#bevy #macro #assets #macro-derive #utility-macro #traits-structs #systems

macro micro_games_macros

Utility macros to make it easier to build complex systems with Bevy

7 releases (4 breaking)

0.6.0 Sep 2, 2024
0.5.0 Jul 9, 2024
0.4.0 May 5, 2024
0.3.1 Feb 24, 2024
0.1.1 Oct 22, 2023

#212 in Procedural macros

Download history 178/week @ 2024-08-30 19/week @ 2024-09-06 29/week @ 2024-09-13 18/week @ 2024-09-20 8/week @ 2024-09-27 3/week @ 2024-10-04

378 downloads per month

Apache-2.0

54KB
1K SLoC

Micro Game Macros

docs.rs Crates.io

A collection of utility macros for building games. While this library should theoretically work with any version of Bevy that includes the required traits and structs for a given macro, it is worth checking the version of bevy listed as a dev dependency in Cargo.toml, as that will be the version tested against.

This works because the library does not directly depend on bevy, but instead just generates fully qualified paths to derives, traits, and structs that will resolve to the version of Bevy used in your downstream project

Current Version Support: 0.6.x -> Bevy 0.14

Macros

For executable examples, visit the rustdoc and/or read the doctests in src/lib.rs

JSON Loader

Generate a Bevy asset loader for a given asset, supporting JSON files that define a single instance of that asset type, or a list of that asset type. Instances of an asset need to be identifiable, though the property that is used to identify a particular asset is customisable

#[derive(JsonLoader, TypePath, TypeUuid, Serialize, Deserialize, Asset)]
#[loader(
    extension = "asset.json", uuid = "00000000-0000-0000-0000-000000000000",
    storage = inner_module::SimpleAssetLocator,
    asset_name = some_asset_prop, index_name = set_of_assets
)]
#[uuid = "00000000-0000-0000-0000-000000000001"]
pub struct MyAsset {
    /// The asset identifier needs to implement [std::fmt::Display]
    #[asset_id]
    uniq_ident: usize,
}

Asset System

Generate a set of structs and systems for managed loading in a Bevy game

use bevy::prelude::{Image, Res, Resource};
use micro_games_macros::asset_system;

#[asset_system]
pub struct AssetHandles {
    my_asset: Image,
}

pub fn loading_system(mut loader: AssetHandlesLoader) {
    loader.load_my_asset("path/to/asset.png", "Asset");
}
pub fn use_asset_system(assets: Res<AssetHandles>) {
    let handle = assets.my_asset("Asset");
}

From Inner

Derive an impl of From<T> for structs that wrap a single inner type (Tuple and Named Property structs are supported)

use micro_game_macros::FromInner;

#[derive(FromInner)]
struct MyType(usize);

fn example() {
    let value = MyType::from(123usize);
}

Kayak Widget

A simple derive for Kayak UI's "Widget" trait

use micro_game_macros::Widget;

#[derive(Widget)]
struct MyComponent;

// ... Other Kayak Setup ...

Tag Finder

Create a system param for checking whether an entity has one of a specified number of tags. The tag finder will also create the tag components, which can use either table or sparse storage

use micro_games_macros::tag_finder;

#[tag_finder]
pub struct TagFinder {
    player: Player,
    item: Item,
    #[sparse]
    hover: Hover,
}

Dependencies

~230–670KB
~16K SLoC