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use PhantomData;
// reason: used in docs
use ;
pub use DefaultSchedule;
/// A component that represents the previous value of another component `T`.
/// To enable previous-value-tracking for a component use [`PreviousPlugin`].
/// The parameter `S` must be the same as the one specified in [`PreviousPlugin`],
/// or be ommited, like with [`PreviousPlugin`].
///
/// You don't have to manually add [`Previous`] to your entity.
/// This is done automatically in the specified schedule `S`.
///
/// Also note that queries like `Query<(&T, &Previous<T>)>` won't match entities
/// that were just created, as the may not have [`Previous`] yet.
///
/// Like with [`PreviousPlugin`], there is a [`FixedMain`] type alias for it: [`FixedUpdate`].
///
/// # Examples
///
/// ```rust
/// # use bevy::prelude::*;
/// # use bevy_previous::*;
///
/// #[derive(Component, Clone)]
/// struct Health(pub u32);
///
/// fn main() {
/// App::new()
/// .add_plugins(PreviousPlugin::<Health>::default())
/// .add_systems(Update, print_differences)
/// .run();
/// }
///
/// fn print_differences(query: Query<(&Health, &Previous<Health>), Changed<Health>>) {
/// for (health, previous_health) in &query {
/// println!("Health reduced by {}", previous_health.0.0 - health.0);
/// }
/// }
/// ```
///
/// With custom schedule:
///
/// ```rust
/// # use bevy::{ecs::schedule::ScheduleLabel, prelude::*};
/// # use bevy_previous::*;
/// #
/// # #[derive(DefaultSchedule, ScheduleLabel, Debug, Clone, Hash, PartialEq, Eq)]
/// # struct GameLogic;
///
/// #[derive(Component, Clone)]
/// struct Health(pub u32);
///
/// #[derive(DefaultSchedule, ScheduleLabel, Debug, Clone, Hash, PartialEq, Eq)]
/// struct AfterGameLogic;
///
///
/// // create a type alias to reduce boilerplate
/// type Previous<T> = bevy_previous::Previous<T, AfterGameLogic>;
///
/// fn main() {
/// App::new()
/// .add_plugins(PreviousPlugin::<Health, AfterGameLogic>::default())
/// .add_systems(GameLogic, print_differences)
/// .run();
/// }
///
/// fn print_differences(query: Query<(&Health, &Previous<Health>), Changed<Health>>) {
/// for (health, previous_health) in &query {
/// println!("Health reduced by {}", previous_health.0.0 - health.0);
/// }
/// }
/// ```
;
/// A type alias for [`Previous<T, FixedLast>`] to be used with [`FixedPreviousPlugin<T>`].
///
/// # Examples
///
/// ```
/// # use bevy::prelude::*;
/// # use bevy_previous::*;
///
/// #[derive(Component, Clone)]
/// struct Health(pub u32);
///
/// fn main() {
/// App::new()
/// .add_plugins(FixedPreviousPlugin::<Health>::default())
/// .add_systems(Update, print_differences)
/// .run();
/// }
///
/// fn print_differences(query: Query<(&Health, &FixedPrevious<Health>), Changed<Health>>) {
/// for (health, previous_health) in &query {
/// println!("Health reduced by {}", previous_health.0.0 - health.0);
/// }
/// }
/// ```
pub type FixedPrevious<T> = ;
/// A Plugin to activate the [`Previous`] component for a given component `T`.
/// The parameter `S` defines the schedule where [`Previous<T>`] components are
/// set back to the value of `T`. This should be after all of your game logic,
/// so it is set to [`Last`] by default. For [`FixedLast`], the type alias [`FixedPreviousPlugin`]
/// is provided.
///
/// If the schedule implements [`DefaultSchedule`] (which all standard schedules do),
/// you can use `PreviousPlugin::<T, S>::default()` (`S` may be omitted, defaults to [`Last`]).
/// Otherwise, you will either have to implement [`DefaultSchedule`] for your schedule,
/// or provide a schedule with `PreviousPlugin::<T, S>::new(schedule)`.
///
/// # Examples
///
/// ```
/// # use bevy::prelude::*;
/// # use bevy_previous::*;
///
/// #[derive(Component, Clone)]
/// struct Health(pub u32);
///
/// fn main() {
/// App::new()
/// .add_plugins(PreviousPlugin::<Health>::default())
/// .add_systems(Update, print_differences)
/// .run();
/// }
///
/// fn print_differences(query: Query<(&Health, &Previous<Health>), Changed<Health>>) {
/// for (health, previous_health) in &query {
/// println!("Health reduced by {}", previous_health.0.0 - health.0);
/// }
/// }
/// ```
///
/// Custom schedule:
///
/// ```
/// # use bevy::{ecs::schedule::ScheduleLabel, prelude::*};
/// # use bevy_previous::*;
/// #
/// # #[derive(DefaultSchedule, ScheduleLabel, Debug, Clone, Hash, PartialEq, Eq)]
/// # struct GameLogic;
///
/// #[derive(Component, Clone)]
/// struct Health(pub u32);
///
/// #[derive(DefaultSchedule, ScheduleLabel, Debug, Clone, Hash, PartialEq, Eq)]
/// struct AfterGameLogic;
///
/// // create a type alias to reduce boilerplate
/// type Previous<T> = bevy_previous::Previous<T, AfterGameLogic>;
///
/// App::new()
/// .add_plugins(PreviousPlugin::<Health, AfterGameLogic>::default());
/// ```
///
/// Or:
///
/// ```
/// # use bevy::prelude::*;
/// # use bevy_previous::*;
/// # mod other_lib {
/// # use bevy::{ecs::schedule::ScheduleLabel, prelude::*};
/// # #[derive(ScheduleLabel, Debug, Clone, Hash, PartialEq, Eq)]
/// # pub struct Schedule;
/// # }
///
/// // doesn't impl DefaultSchedule
/// use other_lib::Schedule;
///
/// #[derive(Component, Clone)]
/// struct Health(pub u32);
///
/// // create a type alias to reduce boilerplate
/// type Previous<T> = bevy_previous::Previous<T, Schedule>;
///
/// App::new()
/// .add_plugins(PreviousPlugin::<Health, Schedule>::new(Schedule))
/// .run();
/// ```
/// A type alias for [`PreviousPlugin<T, FixedLast>`] to be used with [`FixedPrevious<T>`].
///
/// *See [PreviousPlugin] for more info*
pub type FixedPreviousPlugin<T> = ;
type UpdateFilter<T> = ;
/// A trait to provide the default value for a schedule label.
///
/// For most schedule labels, that are unit structs, `#[derive(DefaultSchedule)]`
/// will work.
/// For schedule labels that aren't unit structs, implementing [`DefaultSchedule`]
/// doesn't make much sense anyways.
///
/// Why not just use [`Default`]? None of the bevy schedule labels actually implement
/// [`Default`], and so this crate had to make it's own trait.