Struct SubApp

Source
pub struct SubApp {
    pub update_schedule: Option<Interned<dyn ScheduleLabel>>,
    /* private fields */
}
Expand description

A secondary application with its own World. These can run independently of each other.

These are useful for situations where certain processes (e.g. a render thread) need to be kept separate from the main application.

§Example


#[derive(Resource, Default)]
struct Val(pub i32);

#[derive(Debug, Clone, Copy, Hash, PartialEq, Eq, AppLabel)]
struct ExampleApp;

// Create an app with a certain resource.
let mut app = App::new();
app.insert_resource(Val(10));

// Create a sub-app with the same resource and a single schedule.
let mut sub_app = SubApp::new();
sub_app.update_schedule = Some(Main.intern());
sub_app.insert_resource(Val(100));

// Setup an extract function to copy the resource's value in the main world.
sub_app.set_extract(|main_world, sub_world| {
    sub_world.resource_mut::<Val>().0 = main_world.resource::<Val>().0;
});

// Schedule a system that will verify extraction is working.
sub_app.add_systems(Main, |counter: Res<Val>| {
    // The value will be copied during extraction, so we should see 10 instead of 100.
    assert_eq!(counter.0, 10);
});

// Add the sub-app to the main app.
app.insert_sub_app(ExampleApp, sub_app);

// Update the application once (using the default runner).
app.run();

Fields§

§update_schedule: Option<Interned<dyn ScheduleLabel>>

The schedule that will be run by update.

Implementations§

Source§

impl SubApp

Source

pub fn new() -> SubApp

Returns a default, empty SubApp.

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pub fn world(&self) -> &World

Returns a reference to the World.

Examples found in repository?
tests/ecs/ambiguity_detection.rs (line 73)
72fn count_ambiguities(sub_app: &SubApp) -> AmbiguitiesCount {
73    let schedules = sub_app.world().resource::<Schedules>();
74    let mut ambiguities = <HashMap<_, _>>::default();
75    for (_, schedule) in schedules.iter() {
76        let ambiguities_in_schedule = schedule.graph().conflicting_systems().len();
77        ambiguities.insert(schedule.label(), ambiguities_in_schedule);
78    }
79    AmbiguitiesCount(ambiguities)
80}
More examples
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examples/shader/texture_binding_array.rs (line 50)
45    fn finish(&self, app: &mut App) {
46        let Some(render_app) = app.get_sub_app_mut(RenderApp) else {
47            return;
48        };
49
50        let render_device = render_app.world().resource::<RenderDevice>();
51
52        // Check if the device support the required feature. If not, exit the example.
53        // In a real application, you should setup a fallback for the missing feature
54        if !render_device
55            .features()
56            .contains(WgpuFeatures::SAMPLED_TEXTURE_AND_STORAGE_BUFFER_ARRAY_NON_UNIFORM_INDEXING)
57        {
58            error!(
59                "Render device doesn't support feature \
60SAMPLED_TEXTURE_AND_STORAGE_BUFFER_ARRAY_NON_UNIFORM_INDEXING, \
61which is required for texture binding arrays"
62            );
63            exit(1);
64        }
65    }
Source

pub fn world_mut(&mut self) -> &mut World

Returns a mutable reference to the World.

Examples found in repository?
tests/ecs/ambiguity_detection.rs (line 60)
59fn configure_ambiguity_detection(sub_app: &mut SubApp) {
60    let mut schedules = sub_app.world_mut().resource_mut::<Schedules>();
61    for (_, schedule) in schedules.iter_mut() {
62        schedule.set_build_settings(ScheduleBuildSettings {
63            // NOTE: you can change this to `LogLevel::Ignore` to easily see the current number of ambiguities.
64            ambiguity_detection: LogLevel::Warn,
65            use_shortnames: false,
66            ..default()
67        });
68    }
69}
More examples
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examples/shader/gpu_readback.rs (line 59)
46    fn finish(&self, app: &mut App) {
47        let render_app = app.sub_app_mut(RenderApp);
48        render_app.init_resource::<ComputePipeline>().add_systems(
49            Render,
50            prepare_bind_group
51                .in_set(RenderSet::PrepareBindGroups)
52                // We don't need to recreate the bind group every frame
53                .run_if(not(resource_exists::<GpuBufferBindGroup>)),
54        );
55
56        // Add the compute node as a top level node to the render graph
57        // This means it will only execute once per frame
58        render_app
59            .world_mut()
60            .resource_mut::<RenderGraph>()
61            .add_node(ComputeNodeLabel, ComputeNode::default());
62    }
examples/shader/compute_shader_game_of_life.rs (line 111)
101    fn build(&self, app: &mut App) {
102        // Extract the game of life image resource from the main world into the render world
103        // for operation on by the compute shader and display on the sprite.
104        app.add_plugins(ExtractResourcePlugin::<GameOfLifeImages>::default());
105        let render_app = app.sub_app_mut(RenderApp);
106        render_app.add_systems(
107            Render,
108            prepare_bind_group.in_set(RenderSet::PrepareBindGroups),
109        );
110
111        let mut render_graph = render_app.world_mut().resource_mut::<RenderGraph>();
112        render_graph.add_node(GameOfLifeLabel, GameOfLifeNode::default());
113        render_graph.add_node_edge(GameOfLifeLabel, bevy::render::graph::CameraDriverLabel);
114    }
examples/app/headless_renderer.rs (line 210)
203    fn build(&self, app: &mut App) {
204        let (s, r) = crossbeam_channel::unbounded();
205
206        let render_app = app
207            .insert_resource(MainWorldReceiver(r))
208            .sub_app_mut(RenderApp);
209
210        let mut graph = render_app.world_mut().resource_mut::<RenderGraph>();
211        graph.add_node(ImageCopy, ImageCopyDriver);
212        graph.add_node_edge(bevy::render::graph::CameraDriverLabel, ImageCopy);
213
214        render_app
215            .insert_resource(RenderWorldSender(s))
216            // Make ImageCopiers accessible in RenderWorld system and plugin
217            .add_systems(ExtractSchedule, image_copy_extract)
218            // Receives image data from buffer to channel
219            // so we need to run it after the render graph is done
220            .add_systems(Render, receive_image_from_buffer.after(RenderSet::Render));
221    }
Source

