mirror of
https://github.com/bevyengine/bevy
synced 2025-02-16 22:18:33 +00:00
333 lines
10 KiB
Rust
333 lines
10 KiB
Rust
use crate::{
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app::{App, AppExit},
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event::Events,
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plugin::Plugin,
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CoreStage, PluginGroup, PluginGroupBuilder, StartupStage,
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};
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use bevy_ecs::{
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component::{Component, ComponentDescriptor},
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schedule::{
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RunOnce, Schedule, Stage, StageLabel, State, SystemDescriptor, SystemSet, SystemStage,
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},
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system::{IntoExclusiveSystem, IntoSystem},
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world::{FromWorld, World},
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};
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use bevy_utils::tracing::debug;
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use std::{fmt::Debug, hash::Hash};
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/// Configure [App]s using the builder pattern
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pub struct AppBuilder {
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pub app: App,
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}
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impl Default for AppBuilder {
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fn default() -> Self {
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let mut app_builder = AppBuilder {
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app: App::default(),
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};
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#[cfg(feature = "bevy_reflect")]
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app_builder.init_resource::<bevy_reflect::TypeRegistryArc>();
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app_builder
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.add_default_stages()
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.add_event::<AppExit>()
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.add_system_to_stage(CoreStage::Last, World::clear_trackers.exclusive_system());
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app_builder
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}
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}
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impl AppBuilder {
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pub fn empty() -> AppBuilder {
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AppBuilder {
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app: App::default(),
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}
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}
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pub fn run(&mut self) {
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let app = std::mem::take(&mut self.app);
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app.run();
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}
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pub fn world(&mut self) -> &World {
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&self.app.world
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}
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pub fn world_mut(&mut self) -> &mut World {
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&mut self.app.world
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}
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pub fn set_world(&mut self, world: World) -> &mut Self {
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self.app.world = world;
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self
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}
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pub fn add_stage<S: Stage>(&mut self, label: impl StageLabel, stage: S) -> &mut Self {
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self.app.schedule.add_stage(label, stage);
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self
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}
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pub fn add_stage_after<S: Stage>(
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&mut self,
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target: impl StageLabel,
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label: impl StageLabel,
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stage: S,
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) -> &mut Self {
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self.app.schedule.add_stage_after(target, label, stage);
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self
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}
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pub fn add_stage_before<S: Stage>(
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&mut self,
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target: impl StageLabel,
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label: impl StageLabel,
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stage: S,
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) -> &mut Self {
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self.app.schedule.add_stage_before(target, label, stage);
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self
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}
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pub fn add_startup_stage<S: Stage>(&mut self, label: impl StageLabel, stage: S) -> &mut Self {
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self.app
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.schedule
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.stage(CoreStage::Startup, |schedule: &mut Schedule| {
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schedule.add_stage(label, stage)
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});
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self
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}
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pub fn add_startup_stage_after<S: Stage>(
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&mut self,
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target: impl StageLabel,
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label: impl StageLabel,
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stage: S,
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) -> &mut Self {
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self.app
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.schedule
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.stage(CoreStage::Startup, |schedule: &mut Schedule| {
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schedule.add_stage_after(target, label, stage)
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});
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self
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}
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pub fn add_startup_stage_before<S: Stage>(
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&mut self,
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target: impl StageLabel,
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label: impl StageLabel,
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stage: S,
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) -> &mut Self {
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self.app
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.schedule
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.stage(CoreStage::Startup, |schedule: &mut Schedule| {
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schedule.add_stage_before(target, label, stage)
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});
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self
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}
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pub fn stage<T: Stage, F: FnOnce(&mut T) -> &mut T>(
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&mut self,
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label: impl StageLabel,
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func: F,
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) -> &mut Self {
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self.app.schedule.stage(label, func);
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self
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}
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pub fn add_system(&mut self, system: impl Into<SystemDescriptor>) -> &mut Self {
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self.add_system_to_stage(CoreStage::Update, system)
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}
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pub fn add_system_set(&mut self, system_set: SystemSet) -> &mut Self {
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self.add_system_set_to_stage(CoreStage::Update, system_set)
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}
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pub fn add_system_to_stage(
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&mut self,
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stage_label: impl StageLabel,
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system: impl Into<SystemDescriptor>,
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) -> &mut Self {
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self.app.schedule.add_system_to_stage(stage_label, system);
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self
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}
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pub fn add_system_set_to_stage(
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&mut self,
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stage_label: impl StageLabel,
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system_set: SystemSet,
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) -> &mut Self {
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self.app
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.schedule
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.add_system_set_to_stage(stage_label, system_set);
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self
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}
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pub fn add_startup_system(&mut self, system: impl Into<SystemDescriptor>) -> &mut Self {
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self.add_startup_system_to_stage(StartupStage::Startup, system)
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}
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pub fn add_startup_system_to_stage(
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&mut self,
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stage_label: impl StageLabel,
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system: impl Into<SystemDescriptor>,
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) -> &mut Self {
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self.app
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.schedule
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.stage(CoreStage::Startup, |schedule: &mut Schedule| {
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schedule.add_system_to_stage(stage_label, system)
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});
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self
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}
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/// Adds a new [State] with the given `initial` value.
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/// This inserts a new `State<T>` resource and adds a new "driver" to [CoreStage::Update].
