Struct amethyst::ApplicationBuilder
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pub struct ApplicationBuilder<'a, 'b, T> { pub world: World, // some fields omitted }
ApplicationBuilder
is an interface that allows for creation of an Application
using a custom set of configuration. This is the normal way an Application
object is created.
Fields
world: World
Used by bundles to access the world directly
Methods
impl<'a, 'b, T> ApplicationBuilder<'a, 'b, T>
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fn new<P: AsRef<Path>>(path: P, initial_state: T) -> Result<Self>
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Creates a new ApplicationBuilder instance that wraps the initial_state. This is the more verbose way of initializing your application if you require specific configuration details to be changed away from the default.
Parameters
initial_state
: The initial State handler of your game. See State for more information on what this is.
Returns
Returns a Result
type wrapping the Application
type. See
errors for a full list of
possible errors that can happen in the creation of a Application object.
Type parameters
S
: A type that implements theState
trait. e.g. Your initial game logic.
Lifetimes
a
: The lifetime of theState
objects.b
: This lifetime is inherited fromspecs
andshred
, it is the minimum lifetime of the systems used byApplication
Errors
Application will return an error if the internal threadpool fails to initialize correctly because of systems resource limitations
Examples
use amethyst::prelude::*; use amethyst::core::transform::{Parent, LocalTransform, TransformSystem}; struct NullState; impl State for NullState {} // initialize the builder, the `ApplicationBuilder` object // follows the use pattern of most builder objects found // in the rust ecosystem. Each function modifies the object // returning a new object with the modified configuration. let mut game = Application::build("assets/", NullState) .expect("Failed to initialize") // components can be registered at this stage .register::<Parent>() .register::<LocalTransform>() // systems can be added before the game is run .with::<TransformSystem>(TransformSystem::new(), "transform_system", &[]) // lastly we can build the Application object .build() .expect("Failed to create Application"); // the game instance can now be run, this exits only when the game is done game.run();
fn register<C>(self) -> Self where
C: Component,
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C: Component,
Registers a component into the entity-component-system. This method takes no options other than the component type which is defined using a 'turbofish'. See the example for what this looks like.
You must register a component type before it can be used. If
code accesses a component that has not previously been registered
it will panic
.
Type Parameters
C
: The Component type that you are registering. This must implement theComponent
trait to be registered.
Returns
This function returns ApplicationBuilder after it has modified it
Examples
use amethyst::prelude::*; use amethyst::ecs::{Component, HashMapStorage}; struct NullState; impl State for NullState {} // define your custom type for the ECS struct Velocity([f32; 3]); // the compiler must be told how to store every component, `Velocity` // in this case. This is done via The `amethyst::ecs::Component` trait. impl Component for Velocity { // To do this the `Component` trait has an associated type // which is used to associate the type back to the container type. // There are a few common containers, VecStorage and HashMapStorage // are the most common used. // // See the documentation on the specs::Storage trait for more information. // https://docs.rs/specs/0.9.5/specs/struct.Storage.html type Storage = HashMapStorage<Velocity>; } // After creating a builder, we can add any number of components // using the register method. Application::build("assets/", NullState) .expect("Failed to initialize") .register::<Velocity>();
fn with_resource<R>(self, resource: R) -> Self where
R: Resource,
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R: Resource,
Adds the supplied ECS resource which can be accessed from game systems.
Resources are common data that is shared with one or more game system.
If a resource is added with the identical type as an existing resource, the new resource will replace the old one and the old resource will be dropped.
Parameters
resource
: The initialized resource you wish to register
Type Parameters
R
:resource
must implement theResource
trait. This trait will be automatically implemented ifAny
+Send
+Sync
traits exist for typeR
.
Returns
This function returns ApplicationBuilder after it has modified it.
Examples
use amethyst::prelude::*; struct NullState; impl State for NullState {} // your resource can be anything that can be safely stored in a `Arc` // in this example, it is a vector of scores with a user name struct HighScores(Vec<Score>); struct Score { score: u32, user: String } let score_board = HighScores(Vec::new()); Application::build("assets/", NullState) .expect("Failed to initialize") .with_resource(score_board);
fn with_barrier(self) -> Self
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Inserts a barrier which assures that all systems added before the barrier are executed before the ones after this barrier.
