Trait rin::ecs::System [−][src]
pub trait System: Send { pub fn run(&mut self, entities: Entities<'_>, resources: Resources<'_>); pub fn checks(
&mut StorageRegistry
) -> Option<SystemConditionElse<SyncSystem>> { ... } pub fn name() -> Option<&'static str> { ... } pub fn before() -> Vec<SystemId, Global>ⓘ { ... } pub fn after() -> Vec<SystemId, Global>ⓘ { ... } pub fn updates() -> Vec<TypeId, Global>ⓘ { ... } pub fn needs() -> Vec<TypeId, Global>ⓘ { ... } pub fn reads() -> Vec<TypeId, Global>ⓘ { ... } pub fn writes() -> Vec<TypeId, Global>ⓘ { ... } pub fn file_line_info(&self) -> &'static str { ... } }
Trait for systems that can run from any thread in parallel with other systems.
Types implementing this trait must be Send
and are usually called Send
System
in the documentation.
Any function that receives an Entities
and a Resources
parameter in that order
can be added as a System
to the world.
Required methods
Loading content...Provided methods
pub fn checks(&mut StorageRegistry) -> Option<SystemConditionElse<SyncSystem>>
[src]
pub fn name() -> Option<&'static str>
[src]
pub fn before() -> Vec<SystemId, Global>ⓘ
[src]
pub fn after() -> Vec<SystemId, Global>ⓘ
[src]
pub fn updates() -> Vec<TypeId, Global>ⓘ
[src]
pub fn needs() -> Vec<TypeId, Global>ⓘ
[src]
pub fn reads() -> Vec<TypeId, Global>ⓘ
[src]
pub fn writes() -> Vec<TypeId, Global>ⓘ
[src]
pub fn file_line_info(&self) -> &'static str
[src]
Implementations on Foreign Types
impl<D, S> System for (S, D) where
D: 'static + Send,
S: SystemWithData<D> + Send,
[src]
impl<D, S> System for (S, D) where
D: 'static + Send,
S: SystemWithData<D> + Send,
[src]pub fn run(&mut self, entities: Entities<'_>, resources: Resources<'_>)
[src]
pub fn checks(
entities: &mut StorageRegistry
) -> Option<SystemConditionElse<SyncSystem>> where
(S, D): Sized,
[src]
entities: &mut StorageRegistry
) -> Option<SystemConditionElse<SyncSystem>> where
(S, D): Sized,
pub fn name() -> Option<&'static str> where
(S, D): Sized,
[src]
(S, D): Sized,
pub fn before() -> Vec<SystemId, Global>ⓘ where
(S, D): Sized,
[src]
(S, D): Sized,
pub fn after() -> Vec<SystemId, Global>ⓘ where
(S, D): Sized,
[src]
(S, D): Sized,
pub fn updates() -> Vec<TypeId, Global>ⓘ where
(S, D): Sized,
[src]
(S, D): Sized,
pub fn needs() -> Vec<TypeId, Global>ⓘ where
(S, D): Sized,
[src]
(S, D): Sized,
pub fn reads() -> Vec<TypeId, Global>ⓘ where
(S, D): Sized,
[src]
(S, D): Sized,
pub fn writes() -> Vec<TypeId, Global>ⓘ where
(S, D): Sized,
[src]
(S, D): Sized,
pub fn file_line_info(&self) -> &'static str
[src]
Implementors
impl System for SkeletonGeometryUpdater
[src]
impl System for SkeletonGeometryUpdater
[src]impl System for bone_updater
[src]
impl System for bone_updater
[src]pub fn name() -> Option<&'static str>
[src]
pub fn before() -> Vec<SystemId, Global>ⓘ
[src]
pub fn after() -> Vec<SystemId, Global>ⓘ
[src]
pub fn needs() -> Vec<TypeId, Global>ⓘ
[src]
pub fn updates() -> Vec<TypeId, Global>ⓘ
[src]
pub fn writes() -> Vec<TypeId, Global>ⓘ
[src]
pub fn run(&mut self, entities: Entities<'_>, _resources: Resources<'_>)
[src]
impl System for feet_updater
[src]
impl System for feet_updater
[src]pub fn name() -> Option<&'static str>
[src]
pub fn after() -> Vec<SystemId, Global>ⓘ
[src]
pub fn needs() -> Vec<TypeId, Global>ⓘ
[src]
pub fn updates() -> Vec<TypeId, Global>ⓘ
[src]
pub fn reads() -> Vec<TypeId, Global>ⓘ
