mirror of
https://github.com/bevyengine/bevy
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3817afc1f4
# Objective - While generating https://github.com/jakobhellermann/bevy_reflect_ts_type_export/blob/main/generated/types.ts, I noticed that some types that implement `Reflect` did not register themselves - `Viewport` isn't reflect but can be (there's a TODO) ## Solution - register all reflected types - derive `Reflect` for `Viewport` ## Changelog - more types are not registered in the type registry - remove `Serialize`, `Deserialize` impls from `Viewport` I also decided to remove the `Serialize, Deserialize` from the `Viewport`, since they were (AFAIK) only used for reflection, which now is done without serde. So this is technically a breaking change for people who relied on that impl directly. Personally I don't think that every bevy type should implement `Serialize, Deserialize`, as that would lead to a ton of code generation that mostly isn't necessary because we can do the same with `Reflect`, but if this is deemed controversial I can remove it from this PR. ## Migration Guide - `KeyCode` now implements `Reflect` not as `reflect_value`, but with proper struct reflection. The `Serialize` and `Deserialize` impls were removed, now that they are no longer required for scene serialization.
84 lines
2.7 KiB
Rust
84 lines
2.7 KiB
Rust
mod fixed_timestep;
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mod stopwatch;
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#[allow(clippy::module_inception)]
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mod time;
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mod timer;
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pub use fixed_timestep::*;
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pub use stopwatch::*;
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pub use time::*;
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pub use timer::*;
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use bevy_ecs::system::{Local, Res, ResMut};
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use bevy_utils::{tracing::warn, Instant};
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use crossbeam_channel::{Receiver, Sender};
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pub mod prelude {
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//! The Bevy Time Prelude.
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#[doc(hidden)]
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pub use crate::{Time, Timer};
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}
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use bevy_app::prelude::*;
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use bevy_ecs::prelude::*;
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/// Adds time functionality to Apps.
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#[derive(Default)]
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pub struct TimePlugin;
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#[derive(Debug, PartialEq, Eq, Clone, Hash, SystemLabel)]
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/// Updates the elapsed time. Any system that interacts with [Time] component should run after
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/// this.
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pub struct TimeSystem;
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impl Plugin for TimePlugin {
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fn build(&self, app: &mut App) {
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app.init_resource::<Time>()
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.init_resource::<FixedTimesteps>()
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.register_type::<Timer>()
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.register_type::<Time>()
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.register_type::<Stopwatch>()
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// time system is added as an "exclusive system" to ensure it runs before other systems
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// in CoreStage::First
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.add_system_to_stage(
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CoreStage::First,
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time_system.exclusive_system().at_start().label(TimeSystem),
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);
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}
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}
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/// Channel resource used to receive time from render world
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#[derive(Resource)]
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pub struct TimeReceiver(pub Receiver<Instant>);
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/// Channel resource used to send time from render world
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#[derive(Resource)]
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pub struct TimeSender(pub Sender<Instant>);
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/// Creates channels used for sending time between render world and app world
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pub fn create_time_channels() -> (TimeSender, TimeReceiver) {
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// bound the channel to 2 since when pipelined the render phase can finish before
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// the time system runs.
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let (s, r) = crossbeam_channel::bounded::<Instant>(2);
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(TimeSender(s), TimeReceiver(r))
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}
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/// The system used to update the [`Time`] used by app logic. If there is a render world the time is sent from
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/// there to this system through channels. Otherwise the time is updated in this system.
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fn time_system(
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mut time: ResMut<Time>,
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time_recv: Option<Res<TimeReceiver>>,
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mut has_received_time: Local<bool>,
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) {
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if let Some(time_recv) = time_recv {
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// TODO: Figure out how to handle this when using pipelined rendering.
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if let Ok(new_time) = time_recv.0.try_recv() {
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time.update_with_instant(new_time);
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*has_received_time = true;
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} else if *has_received_time {
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warn!("time_system did not receive the time from the render world! Calculations depending on the time may be incorrect.");
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}
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} else {
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time.update();
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}
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}
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