bevy_state/state/
states.rs

1use core::fmt::Debug;
2
3use core::hash::Hash;
4
5/// Types that can define world-wide states in a finite-state machine.
6///
7/// The [`Default`] trait defines the starting state.
8/// Multiple states can be defined for the same world,
9/// allowing you to classify the state of the world across orthogonal dimensions.
10/// You can access the current state of type `T` with the [`State<T>`](crate::state::State) resource,
11/// and the queued state with the [`NextState<T>`](crate::state::NextState) resource.
12///
13/// State transitions typically occur in the [`OnEnter<T::Variant>`](crate::state::OnEnter) and [`OnExit<T::Variant>`](crate::state::OnExit) schedules,
14/// which can be run by triggering the [`StateTransition`](crate::state::StateTransition) schedule.
15///
16/// Types used as [`ComputedStates`](crate::state::ComputedStates) do not need to and should not derive [`States`].
17/// [`ComputedStates`](crate::state::ComputedStates) should not be manually mutated: functionality provided
18/// by the [`States`] derive and the associated [`FreelyMutableState`](crate::state::FreelyMutableState) trait.
19///
20/// # Example
21///
22/// ```
23/// use bevy_state::prelude::*;
24/// use bevy_ecs::prelude::IntoScheduleConfigs;
25/// use bevy_ecs::system::{ResMut, ScheduleSystem};
26///
27///
28/// #[derive(Clone, Copy, PartialEq, Eq, Hash, Debug, Default, States)]
29/// enum GameState {
30///     #[default]
31///     MainMenu,
32///     SettingsMenu,
33///     InGame,
34/// }
35///
36/// fn handle_escape_pressed(mut next_state: ResMut<NextState<GameState>>) {
37/// #   let escape_pressed = true;
38///     if escape_pressed {
39///         next_state.set(GameState::SettingsMenu);
40///     }
41/// }
42///
43/// fn open_settings_menu() {
44///     // Show the settings menu...
45/// }
46///
47/// # struct AppMock;
48/// # impl AppMock {
49/// #     fn init_state<S>(&mut self) {}
50/// #     fn add_systems<S, M>(&mut self, schedule: S, systems: impl IntoScheduleConfigs<ScheduleSystem, M>) {}
51/// # }
52/// # struct Update;
53/// # let mut app = AppMock;
54///
55/// app.init_state::<GameState>();
56/// app.add_systems(Update, handle_escape_pressed.run_if(in_state(GameState::MainMenu)));
57/// app.add_systems(OnEnter(GameState::SettingsMenu), open_settings_menu);
58/// ```
59#[diagnostic::on_unimplemented(
60    message = "`{Self}` can not be used as a state",
61    label = "invalid state",
62    note = "consider annotating `{Self}` with `#[derive(States)]`"
63)]
64pub trait States: 'static + Send + Sync + Clone + PartialEq + Eq + Hash + Debug {
65    /// How many other states this state depends on.
66    /// Used to help order transitions and de-duplicate [`ComputedStates`](crate::state::ComputedStates), as well as prevent cyclical
67    /// `ComputedState` dependencies.
68    const DEPENDENCY_DEPTH: usize = 1;
69}