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use std::{marker::PhantomData, ops::Deref}; use crate::{ResourceId, World}; /// A trait for accessing read/write multiple resources from a system. This can /// be used to create dynamic systems that don't specify what they fetch at /// compile-time. /// /// For compile-time system data this will all be done for you using /// `StaticAccessor`. pub trait Accessor: Sized { /// Tries to create a new instance of this type. This one returns `Some` in /// case there is a default, otherwise the system needs to override /// `System::accessor`. fn try_new() -> Option<Self>; /// A list of [`ResourceId`]s the bundle /// needs read access to in order to /// build the target resource bundle. /// /// # Contract /// /// Exactly return the dependencies you're going to `fetch`! Doing otherwise /// *will* cause a panic. /// /// This method is only executed once, /// thus the returned value may never change /// (otherwise it has no effect). /// /// [`ResourceId`]: struct.ResourceId.html fn reads(&self) -> Vec<ResourceId>; /// A list of [`ResourceId`]s the bundle /// needs write access to in order to /// build the target resource bundle. /// /// # Contract /// /// Exactly return the dependencies you're going to `fetch`! Doing otherwise /// *will* cause a panic. /// /// This method is only executed once, /// thus the returned value may never change /// (otherwise it has no effect). /// /// [`ResourceId`]: struct.ResourceId.html fn writes(&self) -> Vec<ResourceId>; } impl Accessor for () { fn try_new() -> Option<Self> { None } fn reads(&self) -> Vec<ResourceId> { Vec::new() } fn writes(&self) -> Vec<ResourceId> { Vec::new() } } impl<T: ?Sized> Accessor for PhantomData<T> { fn try_new() -> Option<Self> { None } fn reads(&self) -> Vec<ResourceId> { Vec::new() } fn writes(&self) -> Vec<ResourceId> { Vec::new() } } /// Either an `Accessor` of the system `T` or a reference to it. pub enum AccessorCow<'a, 'b, T> where AccessorTy<'a, T>: 'b, T: System<'a> + ?Sized, 'a: 'b, { /// A reference to an accessor. Ref(&'b AccessorTy<'a, T>), /// An owned accessor. Owned(AccessorTy<'a, T>), } impl<'a, 'b, T> Deref for AccessorCow<'a, 'b, T> where AccessorTy<'a, T>: 'b, T: System<'a> + ?Sized + 'b, 'a: 'b, { type Target = AccessorTy<'a, T>; fn deref(&self) -> &AccessorTy<'a, T> { match *self { AccessorCow::Ref(r) => &*r, AccessorCow::Owned(ref o) => o, } } } type AccessorTy<'a, T> = <<T as System<'a>>::SystemData as DynamicSystemData<'a>>::Accessor; /// Trait for fetching data and running systems. Automatically implemented for /// systems. pub trait RunNow<'a> { /// Runs the system now. /// /// # Panics /// /// Panics if the system tries to fetch resources /// which are borrowed in an incompatible way already /// (tries to read from a resource which is already written to or /// tries to write to a resource which is read from). fn run_now(&mut self, world: &'a World); /// Sets up `World` for a later call to `run_now`. fn setup(&mut self, world: &mut World); /// Performs clean up that requires resources from the `World`. /// This commonly removes components from `world` which depend on external /// resources. #[allow(clippy::boxed_local)] fn dispose(self: Box<Self>, world: &mut World) { let _ = world; } } impl<'a, T> RunNow<'a> for T where T: System<'a>, { fn run_now(&mut self, world: &'a World) { let data = T::SystemData::fetch(&self.accessor(), world); self.run(data); } fn setup(&mut self, world: &mut World) { T::setup(self, world); } fn dispose(self: Box<Self>, world: &mut World) { T::dispose(*self, world); } } #[repr(u8)] #[allow(missing_docs)] #[derive(Clone, Copy, Debug)] pub