pub fn run_default_schedule(&mut self)

Runs the default schedule.

Does not clear internal trackers used for change detection.

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pub fn update(&mut self)

Runs the default schedule and updates internal component trackers.

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pub fn extract(&mut self, world: &mut World)

Extracts data from world into the app’s world using the registered extract method.

Note: There is no default extract method. Calling extract does nothing if set_extract has not been called.

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pub fn set_extract<F>(&mut self, extract: F) -> &mut SubApp
where F: Fn(&mut World, &mut World) + Send + 'static,

Sets the method that will be called by extract.

The first argument is the World to extract data from, the second argument is the app World.

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pub fn take_extract( &mut self, ) -> Option<Box<dyn Fn(&mut World, &mut World) + Send>>

Take the function that will be called by extract out of the app, if any was set, and replace it with None.

If you use Bevy, bevy_render will set a default extract function used to extract data from the main world into the render world as part of the Extract phase. In that case, you cannot replace it with your own function. Instead, take the Bevy default function with this, and install your own instead which calls the Bevy default.

let default_fn = app.take_extract();
app.set_extract(move |main, render| {
    // Do pre-extract custom logic
    // [...]

    // Call Bevy's default, which executes the Extract phase
    if let Some(f) = default_fn.as_ref() {
        f(main, render);
    }

    // Do post-extract custom logic
    // [...]
});
Source

pub fn insert_resource<R>(&mut self, resource: R) -> &mut SubApp
where R: Resource,

Examples found in repository?
examples/app/headless_renderer.rs (line 215)
203    fn build(&self, app: &mut App) {
204        let (s, r) = crossbeam_channel::unbounded();
205
206        let render_app = app
207            .insert_resource(MainWorldReceiver(r))
208            .sub_app_mut(RenderApp);
209
210        let mut graph = render_app.world_mut().resource_mut::<RenderGraph>();
211        graph.add_node(ImageCopy, ImageCopyDriver);
212        graph.add_node_edge(bevy::render::graph::CameraDriverLabel, ImageCopy);
213
214        render_app
215            .insert_resource(RenderWorldSender(s))
216            // Make ImageCopiers accessible in RenderWorld system and plugin
217            .add_systems(ExtractSchedule, image_copy_extract)
218            // Receives image data from buffer to channel
219            // so we need to run it after the render graph is done
220            .add_systems(Render, receive_image_from_buffer.after(RenderSet::Render));
221    }
More examples
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examples/3d/occlusion_culling.rs (line 265)
248    fn finish(&self, app: &mut App) {
249        // Create the `SavedIndirectParameters` resource that we're going to use
250        // to communicate between the thread that the GPU-to-CPU readback
251        // callback runs on and the main application threads. This resource is
252        // atomically reference counted. We store one reference to the
253        // `SavedIndirectParameters` in the main app and another reference in
254        // the render app.
255        let saved_indirect_parameters = SavedIndirectParameters::from_world(app.world_mut());
256        app.insert_resource(saved_indirect_parameters.clone());
257
258        // Fetch the render app.
259        let Some(render_app) = app.get_sub_app_mut(RenderApp) else {
260            return;
261        };
262
263        render_app
264            // Insert another reference to the `SavedIndirectParameters`.
265            .insert_resource(saved_indirect_parameters);
266    }
Source

