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This enables `SystemParams` to be used outside of function systems. Anything can create and store `SystemState`, which enables efficient "param state cached" access to `SystemParams`. It adds a `ReadOnlySystemParamFetch` trait, which enables safe `SystemState::get` calls without unique world access. I renamed the old `SystemState` to `SystemMeta` to enable us to mirror the `QueryState` naming convention (but I'm happy to discuss alternative names if people have other ideas). I initially pitched this as `ParamState`, but given that it needs to include full system metadata, that doesn't feel like a particularly accurate name. ```rust #[derive(Eq, PartialEq, Debug)] struct A(usize); #[derive(Eq, PartialEq, Debug)] struct B(usize); let mut world = World::default(); world.insert_resource(A(42)); world.spawn().insert(B(7)); // we get nice lifetime elision when declaring the type on the left hand side let mut system_state: SystemState<(Res<A>, Query<&B>)> = SystemState::new(&mut world); let (a, query) = system_state.get(&world); assert_eq!(*a, A(42), "returned resource matches initial value"); assert_eq!( *query.single().unwrap(), B(7), "returned component matches initial value" ); // mutable system params require unique world access let mut system_state: SystemState<(ResMut<A>, Query<&mut B>)> = SystemState::new(&mut world); let (a, query) = system_state.get_mut(&mut world); // static lifetimes are required when declaring inside of structs struct SomeContainer { state: SystemState<(Res<'static, A>, Res<'static, B>)> } // this can be shortened using type aliases, which will be useful for complex param tuples type MyParams<'a> = (Res<'a, A>, Res<'a, B>); struct SomeContainer { state: SystemState<MyParams<'static>> } // It is the user's responsibility to call SystemState::apply(world) for parameters that queue up work let mut system_state: SystemState<(Commands, Query<&B>)> = SystemState::new(&mut world); { let (mut commands, query) = system_state.get(&world); commands.insert_resource(3.14); } system_state.apply(&mut world); ``` ## Future Work * Actually use SystemState inside FunctionSystem. This would be trivial, but it requires FunctionSystem to wrap SystemState in Option in its current form (which complicates system metadata lookup). I'd prefer to hold off until we adopt something like the later designs linked in #1364, which enable us to contruct Systems using a World reference (and also remove the need for `.system`). * Consider a "scoped" approach to automatically call SystemState::apply when systems params are no longer being used (either a container type with a Drop impl, or a function that takes a closure for user logic operating on params). |
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bevy_app | ||
bevy_asset | ||
bevy_audio | ||
bevy_core | ||
bevy_derive | ||
bevy_diagnostic | ||
bevy_dylib | ||
bevy_dynamic_plugin | ||
bevy_ecs | ||
bevy_gilrs | ||
bevy_gltf | ||
bevy_input | ||
bevy_internal | ||
bevy_log | ||
bevy_macro_utils | ||
bevy_math | ||
bevy_pbr | ||
bevy_reflect | ||
bevy_render | ||
bevy_scene | ||
bevy_sprite | ||
bevy_tasks | ||
bevy_text | ||
bevy_transform | ||
bevy_ui | ||
bevy_utils | ||
bevy_wgpu | ||
bevy_window | ||
bevy_winit |