bevy-settings-lib 0.1.0

A flexible settings management library for Bevy with async saving, multiple formats, and built‑in validation
Documentation
# bevy-settings-lib


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A flexible settings management library for Bevy with async saving, multiple formats, and built‑in validation.

This library provides a convenient way to save, load, and reload settings in Bevy applications.
It supports text formats (TOML, JSON) and binary (postcard) with atomic write‑then‑rename
to prevent file corruption, with a clean, event‑driven API.

## Features


- **Any number of configurations** – each configuration has its own data type and file name.
- **File names can be explicit or derived from the struct name** (automatically converted to snake_case).
- **Asynchronous saving** with atomic write‑then‑rename – files are never left in a corrupted state.
- **Format support**: TOML (default), JSON, binary (postcard).
- **Load from OS‑standard directories** (via `directories` crate) **or from the game's local folder**.
- **Events**: `PersistSetting<S>`, `PersistAllSettings`, `ReloadSetting<S>`, `SettingsSaveError<S>`.
- **Partial loading** – if a file does not exist, `S::default()` is used.
- **Validation** – every settings type must implement `ValidatedSetting` to normalize values after loading and before
  saving.
- **Thread‑safe** – background threads handle file I/O without blocking the main thread.

## Installation


Add to your `Cargo.toml`:

```toml
[dependencies]
bevy-settings-lib = "0.1.0"
```

## Quick Start


```rust
use bevy::prelude::*;
use bevy_settings_lib::{SettingsPlugin, PersistSetting, SettingsPluginConfig, FormatKind, ValidatedSetting, SettingsStorage};
use serde::{Serialize, Deserialize};

#[derive(Resource, Default, Serialize, Deserialize, Clone, Debug, PartialEq)]

struct MySettings {
    volume: f32,
    fullscreen: bool,
}

// Mandatory validation implementation (can be empty if no validation needed)
impl ValidatedSetting for MySettings {
    fn validate(&mut self) {
        self.volume = self.volume.clamp(0.0, 1.0);
    }
}

fn main() {
    // Use the system configuration directory (AppData, ~/.config, etc.)
    let config = SettingsPluginConfig {
        format: FormatKind::Toml,
        company: "MyCompany".into(),
        project: "MyGame".into(),
        file_name: None, // auto‑name → "my_settings"
        storage: SettingsStorage::SystemConfigDir,
        ..Default::default()
    };
    App::new()
        .add_plugins(SettingsPlugin::<MySettings>::from_config(config))
        .add_systems(Update, save_on_keypress)
        .run();
}

fn save_on_keypress(mut commands: Commands, keyboard: Res<ButtonInput<KeyCode>>) {
    if keyboard.just_pressed(KeyCode::KeyS) {
        commands.trigger(PersistSetting::<MySettings> { value: None });
    }
}
```

## Guide


### 1. Defining a Settings Type


Your settings type must be a Bevy `Resource` and implement `Serialize`, `Deserialize`, `Clone`, `Debug`, `Default`, and
`PartialEq`.
It also **must** implement the `ValidatedSetting` trait, which is called after loading and before saving to normalize
values.

```rust
#[derive(Resource, Default, Serialize, Deserialize, Clone, Debug, PartialEq)]

struct GameConfig {
    render_scale: f32,
    vsync: bool,
    resolution: (u32, u32),
}

impl ValidatedSetting for GameConfig {
    fn validate(&mut self) {
        self.render_scale = self.render_scale.clamp(0.5, 2.0);
        if self.resolution.0 == 0 || self.resolution.1 == 0 {
            self.resolution = (1920, 1080);
        }
    }
}
```

### 2. Plugin Configuration


Use `SettingsPluginConfig` to control where and how settings are stored.

| Field       | Description                                                                                                    | Default           |
|-------------|----------------------------------------------------------------------------------------------------------------|-------------------|
| `domain`    | Top‑level domain for OS‑specific paths (e.g., `"com"`, `"org"`).                                               | `"com"`           |
| `company`   | Company/organization name (required for `SystemConfigDir`).                                                    | `""`              |
| `project`   | Project name (required for `SystemConfigDir`).                                                                 | `""`              |
| `format`    | Serialization format: `FormatKind::Toml`, `Json`, or `Binary`.                                                 | `Toml`            |
| `file_name` | Explicit file name (without extension). If `None`, derived from the struct name.                               | `None`            |
| `storage`   | Where to store files: `SettingsStorage::SystemConfigDir` (OS‑standard) or `GameLocalDir` (next to executable). | `SystemConfigDir` |

Example with custom configuration:

```rust
let config = SettingsPluginConfig {
format: FormatKind::Json,
company: "MyCompany".into(),
project: "MyGame".into(),
file_name: Some("user_prefs".into()),
storage: SettingsStorage::GameLocalDir, // save next to the .exe
..Default::default ()
};
app.add_plugins(SettingsPlugin::<MySettings>::from_config(config));
```

### 3. Storage Locations


- **`SystemConfigDir`** – uses the OS‑standard configuration directory:
    - Windows: `%APPDATA%\Company\Project\config\`
    - macOS: `~/Library/Application Support/company/project/config/`
    - Linux: `~/.config/company/project/config/`

- **`GameLocalDir`** – uses the directory containing the executable (ideal for portable installations).

### 4. Saving Settings


Trigger saving by sending a `PersistSetting<S>` event. The event can optionally carry a new value to replace the current
settings before saving.

```rust
// Save current settings
commands.trigger(PersistSetting::<MySettings> { value: None });

// Save with a new value
commands.trigger(PersistSetting::<MySettings> {
value: Some(MySettings { volume: 0.8, fullscreen: true }),
});
```

To save **all** settings types at once (if you have multiple plugins), use `PersistAllSettings`:

```rust
commands.trigger(PersistAllSettings);
```

### 5. Reloading Settings


Reload settings from disk with a `ReloadSetting<S>` event:

```rust
commands.trigger(ReloadSetting::<MySettings> {
_phantom: std::marker::PhantomData,
});
```

### 6. Handling Errors


If a background save fails, a `SettingsSaveError<S>` event is emitted. You can observe it to notify the user or log the
error.

```rust
fn handle_save_errors(
    mut errors: MessageReader<SettingsSaveError<MySettings>>,
) {
    for error in errors.read() {
        error!("Failed to save settings: {}", error.error);
    }
}
```

### 7. Multiple Settings Types


You can have as many independent settings types as you need – just add a separate `SettingsPlugin` for each.

```rust
app.add_plugins(SettingsPlugin::<GameConfig>::from_config(game_config))
.add_plugins(SettingsPlugin::<UserPrefs>::from_config(user_prefs));
```

Each will be stored in its own file and can be saved/reloaded independently.

## Important Notes


- **Company and project names** must not contain invalid characters for `ProjectDirs` and **cannot be empty when
  using `SystemConfigDir`** – the library will panic.
  With `GameLocalDir` these fields are optional (may be empty).
- **No auto‑save** – the developer decides when to trigger saving.
- **Validation is mandatory** – even if you don't need validation, you must provide an empty `validate` implementation.

## Examples


#TODO


Run an example with:

```bash
cargo run --example basic
```

## API Reference


Full API documentation is available on [docs.rs](https://docs.rs/bevy-settings-lib).

## Contributing


Contributions are welcome! Please open an issue or pull request
on [GitHub](https://github.com/yourname/bevy-settings-lib).

See [CHANGELOG.md](CHANGELOG.md) for a history of changes.

## License


Licensed under the MIT license ([LICENSE-MIT](LICENSE.md) or http://opensource.org/licenses/MIT).