pub fn init_resource<R>(&mut self) -> &mut SubApp
where R: Resource + FromWorld,

Examples found in repository?
examples/shader/compute_shader_game_of_life.rs (line 118)
116    fn finish(&self, app: &mut App) {
117        let render_app = app.sub_app_mut(RenderApp);
118        render_app.init_resource::<GameOfLifePipeline>();
119    }
More examples
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examples/shader/custom_post_processing.rs (line 109)
101    fn finish(&self, app: &mut App) {
102        // We need to get the render app from the main app
103        let Some(render_app) = app.get_sub_app_mut(RenderApp) else {
104            return;
105        };
106
107        render_app
108            // Initialize the pipeline
109            .init_resource::<PostProcessPipeline>();
110    }
examples/shader/custom_shader_instancing.rs (line 103)
99    fn build(&self, app: &mut App) {
100        app.add_plugins(ExtractComponentPlugin::<InstanceMaterialData>::default());
101        app.sub_app_mut(RenderApp)
102            .add_render_command::<Transparent3d, DrawCustom>()
103            .init_resource::<SpecializedMeshPipelines<CustomPipeline>>()
104            .add_systems(
105                Render,
106                (
107                    queue_custom.in_set(RenderSet::QueueMeshes),
108                    prepare_instance_buffers.in_set(RenderSet::PrepareResources),
109                ),
110            );
111    }
112
113    fn finish(&self, app: &mut App) {
114        app.sub_app_mut(RenderApp).init_resource::<CustomPipeline>();
115    }
examples/shader/gpu_readback.rs (line 48)
46    fn finish(&self, app: &mut App) {
47        let render_app = app.sub_app_mut(RenderApp);
48        render_app.init_resource::<ComputePipeline>().add_systems(
49            Render,
50            prepare_bind_group
51                .in_set(RenderSet::PrepareBindGroups)
52                // We don't need to recreate the bind group every frame
53                .run_if(not(resource_exists::<GpuBufferBindGroup>)),
54        );
55
56        // Add the compute node as a top level node to the render graph
57        // This means it will only execute once per frame
58        render_app
59            .world_mut()
60            .resource_mut::<RenderGraph>()
61            .add_node(ComputeNodeLabel, ComputeNode::default());
62    }
examples/shader/specialized_mesh_pipeline.rs (line 118)
109    fn build(&self, app: &mut App) {
110        app.add_plugins(ExtractComponentPlugin::<CustomRenderedEntity>::default());
111
112        // We make sure to add these to the render app, not the main app.
113        let Some(render_app) = app.get_sub_app_mut(RenderApp) else {
114            return;
115        };
116        render_app
117            // This is needed to tell bevy about your custom pipeline
118            .init_resource::<SpecializedMeshPipelines<CustomMeshPipeline>>()
119            // We need to use a custom draw command so we need to register it
120            .add_render_command::<Opaque3d, DrawSpecializedPipelineCommands>()
121            .add_systems(Render, queue_custom_mesh_pipeline.in_set(RenderSet::Queue));
122    }
123
124    fn finish(&self, app: &mut App) {
125        let Some(render_app) = app.get_sub_app_mut(RenderApp) else {
126            return;
127        };
128        // Creating this pipeline needs the RenderDevice and RenderQueue
129        // which are only available once rendering plugins are initialized.
130        render_app.init_resource::<CustomMeshPipeline>();
131    }
examples/shader/custom_phase_item.rs (line 178)
169fn main() {
170    let mut app = App::new();
171    app.add_plugins(DefaultPlugins)
172        .add_plugins(ExtractComponentPlugin::<CustomRenderedEntity>::default())
173        .add_systems(Startup, setup);
174
175    // We make sure to add these to the render app, not the main app.
176    app.get_sub_app_mut(RenderApp)
177        .unwrap()
178        .init_resource::<CustomPhasePipeline>()
179        .init_resource::<SpecializedRenderPipelines<CustomPhasePipeline>>()
180        .add_render_command::<Opaque3d, DrawCustomPhaseItemCommands>()
181        .add_systems(
182            Render,
183            prepare_custom_phase_item_buffers.in_set(RenderSet::Prepare),
184        )
185        .add_systems(Render, queue_custom_phase_item.in_set(RenderSet::Queue));
186
187    app.run();
188}
Source

pub fn add_systems<M>( &mut self, schedule: impl ScheduleLabel, systems: impl IntoScheduleConfigs<Box<dyn System<Out = Result<(), BevyError>, In = ()>>, M>, ) -> &mut SubApp

