bevy_app/main_schedule.rs
1use crate::{App, Plugin};
2use alloc::{vec, vec::Vec};
3use bevy_ecs::{
4 resource::Resource,
5 schedule::{
6 ExecutorKind, InternedScheduleLabel, IntoScheduleConfigs, Schedule, ScheduleLabel,
7 SystemSet,
8 },
9 system::Local,
10 world::{Mut, World},
11};
12
13/// The schedule that contains the app logic that is evaluated each tick of [`App::update()`].
14///
15/// By default, it will run the following schedules in the given order:
16///
17/// On the first run of the schedule (and only on the first run), it will run:
18/// * [`StateTransition`] [^1]
19/// * This means that [`OnEnter(MyState::Foo)`] will be called *before* [`PreStartup`]
20/// if `MyState` was added to the app with `MyState::Foo` as the initial state,
21/// as well as [`OnEnter(MyComputedState)`] if it `compute`s to `Some(Self)` in `MyState::Foo`.
22/// * If you want to run systems before any state transitions, regardless of which state is the starting state,
23/// for example, for registering required components, you can add your own custom startup schedule
24/// before [`StateTransition`]. See [`MainScheduleOrder::insert_startup_before`] for more details.
25/// * [`PreStartup`]
26/// * [`Startup`]
27/// * [`PostStartup`]
28///
29/// Then it will run:
30/// * [`First`]
31/// * [`PreUpdate`]
32/// * [`StateTransition`] [^1]
33/// * [`RunFixedMainLoop`]
34/// * This will run [`FixedMain`] zero to many times, based on how much time has elapsed.
35/// * [`Update`]
36/// * [`PostUpdate`]
37/// * [`Last`]
38///
39/// # Rendering
40///
41/// Note rendering is not executed in the main schedule by default.
42/// Instead, rendering is performed in a separate [`SubApp`]
43/// which exchanges data with the main app in between the main schedule runs.
44///
45/// See [`RenderPlugin`] and [`PipelinedRenderingPlugin`] for more details.
46///
47/// [^1]: [`StateTransition`] is inserted only if you have `bevy_state` feature enabled. It is enabled in `default` features.
48///
49/// [`StateTransition`]: https://docs.rs/bevy/latest/bevy/prelude/struct.StateTransition.html
50/// [`OnEnter(MyState::Foo)`]: https://docs.rs/bevy/latest/bevy/prelude/struct.OnEnter.html
51/// [`OnEnter(MyComputedState)`]: https://docs.rs/bevy/latest/bevy/prelude/struct.OnEnter.html
52/// [`RenderPlugin`]: https://docs.rs/bevy/latest/bevy/render/struct.RenderPlugin.html
53/// [`PipelinedRenderingPlugin`]: https://docs.rs/bevy/latest/bevy/render/pipelined_rendering/struct.PipelinedRenderingPlugin.html
54/// [`SubApp`]: crate::SubApp
55#[derive(ScheduleLabel, Clone, Debug, PartialEq, Eq, Hash, Default)]
56pub struct Main;
57
58/// The schedule that runs before [`Startup`].
59///
60/// See the [`Main`] schedule for some details about how schedules are run.
61#[derive(ScheduleLabel, Clone, Debug, PartialEq, Eq, Hash, Default)]
62pub struct PreStartup;
63
64/// The schedule that runs once when the app starts.
65///
66/// See the [`Main`] schedule for some details about how schedules are run.
67#[derive(ScheduleLabel, Clone, Debug, PartialEq, Eq, Hash, Default)]
68pub struct Startup;
69
70/// The schedule that runs once after [`Startup`].
71///
72/// See the [`Main`] schedule for some details about how schedules are run.
73#[derive(ScheduleLabel, Clone, Debug, PartialEq, Eq, Hash, Default)]
74pub struct PostStartup;
75
76/// Runs first in the schedule.
77///
78/// See the [`Main`] schedule for some details about how schedules are run.
79#[derive(ScheduleLabel, Clone, Debug, PartialEq, Eq, Hash, Default)]
80pub struct First;
81
82/// The schedule that contains logic that must run before [`Update`]. For example, a system that reads raw keyboard
83/// input OS events into an `Events` resource. This enables systems in [`Update`] to consume the events from the `Events`
84/// resource without actually knowing about (or taking a direct scheduler dependency on) the "os-level keyboard event system".
