Module prelude

Source
Expand description

Prelude module

Contains all of the most common traits, structures,

Re-exports§

pub use crate::join::Join;
pub use crate::join::LendJoin;
pub use crate::join::ParJoin;
pub use crate::changeset::ChangeSet;
pub use crate::storage::ComponentEvent;
pub use crate::storage::DefaultVecStorage;
pub use crate::storage::DenseVecStorage;
pub use crate::storage::FlaggedStorage;
pub use crate::storage::HashMapStorage;
pub use crate::storage::NullStorage;
pub use crate::storage::ReadStorage;
pub use crate::storage::Storage;
pub use crate::storage::Tracked;
pub use crate::storage::VecStorage;
pub use crate::storage::WriteStorage;
pub use crate::world::Builder;
pub use crate::world::Component;
pub use crate::world::Entities;
pub use crate::world::Entity;
pub use crate::world::EntityBuilder;
pub use crate::world::LazyUpdate;
pub use crate::world::WorldExt;

Structs§

AsyncDispatcher
Like, Dispatcher but works asynchronously.
BitSet
A BitSet is a simple set designed to track which indices are placed into it.
Dispatcher
The dispatcher struct, allowing systems to be executed in parallel.
DispatcherBuilder
Builder for the Dispatcher.
Read
Allows to fetch a resource in a system immutably.
ReaderId
A reader ID which represents a subscription to the events pushed to the EventChannel.
ResourceId
The id of a Resource, which simply wraps a type id and a “dynamic ID”. The “dynamic ID” is usually just left 0, and, unless such documentation says otherwise, other libraries will assume that it is always 0; non-zero IDs are only used for special resource types that are specifically defined in a more dynamic way, such that resource types can essentially be created at run time, without having different static types.
StaticAccessor
The static accessor that is used for SystemData.
World
A Resource container, which provides methods to insert, access and manage the contained resources.
Write
Allows to fetch a resource in a system mutably.

Traits§

Accessor
A trait for accessing read/write multiple resources from a system. This can be used to create dynamic systems that don’t specify what they fetch at compile-time.
ParallelIterator
Parallel version of the standard iterator trait.
Resource
A resource is a data slot which lives in the World can only be accessed according to Rust’s typical borrowing model (one writer xor multiple readers).
RunNow
Trait for fetching data and running systems. Automatically implemented for systems.
System
A System, executed with a set of required Resources.
SystemData
A static system data that can specify its dependencies at statically (at compile-time). Most system data is a SystemData, the DynamicSystemData type is only needed for very special setups.

Type Aliases§

ReadExpect
Allows to fetch a resource in a system immutably. This will panic if the resource does not exist. Usage of Read or Option<Read> is therefore recommended.
WriteExpect
Allows to fetch a resource in a system mutably. This will panic if the resource does not exist. Usage of Write or Option<Write> is therefore recommended.

Derive Macros§

SystemData
Used to #[derive] the trait SystemData.