Examples found in repository?
examples/stress_tests/many_lights.rs (line 161)
156    fn build(&self, app: &mut App) {
157        let Some(render_app) = app.get_sub_app_mut(RenderApp) else {
158            return;
159        };
160
161        render_app.add_systems(Render, print_visible_light_count.in_set(RenderSet::Prepare));
162    }
More examples
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examples/games/loading_screen.rs (line 292)
283        fn build(&self, app: &mut App) {
284            app.insert_resource(PipelinesReady::default());
285
286            // In order to gain access to the pipelines status, we have to
287            // go into the `RenderApp`, grab the resource from the main App
288            // and then update the pipelines status from there.
289            // Writing between these Apps can only be done through the
290            // `ExtractSchedule`.
291            app.sub_app_mut(RenderApp)
292                .add_systems(ExtractSchedule, update_pipelines_ready);
293        }
examples/shader/custom_shader_instancing.rs (lines 104-110)
99    fn build(&self, app: &mut App) {
100        app.add_plugins(ExtractComponentPlugin::<InstanceMaterialData>::default());
101        app.sub_app_mut(RenderApp)
102            .add_render_command::<Transparent3d, DrawCustom>()
103            .init_resource::<SpecializedMeshPipelines<CustomPipeline>>()
104            .add_systems(
105                Render,
106                (
107                    queue_custom.in_set(RenderSet::QueueMeshes),
108                    prepare_instance_buffers.in_set(RenderSet::PrepareResources),
109                ),
110            );
111    }
examples/shader/gpu_readback.rs (lines 48-54)
46    fn finish(&self, app: &mut App) {
47        let render_app = app.sub_app_mut(RenderApp);
48        render_app.init_resource::<ComputePipeline>().add_systems(
49            Render,
50            prepare_bind_group
51                .in_set(RenderSet::PrepareBindGroups)
52                // We don't need to recreate the bind group every frame
53                .run_if(not(resource_exists::<GpuBufferBindGroup>)),
54        );
55
56        // Add the compute node as a top level node to the render graph
57        // This means it will only execute once per frame
58        render_app
59            .world_mut()
60            .resource_mut::<RenderGraph>()
61            .add_node(ComputeNodeLabel, ComputeNode::default());
62    }
examples/shader/specialized_mesh_pipeline.rs (line 121)
109    fn build(&self, app: &mut App) {
110        app.add_plugins(ExtractComponentPlugin::<CustomRenderedEntity>::default());
111
112        // We make sure to add these to the render app, not the main app.
113        let Some(render_app) = app.get_sub_app_mut(RenderApp) else {
114            return;
115        };
116        render_app
117            // This is needed to tell bevy about your custom pipeline
118            .init_resource::<SpecializedMeshPipelines<CustomMeshPipeline>>()
119            // We need to use a custom draw command so we need to register it
120            .add_render_command::<Opaque3d, DrawSpecializedPipelineCommands>()
121            .add_systems(Render, queue_custom_mesh_pipeline.in_set(RenderSet::Queue));
122    }
examples/shader/compute_shader_game_of_life.rs (lines 106-109)
101    fn build(&self, app: &mut App) {
102        // Extract the game of life image resource from the main world into the render world
103        // for operation on by the compute shader and display on the sprite.
104        app.add_plugins(ExtractResourcePlugin::<GameOfLifeImages>::default());
105        let render_app = app.sub_app_mut(RenderApp);
106        render_app.add_systems(
107            Render,
108            prepare_bind_group.in_set(RenderSet::PrepareBindGroups),
109        );
110
111        let mut render_graph = render_app.world_mut().resource_mut::<RenderGraph>();
112        render_graph.add_node(GameOfLifeLabel, GameOfLifeNode::default());
113        render_graph.add_node_edge(GameOfLifeLabel, bevy::render::graph::CameraDriverLabel);
114    }
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pub fn register_system<I, O, M>( &mut self, system: impl IntoSystem<I, O, M> + 'static, ) -> SystemId<I, O>
where I: SystemInput + 'static, O: 'static,

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pub fn configure_sets<M>( &mut self, schedule: impl ScheduleLabel, sets: impl IntoScheduleConfigs<Interned<dyn SystemSet>, M>, ) -> &mut SubApp

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pub fn add_schedule(&mut self, schedule: Schedule) -> &mut SubApp

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pub fn init_schedule(&mut self, label: impl ScheduleLabel) -> &mut SubApp

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pub fn get_schedule(&self, label: impl ScheduleLabel) -> Option<&Schedule>

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pub fn get_schedule_mut( &mut self, label: impl ScheduleLabel, ) -> Option<&mut Schedule>

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pub fn edit_schedule( &mut self, label: impl ScheduleLabel, f: impl FnMut(&mut Schedule), ) -> &mut SubApp

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pub fn configure_schedules( &mut self, schedule_build_settings: ScheduleBuildSettings, ) -> &mut SubApp

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pub fn allow_ambiguous_component<T>(&mut self) -> &mut SubApp
where T: Component,

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pub fn allow_ambiguous_resource<T>(&mut self) -> &mut SubApp
where T: Resource,

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pub fn ignore_ambiguity<M1, M2, S1, S2>( &mut self, schedule: impl ScheduleLabel, a: S1, b: S2, ) -> &mut SubApp
where S1: IntoSystemSet<M1>, S2: IntoSystemSet<M2>,

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pub fn add_event<T>(&mut self) -> &mut SubApp
where T: Event,

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pub fn add_plugins<M>(&mut self, plugins: impl Plugins<M>) -> &mut SubApp

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pub fn is_plugin_added<T>(&self) -> bool
where T: Plugin,

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pub fn get_added_plugins<T>(&self) -> Vec<&T>
where T: Plugin,

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pub fn plugins_state(&mut self) -> PluginsState

Return the state of plugins.

