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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>
139 lines
4.1 KiB
Rust
139 lines
4.1 KiB
Rust
//! This example illustrates how to use [`States`] to control transitioning from a `Menu` state to
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//! an `InGame` state.
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use bevy::prelude::*;
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fn main() {
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App::new()
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.add_plugins(DefaultPlugins)
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.add_state(AppState::Menu)
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.add_startup_system(setup)
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.add_system_set(SystemSet::on_enter(AppState::Menu).with_system(setup_menu))
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.add_system_set(SystemSet::on_update(AppState::Menu).with_system(menu))
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.add_system_set(SystemSet::on_exit(AppState::Menu).with_system(cleanup_menu))
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.add_system_set(SystemSet::on_enter(AppState::InGame).with_system(setup_game))
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.add_system_set(
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SystemSet::on_update(AppState::InGame)
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.with_system(movement)
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.with_system(change_color),
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)
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.run();
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}
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#[derive(Debug, Clone, Eq, PartialEq, Hash)]
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enum AppState {
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Menu,
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InGame,
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}
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#[derive(Resource)]
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struct MenuData {
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button_entity: Entity,
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}
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const NORMAL_BUTTON: Color = Color::rgb(0.15, 0.15, 0.15);
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const HOVERED_BUTTON: Color = Color::rgb(0.25, 0.25, 0.25);
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const PRESSED_BUTTON: Color = Color::rgb(0.35, 0.75, 0.35);
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fn setup(mut commands: Commands) {
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commands.spawn_bundle(Camera2dBundle::default());
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}
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fn setup_menu(mut commands: Commands, asset_server: Res<AssetServer>) {
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let button_entity = commands
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.spawn_bundle(ButtonBundle {
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style: Style {
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size: Size::new(Val::Px(150.0), Val::Px(65.0)),
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// center button
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margin: UiRect::all(Val::Auto),
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// horizontally center child text
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justify_content: JustifyContent::Center,
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// vertically center child text
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align_items: AlignItems::Center,
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..default()
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},
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color: NORMAL_BUTTON.into(),
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..default()
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})
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.with_children(|parent| {
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parent.spawn_bundle(TextBundle::from_section(
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"Play",
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TextStyle {
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font: asset_server.load("fonts/FiraSans-Bold.ttf"),
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font_size: 40.0,
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color: Color::rgb(0.9, 0.9, 0.9),
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},
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));
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})
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.id();
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commands.insert_resource(MenuData { button_entity });
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}
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fn menu(
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mut state: ResMut<State<AppState>>,
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mut interaction_query: Query<
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(&Interaction, &mut UiColor),
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(Changed<Interaction>, With<Button>),
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>,
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) {
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for (interaction, mut color) in &mut interaction_query {
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match *interaction {
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Interaction::Clicked => {
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*color = PRESSED_BUTTON.into();
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state.set(AppState::InGame).unwrap();
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}
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Interaction::Hovered => {
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*color = HOVERED_BUTTON.into();
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}
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Interaction::None => {
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*color = NORMAL_BUTTON.into();
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}
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}
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}
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}
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fn cleanup_menu(mut commands: Commands, menu_data: Res<MenuData>) {
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commands.entity(menu_data.button_entity).despawn_recursive();
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}
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fn setup_game(mut commands: Commands, asset_server: Res<AssetServer>) {
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commands.spawn_bundle(SpriteBundle {
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texture: asset_server.load("branding/icon.png"),
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..default()
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});
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}
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const SPEED: f32 = 100.0;
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fn movement(
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time: Res<Time>,
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input: Res<Input<KeyCode>>,
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mut query: Query<&mut Transform, With<Sprite>>,
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) {
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for mut transform in &mut query {
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let mut direction = Vec3::ZERO;
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if input.pressed(KeyCode::Left) {
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direction.x -= 1.0;
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}
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if input.pressed(KeyCode::Right) {
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direction.x += 1.0;
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}
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if input.pressed(KeyCode::Up) {
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direction.y += 1.0;
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}
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if input.pressed(KeyCode::Down) {
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direction.y -= 1.0;
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}
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if direction != Vec3::ZERO {
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transform.translation += direction.normalize() * SPEED * time.delta_seconds();
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}
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}
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}
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fn change_color(time: Res<Time>, mut query: Query<&mut Sprite>) {
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for mut sprite in &mut query {
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sprite
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.color
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.set_b((time.seconds_since_startup() * 0.5).sin() as f32 + 2.0);
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}
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}
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