[−][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. |