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/// Each stage that uses `State<T>` for system run criteria needs a driver. If you need to use your state in a
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/// different stage, consider using [Self::add_state_to_stage] or manually adding [State::get_driver] to additional stages
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/// you need it in.
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pub fn add_state<T>(&mut self, initial: T) -> &mut Self
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where
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T: Component + Debug + Clone + Eq + Hash,
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{
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self.add_state_to_stage(CoreStage::Update, initial)
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}
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/// Adds a new [State] with the given `initial` value.
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/// This inserts a new `State<T>` resource and adds a new "driver" to the given stage.
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/// Each stage that uses `State<T>` for system run criteria needs a driver. If you need to use your state in
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/// more than one stage, consider manually adding [State::get_driver] to the stages
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/// you need it in.
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pub fn add_state_to_stage<T>(&mut self, stage: impl StageLabel, initial: T) -> &mut Self
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where
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T: Component + Debug + Clone + Eq + Hash,
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{
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self.insert_resource(State::new(initial))
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.add_system_set_to_stage(stage, State::<T>::get_driver())
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}
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pub fn add_default_stages(&mut self) -> &mut Self {
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self.add_stage(CoreStage::First, SystemStage::parallel())
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.add_stage(
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CoreStage::Startup,
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Schedule::default()
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.with_run_criteria(RunOnce::default())
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.with_stage(StartupStage::PreStartup, SystemStage::parallel())
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.with_stage(StartupStage::Startup, SystemStage::parallel())
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.with_stage(StartupStage::PostStartup, SystemStage::parallel()),
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)
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.add_stage(CoreStage::PreUpdate, SystemStage::parallel())
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.add_stage(CoreStage::Update, SystemStage::parallel())
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.add_stage(CoreStage::PostUpdate, SystemStage::parallel())
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.add_stage(CoreStage::Last, SystemStage::parallel())
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}
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/// Setup the application to manage events of type `T`.
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///
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/// This is done by adding a `Resource` of type `Events::<T>`,
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/// and inserting a `Events::<T>::update_system` system into `CoreStage::First`.
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pub fn add_event<T>(&mut self) -> &mut Self
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where
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T: Component,
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{
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self.insert_resource(Events::<T>::default())
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.add_system_to_stage(CoreStage::First, Events::<T>::update_system.system())
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}
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/// Inserts a resource to the current [App] and overwrites any resource previously added of the
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/// same type.
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pub fn insert_resource<T>(&mut self, resource: T) -> &mut Self
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where
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T: Component,
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{
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self.app.world.insert_resource(resource);
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self
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}
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pub fn insert_non_send_resource<T>(&mut self, resource: T) -> &mut Self
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where
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T: 'static,
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{
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self.app.world.insert_non_send(resource);
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self
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}
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pub fn init_resource<R>(&mut self) -> &mut Self
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where
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R: FromWorld + Send + Sync + 'static,
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{
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// PERF: We could avoid double hashing here, since the `from_resources` call is guaranteed
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// not to modify the map. However, we would need to be borrowing resources both
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// mutably and immutably, so we would need to be extremely certain this is correct
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if !self.world_mut().contains_resource::<R>() {
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let resource = R::from_world(self.world_mut());
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self.insert_resource(resource);
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}
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self
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}
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pub fn init_non_send_resource<R>(&mut self) -> &mut Self
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where
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R: FromWorld + 'static,
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{
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// See perf comment in init_resource
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if self.app.world.get_non_send_resource::<R>().is_none() {
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let resource = R::from_world(self.world_mut());
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self.app.world.insert_non_send(resource);
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}
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self
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}
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pub fn set_runner(&mut self, run_fn: impl Fn(App) + 'static) -> &mut Self {
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self.app.runner = Box::new(run_fn);
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self
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}
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pub fn add_plugin<T>(&mut self, plugin: T) -> &mut Self
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where
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T: Plugin,
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{
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debug!("added plugin: {}", plugin.name());
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plugin.build(self);
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self
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}
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pub fn add_plugins<T: PluginGroup>(&mut self, mut group: T) -> &mut Self {
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let mut plugin_group_builder = PluginGroupBuilder::default();
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group.build(&mut plugin_group_builder);
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plugin_group_builder.finish(self);
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self
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}
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pub fn add_plugins_with<T, F>(&mut self, mut group: T, func: F) -> &mut Self
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where
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T: PluginGroup,
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F: FnOnce(&mut PluginGroupBuilder) -> &mut PluginGroupBuilder,
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{
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let mut plugin_group_builder = PluginGroupBuilder::default();
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group.build(&mut plugin_group_builder);
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func(&mut plugin_group_builder);
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plugin_group_builder.finish(self);
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self
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}
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/// Registers a new component using the given [ComponentDescriptor]. Components do not need to
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/// be manually registered. This just provides a way to override default configuration.
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/// Attempting to register a component with a type that has already been used by [World]
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/// will result in an error.
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///
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/// See [World::register_component]
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pub fn register_component(&mut self, descriptor: ComponentDescriptor) -> &mut Self {
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self.world_mut().register_component(descriptor).unwrap();
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self
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}
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#[cfg(feature = "bevy_reflect")]
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pub fn register_type<T: bevy_reflect::GetTypeRegistration>(&mut self) -> &mut Self {
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{
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let registry = self
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.world_mut()
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.get_resource_mut::<bevy_reflect::TypeRegistryArc>()
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.unwrap();
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registry.write().register::<T>();
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}
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self
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}
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}
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