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[Merged by Bors] - Query::get_unique #1263

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63 changes: 63 additions & 0 deletions crates/bevy_ecs/src/system/query/extensions.rs
Original file line number Diff line number Diff line change
@@ -0,0 +1,63 @@
use std::fmt::Debug;

use thiserror::Error;

use crate::{Fetch, Query, QueryFilter, ReadOnlyFetch, WorldQuery};

impl<'a, Q: WorldQuery, F: QueryFilter> Query<'a, Q, F> {
/// Takes exactly one result from the query. If there are no results, or more than 1 result, this will return an error instead.
pub fn get_unique(&self) -> Result<<Q::Fetch as Fetch<'_>>::Item, OnlyQueryError<'_, Q>>
where
Q::Fetch: ReadOnlyFetch,
{
let mut query = self.iter();
let first = query.next();
let extra_count = query.count();
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match (first, extra_count) {
(Some(r), 0) => Ok(r),
(None, _) => Err(OnlyQueryError::NoEntities(std::any::type_name::<Self>())),
(Some(r), extra) => Err(OnlyQueryError::MultipleEntities(
r,
extra,
std::any::type_name::<Self>(),
)),
}
}

/// See [`Query::get_unique`]
pub fn get_unique_mut(
&mut self,
) -> Result<<Q::Fetch as Fetch<'_>>::Item, OnlyQueryError<'_, Q>> {
let mut query = self.iter_mut();
let first = query.next();
let extra_count = query.count();

match (first, extra_count) {
(Some(r), 0) => Ok(r),
(None, _) => Err(OnlyQueryError::NoEntities(std::any::type_name::<Self>())),
(Some(r), extra) => Err(OnlyQueryError::MultipleEntities(
r,
extra,
std::any::type_name::<Self>(),
)),
}
}
}

#[derive(Error)]
pub enum OnlyQueryError<'a, Q: WorldQuery> {
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#[error("No entities fit the query {0}")]
NoEntities(&'static str),
#[error("Multiple entities ({1} extra) fit the query {2}!")]
MultipleEntities(<Q::Fetch as Fetch<'a>>::Item, usize, &'static str),
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}

impl<'a, Q: WorldQuery> Debug for OnlyQueryError<'a, Q> {
fn fmt(&self, f: &mut std::fmt::Formatter<'_>) -> std::fmt::Result {
match self {
OnlyQueryError::NoEntities(_) => f.debug_tuple("NoEntities").finish(),
OnlyQueryError::MultipleEntities(_, _, _) => f.debug_tuple("MultipleEntities").finish(),
}
}
}
1 change: 1 addition & 0 deletions crates/bevy_ecs/src/system/query/mod.rs
Original file line number Diff line number Diff line change
@@ -1,3 +1,4 @@
mod extensions;
mod query_set;
pub use query_set::*;

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10 changes: 4 additions & 6 deletions examples/game/breakout.rs
Original file line number Diff line number Diff line change
Expand Up @@ -162,7 +162,7 @@ fn paddle_movement_system(
keyboard_input: Res<Input<KeyCode>>,
mut query: Query<(&Paddle, &mut Transform)>,
) {
for (paddle, mut transform) in query.iter_mut() {
if let Ok((paddle, mut transform)) = query.get_unique_mut() {
let mut direction = 0.0;
if keyboard_input.pressed(KeyCode::Left) {
direction -= 1.0;
Expand All @@ -184,15 +184,13 @@ fn ball_movement_system(time: Res<Time>, mut ball_query: Query<(&Ball, &mut Tran
// clamp the timestep to stop the ball from escaping when the game starts
let delta_seconds = f32::min(0.2, time.delta_seconds());

for (ball, mut transform) in ball_query.iter_mut() {
if let Ok((ball, mut transform)) = ball_query.get_unique_mut() {
transform.translation += ball.velocity * delta_seconds;
}
}

fn scoreboard_system(scoreboard: Res<Scoreboard>, mut query: Query<&mut Text>) {
for mut text in query.iter_mut() {
text.value = format!("Score: {}", scoreboard.score);
}
query.get_unique_mut().unwrap().value = format!("Score: {}", scoreboard.score)
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I would say this is a good use of this api

}

fn ball_collision_system(
Expand All @@ -201,7 +199,7 @@ fn ball_collision_system(
mut ball_query: Query<(&mut Ball, &Transform, &Sprite)>,
collider_query: Query<(Entity, &Collider, &Transform, &Sprite)>,
) {
for (mut ball, ball_transform, sprite) in ball_query.iter_mut() {
if let Ok((mut ball, ball_transform, sprite)) = ball_query.get_unique_mut() {
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In general however, I think constraining uses like this not ideal. For example, the current version would trivially extend to having multiple fields with the same controls (to allow something like those things where people play multiple pokemon games with one set of inputs)

Although on the other hand, for this simple example this is probably fine.

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Yeah this is sort of the crux of my hesitance to adopt get_unique(). It encourages people to design around "single entity" patterns. Maybe thats a good thing, but its a paradigm shift with implications we need to consider.

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@DJMcNab DJMcNab Jan 24, 2021

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I expect that the cases where we don't mind this pattern would be for rendering Resources, i.e. it's just for getting data from resources onto the screen, which I've called out as a sensible use above. That is, it's a logic error to have multiple scoreboard texts but a single Score resource

But this case is just using that API for the sake of using it, where there's not actually an especially compelling reason to.

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Yeah I agree. In this case, there might be a future "breakout++" where multiple balls come into play. And I think that for most things even if there is only one item we should encourage query.iter(). Imo get_unique() should be reserved for cases that are truly game breaking.

let ball_size = sprite.size;
let velocity = &mut ball.velocity;

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