Newer
Older
use bevy::prelude::{Component, Entity, In, IntoSystem, System, World};
use std::fmt::{Debug, Formatter};
use std::sync::{Arc, RwLock};
use crate::event::Event;
use crate::event_dispatcher::EventDispatcherContext;
use crate::widget_state::WidgetState;
/// A container for a function that handles events
///
/// This differs from a standard [`Handler`](crate::Handler) in that it's sent directly
/// from the [`KayakContext`](crate::KayakContext) and gives the [`KayakContextRef`]
/// as a parameter.
#[derive(Component, Clone)]
pub struct OnEvent {
has_initialized: bool,
system: Arc<
RwLock<
dyn System<
In = (EventDispatcherContext, WidgetState, Event, Entity),
Out = (EventDispatcherContext, Event),
>,
>,
>,
}
impl Default for OnEvent {
fn default() -> Self {
Self::new(
|In((event_dispatcher_context, _widget_state, event, _entity))| {
(event_dispatcher_context, event)
},
)
}
}
impl OnEvent {
/// Create a new event handler
///
/// The handler should be a closure that takes the following arguments:
/// 1. The current context
/// 2. The event
pub fn new<Params>(
system: impl IntoSystem<
(EventDispatcherContext, WidgetState, Event, Entity),
(EventDispatcherContext, Event),
Params,
>,
) -> OnEvent {
Self {
has_initialized: false,
system: Arc::new(RwLock::new(IntoSystem::into_system(system))),
}
}
/// Call the event handler
///
/// Returns true if the handler was successfully invoked.
pub fn try_call(
&mut self,
mut event_dispatcher_context: EventDispatcherContext,
entity: Entity,
mut event: Event,
world: &mut World,
) -> (EventDispatcherContext, Event) {
if let Ok(mut system) = self.system.try_write() {
if !self.has_initialized {
system.initialize(world);
self.has_initialized = true;
}
(event_dispatcher_context, event) = system.run(
(event_dispatcher_context, widget_state, event, entity),
world,
);
system.apply_buffers(world);
}
(event_dispatcher_context, event)
}
}
impl Debug for OnEvent {
fn fmt(&self, f: &mut Formatter<'_>) -> std::fmt::Result {
f.debug_struct("OnEvent").finish()
}
}
impl PartialEq for OnEvent {
fn eq(&self, _: &Self) -> bool {
// Never prevent "==" for being true because of this struct
true
}
}