[src]
pub fn writes() -> Vec<TypeId, Global>ⓘ
[src]
pub fn run(&mut self, ___entities: Entities<'_>, ___resources: Resources<'_>)
[src]
impl System for skeleton_cache_updater
[src]
impl System for skeleton_cache_updater
[src]impl System for skeleton_changed_reseter
[src]
impl System for skeleton_changed_reseter
[src]impl System for update_all
[src]
impl System for update_all
[src]impl System for update_dynamic
[src]
impl System for update_dynamic
[src]impl System for update_static
[src]
impl System for update_static
[src]impl System for path_follower
[src]
impl System for path_follower
[src]impl System for check_lights_changed_system
[src]
impl System for check_lights_changed_system
[src]impl System for all_shadows_geometry_sort
[src]
impl System for all_shadows_geometry_sort
[src]pub fn name() -> Option<&'static str>
[src]
pub fn checks(
world: &mut StorageRegistry
) -> Option<SystemConditionElse<SyncSystem>>
[src]
world: &mut StorageRegistry
) -> Option<SystemConditionElse<SyncSystem>>
pub fn after() -> Vec<SystemId, Global>ⓘ
[src]
pub fn needs() -> Vec<TypeId, Global>ⓘ
[src]
pub fn updates() -> Vec<TypeId, Global>ⓘ
[src]
pub fn reads() -> Vec<TypeId, Global>ⓘ
[src]
pub fn run(&mut self, entities: Entities<'_>, resources: Resources<'_>)
[src]
impl System for dynamic_shadows_geometry_sort
[src]
impl System for dynamic_shadows_geometry_sort
[src]pub fn name() -> Option<&'static str>
[src]
pub fn checks(
world: &mut StorageRegistry
) -> Option<SystemConditionElse<SyncSystem>>
[src]
world: &mut StorageRegistry
) -> Option<SystemConditionElse<SyncSystem>>
pub fn after() -> Vec<SystemId, Global>ⓘ
[src]
pub fn needs() -> Vec<TypeId, Global>ⓘ
[src]
pub fn updates() -> Vec<TypeId, Global>ⓘ
[src]
pub fn reads() -> Vec<TypeId, Global>ⓘ
[src]
pub fn run(&mut self, entities: Entities<'_>, resources: Resources<'_>)
[src]
impl System for geometry_sort
[src]
impl System for geometry_sort
[src]pub fn name() -> Option<&'static str>
[src]
pub fn checks(
world: &mut StorageRegistry
) -> Option<SystemConditionElse<SyncSystem>>
[src]
world: &mut StorageRegistry
) -> Option<SystemConditionElse<SyncSystem>>
pub fn after() -> Vec<SystemId, Global>ⓘ
[src]
pub fn needs() -> Vec<TypeId, Global>ⓘ
[src]
pub fn updates() -> Vec<TypeId, Global>ⓘ
[src]
pub fn reads() -> Vec<TypeId, Global>ⓘ
[src]
pub fn writes() -> Vec<TypeId, Global>ⓘ
[src]
pub fn run(&mut self, entities: Entities<'_>, resources: Resources<'_>)
[src]
impl System for geometryref_changed_updater
[src]
impl System for geometryref_changed_updater
[src]impl System for static_shadows_geometry_sort
[src]
impl System for static_shadows_geometry_sort
[src]pub fn name() -> Option<&'static str>
[src]
pub fn checks(
world: &mut StorageRegistry
) -> Option<SystemConditionElse<SyncSystem>>
[src]
world: &mut StorageRegistry
) -> Option<SystemConditionElse<SyncSystem>>
pub fn after() -> Vec<SystemId, Global>ⓘ
[src]
pub fn needs() -> Vec<TypeId, Global>ⓘ
[src]
pub fn updates() -> Vec<TypeId, Global>ⓘ
[src]
pub fn writes() -> Vec<TypeId, Global>ⓘ
[src]
pub fn run(&mut self, entities: Entities<'_>, resources: Resources<'_>)
[src]
impl System for update_materialrefs_changed
[src]
impl System for update_materialrefs_changed
[src]impl System for update_visible_changed
[src]
impl System for update_visible_changed
[src]impl System for CameraUpdater
[src]
impl System for CameraUpdater
[src]