#view #save #game-state #bevy #model-view-controller

moonshine-view

Generic Model/View framework designed for Bevy

3 releases

new 0.1.2 May 4, 2024
0.1.1 Mar 25, 2024
0.1.0 Mar 13, 2024

#682 in Game dev

Download history 141/week @ 2024-03-10 6/week @ 2024-03-17 126/week @ 2024-03-24 48/week @ 2024-03-31 2/week @ 2024-04-07

55 downloads per month

MIT license

34KB
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👁️ Moonshine View

crates.io downloads docs.rs license stars

Generic Model/View framework designed for Bevy and the Moonshine framework.

Overview

The Moonshine Save system is intentionally designed to encourage the user to separate the persistent game state (model) from its aesthetic elements (view). This provides a clear separation of concerns and has various benefits which are explained in detail in the save framework documentation.

An issue with this approach is that it adds additional complexity that the developer has to maintain. Typically, this involves manually de/spawning views associated with saved entities and synchronizing them with the game state via systems.

This crate aims to reduce some of this complexity by providing a more generic and ergonomic solution for synchronizing the game view with the game state.

Usage

Viewables

By definition, a Component is Viewable if a view can be built for it using BuildView.

An Entity is Viewable if it has at least one viewable component.

use bevy::prelude::*;
use moonshine_view::prelude::*;

#[derive(Component)]
struct Bird;

impl BuildView for Bird {
    fn build(world: &World, object: Object<Self>, view: &mut ViewBuilder<Self>) {
        let asset_server = world.resource::<AssetServer>();
        // ...
        for child in object.children() {
            // ...
        }
    }
}

// Remember to register viewable types:
let mut app = App::new();
app.register_viewable::<Bird>();

You may also define a Kind as viewable:

use bevy::prelude::*;
use moonshine_core::prelude::*;
use moonshine_view::prelude::*;

#[derive(Component)]
struct Bird;

#[derive(Component)]
struct Monkey;

struct Creature;

impl Kind for Creature {
    type Filter = Or<(With<Bird>, With<Monkey>)>;
}

impl BuildView for Creature {
    fn build(world: &World, object: Object<Self>, view: &mut ViewBuilder<Self>) {
        // All creatures look the same!
    }
}

// Remember to register viewable types:
let mut app = App::new();
app.register_viewable::<Creature>();

This is useful when you want to define the same view for multiple kinds of entities.

You may even define views polymorphically.

use bevy::prelude::*;
use moonshine_core::prelude::*;
use moonshine_view::prelude::*;

#[derive(Component)]
struct Bird;

#[derive(Component)]
struct Monkey;

struct Creature;

impl Kind for Creature {
    type Filter = Or<(With<Bird>, With<Monkey>)>;
}

impl BuildView<Creature> for Bird {
    fn build(world: &World, object: Object<Creature>, view: &mut ViewBuilder<Creature>) {
        // Birds look different, but they're still creatures!
    }
}

impl BuildView<Creature> for Monkey {
    fn build(world: &World, object: Object<Creature>, view: &mut ViewBuilder<Creature>) {
        // Monkeys look different, but they're still creatures!
    }
}

// Polymorphic views are registered slightly differently:
let mut app = App::new();
app.register_view::<Creature, Bird>()
    .register_view::<Creature, Monkey>();

This is useful when you want to build a different version of the same view for multiple kinds of entities.

Model ⇄ View

When a viewable entity is spawned, a View Entity is spawned with it, and the viewable entity becomes a Model Entity.

A view entity is an entity with at least one View<T> component. Similarly, a model entity is an entity with at least one Model<T> component.

Each View<T> is associated with exactly one Model<T>.

When a Model<T> is despawned, or if it is no longer of Kind T, the associated View<T> is despawned with it.

Assuming the view is registered (see RegisterView), all of this happens automatically. 😎

Together, Model<T> and View<T> form a two-way link between the game state and the game view.

Synchronization

At runtime, it is often required to update the view state based on the model state. For example, if an entity's position changes, so should the position of its view.

To solve this, consider using a system which either updates the view based on latest model state ("push") or queries the model from the view ("pull").

The "push" approach should be preferred because it often leads to less iterations per update cycle.

use bevy::prelude::*;
use moonshine_view::prelude::*;

#[derive(Component)]
struct Bird;

impl BuildView for Bird {
    fn build(world: &World, object: Object<Self>, view: &mut ViewBuilder<Self>) {
        // ...
    }
}

// Update view from model, if needed (preferred)
fn view_bird_changed(query: Query<(&Bird, &Model<Bird>), Changed<Bird>>) {
    for (bird, model) in query.iter() {
        let view = model.view();
        // ...
    }
}

// Query model from view constantly (typically less efficient)
fn view_bird(views: Query<&View<Bird>>, query: Query<&Bird, Changed<Bird>>) {
    for view in views.iter() {
        let model = view.model();
        if let Ok(bird) = query.get(model.entity()) {
            // ...
        }
    }
}

View Builder

The implementation of BuildView requires the use ViewBuilder to setup the view entity as needed.

The view builder may be used to:

  1. Insert components into the view entity, or
  2. Add new children to the view entity

For example,

use bevy::prelude::*;
use moonshine_view::prelude::*;

#[derive(Component)]
struct Bird;

#[derive(Bundle)]
struct BirdViewBundle {
    // ...
}

#[derive(Bundle)]
struct BirdWingsViewBundle {
    // ...
}

impl BuildView for Bird {
    fn build(world: &World, object: Object<Self>, view: &mut ViewBuilder<Self>) {
        // Root
        view.insert(BirdViewBundle {
            // ...
        });

        view.insert_children(|root| {
            // Wings
            root.spawn(BirdWingsViewBundle {
                // ...
            });
        });
    }
}

The root view entity is automatically marked with Unload.

This means the entire view entity hierarchy is despawned whenever a new game state is loaded.

Untyped Viewables

Because the view system uses Kind for type safety, there is no access to views of a given viewable entity via a component.

Instead, you may query all views associated with an entity by using the Viewables resource:

use bevy::prelude::*;
use moonshine_view::prelude::*;

fn update_views_generic(viewables: Res<Viewables>) {
    for viewable_entity in viewables.iter() {
        for view_entity in viewables.views(viewable_entity) {
            // ...
        }
    }
}

Examples

See shapes.rs for a complete usage example.

Support

Please post an issue for any bugs, questions, or suggestions.

You may also contact me on the official Bevy Discord server as @Zeenobit.

Dependencies

~19–56MB
~1M SLoC