Game stats that reset every frame, inspired by immediate mode GUI.
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Refactored `bevy::butler` module into `bevy_butler`.

The trivial `bevy` module was removed.

+6 -7
-2
immediate_stats_macros/src/bevy.rs
··· 1 - #[cfg(feature = "bevy_butler")] 2 - pub mod butler;
+2 -1
immediate_stats_macros/src/bevy/butler.rs immediate_stats_macros/src/bevy_butler.rs
··· 4 4 use quote::{ToTokens, format_ident, quote}; 5 5 use syn::{DeriveInput, Expr, Meta, Path}; 6 6 7 - // Todo Fix error handling and add documentation. 7 + // Todo Add documentation. 8 + 8 9 pub fn register_systems(input: DeriveInput) -> darling::Result<TokenStream> { 9 10 let struct_name = &input.ident; 10 11
+4 -4
immediate_stats_macros/src/lib.rs
··· 1 - #[cfg(feature = "bevy")] 2 - mod bevy; 1 + #[cfg(feature = "bevy_butler")] 2 + mod bevy_butler; 3 3 4 4 use proc_macro_error::{ 5 5 emit_call_site_error, emit_call_site_warning, emit_warning, proc_macro_error, ··· 22 22 Data::Struct(s) => stat_container_struct(s), 23 23 Data::Enum(e) => stat_container_enum(e), 24 24 Data::Union(_) => { 25 - emit_call_site_error!("This trait cannot be derived for unions."); 25 + emit_call_site_error!("This trait cannot be derived from unions."); 26 26 return proc_macro::TokenStream::new(); 27 27 } 28 28 }; ··· 35 35 36 36 #[cfg(feature = "bevy_butler")] 37 37 { 38 - let systems = bevy::butler::register_systems(tree); 38 + let systems = bevy_butler::register_systems(tree); 39 39 40 40 match systems { 41 41 Ok(systems) => quote! { #result #systems }.into(),