Does nothing if there were no systems added since the last call to
with_barrier()
. Thread-local systems are not affected by barriers;
they're always executed at the end.
Returns
This function returns ApplicationBuilder after it has modified it.
Examples
use amethyst::prelude::*; use amethyst::ecs::System; struct NullState; impl State for NullState {} struct NopSystem; impl<'a> System<'a> for NopSystem { type SystemData = (); fn run(&mut self, (): Self::SystemData) {} } // Three systems are added in this example. The "tabby cat" & "tom cat" // systems will both run in parallel. Only after both cat systems have // run is the "doggo" system permitted to run them. Application::build("assets/", NullState) .expect("Failed to initialize") .with(NopSystem, "tabby cat", &[]) .with(NopSystem, "tom cat", &[]) .with_barrier() .with(NopSystem, "doggo", &[]);
fn with<S>(self, system: S, name: &str, dependencies: &[&str]) -> Self where
S: System<'c> + Send + 'a,
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S: System<'c> + Send + 'a,
Adds a given system to the game loop.
Note: all dependencies must be added before you add the system.
Parameters
system
: The system that is to be added to the game loop.name
: A unique string to identify the system by. This is used for dependency tracking. This name may be empty""
string in which case it cannot be referenced as a dependency.dependencies
: A list of named system that must have completed running before this system is permitted to run. This may be an empty list if there is no dependencies.
Returns
This function returns ApplicationBuilder after it has modified it.
Type Parameters
S
: A type that implements theSystem
trait.
Panics
If two system are added that share an identical name, this function will panic. Empty names are permitted, and this function will not panic if more then two are added.
If a dependency is referenced (by name), but has not previously been added this function will panic.
Examples
use amethyst::prelude::*; use amethyst::ecs::System; struct NullState; impl State for NullState {} struct NopSystem; impl<'a> System<'a> for NopSystem { type SystemData = (); fn run(&mut self, _: Self::SystemData) {} } Application::build("assets/", NullState) .expect("Failed to initialize") // This will add the "foo" system to the game loop, in this case // the "foo" system will not depend on any systems. .with(NopSystem, "foo", &[]) // The "bar" system will only run after the "foo" system has completed .with(NopSystem, "bar", &["foo"]) // It is legal to register a system with an empty name .with(NopSystem, "", &[]);
fn with_thread_local<S>(self, system: S) -> Self where
S: System<'c> + 'b,
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S: System<'c> + 'b,
Add a given thread-local system to the game loop.
A thread-local system is one that must run on the main thread of the game. A thread-local system would be necessary typically to work around vendor APIs that have thread dependent designs; an example being OpenGL which uses a thread-local state machine to function.
All thread-local systems are executed sequentially after all non-thread-local systems.
Parameters
system
: The system that is to be added to the game loop.
Returns
This function returns ApplicationBuilder after it has modified it.
Type Parameters
S
: A type that implements theSystem
trait.
Examples
use amethyst::prelude::*; use amethyst::ecs::System; struct NullState; impl State for NullState {} struct NopSystem; impl<'a> System<'a> for NopSystem { type SystemData = (); fn run(&mut self, _: Self::SystemData) {} } Application::build("assets/", NullState) .expect("Failed to initialize") // the Nop system is registered here .with_thread_local(NopSystem);
fn with_local<S>(self, system: S) -> Self where
S: RunNow<'c> + 'b,
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S: RunNow<'c> + 'b,
Add a local RunNow
system.
The added system will be dispatched after all normal
and thread local systems. This is special because it does
accept types implementing only RunNow
, but not
System
, which is needed for e.g. the RenderSystem
.
Examples
use amethyst::core::transform::Transform; use amethyst::prelude::*; use amethyst::renderer::*; let pipe = Pipeline::build().with_stage( Stage::with_backbuffer() .clear_target([0.0, 0.0, 0.0, 1.0], 1.0) .with_pass(DrawShaded::<PosNormTex>::new()), ); let config = DisplayConfig::load("config_path.ron"); let mut game = Application::build("resources/", Example)? .with_bundle(RenderBundle::new())? .with_local(RenderSystem::build(pipe, Some(config))?) .build()?;
fn with_bundle<B>(self, bundle: B) -> Result<Self> where
B: ECSBundle<'a, 'b>,
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B: ECSBundle<'a, 'b>,
Add a given ECS bundle to the game loop.