85///
86/// [`PreUpdate`] exists to do "engine/plugin preparation work" that ensures the APIs consumed in [`Update`] are "ready".
87/// [`PreUpdate`] abstracts out "pre work implementation details".
88///
89/// See the [`Main`] schedule for some details about how schedules are run.
90#[derive(ScheduleLabel, Clone, Debug, PartialEq, Eq, Hash, Default)]
91pub struct PreUpdate;
92
93/// Runs the [`FixedMain`] schedule in a loop according until all relevant elapsed time has been "consumed".
94///
95/// If you need to order your variable timestep systems
96/// before or after the fixed update logic, use the [`RunFixedMainLoopSystem`] system set.
97///
98/// Note that in contrast to most other Bevy schedules, systems added directly to
99/// [`RunFixedMainLoop`] will *not* be parallelized between each other.
100///
101/// See the [`Main`] schedule for some details about how schedules are run.
102#[derive(ScheduleLabel, Clone, Debug, PartialEq, Eq, Hash, Default)]
103pub struct RunFixedMainLoop;
104
105/// Runs first in the [`FixedMain`] schedule.
106///
107/// See the [`FixedMain`] schedule for details on how fixed updates work.
108/// See the [`Main`] schedule for some details about how schedules are run.
109#[derive(ScheduleLabel, Clone, Debug, PartialEq, Eq, Hash, Default)]
110pub struct FixedFirst;
111
112/// The schedule that contains logic that must run before [`FixedUpdate`].
113///
114/// See the [`FixedMain`] schedule for details on how fixed updates work.
115/// See the [`Main`] schedule for some details about how schedules are run.
116#[derive(ScheduleLabel, Clone, Debug, PartialEq, Eq, Hash, Default)]
117pub struct FixedPreUpdate;
118
119/// The schedule that contains most gameplay logic, which runs at a fixed rate rather than every render frame.
120/// For logic that should run once per render frame, use the [`Update`] schedule instead.
121///
122/// Examples of systems that should run at a fixed rate include (but are not limited to):
123/// - Physics
124/// - AI
125/// - Networking
126/// - Game rules
127///
128/// See the [`Update`] schedule for examples of systems that *should not* use this schedule.
129/// See the [`FixedMain`] schedule for details on how fixed updates work.
130/// See the [`Main`] schedule for some details about how schedules are run.
131#[derive(ScheduleLabel, Clone, Debug, PartialEq, Eq, Hash, Default)]
132pub struct FixedUpdate;
133
134/// The schedule that runs after the [`FixedUpdate`] schedule, for reacting
135/// to changes made in the main update logic.
136///
137/// See the [`FixedMain`] schedule for details on how fixed updates work.
138/// See the [`Main`] schedule for some details about how schedules are run.
139#[derive(ScheduleLabel, Clone, Debug, PartialEq, Eq, Hash, Default)]
140pub struct FixedPostUpdate;
141
142/// The schedule that runs last in [`FixedMain`]
143///
144/// See the [`FixedMain`] schedule for details on how fixed updates work.
145/// See the [`Main`] schedule for some details about how schedules are run.
146#[derive(ScheduleLabel, Clone, Debug, PartialEq, Eq, Hash, Default)]
147pub struct FixedLast;
148
149/// The schedule that contains systems which only run after a fixed period of time has elapsed.
150///
151/// This is run by the [`RunFixedMainLoop`] schedule. If you need to order your variable timestep systems
152/// before or after the fixed update logic, use the [`RunFixedMainLoopSystem`] system set.
153///
154/// Frequency of execution is configured by inserting `Time<Fixed>` resource, 64 Hz by default.
155/// See [this example](https://github.com/bevyengine/bevy/blob/latest/examples/time/time.rs).
156///
157/// See the [`Main`] schedule for some details about how schedules are run.
158#[derive(ScheduleLabel, Clone, Debug, PartialEq, Eq, Hash, Default)]
159pub struct FixedMain;
160
161/// The schedule that contains any app logic that must run once per render frame.
162/// For most gameplay logic, consider using [`FixedUpdate`] instead.
163///
164/// Examples of systems that should run once per render frame include (but are not limited to):
165/// - UI
166/// - Input handling
167/// - Audio control
168///
169/// See the [`FixedUpdate`] schedule for examples of systems that *should not* use this schedule.
170/// See the [`Main`] schedule for some details about how schedules are run.
