[−][src]Module specs::prelude
Prelude module
Contains all of the most common traits, structures,
Re-exports
pub use crate::join::Join; |
pub use shred::SystemData; |
pub use crate::changeset::ChangeSet; |
pub use crate::storage::Storage; |
pub use crate::world::Builder; |
pub use crate::world::EntityBuilder; |
Structs
| AsyncDispatcher | Like, |
| BitSet | A |
| DenseVecStorage | Dense vector storage. Has a redirection 2-way table between entities and components, allowing to leave no gaps within the data. |
| Dispatcher | The dispatcher struct, allowing systems to be executed in parallel. |
| DispatcherBuilder | Builder for the |
| Entity |
|
| FlaggedStorage | Wrapper storage that tracks modifications, insertions, and removals of
components through an |
| HashMapStorage |
|
| LazyUpdate | Lazy updates can be used for world updates
that need to borrow a lot of resources
and as such should better be done at the end.
They work lazily in the sense that they are
dispatched when calling |
| NullStorage | A null storage type, used for cases where the component doesn't contain any data and instead works as a simple flag. |
| Read | Allows to fetch a resource in a system immutably. |
| ReaderId | A reader ID which represents a subscription to the events pushed to the
|
| ResourceId | The id of a |
| StaticAccessor | The static accessor that is used for |
| VecStorage | Vector storage. Uses a simple |
| 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. |
Enums
| ComponentEvent | Component storage events received from a |
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. |
| Component | Abstract component type. Doesn't have to be Copy or even Clone. |
| ParJoin | The purpose of the |
| ParallelIterator | Parallel version of the standard iterator trait. |
| Resource | A resource is a data slot which lives in the |
| RunNow | Trait for fetching data and running systems. Automatically implemented for systems. |
| System | A |
| SystemData | A static system data that can specify its dependencies at statically (at
compile-time). Most system data is a |
| Tracked |
|
| WorldExt | This trait provides some extension methods to make working with shred's [World] easier. |
Type Definitions
| Entities | A wrapper for a read |
| ReadExpect | Allows to fetch a resource in a system immutably.
This will panic if the resource does not exist.
Usage of |
| ReadStorage | A storage with read access. |
| WriteExpect | Allows to fetch a resource in a system mutably.
This will panic if the resource does not exist.
Usage of |
| WriteStorage | A storage with read and write access. |