bevy/examples/ecs/system_sets.rs
Carter Anderson b1c3e9862d Auto-label function systems with SystemTypeIdLabel (#4224)
This adds the concept of "default labels" for systems (currently scoped to "parallel systems", but this could just as easily be implemented for "exclusive systems"). Function systems now include their function's `SystemTypeIdLabel` by default.

This enables the following patterns:

```rust
// ordering two systems without manually defining labels
app
  .add_system(update_velocity)
  .add_system(movement.after(update_velocity))

// ordering sets of systems without manually defining labels
app
  .add_system(foo)
  .add_system_set(
    SystemSet::new()
      .after(foo)
      .with_system(bar)
      .with_system(baz)
  )
```

Fixes: #4219
Related to: #4220 

Credit to @aevyrie @alice-i-cecile @DJMcNab (and probably others) for proposing (and supporting) this idea about a year ago. I was a big dummy that both shut down this (very good) idea and then forgot I did that. Sorry. You all were right!
2022-03-23 22:53:56 +00:00

145 lines
5.2 KiB
Rust

use bevy::{app::AppExit, ecs::schedule::ShouldRun, prelude::*};
/// A [`SystemLabel`] can be applied as a label to systems and system sets,
/// which can then be referred to from other systems.
/// This is useful in case a user wants to e.g. run _before_ or _after_
/// some label.
/// `Clone`, `Hash`, `Debug`, `PartialEq`, `Eq`, are all required to derive
/// [`SystemLabel`].
#[derive(Clone, Hash, Debug, PartialEq, Eq, SystemLabel)]
struct Physics;
#[derive(Clone, Hash, Debug, PartialEq, Eq, SystemLabel)]
struct PostPhysics;
/// Resource used to stop our example.
#[derive(Default)]
struct Done(bool);
/// This example realizes the following scheme:
///
/// ```none
/// Physics (Criteria: App has run < 1.0 seconds)
/// \--> update_velocity (via label PhysicsSystem::UpdateVelocity)
/// \--> movement (via label PhysicsSystem::Movement)
/// PostPhysics (Criteria: Resource `done` is false)
/// \--> collision || sfx
/// Exit (Criteria: Resource `done` is true)
/// \--> exit
/// ```
///
/// The `Physics` label represents a [`SystemSet`] containing two systems.
/// This set's criteria is to stop after a second has elapsed.
/// The two systems (`update_velocity`, `movement`) run in a specified order.
///
/// Another label `PostPhysics` uses run criteria to only run after `Physics` has finished.
/// This set's criteria is to run only when _not done_, as specified via a resource.
/// The two systems here (collision, sfx) are not specified to run in any order, and the actual
/// ordering can then change between invocations.
///
/// Lastly a system with run criterion _done_ is used to exit the app.
fn main() {
App::new()
.add_plugins(DefaultPlugins)
.init_resource::<Done>()
// Note that the system sets added in this example set their run criteria explicitly.
// See the `ecs/state.rs` example for a pattern where run criteria are set implicitly for common
// use cases- typically state transitions.
// Also note that a system set has a single run criterion at most, which means using `.with_run_criteria(...)`
// after `SystemSet::on_update(...)` would override the state transition criterion.
.add_system_set(
SystemSet::new()
// This label is added to all systems in this set.
// The label can then be referred to elsewhere (other sets).
.label(Physics)
// This criteria ensures this whole system set only runs when this system's
// output says so (ShouldRun::Yes)
.with_run_criteria(run_for_a_second)
.with_system(update_velocity)
// Make movement run after update_velocity
.with_system(movement.after(update_velocity)),
)
.add_system_set(
SystemSet::new()
.label(PostPhysics)
// This whole set runs after `Physics` (which in this case is a label for
// another set).
// There is also `.before(..)`.
.after(Physics)
// This shows that we can modify existing run criteria results.
// Here we create a _not done_ criteria by piping the output of
// the `is_done` system and inverting the output.
// Notice a string literal also works as a label.
.with_run_criteria(RunCriteria::pipe(
"is_done_label",
IntoSystem::into_system(inverse),
))
// `collision` and `sfx` are not ordered with respect to
// each other, and may run in any order
.with_system(collision)
.with_system(sfx),
)
.add_system(
exit.after(PostPhysics)
// Label the run criteria such that the `PostPhysics` set can reference it
.with_run_criteria(is_done.label("is_done_label")),
)
.run();
}
/// Example of a run criteria.
/// Here we only want to run for a second, then stop.
fn run_for_a_second(time: Res<Time>, mut done: ResMut<Done>) -> ShouldRun {
let elapsed = time.seconds_since_startup();
if elapsed < 1.0 {
info!(
"We should run again. Elapsed/remaining: {:.2}s/{:.2}s",
elapsed,
1.0 - elapsed
);
ShouldRun::Yes
} else {
done.0 = true;
ShouldRun::No
}
}
/// Another run criteria, simply using a resource.
fn is_done(done: Res<Done>) -> ShouldRun {
if done.0 {
ShouldRun::Yes
} else {
ShouldRun::No
}
}
/// Used with [`RunCritera::pipe`], inverts the result of the
/// passed system.
fn inverse(input: In<ShouldRun>) -> ShouldRun {
match input.0 {
ShouldRun::No => ShouldRun::Yes,
ShouldRun::Yes => ShouldRun::No,
_ => unreachable!(),
}
}
fn update_velocity() {
info!("Updating velocity");
}
fn movement() {
info!("Updating movement");
}
fn collision() {
info!("Physics done- checking collisions");
}
fn sfx() {
info!("Physics done- playing some sfx");
}
fn exit(mut app_exit_events: EventWriter<AppExit>) {
info!("Exiting...");
app_exit_events.send(AppExit);
}