171#[derive(ScheduleLabel, Clone, Debug, PartialEq, Eq, Hash, Default)]
172pub struct Update;
173
174/// The schedule that contains scene spawning.
175///
176/// See the [`Main`] schedule for some details about how schedules are run.
177#[derive(ScheduleLabel, Clone, Debug, PartialEq, Eq, Hash, Default)]
178pub struct SpawnScene;
179
180/// The schedule that contains logic that must run after [`Update`]. For example, synchronizing "local transforms" in a hierarchy
181/// to "global" absolute transforms. This enables the [`PostUpdate`] transform-sync system to react to "local transform" changes in
182/// [`Update`] without the [`Update`] systems needing to know about (or add scheduler dependencies for) the "global transform sync system".
183///
184/// [`PostUpdate`] exists to do "engine/plugin response work" to things that happened in [`Update`].
185/// [`PostUpdate`] abstracts out "implementation details" from users defining systems in [`Update`].
186///
187/// See the [`Main`] schedule for some details about how schedules are run.
188#[derive(ScheduleLabel, Clone, Debug, PartialEq, Eq, Hash, Default)]
189pub struct PostUpdate;
190
191/// Runs last in the schedule.
192///
193/// See the [`Main`] schedule for some details about how schedules are run.
194#[derive(ScheduleLabel, Clone, Debug, PartialEq, Eq, Hash, Default)]
195pub struct Last;
196
197/// Animation system set. This exists in [`PostUpdate`].
198#[derive(SystemSet, Debug, Hash, PartialEq, Eq, Clone)]
199pub struct Animation;
200
201/// Defines the schedules to be run for the [`Main`] schedule, including
202/// their order.
203#[derive(Resource, Debug)]
204pub struct MainScheduleOrder {
205 /// The labels to run for the main phase of the [`Main`] schedule (in the order they will be run).
206 pub labels: Vec<InternedScheduleLabel>,
207 /// The labels to run for the startup phase of the [`Main`] schedule (in the order they will be run).
208 pub startup_labels: Vec<InternedScheduleLabel>,
209}
210
211impl Default for MainScheduleOrder {
212 fn default() -> Self {
213 Self {
214 labels: vec![
215 First.intern(),
216 PreUpdate.intern(),
217 RunFixedMainLoop.intern(),
218 Update.intern(),
219 SpawnScene.intern(),
220 PostUpdate.intern(),
221 Last.intern(),
222 ],
223 startup_labels: vec![PreStartup.intern(), Startup.intern(), PostStartup.intern()],
224 }
225 }
226}
227
228impl MainScheduleOrder {
229 /// Adds the given `schedule` after the `after` schedule in the main list of schedules.
230 pub fn insert_after(&mut self, after: impl ScheduleLabel, schedule: impl ScheduleLabel) {
231 let index = self
232 .labels
233 .iter()
234 .position(|current| (**current).eq(&after))
235 .unwrap_or_else(|| panic!("Expected {after:?} to exist"));
236 self.labels.insert(index + 1, schedule.intern());
237 }
238
239 /// Adds the given `schedule` before the `before` schedule in the main list of schedules.
240 pub fn insert_before(&mut self, before: impl ScheduleLabel, schedule: impl ScheduleLabel) {
241 let index = self
242 .labels
243 .iter()
244 .position(|current| (**current).eq(&before))
245 .unwrap_or_else(|| panic!("Expected {before:?} to exist"));
246 self.labels.insert(index, schedule.intern());
247 }
248
249 /// Adds the given `schedule` after the `after` schedule in the list of startup schedules.
250 pub fn insert_startup_after(
251 &mut self,
252 after: impl ScheduleLabel,
253 schedule: impl ScheduleLabel,
254 ) {
255 let index = self
256 .startup_labels
257 .iter()
258 .position(|current| (**current).eq(&after))
259 .unwrap_or_else(|| panic!("Expected {after:?} to exist"));
260 self.startup_labels.insert(index + 1, schedule.intern());
261 }
262
263 /// Adds the given `schedule` before the `before` schedule in the list of startup schedules.
