# State-Plugin generator
Generates a bunch of hierarchical states (structs and enums, using `State`
and `SubState`) from a simple DSL and sets up their relationships
in a `Plugin`.
## Probably do not use
I made this without checking if and/or how it would be a good idea.
## versions
| 0.15.0 | 1.2.0 |
| 0.16.0 | 1.3.0 |
| 0.17.0 | 1.4.0 |
## usage
### single-file mode
Create a `states.rs` in `src/` and add the following comment at the top:
```rs
// bspg:
// Loading
// Ready { Menu Game }
// Exiting
```
Set up your `build.rs` like this:
```rust no_run
use bevy_state_plugin_generator::prelude::*;
fn main() {
/// The [Default::default] configuration is:
let config = PluginConfig {
plugin_name: PluginName::new_struct("GeneratedStatesPlugin"),
root_state_name: Some(Cow::from("GameState")),
states_module_name: Cow::from("states"),
naming_scheme: NamingScheme::Full,
additional_derives: vec![],
};
update_template("src/states.rs", config)
.expect("Failed to update template!");
}
```
### separate-file mode
Create a `states.txt` in `src/`:
```txt
// the root is implicit
Loading // comments go until the end of the line
Ready { Menu Game } // enum state
Exiting // singleton
```
Set up your `build.rs` like this:
```rust no_run
use bevy_state_plugin_generator::prelude::*;
fn main() {
/// The [Default::default] configuration is:
let config = PluginConfig {
plugin_name: PluginName::new_struct("GeneratedStatesPlugin"),
root_state_name: Some(Cow::from("GameState")),
states_module_name: Cow::from("states"),
naming_scheme: NamingScheme::Full,
additional_derives: vec![],
};
generate_plugin("src/states.txt", "src/generated_states.rs", config)
.expect("Failed to generate plugin!");
}
```
And it will generate something like the following:
```rust no_run
use bevy::prelude::{App, AppExtStates};
pub mod states {
use bevy::prelude::{States, SubStates, StateSet};
#[derive(States, Hash, Default, Debug, Clone, PartialEq, Eq)]
pub enum GameState { #[default] Loading, Ready, Exiting }
#[derive(SubStates, Hash, Default, Debug, Clone, PartialEq, Eq)]
#[source(GameState = GameState::Loading)]
pub struct GameStateLoading;
#[derive(SubStates, Hash, Default, Debug, Clone, PartialEq, Eq)]
#[source(GameStateLoading = GameStateLoading)]
pub struct GameStateLoadingConfigs;
#[derive(SubStates, Hash, Default, Debug, Clone, PartialEq, Eq)]
#[source(GameStateLoading = GameStateLoading)]
pub struct GameStateLoadingAssets;
#[derive(SubStates, Hash, Default, Debug, Clone, PartialEq, Eq)]
#[source(GameState = GameState::Ready)]
pub enum GameStateReady { #[default] Menu, Game }
}
pub struct GeneratedStatesPlugin;
impl bevy::app::Plugin for GeneratedStatesPlugin {
fn build(&self, app: &mut App) {
app.init_state::<states::GameState>();
}
}
```
## naming
Consider the following sample:
```txt
PlayerState {
Good
BadState { OnFire InWater }
}
```
| `PlayerState` | `PlayerState` | `PlayerState` |
| `Good` | `PlayerStateGood` | `PlayerGoodState` |
| `BadState` | `PlayerStateBadState` | `PlayerBadState` |
| `OnFire` | `PlayerStateBadStateOnFire` | `PlayerBadOnFireState` |
| `InWater` | `PlayerStateBadStateInWater` | `PlayerBadInWaterState` |