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pub fn finish(&mut self)

Runs Plugin::finish for each plugin.

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pub fn cleanup(&mut self)

Runs Plugin::cleanup for each plugin.

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pub fn register_type<T>(&mut self) -> &mut SubApp

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pub fn register_type_data<T, D>(&mut self) -> &mut SubApp
where T: Reflect + TypePath, D: TypeData + FromType<T>,

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pub fn register_function<F, Marker>(&mut self, function: F) -> &mut SubApp
where F: IntoFunction<'static, Marker> + 'static,

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pub fn register_function_with_name<F, Marker>( &mut self, name: impl Into<Cow<'static, str>>, function: F, ) -> &mut SubApp
where F: IntoFunction<'static, Marker> + 'static,

Trait Implementations§

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impl AddRenderCommand for SubApp

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fn add_render_command<P, C>(&mut self) -> &mut SubApp
where P: PhaseItem, C: RenderCommand<P> + Send + Sync + 'static, <C as RenderCommand<P>>::Param: ReadOnlySystemParam,

Adds the RenderCommand for the specified render phase to the app.
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impl AppExtStates for SubApp

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fn init_state<S>(&mut self) -> &mut SubApp

Initializes a State with standard starting values. Read more
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fn insert_state<S>(&mut self, state: S) -> &mut SubApp

Inserts a specific State to the current App and overrides any State previously added of the same type. Read more
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fn add_computed_state<S>(&mut self) -> &mut SubApp
where S: ComputedStates,

Sets up a type implementing ComputedStates. Read more
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fn add_sub_state<S>(&mut self) -> &mut SubApp
where S: SubStates,

Sets up a type implementing SubStates. Read more
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fn enable_state_scoped_entities<S>(&mut self) -> &mut SubApp
where S: States,

Enable state-scoped entity clearing for state S. Read more
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fn register_type_state<S>(&mut self) -> &mut SubApp

Registers the state type T using App::register_type, and adds ReflectState type data to T in the type registry. Read more
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fn register_type_mutable_state<S>(&mut self) -> &mut SubApp

Registers the state type T using App::register_type, and adds crate::reflect::ReflectState and crate::reflect::ReflectFreelyMutableState type data to T in the type registry. Read more
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impl Debug for SubApp

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fn fmt(&self, f: &mut Formatter<'_>) -> Result<(), Error>

Formats the value using the given formatter. Read more
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impl Default for SubApp

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fn default() -> SubApp

Returns the “default value” for a type. Read more
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impl RegisterDiagnostic for SubApp

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fn register_diagnostic(&mut self, diagnostic: Diagnostic) -> &mut SubApp

Register a new Diagnostic with an App. Read more
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impl RenderGraphApp for SubApp

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fn add_render_graph_node<T>( &mut self, sub_graph: impl RenderSubGraph, node_label: impl RenderLabel, ) -> &mut SubApp
where T: Node + FromWorld,

Add a Node to the RenderGraph: Read more
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fn add_render_graph_edges<const N: usize>( &mut self, sub_graph: impl RenderSubGraph, edges: impl IntoRenderNodeArray<N>, ) -> &mut SubApp

Automatically add the required node edges based on the given ordering
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fn add_render_graph_edge( &mut self, sub_graph: impl RenderSubGraph, output_node: impl RenderLabel, input_node: impl RenderLabel, ) -> &mut SubApp

Add node edge to the specified graph
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fn add_render_sub_graph( &mut self, sub_graph: impl RenderSubGraph, ) -> &mut SubApp

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impl StateScopedEventsAppExt for SubApp

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fn add_state_scoped_event<E>( &mut self, state: impl FreelyMutableState, ) -> &mut SubApp
where E: Event,

Adds an Event that is automatically cleaned up when leaving the specified state. Read more

Auto Trait Implementations§

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impl !Freeze for SubApp

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impl !RefUnwindSafe for SubApp

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impl Send for SubApp

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impl !Sync for SubApp

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impl Unpin for SubApp

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impl !UnwindSafe for SubApp

Blanket Implementations§

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impl<T> Any for T
where T: 'static + ?Sized,

