Trait rin::ecs::SystemThreadLocal[][src]

pub trait SystemThreadLocal {
    pub fn run(
        &mut self,
        entities: EntitiesThreadLocal<'_>,
        resources: ResourcesThreadLocal<'_>
    ); pub fn checks(
        &mut StorageRegistry
    ) -> Option<SystemConditionElse<Box<dyn SystemThreadLocal + '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 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 only run from the main thread but in parallel with Send systems.

Any function that receives an EntitiesThreadLocal and a ResourcesThreadLocal parameter in that order can be added as a SystemThreadLocal to the world.

Required methods

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

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Provided methods

pub fn checks(
    &mut StorageRegistry
) -> Option<SystemConditionElse<Box<dyn SystemThreadLocal + '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 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> SystemThreadLocal for (S, D) where
    D: 'static,
    S: SystemWithDataThreadLocal<D>, 
[src]

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Implementors

impl SystemThreadLocal for update_all_shadows_command_buffer_data[src]

impl SystemThreadLocal for update_command_buffer_data[src]

impl SystemThreadLocal for update_shadows_command_buffer_data[src]

impl SystemThreadLocal for update_static_shadows_command_buffer_data[src]

impl SystemThreadLocal for upload_all_shadows_command_buffer[src]

impl SystemThreadLocal for upload_command_buffer[src]

impl SystemThreadLocal for upload_shadows_command_buffer[src]

impl SystemThreadLocal for upload_static_shadows_command_buffer[src]

impl SystemThreadLocal for update_lights_data[src]

impl SystemThreadLocal for EventsDispatcher[src]

impl SystemThreadLocal for FpsRenderer[src]

impl<F> SystemThreadLocal for ShadowMapsUpdater<F> where
    F: DepthRenderFn
[src]

impl<F> SystemThreadLocal for F where
    F: FnMut(EntitiesThreadLocal<'_>, ResourcesThreadLocal<'_>), 
[src]

impl<U> SystemThreadLocal for RenderWrapper<U> where
    U: RenderSystem
[src]

impl<V> SystemThreadLocal for GpuSkinningSystem<V> where
    V: Clone + Sync + Debug + Serialize + Deserialize<'static> + Vertex<Position = Matrix<f32, U4, U1, <DefaultAllocator as Allocator<f32, U4, U1>>::Buffer>> + Normal<Normal = Matrix<f32, U4, U1, <DefaultAllocator as Allocator<f32, U4, U1>>::Buffer>> + Send + DefaultWeight + VertexFormat + 'static, 
[src]

impl<V> SystemThreadLocal for SkinningSystem<V> where
    V: Clone + Sync + Debug + Serialize + Deserialize<'static> + Vertex<Position = Matrix<f32, U4, U1, <DefaultAllocator as Allocator<f32, U4, U1>>::Buffer>> + Normal<Normal = Matrix<f32, U4, U1, <DefaultAllocator as Allocator<f32, U4, U1>>::Buffer>> + Send + DefaultWeight + 'static, 
[src]

impl<V, B> SystemThreadLocal for AnimatedGeometryGpuUpdater<V, B> where
    B: 'static + BufferExt<u8> + Clone + Cast<u32> + Cast<V>,
    V: 'static + Debug + Clone + Send + VertexFormat,
    <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: Clone,
    Allocator<B>: InternalCreation<B>,
    Allocator<B>: Creation<B>,
    Allocator<B>: Updater,
    Allocator<V, B>: AllocatorFlags
[src]

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