#error #error-management #bevy #bevy-ui #gamedev #result

bevy_anyhow_alert

Easy system error handling with Bevy; let your systems return Result!

3 releases (breaking)

0.3.0 Jul 15, 2024
0.2.0 Jul 2, 2024
0.1.0 Jul 1, 2024

#1659 in Game dev

MIT/Apache

300KB
119 lines

bevy_anyhow_alert

Crates.io Docs

This crate offers an extension trait for systems that helps with system- and application-level error management in Bevy. Mildly configurable using the re-export of bevy_ui_mod_alerts. The main benefit: your systems can return Result (or even Result<T, Vec<E>>)!

A video snippet of the "toasts" example, where some animated toasts spawn in the bottom right corner.

How To Use

When writing your systems, return one of the two accepted types:

  • Result<T, E>
  • bevy_anyhow_alert::ResultVec<T, E>: an alias for Result<T, Vec<Error>>

Then call my_system.anyhow_alert() or my_system.anyhow_alerts! When the result is Err, you'll see toast UI elements show up (assuming there is a camera).

let mut app = App::new();
// ...
app.add_system(fire_error.anyhow_alert());
// ..
app.run();

Feel free to define whatever types of errors your want throughout your application. They must implement Debug and Display, which is especially easy if you derive thiserror::Error on your Error type.

#[derive(Debug, Error)]
#[error("testing!")]
pub struct MyError;

fn fire_error(inputs: Res<ButtonInput<KeyCode>>) -> anyhow::Result<()> {
    if inputs.just_pressed(KeyCode::Space) {
        Err(anyhow::Error::new(MyError))
    } else {
        Ok(())
    }
}

Dependencies

~41–78MB
~1.5M SLoC