pub struct Schedules {
pub ignored_scheduling_ambiguities: BTreeSet<ComponentId>,
/* private fields */
}
Expand description
Resource that stores Schedule
s mapped to ScheduleLabel
s excluding the current running Schedule
.
Fields§
§ignored_scheduling_ambiguities: BTreeSet<ComponentId>
List of ComponentId
s to ignore when reporting system order ambiguity conflicts
Implementations§
source§impl Schedules
impl Schedules
sourcepub fn insert(&mut self, schedule: Schedule) -> Option<Schedule>
pub fn insert(&mut self, schedule: Schedule) -> Option<Schedule>
Inserts a labeled schedule into the map.
If the map already had an entry for label
, schedule
is inserted,
and the old schedule is returned. Otherwise, None
is returned.
sourcepub fn remove(&mut self, label: impl ScheduleLabel) -> Option<Schedule>
pub fn remove(&mut self, label: impl ScheduleLabel) -> Option<Schedule>
Removes the schedule corresponding to the label
from the map, returning it if it existed.
sourcepub fn remove_entry(
&mut self,
label: impl ScheduleLabel
) -> Option<(Interned<dyn ScheduleLabel>, Schedule)>
pub fn remove_entry( &mut self, label: impl ScheduleLabel ) -> Option<(Interned<dyn ScheduleLabel>, Schedule)>
Removes the (schedule, label) pair corresponding to the label
from the map, returning it if it existed.
sourcepub fn contains(&self, label: impl ScheduleLabel) -> bool
pub fn contains(&self, label: impl ScheduleLabel) -> bool
Does a schedule with the provided label already exist?
sourcepub fn get(&self, label: impl ScheduleLabel) -> Option<&Schedule>
pub fn get(&self, label: impl ScheduleLabel) -> Option<&Schedule>
Returns a reference to the schedule associated with label
, if it exists.
Examples found in repository?
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fn build_ui(
mut commands: Commands,
asset_server: Res<AssetServer>,
schedules: Res<Schedules>,
mut stepping: ResMut<Stepping>,
mut state: ResMut<State>,
) {
let mut text_sections = Vec::new();
let mut always_run = Vec::new();
let Ok(schedule_order) = stepping.schedules() else {
return;
};
// go through the stepping schedules and construct a list of systems for
// each label
for label in schedule_order {
let schedule = schedules.get(*label).unwrap();
text_sections.push(TextSection::new(
format!("{:?}\n", label),
TextStyle {
font: asset_server.load(FONT_BOLD),
font_size: FONT_SIZE,
color: FONT_COLOR,
},
));
// grab the list of systems in the schedule, in the order the
// single-threaded executor would run them.
let Ok(systems) = schedule.systems() else {
return;
};
for (node_id, system) in systems {
// skip bevy default systems; we don't want to step those
if system.name().starts_with("bevy") {
always_run.push((*label, node_id));
continue;
}
// Add an entry to our systems list so we can find where to draw
// the cursor when the stepping cursor is at this system
state.systems.push((*label, node_id, text_sections.len()));
// Add a text section for displaying the cursor for this system
text_sections.push(TextSection::new(
" ",
TextStyle {
font: asset_server.load(FONT_MEDIUM),
font_size: FONT_SIZE,
color: FONT_COLOR,
},
));
// add the name of the system to the ui
text_sections.push(TextSection::new(
format!("{}\n", system.name()),
TextStyle {
font: asset_server.load(FONT_MEDIUM),
font_size: FONT_SIZE,
color: FONT_COLOR,
},
));
}
}
for (label, node) in always_run.drain(..) {
stepping.always_run_node(label, node);
}
commands.spawn((
SteppingUi,
TextBundle {
text: Text::from_sections(text_sections),
style: Style {
position_type: PositionType::Absolute,
top: state.ui_top,
left: state.ui_left,
padding: UiRect::all(Val::Px(10.0)),
..default()
},
background_color: BackgroundColor(Color::rgba(1.0, 1.0, 1.0, 0.33)),
visibility: Visibility::Hidden,
..default()
},
));
}
sourcepub fn get_mut(&mut self, label: impl ScheduleLabel) -> Option<&mut Schedule>
pub fn get_mut(&mut self, label: impl ScheduleLabel) -> Option<&mut Schedule>
Returns a mutable reference to the schedule associated with label
, if it exists.
sourcepub fn iter(
&self
) -> impl Iterator<Item = (&(dyn ScheduleLabel + 'static), &Schedule)>
pub fn iter( &self ) -> impl Iterator<Item = (&(dyn ScheduleLabel + 'static), &Schedule)>
Returns an iterator over all schedules. Iteration order is undefined.
sourcepub fn iter_mut(
&mut self
) -> impl Iterator<Item = (&(dyn ScheduleLabel + 'static), &mut Schedule)>
pub fn iter_mut( &mut self ) -> impl Iterator<Item = (&(dyn ScheduleLabel + 'static), &mut Schedule)>
Returns an iterator over mutable references to all schedules. Iteration order is undefined.
sourcepub fn configure_schedules(
&mut self,
schedule_build_settings: ScheduleBuildSettings
)
pub fn configure_schedules( &mut self, schedule_build_settings: ScheduleBuildSettings )
Applies the provided ScheduleBuildSettings
to all schedules.
sourcepub fn allow_ambiguous_component<T>(&mut self, world: &mut World)where
T: Component,
pub fn allow_ambiguous_component<T>(&mut self, world: &mut World)where
T: Component,
Ignore system order ambiguities caused by conflicts on Component
s of type T
.
sourcepub fn allow_ambiguous_resource<T>(&mut self, world: &mut World)where
T: Resource,
pub fn allow_ambiguous_resource<T>(&mut self, world: &mut World)where
T: Resource,
Ignore system order ambiguities caused by conflicts on Resource
s of type T
.
sourcepub fn iter_ignored_ambiguities(&self) -> impl Iterator<Item = &ComponentId>
pub fn iter_ignored_ambiguities(&self) -> impl Iterator<Item = &ComponentId>
Iterate through the ComponentId
’s that will be ignored.
sourcepub fn print_ignored_ambiguities(&self, components: &Components)
pub fn print_ignored_ambiguities(&self, components: &Components)
Prints the names of the components and resources with info
May panic or retrieve incorrect names if Components
is not from the same
world
Trait Implementations§
Auto Trait Implementations§
impl Freeze for Schedules
impl !RefUnwindSafe for Schedules
impl Send for Schedules
impl Sync for Schedules
impl Unpin for Schedules
impl !UnwindSafe for Schedules
Blanket Implementations§
source§impl<T, U> AsBindGroupShaderType<U> for T
impl<T, U> AsBindGroupShaderType<U> for T
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ShaderType
for self
. When used in AsBindGroup
derives, it is safe to assume that all images in self
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(where Trait: Downcast
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. Box<dyn Any>
can
then be further downcast
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where ConcreteType
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impl<T> DowncastSync for T
source§impl<S> FromSample<S> for S
impl<S> FromSample<S> for S
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source§impl<T> FromWorld for Twhere
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impl<T> FromWorld for Twhere
T: Default,
source§fn from_world(_world: &mut World) -> T
fn from_world(_world: &mut World) -> T
Self
using data from the given World
.