mirror of
https://github.com/bevyengine/bevy
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dcc03724a5
# Objective NOTE: This depends on #7267 and should not be merged until #7267 is merged. If you are reviewing this before that is merged, I highly recommend viewing the Base Sets commit instead of trying to find my changes amongst those from #7267. "Default sets" as described by the [Stageless RFC](https://github.com/bevyengine/rfcs/pull/45) have some [unfortunate consequences](https://github.com/bevyengine/bevy/discussions/7365). ## Solution This adds "base sets" as a variant of `SystemSet`: A set is a "base set" if `SystemSet::is_base` returns `true`. Typically this will be opted-in to using the `SystemSet` derive: ```rust #[derive(SystemSet, Clone, Hash, Debug, PartialEq, Eq)] #[system_set(base)] enum MyBaseSet { A, B, } ``` **Base sets are exclusive**: a system can belong to at most one "base set". Adding a system to more than one will result in an error. When possible we fail immediately during system-config-time with a nice file + line number. For the more nested graph-ey cases, this will fail at the final schedule build. **Base sets cannot belong to other sets**: this is where the word "base" comes from Systems and Sets can only be added to base sets using `in_base_set`. Calling `in_set` with a base set will fail. As will calling `in_base_set` with a normal set. ```rust app.add_system(foo.in_base_set(MyBaseSet::A)) // X must be a normal set ... base sets cannot be added to base sets .configure_set(X.in_base_set(MyBaseSet::A)) ``` Base sets can still be configured like normal sets: ```rust app.add_system(MyBaseSet::B.after(MyBaseSet::Ap)) ``` The primary use case for base sets is enabling a "default base set": ```rust schedule.set_default_base_set(CoreSet::Update) // this will belong to CoreSet::Update by default .add_system(foo) // this will override the default base set with PostUpdate .add_system(bar.in_base_set(CoreSet::PostUpdate)) ``` This allows us to build apis that work by default in the standard Bevy style. This is a rough analog to the "default stage" model, but it use the new "stageless sets" model instead, with all of the ordering flexibility (including exclusive systems) that it provides. --- ## Changelog - Added "base sets" and ported CoreSet to use them. ## Migration Guide TODO
161 lines
5.8 KiB
Rust
161 lines
5.8 KiB
Rust
#[warn(missing_docs)]
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mod cursor;
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mod event;
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mod raw_handle;
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mod system;
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mod window;
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pub use crate::raw_handle::*;
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pub use cursor::*;
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pub use event::*;
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pub use system::*;
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pub use window::*;
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pub mod prelude {
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#[doc(hidden)]
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pub use crate::{
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CursorEntered, CursorIcon, CursorLeft, CursorMoved, FileDragAndDrop, Ime, MonitorSelection,
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ReceivedCharacter, Window, WindowMoved, WindowPlugin, WindowPosition,
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WindowResizeConstraints,
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};
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}
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use bevy_app::prelude::*;
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use bevy_ecs::prelude::*;
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use std::path::PathBuf;
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impl Default for WindowPlugin {
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fn default() -> Self {
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WindowPlugin {
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primary_window: Some(Window::default()),
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exit_condition: ExitCondition::OnAllClosed,
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close_when_requested: true,
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}
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}
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}
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/// A [`Plugin`] that defines an interface for windowing support in Bevy.
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pub struct WindowPlugin {
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/// Settings for the primary window. This will be spawned by
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/// default, if you want to run without a primary window you should
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/// set this to `None`.
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///
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/// Note that if there are no windows, by default the App will exit,
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/// due to [`exit_on_all_closed`].
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pub primary_window: Option<Window>,
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/// Whether to exit the app when there are no open windows.
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///
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/// If disabling this, ensure that you send the [`bevy_app::AppExit`]
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/// event when the app should exit. If this does not occur, you will
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/// create 'headless' processes (processes without windows), which may
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/// surprise your users. It is recommended to leave this setting to
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/// either [`ExitCondition::OnAllClosed`] or [`ExitCondition::OnPrimaryClosed`].
