8 releases
0.3.0 | Nov 27, 2023 |
---|---|
0.2.3 | Nov 24, 2023 |
0.1.2 | Nov 24, 2023 |
#2499 in Game dev
62 downloads per month
9KB
62 lines
bevy_extern_events
Why?
Because at some point you might want to interact with code outside of Bevy (External SDKs, Native Platform Code, non-Bevy crates). With the help of this crate you can queue events from anywhere and they will be available via the typical EventReader
mechanism inside your Bevy Systems.
Note that this comes at the cost of us having a global static RwLock
-based Queue that we poll every frame (PreUpdate
) to forward into an EventWriter
. Events are Box
ed because I found no other way of having a global static generic Datatype without using Any
.
Therefore I suggest using this for non-every-frame interaction and rolling a custom solution otherwise.
Example:
#[derive(Default)]
pub struct MyEvent;
#[derive(Resource, Reflect, Default)]
pub struct MyEventResource(i32);
pub fn event_system(
mut res: ResMut<MyEventResource>,
mut native_events: EventReader<ExternEvent<MyEvent>>,
) {
for _e in native_events.read() {
res.0 += 1;
}
}
fn test() {
let mut app = App::new();
app.init_resource::<MyEventResource>()
.add_plugins(ExternEventsPlugin::<MyEvent>::default())
.add_systems(Update, event_system);
queue_event(MyEvent::default());
app.update();
assert_eq!(app.world.resource::<MyEventResource>().0, 1);
}
TODO
- CI
- clippy
Dependencies
~21–30MB
~475K SLoC