A bundle is a container for registering a bunch of ECS systems and their dependent resources and components.
Parameters
bundle
: The bundle to add
Returns
This function returns ApplicationBuilder after it has modified it, this is
wrapped in a Result
.
Errors
This function creates systems and resources, which use any number of dependent crates or APIs, which could result in any number of errors. See each individual bundle for a description of the errors it could produce.
fn with_source<I, S>(self, name: I, store: S) -> Self where
I: Into<String>,
S: Source,
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I: Into<String>,
S: Source,
Register an asset store with the loader logic of the Application.
If the asset store exists, that shares a name with the new store the net effect will be a replacement of the older store with the new one. No warning or panic will result from this action.
Parameters
name
: A unique name or key to identify the asset storage location.name
is used later to specify where the asset should be loaded from.store
: The asset store being registered.
Type Parameters
I
: AString
, or a type that can be converted into aString
.S
: AStore
asset loader. Typically this is aDirectory
.
Returns
This function returns ApplicationBuilder after it has modified it.
Examples
use amethyst::prelude::*; use amethyst::assets::{Directory, Loader}; use amethyst::renderer::ObjFormat; use amethyst::ecs::World; let mut game = Application::build("assets/", LoadingState) .expect("Failed to initialize") // Register the directory "custom_directory" under the name "resources". .with_source("custom_store", Directory::new("custom_directory")) .build() .expect("Failed to build game") .run(); struct LoadingState; impl State for LoadingState { fn on_start(&mut self, world: &mut World) { let storage = world.read_resource(); let loader = world.read_resource::<Loader>(); // Load a teapot mesh from the directory that registered above. let mesh = loader.load_from("teapot", ObjFormat, (), "custom_directory", (), &storage); } }
fn with_frame_limit(
self,
strategy: FrameRateLimitStrategy,
max_fps: u32
) -> Self
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self,
strategy: FrameRateLimitStrategy,
max_fps: u32
) -> Self
Sets the maximum frames per second of this game.
Parameters
strategy
: the frame limit strategy to use
max_fps
: the maximum frames per second this game will run at.
Returns
This function returns the ApplicationBuilder after modifying it.
fn with_frame_limit_config(self, config: FrameRateLimitConfig) -> Self
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Sets the maximum frames per second of this game, based on the given config.
Parameters
config
: the frame limiter config
Returns
This function returns the ApplicationBuilder after modifying it.
fn with_fixed_step_length(self, duration: Duration) -> Self
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Sets the duration between fixed updates, defaults to one sixtieth of a second.
Parameters
duration
: The duration between fixed updates.
Returns
This function returns the ApplicationBuilder after modifying it.
fn ignore_window_close(self, ignore: bool) -> Self
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Tells the resulting application window to ignore close events if ignore is true. This will make your game window unresponsive to operating system close commands. Use with caution.
Parameters
ignore
: Whether or not the window should ignore these events. False by default.
Returns
This function returns the ApplicationBuilder after modifying it.
fn register_asset<A>(self) -> Self where
A: Asset,
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A: Asset,
Register a new asset type with the Application. All required components related to the storage of this asset type will be registered. Since Amethyst uses AssetFutures to allow for async content loading, Amethyst needs to have a system that translates AssetFutures into Components as they resolve. Amethyst registers a system to accomplish this.
Parameters
make_context
: A closure that returns an initialized Asset::Context
object. This is given the a reference to the world object
to allow it to find any resources previously registered.
Type Parameters
A
: The asset type, anAsset
in reference to Amethyst is a component that implements theAsset
trait.F
: A function that returns theAsset::Context
context object.
Returns
This function returns ApplicationBuilder after it has modified it.
fn build(self) -> Result<Application<'a, 'b>> where
T: State + 'a,
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T: State + 'a,
Build an Application
object using the ApplicationBuilder
as configured.
Returns
This function returns an Application object wrapped in the Result type.
Errors
This function currently will not produce an error, returning a result type was strictly for future possibilities.
Notes
If the "profiler" feature is used, this function will register the thread that executed this function as the "Main" thread.
Examples
See the example show for ApplicationBuilder::new()
for an example on how this method is used.