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///
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/// [`ExitCondition::OnAllClosed`] will add [`exit_on_all_closed`] to [`CoreSet::Update`].
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/// [`ExitCondition::OnPrimaryClosed`] will add [`exit_on_primary_closed`] to [`CoreSet::Update`].
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pub exit_condition: ExitCondition,
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/// Whether to close windows when they are requested to be closed (i.e.
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/// when the close button is pressed).
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///
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/// If true, this plugin will add [`close_when_requested`] to [`CoreSet::Update`].
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/// If this system (or a replacement) is not running, the close button will have no effect.
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/// This may surprise your users. It is recommended to leave this setting as `true`.
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pub close_when_requested: bool,
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}
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impl Plugin for WindowPlugin {
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fn build(&self, app: &mut App) {
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// User convenience events
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app.add_event::<WindowResized>()
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.add_event::<WindowCreated>()
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.add_event::<WindowClosed>()
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.add_event::<WindowCloseRequested>()
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.add_event::<RequestRedraw>()
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.add_event::<CursorMoved>()
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.add_event::<CursorEntered>()
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.add_event::<CursorLeft>()
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.add_event::<ReceivedCharacter>()
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.add_event::<Ime>()
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.add_event::<WindowFocused>()
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.add_event::<WindowScaleFactorChanged>()
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.add_event::<WindowBackendScaleFactorChanged>()
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.add_event::<FileDragAndDrop>()
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.add_event::<WindowMoved>();
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if let Some(primary_window) = &self.primary_window {
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app.world
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.spawn(primary_window.clone())
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.insert(PrimaryWindow);
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}
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match self.exit_condition {
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ExitCondition::OnPrimaryClosed => {
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app.add_system(exit_on_primary_closed.in_base_set(CoreSet::PostUpdate));
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}
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ExitCondition::OnAllClosed => {
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app.add_system(exit_on_all_closed.in_base_set(CoreSet::PostUpdate));
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}
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ExitCondition::DontExit => {}
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}
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if self.close_when_requested {
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app.add_system(close_when_requested.in_base_set(CoreSet::PostUpdate));
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}
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// Register event types
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app.register_type::<WindowResized>()
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.register_type::<RequestRedraw>()
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.register_type::<WindowCreated>()
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.register_type::<WindowCloseRequested>()
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.register_type::<WindowClosed>()
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.register_type::<CursorMoved>()
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.register_type::<CursorEntered>()
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.register_type::<CursorLeft>()
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.register_type::<ReceivedCharacter>()
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.register_type::<WindowFocused>()
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.register_type::<WindowScaleFactorChanged>()
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.register_type::<WindowBackendScaleFactorChanged>()
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.register_type::<FileDragAndDrop>()
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.register_type::<WindowMoved>();
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// Register window descriptor and related types
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app.register_type::<Window>()
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.register_type::<Cursor>()
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.register_type::<WindowResolution>()
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.register_type::<WindowPosition>()
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.register_type::<WindowMode>()
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.register_type::<PresentMode>()
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.register_type::<InternalWindowState>()
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.register_type::<MonitorSelection>()
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.register_type::<WindowResizeConstraints>();
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// Register `PathBuf` as it's used by `FileDragAndDrop`
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app.register_type::<PathBuf>();
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}
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}
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#[derive(Debug, Hash, PartialEq, Eq, Clone, SystemSet)]
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pub struct ModifiesWindows;
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/// Defines the specific conditions the application should exit on
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#[derive(Clone)]
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pub enum ExitCondition {
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/// Close application when the primary window is closed
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///
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/// The plugin will add [`exit_on_primary_closed`] to [`CoreSet::Update`].
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OnPrimaryClosed,
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/// Close application when all windows are closed
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///
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/// The plugin will add [`exit_on_all_closed`] to [`CoreSet::Update`].
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OnAllClosed,
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/// Keep application running headless even after closing all windows
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///
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/// If selecting this, ensure that you send the [`bevy_app::AppExit`]
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/// event when the app should exit. If this does not occur, you will
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/// create 'headless' processes (processes without windows), which may
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/// surprise your users.
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DontExit,
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}
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