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fn type_id(&self) -> TypeId

Gets the TypeId of self. Read more
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impl<T, U> AsBindGroupShaderType<U> for T
where U: ShaderType, &'a T: for<'a> Into<U>,

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fn as_bind_group_shader_type(&self, _images: &RenderAssets<GpuImage>) -> U

Return the T ShaderType for self. When used in AsBindGroup derives, it is safe to assume that all images in self exist.
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impl<T> Borrow<T> for T
where T: ?Sized,

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fn borrow(&self) -> &T

Immutably borrows from an owned value. Read more
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impl<T> BorrowMut<T> for T
where T: ?Sized,

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fn borrow_mut(&mut self) -> &mut T

Mutably borrows from an owned value. Read more
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impl<T> Conv for T

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fn conv<T>(self) -> T
where Self: Into<T>,

Converts self into T using Into<T>. Read more
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impl<T> Downcast<T> for T

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fn downcast(&self) -> &T

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impl<T> Downcast for T
where T: Any,

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fn into_any(self: Box<T>) -> Box<dyn Any>

Converts Box<dyn Trait> (where Trait: Downcast) to Box<dyn Any>, which can then be downcast into Box<dyn ConcreteType> where ConcreteType implements Trait.
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fn into_any_rc(self: Rc<T>) -> Rc<dyn Any>

Converts Rc<Trait> (where Trait: Downcast) to Rc<Any>, which can then be further downcast into Rc<ConcreteType> where ConcreteType implements Trait.
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fn as_any(&self) -> &(dyn Any + 'static)

Converts &Trait (where Trait: Downcast) to &Any. This is needed since Rust cannot generate &Any’s vtable from &Trait’s.
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fn as_any_mut(&mut self) -> &mut (dyn Any + 'static)

Converts &mut Trait (where Trait: Downcast) to &Any. This is needed since Rust cannot generate &mut Any’s vtable from &mut Trait’s.
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impl<T> Downcast for T
where T: Any,

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fn into_any(self: Box<T>) -> Box<dyn Any>

Convert Box<dyn Trait> (where Trait: Downcast) to Box<dyn Any>. Box<dyn Any> can then be further downcast into Box<ConcreteType> where ConcreteType implements Trait.
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fn into_any_rc(self: Rc<T>) -> Rc<dyn Any>

Convert Rc<Trait> (where Trait: Downcast) to Rc<Any>. Rc<Any> can then be further downcast into Rc<ConcreteType> where ConcreteType implements Trait.
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fn as_any(&self) -> &(dyn Any + 'static)

Convert &Trait (where Trait: Downcast) to &Any. This is needed since Rust cannot generate &Any’s vtable from &Trait’s.
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fn as_any_mut(&mut self) -> &mut (dyn Any + 'static)

Convert &mut Trait (where Trait: Downcast) to &Any. This is needed since Rust cannot generate &mut Any’s vtable from &mut Trait’s.
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impl<T> DowncastSend for T
where T: Any + Send,

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fn into_any_send(self: Box<T>) -> Box<dyn Any + Send>

Converts Box<Trait> (where Trait: DowncastSend) to Box<dyn Any + Send>, which can then be downcast into Box<ConcreteType> where ConcreteType implements Trait.
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impl<T> FmtForward for T

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fn fmt_binary(self) -> FmtBinary<Self>
where Self: Binary,

Causes self to use its Binary implementation when Debug-formatted.
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fn fmt_display(self) -> FmtDisplay<Self>
where Self: Display,

Causes self to use its Display implementation when Debug-formatted.
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fn fmt_lower_exp(self) -> FmtLowerExp<Self>
where Self: LowerExp,

Causes self to use its LowerExp implementation when Debug-formatted.
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fn fmt_lower_hex(self) -> FmtLowerHex<Self>
where Self: LowerHex,

Causes self to use its LowerHex implementation when Debug-formatted.
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fn fmt_octal(self) -> FmtOctal<Self>
where Self: Octal,

Causes self to use its Octal implementation when Debug-formatted.
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fn fmt_pointer(self) -> FmtPointer<Self>
where Self: Pointer,

Causes self to use its Pointer implementation when Debug-formatted.
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fn fmt_upper_exp(self) -> FmtUpperExp<Self>
where Self: UpperExp,

Causes self to use its UpperExp implementation when Debug-formatted.
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fn fmt_upper_hex(self) -> FmtUpperHex<Self>
where Self: UpperHex,

Causes self to use its UpperHex implementation when Debug-formatted.
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fn fmt_list(self) -> FmtList<Self>
where &'a Self: for<'a> IntoIterator,

Formats each item in a sequence. Read more
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impl<T> From<T> for T

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fn from(t: T) -> T

Returns the argument unchanged.