264 pub fn insert_startup_before(
265 &mut self,
266 before: impl ScheduleLabel,
267 schedule: impl ScheduleLabel,
268 ) {
269 let index = self
270 .startup_labels
271 .iter()
272 .position(|current| (**current).eq(&before))
273 .unwrap_or_else(|| panic!("Expected {before:?} to exist"));
274 self.startup_labels.insert(index, schedule.intern());
275 }
276}
277
278impl Main {
279 /// A system that runs the "main schedule"
280 pub fn run_main(world: &mut World, mut run_at_least_once: Local<bool>) {
281 if !*run_at_least_once {
282 world.resource_scope(|world, order: Mut<MainScheduleOrder>| {
283 for &label in &order.startup_labels {
284 let _ = world.try_run_schedule(label);
285 }
286 });
287 *run_at_least_once = true;
288 }
289
290 world.resource_scope(|world, order: Mut<MainScheduleOrder>| {
291 for &label in &order.labels {
292 let _ = world.try_run_schedule(label);
293 }
294 });
295 }
296}
297
298/// Initializes the [`Main`] schedule, sub schedules, and resources for a given [`App`].
299pub struct MainSchedulePlugin;
300
301impl Plugin for MainSchedulePlugin {
302 fn build(&self, app: &mut App) {
303 // simple "facilitator" schedules benefit from simpler single threaded scheduling
304 let mut main_schedule = Schedule::new(Main);
305 main_schedule.set_executor_kind(ExecutorKind::SingleThreaded);
306 let mut fixed_main_schedule = Schedule::new(FixedMain);
307 fixed_main_schedule.set_executor_kind(ExecutorKind::SingleThreaded);
308 let mut fixed_main_loop_schedule = Schedule::new(RunFixedMainLoop);
309 fixed_main_loop_schedule.set_executor_kind(ExecutorKind::SingleThreaded);
310
311 app.add_schedule(main_schedule)
312 .add_schedule(fixed_main_schedule)
313 .add_schedule(fixed_main_loop_schedule)
314 .init_resource::<MainScheduleOrder>()
315 .init_resource::<FixedMainScheduleOrder>()
316 .add_systems(Main, Main::run_main)
317 .add_systems(FixedMain, FixedMain::run_fixed_main)
318 .configure_sets(
319 RunFixedMainLoop,
320 (
321 RunFixedMainLoopSystem::BeforeFixedMainLoop,
322 RunFixedMainLoopSystem::FixedMainLoop,
323 RunFixedMainLoopSystem::AfterFixedMainLoop,
324 )
325 .chain(),
326 );
327
328 #[cfg(feature = "bevy_debug_stepping")]
329 {
330 use bevy_ecs::schedule::{IntoScheduleConfigs, Stepping};
331 app.add_systems(Main, Stepping::begin_frame.before(Main::run_main));
332 }
333 }
334}
335
336/// Defines the schedules to be run for the [`FixedMain`] schedule, including
337/// their order.
338#[derive(Resource, Debug)]
339pub struct FixedMainScheduleOrder {
340 /// The labels to run for the [`FixedMain`] schedule (in the order they will be run).
341 pub labels: Vec<InternedScheduleLabel>,
342}
343
344impl Default for FixedMainScheduleOrder {
345 fn default() -> Self {
346 Self {
347 labels: vec![
348 FixedFirst.intern(),
349 FixedPreUpdate.intern(),
350 FixedUpdate.intern(),
351 FixedPostUpdate.intern(),
352 FixedLast.intern(),
353 ],
354 }
355 }
356}
357
358impl FixedMainScheduleOrder {
359 /// Adds the given `schedule` after the `after` schedule
360 pub fn insert_after(&mut self, after: impl ScheduleLabel, schedule: impl ScheduleLabel) {
361 let index = self
362 .labels
363 .iter()
364 .position(|current| (**current).eq(&after))
365 .unwrap_or_else(|| panic!("Expected {after:?} to exist"));
366 self.labels.insert(index + 1, schedule.intern());
367 }
368
369 /// Adds the given `schedule` before the `before` schedule
370 pub fn insert_before(&mut self, before: impl ScheduleLabel, schedule: impl ScheduleLabel) {
371 let index = self
372 .labels
373 .iter()
374 .position(|current| (**current).eq(&before))
375 .unwrap_or_else(|| panic!("Expected {before:?} to exist"));
376 self.labels.insert(index, schedule.intern());
377 }
378}
379
380impl FixedMain {
381 /// A system that runs the fixed timestep's "main schedule"
382 pub fn run_fixed_main(world: &mut World) {
383 world.resource_scope(|world, order: Mut<FixedMainScheduleOrder>| {
384 for &label in &order.labels {
385 let _ = world.try_run_schedule(label);
386 }
387 });
388 }
389}
390
391/// Set enum for the systems that want to run inside [`RunFixedMainLoop`],
392/// but before or after the fixed update logic. Systems in this set
393/// will run exactly once per frame, regardless of the number of fixed updates.
