Trait rin::ecs::CreationSystem[][src]

pub trait CreationSystem {
    pub fn run(
        &mut self,
        entities: EntitiesCreation<'_>,
        resources: ResourcesCreation<'_>
    ); pub fn checks(
        &mut StorageRegistry
    ) -> Option<SystemConditionElse<Box<dyn CreationSystem + 'static, Global>>> { ... }
pub fn name() -> Option<&'static str> { ... }
pub fn runs_on_gpu() -> bool { ... }
pub fn before() -> Vec<SystemId, Global>

Notable traits for Vec<u8, A>

impl<A> Write for Vec<u8, A> where
    A: Allocator
{ ... }
pub fn after() -> Vec<SystemId, Global>

Notable traits for Vec<u8, A>

impl<A> Write for Vec<u8, A> where
    A: Allocator
{ ... }
pub fn updates() -> Vec<TypeId, Global>

Notable traits for Vec<u8, A>

impl<A> Write for Vec<u8, A> where
    A: Allocator
{ ... }
pub fn needs() -> Vec<TypeId, Global>

Notable traits for Vec<u8, A>

impl<A> Write for Vec<u8, A> where
    A: Allocator
{ ... }
pub fn creates() -> Vec<TypeId, Global>

Notable traits for Vec<u8, A>

impl<A> Write for Vec<u8, A> where
    A: Allocator
{ ... }
pub fn reads() -> Vec<TypeId, Global>

Notable traits for Vec<u8, A>

impl<A> Write for Vec<u8, A> where
    A: Allocator
{ ... }
pub fn writes() -> Vec<TypeId, Global>

Notable traits for Vec<u8, A>

impl<A> Write for Vec<u8, A> where
    A: Allocator
{ ... }
pub fn file_line_info(&self) -> &'static str { ... } }

Trait for systems that can create entities and resources.

These systems will run in the main thread and always alone with nothing else running in parallel

Required methods

pub fn run(
    &mut self,
    entities: EntitiesCreation<'_>,
    resources: ResourcesCreation<'_>
)
[src]

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Provided methods

pub fn checks(
    &mut StorageRegistry
) -> Option<SystemConditionElse<Box<dyn CreationSystem + 'static, Global>>>
[src]

pub fn name() -> Option<&'static str>[src]

pub fn runs_on_gpu() -> bool[src]

pub fn before() -> Vec<SystemId, Global>

Notable traits for Vec<u8, A>

impl<A> Write for Vec<u8, A> where
    A: Allocator
[src]

pub fn after() -> Vec<SystemId, Global>

Notable traits for Vec<u8, A>

impl<A> Write for Vec<u8, A> where
    A: Allocator
[src]

pub fn updates() -> Vec<TypeId, Global>

Notable traits for Vec<u8, A>

impl<A> Write for Vec<u8, A> where
    A: Allocator
[src]

pub fn needs() -> Vec<TypeId, Global>

Notable traits for Vec<u8, A>

impl<A> Write for Vec<u8, A> where
    A: Allocator
[src]

pub fn creates() -> Vec<TypeId, Global>

Notable traits for Vec<u8, A>

impl<A> Write for Vec<u8, A> where
    A: Allocator
[src]

pub fn reads() -> Vec<TypeId, Global>

Notable traits for Vec<u8, A>

impl<A> Write for Vec<u8, A> where
    A: Allocator
[src]

pub fn writes() -> Vec<TypeId, Global>

Notable traits for Vec<u8, A>

impl<A> Write for Vec<u8, A> where
    A: Allocator
[src]

pub fn file_line_info(&self) -> &'static str[src]

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Implementations on Foreign Types

impl<D, S> CreationSystem for (S, D) where
    D: 'static,
    S: CreationSystemWithData<D>, 
[src]

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Implementors

impl CreationSystem for create_missing_light_matrices[src]

impl CreationSystem for upload_gpu_resources[src]

impl<F> CreationSystem for F where
    F: FnMut(EntitiesCreation<'_>, ResourcesCreation<'_>), 
[src]

impl<V, B> CreationSystem for GeometryUploader<V, B> where
    B: 'static + Clone + BufferExt<u8> + Cast<u32> + Cast<V>,
    V: VertexFormat + Clone + Copy + Debug + Send + 'static,
    <B as Cast<u32>>::CastTo: 'static,
    <B as Cast<u32>>::CastTo: BufferRangeMut<u32>,
    <B as Cast<u32>>::CastTo: Clone,
    <B as Cast<V>>::CastTo: 'static,
    <B as Cast<V>>::CastTo: BufferRangeMut<V>,
    <B as Cast<V>>::CastTo: WithBackend,
    <B as Cast<V>>::CastTo: MapRange<V>,
    <B as Cast<V>>::CastTo: Clone,
    Allocator<B>: InternalCreation<B>,
    Allocator<B>: Creation<B>,
    Allocator<B>: Updater,
    Allocator<V, B>: AllocatorFlags
[src]

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