bevy/examples/ecs/one_shot_systems.rs
ickshonpe 6f7d0e5725
split up TextStyle (#15857)
# Objective

Currently text is recomputed unnecessarily on any changes to its color,
which is extremely expensive.

## Solution
Split up `TextStyle` into two separate components `TextFont` and
`TextColor`.

## Testing

I added this system to `many_buttons`:
```rust
fn set_text_colors_changed(mut colors: Query<&mut TextColor>) {
    for mut text_color in colors.iter_mut() {
        text_color.set_changed();
    }
}
```

reports ~4fps on main, ~50fps with this PR.

## Migration Guide
`TextStyle` has been renamed to `TextFont` and its `color` field has
been moved to a separate component named `TextColor` which newtypes
`Color`.
2024-10-13 17:06:22 +00:00

112 lines
3.5 KiB
Rust

//! Demonstrates the use of "one-shot systems", which run once when triggered.
//!
//! These can be useful to help structure your logic in a push-based fashion,
//! reducing the overhead of running extremely rarely run systems
//! and improving schedule flexibility.
//!
//! See the [`World::run_system`](World::run_system) or
//! [`World::run_system_once`](World#method.run_system_once_with)
//! docs for more details.
use bevy::{
ecs::system::{RunSystemOnce, SystemId},
prelude::*,
};
fn main() {
App::new()
.add_plugins(DefaultPlugins)
.add_systems(
Startup,
(
setup_ui,
setup_with_commands,
setup_with_world.after(setup_ui), // since we run `system_b` once in world it needs to run after `setup_ui`
),
)
.add_systems(Update, (trigger_system, evaluate_callbacks).chain())
.run();
}
#[derive(Component)]
struct Callback(SystemId);
#[derive(Component)]
struct Triggered;
#[derive(Component)]
struct A;
#[derive(Component)]
struct B;
fn setup_with_commands(mut commands: Commands) {
let system_id = commands.register_system(system_a);
commands.spawn((Callback(system_id), A));
}
fn setup_with_world(world: &mut World) {
// We can run it once manually
world.run_system_once(system_b).unwrap();
// Or with a Callback
let system_id = world.register_system(system_b);
world.spawn((Callback(system_id), B));
}
/// Tag entities that have callbacks we want to run with the `Triggered` component.
fn trigger_system(
mut commands: Commands,
query_a: Query<Entity, With<A>>,
query_b: Query<Entity, With<B>>,
input: Res<ButtonInput<KeyCode>>,
) {
if input.just_pressed(KeyCode::KeyA) {
let entity = query_a.single();
commands.entity(entity).insert(Triggered);
}
if input.just_pressed(KeyCode::KeyB) {
let entity = query_b.single();
commands.entity(entity).insert(Triggered);
}
}
/// Runs the systems associated with each `Callback` component if the entity also has a `Triggered` component.
///
/// This could be done in an exclusive system rather than using `Commands` if preferred.
fn evaluate_callbacks(query: Query<(Entity, &Callback), With<Triggered>>, mut commands: Commands) {
for (entity, callback) in query.iter() {
commands.run_system(callback.0);
commands.entity(entity).remove::<Triggered>();
}
}
fn system_a(query: Query<Entity, With<Text>>, mut writer: UiTextWriter) {
*writer.text(query.single(), 3) = String::from("A");
info!("A: One shot system registered with Commands was triggered");
}
fn system_b(query: Query<Entity, With<Text>>, mut writer: UiTextWriter) {
*writer.text(query.single(), 3) = String::from("B");
info!("B: One shot system registered with World was triggered");
}
fn setup_ui(mut commands: Commands) {
commands.spawn(Camera2d);
commands
.spawn((
Text::default(),
TextLayout::new_with_justify(JustifyText::Center),
Style {
align_self: AlignSelf::Center,
justify_self: JustifySelf::Center,
..default()
},
))
.with_children(|p| {
p.spawn(TextSpan::new("Press A or B to trigger a one-shot system\n"));
p.spawn(TextSpan::new("Last Triggered: "));
p.spawn((
TextSpan::new("-"),
TextColor(bevy::color::palettes::css::ORANGE.into()),
));
});
}