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impl<S> FromSample<S> for S

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fn from_sample_(s: S) -> S

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impl<T> FromWorld for T
where T: Default,

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fn from_world(_world: &mut World) -> T

Creates Self using default().

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impl<T> Instrument for T

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fn instrument(self, span: Span) -> Instrumented<Self>

Instruments this type with the provided Span, returning an Instrumented wrapper. Read more
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fn in_current_span(self) -> Instrumented<Self>

Instruments this type with the current Span, returning an Instrumented wrapper. Read more
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impl<T, U> Into<U> for T
where U: From<T>,

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fn into(self) -> U

Calls U::from(self).

That is, this conversion is whatever the implementation of From<T> for U chooses to do.

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impl<T> IntoEither for T

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fn into_either(self, into_left: bool) -> Either<Self, Self>

Converts self into a Left variant of Either<Self, Self> if into_left is true. Converts self into a Right variant of Either<Self, Self> otherwise. Read more
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fn into_either_with<F>(self, into_left: F) -> Either<Self, Self>
where F: FnOnce(&Self) -> bool,

Converts self into a Left variant of Either<Self, Self> if into_left(&self) returns true. Converts self into a Right variant of Either<Self, Self> otherwise. Read more
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impl<F, T> IntoSample<T> for F
where T: FromSample<F>,

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fn into_sample(self) -> T

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impl<T> NoneValue for T
where T: Default,

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type NoneType = T

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fn null_value() -> T

The none-equivalent value.
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impl<T> Pipe for T
where T: ?Sized,

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fn pipe<R>(self, func: impl FnOnce(Self) -> R) -> R
where Self: Sized,

Pipes by value. This is generally the method you want to use. Read more
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fn pipe_ref<'a, R>(&'a self, func: impl FnOnce(&'a Self) -> R) -> R
where R: 'a,

Borrows self and passes that borrow into the pipe function. Read more
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fn pipe_ref_mut<'a, R>(&'a mut self, func: impl FnOnce(&'a mut Self) -> R) -> R
where R: 'a,

Mutably borrows self and passes that borrow into the pipe function. Read more
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fn pipe_borrow<'a, B, R>(&'a self, func: impl FnOnce(&'a B) -> R) -> R
where Self: Borrow<B>, B: 'a + ?Sized, R: 'a,

Borrows self, then passes self.borrow() into the pipe function. Read more
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fn pipe_borrow_mut<'a, B, R>( &'a mut self, func: impl FnOnce(&'a mut B) -> R, ) -> R
where Self: BorrowMut<B>, B: 'a + ?Sized, R: 'a,

Mutably borrows self, then passes self.borrow_mut() into the pipe function. Read more
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fn pipe_as_ref<'a, U, R>(&'a self, func: impl FnOnce(&'a U) -> R) -> R
where Self: AsRef<U>, U: 'a + ?Sized, R: 'a,

Borrows self, then passes self.as_ref() into the pipe function.
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fn pipe_as_mut<'a, U, R>(&'a mut self, func: impl FnOnce(&'a mut U) -> R) -> R
where Self: AsMut<U>, U: 'a + ?Sized, R: 'a,

Mutably borrows self, then passes self.as_mut() into the pipe function.
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fn pipe_deref<'a, T, R>(&'a self, func: impl FnOnce(&'a T) -> R) -> R
where Self: Deref<Target = T>, T: 'a + ?Sized, R: 'a,

Borrows self, then passes self.deref() into the pipe function.
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fn pipe_deref_mut<'a, T, R>( &'a mut self, func: impl FnOnce(&'a mut T) -> R, ) -> R
where Self: DerefMut<Target = T> + Deref, T: 'a + ?Sized, R: 'a,

Mutably borrows self, then passes self.deref_mut() into the pipe function.
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impl<T> Pointable for T

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const ALIGN: usize

The alignment of pointer.
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type Init = T

The type for initializers.
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unsafe fn init(init: <T as Pointable>::Init) -> usize

Initializes a with the given initializer. Read more
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unsafe fn deref<'a>(ptr: usize) -> &'a T

Dereferences the given pointer. Read more
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unsafe fn deref_mut<'a>(ptr: usize) -> &'a mut T

Mutably dereferences the given pointer. Read more
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unsafe fn drop(ptr: usize)

Drops the object pointed to by the given pointer. Read more
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impl<R, P> ReadPrimitive<R> for P
where R: Read + ReadEndian<P>, P: Default,

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fn read_from_little_endian(read: &mut R) -> Result<Self, Error>

Read this value from the supplied reader. Same as ReadEndian::read_from_little_endian().
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fn read_from_big_endian(read: &mut R) -> Result<Self, Error>

Read this value from the supplied reader. Same as ReadEndian::read_from_big_endian().
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fn read_from_native_endian(read: &mut R) -> Result<Self, Error>

Read this value from the supplied reader. Same as ReadEndian::read_from_native_endian().
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impl<T> Tap for T