enum RunningTime { VeryShort = 1, Short = 2, Average = 3, Long = 4, VeryLong = 5, } /// A `System`, executed with a set of required [`Resource`]s. /// /// [`Resource`]: trait.Resource.html pub trait System<'a> { /// The resource bundle required to execute this system. /// /// You will mostly use a tuple of system data (which also implements /// `SystemData`). You can also create such a resource bundle by simply /// deriving `SystemData` for a struct. /// /// Every `SystemData` is also a `DynamicSystemData`. type SystemData: DynamicSystemData<'a>; /// Executes the system with the required system /// data. fn run(&mut self, data: Self::SystemData); /// Returns a hint how long the system needs for running. /// This is used to optimize the way they're executed (might /// allow more parallelization). /// /// Defaults to `RunningTime::Average`. fn running_time(&self) -> RunningTime { RunningTime::Average } /// Return the accessor from the [`SystemData`]. fn accessor<'b>(&'b self) -> AccessorCow<'a, 'b, Self> { AccessorCow::Owned( AccessorTy::<'a, Self>::try_new().expect("Missing implementation for `accessor`"), ) } /// Sets up the `World` using `Self::SystemData::setup`. fn setup(&mut self, world: &mut World) { <Self::SystemData as DynamicSystemData>::setup(&self.accessor(), world) } /// Performs clean up that requires resources from the `World`. /// This commonly removes components from `world` which depend on external /// resources. fn dispose(self, world: &mut World) where Self: Sized, { let _ = world; } } /// A static system data that can specify its dependencies at statically (at /// compile-time). Most system data is a `SystemData`, the `DynamicSystemData` /// type is only needed for very special setups. /// /// You can derive this using the `#[derive(SystemData)]` macro provided by /// `shred-derive`. That is as simple as enabling the `shred-derive` feature. /// /// # Examples /// /// ``` /// use shred::{Read, ResourceId, SystemData, World, Write}; /// /// pub struct Clock; /// pub struct Timer; /// /// // This will implement `SystemData` for `MySystemData`. /// // Please note that this will only work if `SystemData`, `World` and `ResourceId` are included. /// #[derive(SystemData)] /// pub struct MySystemData<'a> { /// pub clock: Read<'a, Clock>, /// pub timer: Write<'a, Timer>, /// } /// ``` pub trait SystemData<'a> { /// Sets up the system data for fetching it from the `World`. fn setup(world: &mut World); /// Fetches the system data from `World`. Note that this is only specified /// for one concrete lifetime `'a`, you need to implement the /// `SystemData` trait for every possible lifetime. fn fetch(world: &'a World) -> Self; /// Returns all read dependencies as fetched from `Self::fetch`. /// /// Please note that returning wrong dependencies can lead to a panic. fn reads() -> Vec<ResourceId>; /// Returns all write dependencies as fetched from `Self::fetch`. /// /// Please note that returning wrong dependencies can lead to a panic. fn writes() -> Vec<ResourceId>; } impl<'a, T> DynamicSystemData<'a> for T where T: SystemData<'a>, { type Accessor = StaticAccessor<T>; fn setup(_: &StaticAccessor<T>, world: &mut World) { T::setup(world); } fn fetch(_: &StaticAccessor<T>, world: &'a World) -> Self { T::fetch(world) } } impl<'a> SystemData<'a> for () { fn setup(_: &mut World) {} fn fetch(_: &'a World) -> Self {} fn reads() -> Vec<ResourceId> { Vec::new() } fn writes() -> Vec<ResourceId> { Vec::new() } } /// The static accessor that is used for `SystemData`. #[derive(Default)] pub struct StaticAccessor<T> { marker: PhantomData<fn() -> T>, } impl<'a, T> Accessor for StaticAccessor<T> where T: SystemData<'a>, { fn try_new() -> Option<Self> { Some(StaticAccessor { marker: PhantomData, }) } fn reads(&self) -> Vec<ResourceId> { T::reads() } fn writes(&self) -> Vec<ResourceId> { T::writes() } } /// A struct implementing system data indicates that it bundles some resources /// which are required for the execution. /// /// This is the more flexible, but complex variant of `SystemData`. pub trait DynamicSystemData<'a> { /// The accessor of the `SystemData`, which specifies the read and write /// dependencies and does the fetching. type Accessor: Accessor; /// Sets up `World` for fetching this system data. fn setup(accessor: &Self::Accessor, world: &mut World); /// Creates a new resource bundle /// by fetching the required resources /// from the [`World`] struct. /// /// # Contract /// /// Only fetch the resources you returned from `reads` / `writes`! /// /// # Panics /// /// This function may panic if the above contract is violated. /// This function may panic if the resource doesn't exist. This is only the /// case if either `setup` was not called or it didn't insert any /// fallback value. /// /// [`World`]: trait.World.html fn fetch(access: &Self::Accessor, world: &'a World) -> Self; } impl<'a, T: ?Sized> SystemData<'a> for PhantomData<T> { fn setup(_: &mut World) {} fn fetch(_: &World) -> Self { PhantomData } fn reads() -> Vec<ResourceId> { vec![] } fn writes() -> Vec<ResourceId> { vec![] } } macro_rules! impl_data { ( $($ty:ident),* ) => { impl<'a, $($ty),*> SystemData<'a> for ( $( $ty , )* ) where $( $ty : SystemData<'a> ),* { fn setup(world: &mut World) { #![allow(unused_variables)] $( <$ty as SystemData>::setup(&mut *world); )* } fn fetch(world: &'a World) -> Self { #![allow(unused_variables)] ( $( <$ty as SystemData<'a>>::fetch(world), )* ) } fn reads() -> Vec<ResourceId> { #![allow(unused_mut)] let mut r = Vec::new(); $( { let mut reads = <$ty as SystemData>::reads(); r.append(&mut reads); } )* r } fn writes() -> Vec<ResourceId> { #![allow(unused_mut)] let mut r = Vec::new(); $( { let mut writes = <$ty as SystemData>::writes(); r.append(&mut writes); } )* r } } }; } mod impl_data { #![cfg_attr(rustfmt, rustfmt_skip)] use super::*; impl_data!(A); impl_data!(A, B); impl_data!(A, B, C); impl_data!(A, B, C, D); impl_data!(A, B, C, D, E); impl_data!(A, B, C, D, E, F); impl_data!(A, B, C, D, E, F, G); impl_data!(A, B, C, D, E, F, G, H); impl_data!(A, B, C, D, E, F, G, H, I); impl_data!(A, B, C, D, E, F, G, H, I, J); impl_data!(A, B, C, D, E, F, G, H, I, J, K); impl_data!(A, B, C, D, E, F, G, H, I, J, K, L); impl_data!(A, B, C, D, E, F, G, H, I, J, K, L, M); impl_data!(A, B, C, D, E, F, G, H, I, J, K, L, M, N); impl_data!(A, B, C, D, E, F, G, H, I, J, K, L, M, N, O); impl_data!(A, B, C, D, E, F, G, H, I, J, K, L, M, N, O, P); impl_data!(A, B, C, D, E, F, G, H, I, J, K, L, M, N, O, P, Q); impl_data!(A, B, C, D, E, F, G, H, I, J, K, L, M, N, O, P, Q, R); impl_data!(A, B, C, D, E, F, G, H, I, J, K, L, M, N, O, P, Q, R, S); impl_data!(A, B, C, D, E, F, G, H, I, J, K, L, M, N, O, P, Q, R, S, T); impl_data!(A, B, C, D, E, F, G, H, I, J, K, L, M, N, O, P, Q, R, S, T, U); impl_data!(A, B, C, D, E, F, G, H, I, J, K, L, M, N, O, P, Q, R, S, T, U, V); impl_data!(A, B, C, D, E, F, G, H, I, J, K, L, M, N, O, P, Q, R, S, T, U, V, W); impl_data!(A, B, C, D, E, F, G, H, I, J, K, L, M, N, O, P, Q, R, S, T, U, V, W, X); impl_data!(A, B, C, D, E, F, G, H, I, J, K, L, M, N, O, P, Q, R, S, T, U, V, W, X, Y); impl_data!(A, B, C, D, E, F, G, H, I, J, K, L, M, N, O, P, Q, R, S, T, U, V, W, X, Y, Z); }