394/// They will also run under a variable timestep.
395///
396/// This is useful for handling things that need to run every frame, but
397/// also need to be read by the fixed update logic. See the individual variants
398/// for examples of what kind of systems should be placed in each.
399///
400/// Note that in contrast to most other Bevy schedules, systems added directly to
401/// [`RunFixedMainLoop`] will *not* be parallelized between each other.
402#[derive(Debug, Hash, PartialEq, Eq, Copy, Clone, SystemSet)]
403pub enum RunFixedMainLoopSystem {
404 /// Runs before the fixed update logic.
405 ///
406 /// A good example of a system that fits here
407 /// is camera movement, which needs to be updated in a variable timestep,
408 /// as you want the camera to move with as much precision and updates as
409 /// the frame rate allows. A physics system that needs to read the camera
410 /// position and orientation, however, should run in the fixed update logic,
411 /// as it needs to be deterministic and run at a fixed rate for better stability.
412 /// Note that we are not placing the camera movement system in `Update`, as that
413 /// would mean that the physics system already ran at that point.
414 ///
415 /// # Example
416 /// ```
417 /// # use bevy_app::prelude::*;
418 /// # use bevy_ecs::prelude::*;
419 /// App::new()
420 /// .add_systems(
421 /// RunFixedMainLoop,
422 /// update_camera_rotation.in_set(RunFixedMainLoopSystem::BeforeFixedMainLoop))
423 /// .add_systems(FixedUpdate, update_physics);
424 ///
425 /// # fn update_camera_rotation() {}
426 /// # fn update_physics() {}
427 /// ```
428 BeforeFixedMainLoop,
429 /// Contains the fixed update logic.
430 /// Runs [`FixedMain`] zero or more times based on delta of
431 /// [`Time<Virtual>`] and [`Time::overstep`].
432 ///
433 /// Don't place systems here, use [`FixedUpdate`] and friends instead.
434 /// Use this system instead to order your systems to run specifically inbetween the fixed update logic and all
435 /// other systems that run in [`RunFixedMainLoopSystem::BeforeFixedMainLoop`] or [`RunFixedMainLoopSystem::AfterFixedMainLoop`].
436 ///
437 /// [`Time<Virtual>`]: https://docs.rs/bevy/latest/bevy/prelude/struct.Virtual.html
438 /// [`Time::overstep`]: https://docs.rs/bevy/latest/bevy/time/struct.Time.html#method.overstep
439 /// # Example
440 /// ```
441 /// # use bevy_app::prelude::*;
442 /// # use bevy_ecs::prelude::*;
443 /// App::new()
444 /// .add_systems(FixedUpdate, update_physics)
445 /// .add_systems(
446 /// RunFixedMainLoop,
447 /// (
448 /// // This system will be called before all interpolation systems
449 /// // that third-party plugins might add.
450 /// prepare_for_interpolation
451 /// .after(RunFixedMainLoopSystem::FixedMainLoop)
452 /// .before(RunFixedMainLoopSystem::AfterFixedMainLoop),
453 /// )
454 /// );
455 ///
456 /// # fn prepare_for_interpolation() {}
457 /// # fn update_physics() {}
458 /// ```
459 FixedMainLoop,
460 /// Runs after the fixed update logic.
461 ///
462 /// A good example of a system that fits here
463 /// is a system that interpolates the transform of an entity between the last and current fixed update.
464 /// See the [fixed timestep example] for more details.
465 ///
466 /// [fixed timestep example]: https://github.com/bevyengine/bevy/blob/main/examples/movement/physics_in_fixed_timestep.rs
467 ///
468 /// # Example
469 /// ```
470 /// # use bevy_app::prelude::*;
471 /// # use bevy_ecs::prelude::*;
472 /// App::new()
473 /// .add_systems(FixedUpdate, update_physics)
474 /// .add_systems(
475 /// RunFixedMainLoop,
476 /// interpolate_transforms.in_set(RunFixedMainLoopSystem::AfterFixedMainLoop));
477 ///
478 /// # fn interpolate_transforms() {}
479 /// # fn update_physics() {}
480 /// ```
481 AfterFixedMainLoop,
482}