/// - Runs the [`OnEnter(entered_state)`] schedule, if it exists.
pub fn apply_state_transition<S: States>(world: &mut World) {
// We want to take the `NextState` resource,
// but only mark it as changed if it wasn't empty.
let Some(mut next_state_resource) = world.get_resource_mut::<NextState<S>>() else {
return;
};
if let Some(entered) = next_state_resource.bypass_change_detection().0.take() {
next_state_resource.set_changed();
match world.get_resource_mut::<State<S>>() {
Some(mut state_resource) => {
if *state_resource != entered {
let exited = mem::replace(&mut state_resource.0, entered.clone());
world.send_event(StateTransitionEvent {
before: exited.clone(),
after: entered.clone(),
});
// Try to run the schedules if they exist.
world.try_run_schedule(OnExit(exited.clone())).ok();
world
.try_run_schedule(OnTransition {
from: exited,
to: entered.clone(),
})
.ok();
world.try_run_schedule(OnEnter(entered)).ok();
}
}
None => {
world.insert_resource(State(entered.clone()));
world.try_run_schedule(OnEnter(entered)).ok();
}
};
}
}