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fn tap(self, func: impl FnOnce(&Self)) -> Self

Immutable access to a value. Read more
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fn tap_mut(self, func: impl FnOnce(&mut Self)) -> Self

Mutable access to a value. Read more
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fn tap_borrow<B>(self, func: impl FnOnce(&B)) -> Self
where Self: Borrow<B>, B: ?Sized,

Immutable access to the Borrow<B> of a value. Read more
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fn tap_borrow_mut<B>(self, func: impl FnOnce(&mut B)) -> Self
where Self: BorrowMut<B>, B: ?Sized,

Mutable access to the BorrowMut<B> of a value. Read more
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fn tap_ref<R>(self, func: impl FnOnce(&R)) -> Self
where Self: AsRef<R>, R: ?Sized,

Immutable access to the AsRef<R> view of a value. Read more
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fn tap_ref_mut<R>(self, func: impl FnOnce(&mut R)) -> Self
where Self: AsMut<R>, R: ?Sized,

Mutable access to the AsMut<R> view of a value. Read more
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fn tap_deref<T>(self, func: impl FnOnce(&T)) -> Self
where Self: Deref<Target = T>, T: ?Sized,

Immutable access to the Deref::Target of a value. Read more
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fn tap_deref_mut<T>(self, func: impl FnOnce(&mut T)) -> Self
where Self: DerefMut<Target = T> + Deref, T: ?Sized,

Mutable access to the Deref::Target of a value. Read more
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fn tap_dbg(self, func: impl FnOnce(&Self)) -> Self

Calls .tap() only in debug builds, and is erased in release builds.
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fn tap_mut_dbg(self, func: impl FnOnce(&mut Self)) -> Self

Calls .tap_mut() only in debug builds, and is erased in release builds.
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fn tap_borrow_dbg<B>(self, func: impl FnOnce(&B)) -> Self
where Self: Borrow<B>, B: ?Sized,

Calls .tap_borrow() only in debug builds, and is erased in release builds.
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fn tap_borrow_mut_dbg<B>(self, func: impl FnOnce(&mut B)) -> Self
where Self: BorrowMut<B>, B: ?Sized,

Calls .tap_borrow_mut() only in debug builds, and is erased in release builds.
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fn tap_ref_dbg<R>(self, func: impl FnOnce(&R)) -> Self
where Self: AsRef<R>, R: ?Sized,

Calls .tap_ref() only in debug builds, and is erased in release builds.
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fn tap_ref_mut_dbg<R>(self, func: impl FnOnce(&mut R)) -> Self
where Self: AsMut<R>, R: ?Sized,

Calls .tap_ref_mut() only in debug builds, and is erased in release builds.
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fn tap_deref_dbg<T>(self, func: impl FnOnce(&T)) -> Self
where Self: Deref<Target = T>, T: ?Sized,

Calls .tap_deref() only in debug builds, and is erased in release builds.
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fn tap_deref_mut_dbg<T>(self, func: impl FnOnce(&mut T)) -> Self
where Self: DerefMut<Target = T> + Deref, T: ?Sized,

Calls .tap_deref_mut() only in debug builds, and is erased in release builds.
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impl<T, U> ToSample<U> for T
where U: FromSample<T>,

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fn to_sample_(self) -> U

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impl<T> TryConv for T

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fn try_conv<T>(self) -> Result<T, Self::Error>
where Self: TryInto<T>,

Attempts to convert self into T using TryInto<T>. Read more
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impl<T, U> TryFrom<U> for T
where U: Into<T>,

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type Error = Infallible

The type returned in the event of a conversion error.
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fn try_from(value: U) -> Result<T, <T as TryFrom<U>>::Error>

Performs the conversion.
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impl<T, U> TryInto<U> for T
where U: TryFrom<T>,

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type Error = <U as TryFrom<T>>::Error

The type returned in the event of a conversion error.
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fn try_into(self) -> Result<U, <U as TryFrom<T>>::Error>

Performs the conversion.
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impl<T> Upcast<T> for T

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fn upcast(&self) -> Option<&T>

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impl<V, T> VZip<V> for T
where V: MultiLane<T>,

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fn vzip(self) -> V

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impl<T> WithSubscriber for T

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fn with_subscriber<S>(self, subscriber: S) -> WithDispatch<Self>
where S: Into<Dispatch>,

Attaches the provided Subscriber to this type, returning a WithDispatch wrapper. Read more
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fn with_current_subscriber(self) -> WithDispatch<Self>

Attaches the current default Subscriber to this type, returning a WithDispatch wrapper. Read more
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impl<T> ConditionalSend for T
where T: Send,

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impl<S, T> Duplex<S> for T
where T: FromSample<S> + ToSample<S>,

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impl<T> WasmNotSend for T
where T: Send,